You find that you are in a busy cavern, with several deep gnomes milling about. There are two sealed tunnels off to the west and southwest. The western path is closed by a reinforced, locked, and guarded gate. The southwest appears to be a cave-in blocking the way. To the north, there is a single open passage leading deeper into the caves. To the northeast, a miltaristic gate sits open, with armored gnomes moving in and out.
Chapter 5: Blingdenstone
Be sure to read and follow the guidelines for our forums.
You find that you are in a busy cavern, with several deep gnomes milling about. There are two sealed tunnels off to the west and southwest. The western path is closed by a reinforced, locked, and guarded gate. The southwest appears to be a cave-in blocking the way. To the north, there is a single open passage leading deeper into the caves. To the northeast, a miltaristic gate sits open, with armored gnomes moving in and out.
aye that sounds good dustin and perhaps we can find a place to offload some of our... extra equipment to make the coin for my armor and anyrhing else we need. cemos then looks to the new companion.
now you havent been with us long but we happend across another shipment of quite valuable metal and I'm sure our group here would be more than willing to cut you in on the profits if you would be willing to help protect and sell the load. What do you say?
Bildaweer then turns his head to the rest of party for any questions or requests that need translating.
She nods at Cemos. You helped me with my job today, you can count on me to help you with protection and where I can with selling the metal. Let's hope we find some of the old contacts and one might be interested.
alright bildaweer i might nees your help if we strat to habe troubles understanding one another. cemos looks to the group and give them a nod.
excuse me sir! We are looking for a place to sell some things. Might ypu be able to help us with that?
Oh yes! Things to sell, hmm, I'm not usually a buyer you see, but depending on what you have to offer - he starts to say.
Just as the deep gnome gets into his speech, however, a loud clanging bell begins to sound from the main entrance, toward where you came in. The deep gnomes around you all draw weapons and retreat as you see the guard that escorted you stumble back into the entry way of the grotto. He rises slowly into the air. As the light from a nearby torch flickers, you see a strange shimmer around him, revealing the surface of the gelatinous cube that has engulfed him!
I suppose we are going to help out.
She opens her eyes and quickly looks over her shoulder at Dustin, speaking at a tone not to be argued with. You will not do such a foolish thing Shadowstalker! You, Master Sparklefingers and The Beard are now under my care and I will see to it to defend you, but you must stay here with me.
For up to 1 minute or 10 rounds me ,Uthal, Bildaweer and Dustin have " whenever you make an attack or save you add 1d4 to the roll. And ill move up to guard with Uthal.
Mace and shield in hand.
Rolls
Attack with Cloudstrike + bonus van Cemos - (1d20+8, 1d4)
1d20+8 : (11) + 8 = 19
1d4 : (2) = 2
Damage with cloudstrike - (2d6+5)
(12) + 5 = 8
Combat! You are all up.
Rolls
Hand Crossbow - (1d20+8)
(20) + 8 = 28
Hand Crossbow Damage and sneak attack - (1d6+5, 3d6)
1d6+5 : (3) + 5 = 8
3d6 : (123) = 6
Crit Damage
Rolls
Crit Damage - (4d6)
(1261) = 10
Rolls
Att1 - (1d20+7)
(18) + 7 = 25
Att2 - (1d20+7)
(16) + 7 = 23
Bonus1 - (1d4)
(2) = 2
Bonus2 - (1d4)
(2) = 2
Dam1 - (1d6+5)
(2) + 5 = 7
Dam2 - (1d6+5)
(3) + 5 = 8
Rolls
Magic missiles - (4d4+4)
(2343) + 4 = 16
Dustin's bolt sails over Cemos's shoulder as the dwarf charges into the fight, hammer swinging, sending splats of gooey cube remnants sailing across the room. The crossbow bolt slams into the gel, ripping a large tear in the creature's figure. Just then, four glittering missiles slam into the cube, sending more splats of material flying everywhere!
Georges runs forward, and plunges his hands into the cube, trying to grab the gnome and pull him out! Stool joins him, trying desperately to pull the small figure out. With a plop, Georges and Stool fall back on their behinds, ripping the gnome guard free of the cube! As they tumble, you hear a shriek of pain from Georges as he tries wiping his hands on his cloak. Stool is equally pained!
Eldreth looks at all of you and mutters to herself. She turns and walks back towards the other deep gnomes, disengaging from the fight!
HP: Stool 18/31 | Georges 13/26
Rolls
Georges Athletics (Adv from Stool's help) - (1d20+5, 1d20+5)
1d20+5 : (14) + 5 = 19
1d20+5 : (2) + 5 = 7
Acid Damage (Georges) - (3d6)
(256) = 13
I am just stumped on how to help her with this madness thing
Rolls
Attack 1 + bonus van Cemos + damage - (1d20+8, 1d4, 2d6+7)
1d20+8 : (16) + 8 = 24
1d4 : (4) = 4
2d6+7 : (25) + 7 = 14
Attack 2 + bonus + damage - (1d20+8, 1d4, 2d6+7)
1d20+8 : (15) + 8 = 23
1d4 : (1) = 1
2d6+7 : (23) + 7 = 12
The giant cube of jelly quivers once before melting down into a puddle.
However, no sooner than that happens, you see a shimmer of light try to surround Heartboiler and Cemos as a second cube presses forward! The creature slides forces Heartboiler and Cemos both backwards 5 feet, pushing further into the cavern.
Your side is up!
Rolls
Magic Missiles (2nd level) - (4d4+4)
(4132) + 4 = 14
Rolls
Attack 1 + bonus + damage - (1d20+8, 1d4, 2d6+7)
1d20+8 : (19) + 8 = 27
1d4 : (2) = 2
2d6+7 : (61) + 7 = 14
Attack 2 + bonus + damage - (1d20+8, 1d4, 2d6+7)
1d20+8 : (4) + 8 = 12
1d4 : (3) = 3
2d6+7 : (41) + 7 = 12
Rolls
Att1 - (1d20+7)
(5) + 7 = 12
Att2 - (1d20+7)
(1) + 7 = 8
Bonus1 - (1d4)
(2) = 2
Bonus2 - (1d4)
(3) = 3
Dam1 - (1d6+5)
(1) + 5 = 6
Dam2 - (1d6+5)
(1) + 5 = 6
Rolls
Hand Crossbow - (1d20+8)
(6) + 8 = 14
Hand Crossbow Damage and sneak attack - (1d6+5, 3d6)
1d6+5 : (3) + 5 = 8
3d6 : (535) = 13
The jelly extends out a long sticky arm, trying to slap Heartboiler! Expecting the attack, she whirls and dodges the appendage with a grace unexpected of her frame.
PCs are up! This thing looks badly wounded, if you can call a giant jell-o cube wounded.....
Rolls
Secret Roll
Rolls
Magic Missiles (2nd level) - (4d4+4)
(2441) + 4 = 15
Rolls
Attack 1 + bonus + damage - (1d20+8, 1d4, 2d6+7)
1d20+8 : (8) + 8 = 16
1d4 : (3) = 3
2d6+7 : (34) + 7 = 14
Attack 2 + bonus + damage - (1d20+8, 1d4, 2d6+7)
1d20+8 : (14) + 8 = 22
1d4 : (3) = 3
2d6+7 : (33) + 7 = 13
Combat Over!
As Cemos jogs over to Stool and Georges, they stand, helping the guard up.
You have my thanks, surfacers. I should have introduced myself properly earlier. The name is Mev Flintknapper. Look, you all hauled my hide out of that jelly. Take this token, it'll show those here that you've earned my trust. These ooze incursions, they are happening more frequently as of late. They all seem to be going northwest of the inner city.
He heads over to check on the saved gnome then looks to Heartboiler. He was indeed impressed wondering what she was to cause thunder the way she did.
Our problem. We still need to get supplies. Will the shop keep come back out?
Bildaweer, could you possible call out to that shop keep.
Perhaps we can coax him out and be about our business.
Maybe hold onto the potions
Cemos, didn't you say you wanted to heal Stool and Georges? Did I miss you doing that or are those poor guys still hurt:-(?
The shopkeeper looks at Bildaweer and smiles a bit. No real rumors, just the damnable oozes constantly coming in and heading that same direction. Always in that same direction. It's part of why we walled off the passage and brought down the stones there. If they were going that way, we aren't. As for your goods, let me take a look.
He peruses the various containers and things you have collected since your escape. He moves things around, feeling some of the cloth goods and muttering under his breath. The gems he gives a small look over and moves to the side quickly.
Ok, here's what I'll do. Most of the armor isn't really something we'd need, but I'll give you a fair value. Call it one hundred twenty gold for all five suits. The shields are interesting, they aren't like anything we have down here. I'll give you twenty gold for the lot. Daggers are just daggers, three gold for the whole lot of five. The hand crossbows though, those are very nicely made, drowcraft by the looks, yes? Those are worth good money. Call it one hundred seventy gold for those. Three hundred thirteen for the armor and weapons. Because of your services here, we'll make it three twenty. He looks at you for a moment before continuing.
Potions and tinctures are always in pretty high demand here. The light red ones, I'll give you two hundred eighty for those. The dark red one is very interesting, I figure one hundred eighty seven just for it. Those two green ones, acid resistance tonics I'd assume. Two hundred twenty five for the pair. With all these oozes, we can find a use. The thick black one, not much use for me. No one will want it, so I'll give you fifty gold for it. Now this last one, that cloudy one? It's interesting but not sure it'd be much use for you lot. We'll call it one hundred gold for that one. he smiles a bit and turns to the general goods.
The gems, we don't really need those, we pull plenty. I can give you three hundred gold total for the diamonds, amethysts, chalcedony, chrysoprase, moonstones, onyx, quartz, and sardonyx. The string of pearls I can give you another three hundred for. The gowns, bracelets, and candlesticks. Good craftsmanship, I can probably do about two hundred gold for the lot. The masks, bag, chest, and leather purses I can do fifty gold for the lot. That headdress though, I really like it. I can give you fifty for just that.
320g for weapons and armor
842g for the potions in total
900g for the general goods all totaled up
Max gold he's offering: 2062 gold pieces for all the general loot.
Are you also showing him the mithril ingots you've brought along or are those not up for discussion with him?
At the mention of Gauntlgrym, Eldreth pokes her head out from around the rock. Gauntlgrym would be a welcome change to this dismal dark place. Yes, I know they would be welcome there, I'm not telling them that. she says, the last statement in almost an unintelligible whisper.
Dustin smiled his spirits bolstered.
Oh! Welcome to the Ruby in the Rough surfacers! Are you just passing through?
He looks at his groupit seems that we would be interested in helping you out but we have business we must attend to first. Then perhaps we can return and help cleanse your catacombs.
And I don't want to offend him in any way.
we will be on our way and return as soon as we can. Cemos motions to the group to head out on there way to the mug
"Don't your people ever celebrate or have joyful occasions ?
I would strongly suggest we leave them alone and continue on our path to the Mug. The faster we get there, the faster we can hunt ghosts and cubes. She looks at Bildaweer. Master Sparklefingers, we're not babysitters. We are requested for missions more suited for us. If it would make you feel better you can always ask at the Mug if someone knows what's going on and suggesting someone who's not on their way to two other jobs should look into it. With that she lets go of Dustin's shoulder and starts to walk into the direction of the Foaming Mug, stopping after three massive strides, knowing she should let the others go first.
Bildaweer, you realize after seeing it, you've found a group of stonesingers. Deep gnome musicians that can attune to the vibrations of the earth itself. Everything looks to be in order and they ignore you as you come in so they can continue their concert.
When you walk into the tavern, you find it bustling pretty well. Three or four tables boast deep gnomes at various levels of drunkeness, one table in the corner sees a surly duergar drinking alone. A bored looking svirfneblin sits behind the bar watching as two wenches move around distributing steins of frothy dark stout. She moves only when needed to fill the mugs.
However when your crew walks in, with Heartboiler easily dominating the space, she perks up and immediately rushes to you.
Oh! You must be adventurers and travelers to look so! You must sit down and have a glass of Darklake Stout and tell me about all the crazy things you've seen and done! Do you need rooms? We have rooms and hot springs for bathing. Please, come sit! M'name's Tappy Foamstrap. Owner, runner, and proprietor of the Foaming Mug! she says in a peppy rush, guiding you all to one of the two large tables running the length of the side walls.
Bildaweer smiles and then looks to his friends listening as Tappy takes their orders.
Dustin finally unwound and slouched comfortable in his chair.
You sink down into your chairs and in short order, tall mugs of the nutty, slightly bitter, stout are brought over. In addition, a tureen of a thick mushroom and rice soup is delivered to your table with a stack of bowls.
"I could retire here."
Meanwhile, a second table of deep gnomes seem to be chattering about a Stoneheart Enclave. They are apparently closing in on a solution to some thing called Ogremoch's Bane. Brief mentions of a place in the northeast called Rockblight seems to repel earth elementals.
Rolls
Perception - (1d20+5)
(16) + 5 = 21
Rolls
Intimidation - (1d20+4)
(9) + 4 = 13
Please...please don't hurt us! he says, meekly.
Rolls
Deep gnome tossing (Athletics) - (1d20+7)
(11) + 7 = 18
The thrown deep gnome stands up and you can see his eyes are a bit unfocused.
Wha - wha didja do that for? he says, cracking his knuckles. I'll dust ya chin ya lug! he cries out from the ground.
The rest of the tavern suddenly goes a little quiet as eyes pivot to the ruckus.
We'll call this combat time. They are hammered and sprawled on the ground. You all can take your actions.
Rolls
Sleep (3rd Level) - (9d8)
(343188732) = 39
Rolls
Med check - (1d20+5)
(18) + 5 = 23
Cemos, as you bend down to check the pair of them, you see they do have some bruising around their faces, but not excessive.
With a roar, the Duergar lunges up from his seat, pushing past the gnome talking to him. You can see that under his heavy cloth cloak, there is a set of dull scale armor and a warpick hangs from his belt. His face pulls into a wide grin as he doubles in size, rising to nearly Heartboiler's own height.
The foursome of gnomes turn and run up against the wall, save for their friend who's breathing is blowing bubbles in his soup. The barkeep smiles and lets out a small yip as one of the slouched patrons turns and hoists a tankard of ale in the direction of the fight.
PCs are up!
Rolls
Secret Roll
Angrily he takes out his crossbow and uses a bit of drow poison on a bolt. He waits for Heartboiler to engage the giant to distract him so he can fire.
Rolls
Hand Crossbow - (1d20+8)
(4) + 8 = 12
Hand Crossbow Damage and sneak attack - (1d6+7, 3d6)
1d6+7 : (4) + 7 = 11
3d6 : (461) = 11
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (8) + 8 = 16
2d6+7 : (54) + 7 = 16
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (9) + 8 = 17
2d6+7 : (43) + 7 = 14
The other would be "combatants" very quickly realize just how large a mistake it would be to get really involved with this fight.
Tappy Foamstrap runs up to you, Heartboiler, and immediately hugs your leg. Totally oblivious to the threat this actually puts her in.
Oh ya big lass, thank you for that bit o' mirth! That cantankerous old bastard never did tip very well. Truth be told, he's a few dozen gold in debt to the establishment but we've never been able to muster the strength to take it. You've my thanks - ah - umm. What IS your name?
Combat is over! The place is a bit in shambles, but the mood is HIGHLY elevated. Heartboiler has advantage on any CHA check made with the tavern occupants for the foreseeable future. All of you can enjoy free food and lodging for one night.
I'll just wait a bit for the armor smith to show up and then I'll be ready to set out.
You can call me Heartboiler, but please stop hugging me. If you want to do something to make me happy, could you please bring me some food without mushrooms? I will be much happier if I can get that...
When Tappy lets go of her leg Heartboiler moves to the Duergar and takes away his warpick, and works him out of his scale mail armour. She takes her time searching him for any other items and when she's taking all the valuable items away from him uses her rope to secure his hands behind his back, and drags him into a corner, so he's no longer in the middle of the floor. Somewhere along this process Heartboiler's rage ended and instantly a huge smile spreads across her face, her moves become bigger and bouncier and she seems to really enjoy what she's doing. She takes all the items and brings them to Tappy. I think you should have this to make up for the money he owes you. So here. She shoves the stuff in Tappy's arms and giggles at her, rubbing her head with her massive hand. She then walks up to the table where Cemos and Bildaweer are sitting and falls into a seat.
Now that was exciting! Nothing like a little barfight to make a girl happy! Now I'll take care of the next round, who wants another drink?
After a few moments, a surly looking gnome comes out wearing a streaked apron and looks over Heartboiler appraisingly. Ah yup, you'll like it. he says, before wandering back off to the kitchen. A barmaid moves around the table, keeping you all filled with whatever drinks of choice you may request.
About ten minutes later, Tappy comes back out, a smile on her face and a wand in her hand. Behind her floats a massive tray, easily the size of one of the smaller tables in the Foaming Mug. Flicking the little wand, the dish sails over and settles on an empty table near to you. Arranged on the tray is a veritable forest of pieces and parts of a young steeder, the giant tarantulas the Duergar are known to breed and ride. Foremost are the eight large main leg pieces, each the size of Heartboilers own arms. Arranged around them are a host of dark breads, smaller piles of shredded meat, and small dishes of assorted spices of all colors and aromas. Nestled in the middle is the head of the creature, opened from the top and holding a medium tureen of some lightly glowing sauce.
Ok, so madam Heartboiler, out of our genuine thanks and utmost astonishment for your prowess at beating in that lunk's head, not to mention your recovery of our compensation, we'd like to present you with a dish we've only served to entire parties of heroes to the city so far. You look like you can eat, though, so here it is, just for you. The Succulent Steeder Special. The main legs have been quick steamed and seasoned with only a little salt and pepper. The spices are there for you to apply as you'd like, some blindingly hot, others more mild. The smaller piles of meat are a shredded steeder meat that was braised in dark ale for several hours. It goes wonderfully with the bread. Now, you may be interested in this sauce here. It's a house specialty that we've come to love over the years, and if you dip the steeder leg meat in it, oh boy are you in for a treat. It's a glowfish and ixitxachitl curry. Very spicy, but also somehow fresh, like one of those oranges we've been given by surfacers in the past. It's rich and light at the same time. Please, we really hope you enjoy it all! Tappy says, very animated, much more so than when you first saw her when you entered the bar.
As she's finishing up the explanation of the mountain of food now in front of Heartboiler, the door to the tavern bangs open and a fidgety looking old deep gnome wanders in. A large pair of glasses sits on his nose, and wiry gray hair seems to sprout from his head and ears in equal measure. Clothes are tattered and burnt in some places, patched with a hodgepodge of leather and steel in others. Around the bar, a round of welcome goes up. Ho Enzo!
Tappy turns and smiles. Well Master Dwarf, you wanted to meet old Enzo here he is. HEY, ENZO! You have GOT to meet these people! she says, moving quickly over to him.
When Tappy brings out the Steeder Heartboilers mouth falls open and her eyes grow big. She bounces up and down in her seat, hardly able to keep herself from diving in the second the food is on the table. She licks her lips and nods while Tappy explains what it all is. The second Tappy stops talking Heartboiler picks up one of the legs, cracks it open and dips it in the sauce, then stuffing it in her face like she hasn't had a decent meal in days. For the next minutes she doesn't acknowledge anyone or anything other than the food. She utters the occasional Hmmm, or So good and makes loud chewing sounds, but is otherwise completely silent. In record time the tray is cleared and Heartboiler leans back, rubbing her stomach, her hands, face and, well, entire body covered in sauce and spices. Some of the stuff even got onto her sword, which she had placed besides her to give her more movement freedom. She burps very loudly and smiles a very satisfied smile.
Tappy, give the chef my compliments, this was amazing! She calls at Tappy, giving her two thumbs up. She looks at her hands and starts to giggle. Whoops, looks like I made a bit of a mess. I think it's best if I take a nice bath... She gets up, picks up her sword and backpack and walks to Tappy, asking her to be shown to her room.
Oh my me, dear adventurers, I completely lost myself in the marvel of the lady Heartboiler! I didn't mean to cause any of you any offense! I can certainly provide a slice or two of glow worm steak. We may also have some of the shredded steeder left in the back. Actually, I should probably.... her words fade away as she turns and hurries, red-faced, into the back. She returns a moment later with a tray of food with slabs of lightly seared glow worm steaks and a few mounds of the pulled steeder meat, complete with some pillowy-looking rolls.
Please, please, I really hope you don't think less of me! I would love to hear of your tales!
Meanwhile, the eccentric looking deep gnome looks at the hole in Cemos's armor.
Oh my, oh dear. What have you done to this my boy? How did, was that, oh my yes it must have been. You've been fighting oozes at some point, haven't you. Only thing that could possibly melt good steel like that, the ooze of a gray jelly, maybe? Yes. That or a black pudding perhaps. Either way, not a pretty picture. I could certainly repair - no, no repair. Those marks aren't good. It wouldn't ever be as sturdy as it could be. No, this will not do, just will not do. I've got nothing with me this trip fit for a dwarf, most things I have are scaled more appropriately for deep gnomes. However, I could likely have a set for you in two months, I would need to take some ore up to the surface. But where you'd get that. Hmm. Interesting. Perhaps... you know, perhaps if you had a good supply of materials, and were willing to spend a ten-day or two here in the city, I could try my hand at something I've wanted. You see, I'd love to make my own things, but no one here is willing to trust me. They are comfortable with the surface-made armors. But I'm positive, if you were to let me work for you, it would be a fine set of armor. the entire time, Enzo seems to focus on the armor and only the armor, almost ignoring everyone else (and everything else, including the decimated tray that once held a feast) in his soliloquy. With a shake, he looks up at the rest of you, before looking back to Cemos.
I'm sorry, I get lost in my thoughts when it comes to armor. What do you say? Would you be willing to find me enough material to make you a suit of armor? You'd likely have to take up lodging here. We'd need daily check ins so I could check individual pieces for fit?
Tappy, looking around, realizes that Heartboiler had been trying to get a room and a bath. My apologies Heartboiler! Of course you'd want a bath! Oh my, you've all got me a flutter with thinking and not thinking, I'm completely forgetting my business! A room, yes, the keys are all in the doors, just head down that hallway there and pick whatever room you'd like. They are all the same. There are bathing supplies in the room. If you take a left at the end of the hall of rooms, you'll find a short stairway heading down to the hot springs where you can bathe. There are three separate chambers there, take your pick!
For those of you that head to the rooms, you find heavy zurkhwood doors with crude steel keys. Inside each room has a bed, a single desk, an oil lamp, a wardrobe, and a wide bench seat against one wall. On the desk there are a few items. A pile of fresh bed linens, a pile of soft towels and cloths to wash with, and a woven zurkhwood basket with vials of oils, salts, and bars of soap that are likely the bathing supplies mentioned. There is a heavy robe hanging in the wardrobe, though it's likely a little tight on Heartboiler, the rest of you it will fit reasonably well.
Heartboiler walks to one of the hot springs, sets down the basket and starts to take off her clothes, shaking her head slightly at the mess she made. While humming soft and cheerful tunes she uses one of the bars of soap to clean her clothes a bit, hanging them to dry over what must be the towelrack. She looks at Cloudstrike, unsure if she should use soap or just water to clean it. A slight shiver runs through her body as she starts to feel quite cold and with a smile she decides to just take the sword with her into the bath, cleaning it with soap if needed afterwards. Slowly she steps into the warm water, lying down, surprised to fit all the way, before picking the sword of the ledge and lowering it into the water besides her.
Ahhh, the hot springs beneath the world's crust. I have heard of their glory for long, but have never ventured from my cloud to feel them. The warmth is exhilarating, is it not, stonedaughter? You did well against the dwarf. Your blow was mighty, as the thunderstorm that fixed my mind in this steel body. I think, yes, I think the water here is sufficiently suffused with some magic I may be able to grant you some boon. Hmm. Yes, that's it. You'll know the effect when you swing your blade against a target. Just remember from now on, you must wash me every evening and any time there is a storm. the voice says before fading away.
Let's take what ever mesurments you need now to get started and I'll give you what you need for the job.
Enzo looks up at you as you whisper, Cemos, eyes wide. Mithril, you say? Just how much mithril do you have? I'd need at least 20 ingots to work you a proper suit. If you have more, I would be happy to purchase it from you at quite a good rate you see. And your party could commission other pieces. Oh yes, that would be lovely, I've not worked too much with Mithril. The damned duergar tend to keep that for themselves. I won't even ask how you came upon any of it. He nods at you, looking around a bit. Let's head to your room to measure. We can discuss the particulars later. By the way, what is that symbol? he says, finally realizing you have a holy symbol.
Ok, well, here we go. I've your measurements. If you can provide me with the mithril ingots tonight, I will start tomorrow. You've likely got two or three days before I'll need to measure any pieces. A lot of preparatory works, you see. As for making it impervious to acid damage, there's some things I'd like to try, but I've no idea if they are truly functional. If you could spare another ingot or two, I could easily test my theories.
Provided the rest of you retire to the rooms, you all sleep very well. When you've had your rest, the unmistakable smell of roasting mushrooms wafts through your rooms. You've all had a long rest and are free to be about your business!
Sitting out on the long table, you find loaves of warm bread along with some pale jelly. A pile of smoked fish sits on another plate nearby.
(Say 5 GP )
Heartboiler, she turns to you when you ask about the jelly with an excited look in her eyes. It's a specialty of mine! Ghostberry jelly!
As you look around the room, you see that the Duergar is still lying there, tied up. His body is covered with bruises, and he seems to still be out cold.
well I have commissioned our new friend enzo for my armor and we are free to set out. I will need to return in three days to check the fitting but until then I feel like we should head back to the temple to help with the undead there. Cemos looks to the group and then the heartboiler.
ready to crack some skulls?
He gives the bread and jelly a try.
Looking over at the dueregar he laughs, "Wow, when you put them down they stay down."
Oh, welcome! I wasn't sure you'd actually show back up. Heard you had quite the evening over at the Mug last night. Good for you lot. I really appreciate the help. Where would you all like to start? Care to look in our catacombs? They are a bit tight for you, ma'am. But you may be able to glean some clue there that I've not had the training to spot! he says shaking your hands forcefully, the ma'am comment coming with a pointed look at Heartboiler.
Rolls
Portent rolls - (2d20)
(219) = 21
As you proceed down the stairs, regular niches in the wall hold clumps of glowing fungus or moss providing a dull throbbing light. Onward and downward you proceed, deeper into the very bowels of the earth. After about ten minutes of constant walking, the stairs flatten out and end with a small vestibule, bordered on one side by an ornate adamantine door featuring elegant spirals and swirls and a glittering pattern of gems set into the surface. Glyphic fishes a long key out of his robes, and spins one large emerald up on a hidden swivel, revealing a large keyhole.
I'll let you in, but I must leave you here. I have other duties I must attend to. Please remember that not all ghosts are evil, and not all the living are pure. he says as he slips the key into the hole and twists, letting loose a series of heavy clunking tumblers. Withdrawing the key, he pushes and the doors swing open silently. He gestures into the space beyond.
When you are all in the catacombs, Glyphic will close the doors behind you, but not locking them.
Stretching in front of you is a shadowy room, with sarcophagi. Regularly spaced columns hold the ceiling at bay. They are set one every fifteen feet in every direction. This room is an easy 45 feet wide and 90 feet deep, dimly lit the entire way. You notice two large 10 foot wide passages on each side, and a golden inlaid door at the far end of the room across from you.

I sense no evil or good for that matter in this place. Let us investigate the room for clues. But I ask all to please be respectful of the dead and try not to disturbe anything you do not have to.
The big spider to your right, gnashes it's pincers and climbs up from the web onto the ceiling, watching you from a new upside down angle. The swarm in the furthest corner just sits writhing in a crawling huddled mass.
Georges draws his sword and waits for more instruction while Eldreth gives a derisive snort from the previous room and continues inspecting the tomb.
Combat! Bold below can act now.
Big Spider 1
Swarm 1
Georges
Eldreth
Dustin
Heartboiler
Stool
Cemos
Bildaweer
Big Spider 2
Big Spider 3
Swarm 2

Rolls
Secret Roll
Secret Roll
Heroes (Cemos, HB, Dustin, Bilda) - (1d20+2, 1d20+2, 1d20+8, 1d20)
1d20+2 : (6) + 2 = 8
1d20+2 : (13) + 2 = 15
1d20+8 : (10) + 8 = 18
1d20 : (8) = 8
NPCS (Eldreth, Georges, Stool) - (1d20+2, 1d20+1, 1d20+1)
1d20+2 : (16) + 2 = 18
1d20+1 : (19) + 1 = 20
1d20+1 : (13) + 1 = 14
Try to light those webs on fire.
Rolls
Hand Crossbow - (1d20+8)
(18) + 8 = 26
Crossbow Damage - (1d6+5)
(3) + 5 = 8
Rolls
Fireball damage - (8d6)
(52641414) = 27
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (10) + 8 = 18
2d6+7 : (36) + 7 = 16
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (2) + 8 = 10
2d6+7 : (24) + 7 = 13
Dex save, with advantage - (1d20+2, 1d20+2)
1d20+2 : (5) + 2 = 7
1d20+2 : (6) + 2 = 8
Once Cemos posts, we'll deal with Dustin and Bildaweer's effects as well.
Rolls
Double Attack - (1d20+3, 1d6+1, 1d20+3, 1d6)
1d20+3 : (6) + 3 = 9
1d6+1 : (3) + 1 = 4
1d20+3 : (1) + 3 = 4
1d6 : (6) = 6
Dex Save? - (1d20+3)
(8) + 3 = 11
Rolls
Att1 - (1d20+7)
(13) + 7 = 20
Att2 - (1d20+7)
(10) + 7 = 17
Dam1 - (1d6+5)
(1) + 5 = 6
Dam2 - (1d6+5)
(3) + 5 = 8
Dustin's shot jams into the joint of one of the spider's legs, causing it to chitter in pain.
Heartboiler strides into the mass of sticky webbing and swings Cloudstrike in a large sweeping arc. As it connects with the hanging spider's legs, she cleaves right through three of them, sending them to the sticky morass as they twitched their last. As the sword connects, the low roll of thunder echoes out from the blade, shaking the webbing and sending a rain of dust off the walls as a small cloud appears over the spider's head, dousing it with a brief torrent of rain!
The spiders two and three pop out of view!
The spider by Heartboiler dashes forward, and bites at the restrained goliath! However, its lack of legs have taken a large toll, and it misses, miserably. With a clack of pincers, it too pops out of view.
Georges moves up behind Heartboiler and tries to pull her free! With a mighty pull and a pop, Heartboiler is ripped free of the sticky webbing.
Eldreth mutters under her breath in dwarvish.
Damn, there is so much excellent stonework here. No, no I won't fight spiders for them. Why should I?
Big Spider 1 (invisible)
Georges
Eldreth
Dustin
Heartboiler
Stool
Cemos
Bildaweer
Big Spider 2 (invisible)
Big Spider 3 (invisible)
Rolls
Secret Roll
Secret Roll
Strength Pull - (1d20+3)
(14) + 3 = 17
"Did we get them all ?"
"Heartboiler please help Stool."
Holding action to fire when or if the spiders show back up.
She walks up to where stool is caught in the web and tries to pull him out.
Rolls
Strength check, with raging advantage! - (1d20+4, 1d20+4)
1d20+4 : (16) + 4 = 20
1d20+4 : (5) + 4 = 9
Rolls
Att1 - (1d20+7)
(4) + 7 = 11
Att2 - (1d20+7)
(8) + 7 = 15
Dam1 - (1d6+5)
(5) + 5 = 10
Dam2 - (1d6+5)
(5) + 5 = 10
Stool your spores release them !" if any spiders are made outlined by spores Dustin will fire at them.
For several seconds, you all are standing, on guard for the return of the spiders. Suddenly, a scream erupts from the other room.
Those of you in the room see all three of the large blue and white spiders surrounding Eldreth, lashing out and attacking.
Two of them smash into her, ripping holes in her body. You see a sickening green slime around the wounds, as she collapses, her chest not moving at all.
Georges and Stool both move quickly to the other room, ending about 10 feet from the spiders.
Combat! Bold below can act now.
Big Spider 1
Georges
Eldreth
Stool
Dustin
Heartboiler
Cemos
Bildaweer
Big Spider 2
Big Spider 3
Rolls
Secret Roll
Secret Roll
Secret Roll
Eldreth Con Saves - (1d20+3, 1d20+3)
1d20+3 : (7) + 3 = 10
1d20+3 : (17) + 3 = 20
Secret Roll
Rolls
Hand Crossbow - (1d20+8)
(7) + 8 = 15
Hand Crossbow Damage and sneak attack - (1d6+5, 3d6)
1d6+5 : (2) + 5 = 7
3d6 : (315) = 9
Rolls
Nature check on spiders. - (1d20+4)
(12) + 4 = 16
Magic missiles (3rd level) - (5d4+5)
(33141) + 5 = 17
Rolls
Med check - (1d20+5)
(5) + 5 = 10
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (4) + 8 = 12
2d6+7 : (64) + 7 = 17
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (3) + 8 = 11
2d6+7 : (46) + 7 = 17
You guys have been great, wish I had an around the table group like you guys.
we are about 40% through. As for another adventure, I would be thrilled to do another with this crew. I've got all of them, so I'd be happy to run whatever interested people.
Bildaweer points his hand and the now familiar crackling bolts of force race out and weave their way around Dustin and Heartboiler. Finding a target in the middle of another spider's mandibles, you hear a skittering screech as it shakes its head, sending green ichor splashing over the downed paladin.
Cemos, as you skid to a halt near Eldreth, your medical knowledge tells you very little. In the midst of all the combat, you cannot make out any semblance of breath or heartbeat in the dwarven woman's chest.
The two remaining spiders move around, one biting at Heartboiler, the other at Cemos. When both of their bites miss, they chitter at you and shimmer out of visibility once more.
Georges and Stool spin back to back weapons seeking threats.
Combat! Bold below can act now.
Big Spider 1 (Dead)
Georges
Eldreth
Stool
Dustin
Heartboiler
Cemos
Bildaweer
Big Spider 2 (Invisible)
Big Spider 3 (Invisible)
Rolls
Secret Roll
Secret Roll
As if to say let his blade bite these things.
Georges swings for the northern-most spider, Stool stabs out at the one that attacked him. Georges makes solid contact with both strokes of his scimitar, lopping a leg off the creature.
Stool, finally finding his stride smashes forward with one of his short swords, slicing off one of the mandibles! His second attack finishes off the other mandible, leaving his target looking VERY weak indeed!
As the spiders are slashed repeatedly, a faint shimmer surrounds Eldreth's body, and a spectral version of the dwarvish woman rises up slowly, watching with a sorrowful smile.
Do not feel badly Brother Frostbeard. There is much we must discuss and soon, I don't have much time. she says, her voice an empty echo.

Big Spider 1 (Dead)
Georges
Eldreth (Dead)
Stool
Dustin
Heartboiler
Cemos
Bildaweer
Big Spider 2 (Very badly hurt)
Big Spider 3 (Very badly hurt)
Rolls
Secret Roll
Secret Roll
Georges Attacks - (1d20+5, 1d6+3, 1d20+5, 1d6+3)
1d20+5 : (10) + 5 = 15
1d6+3 : (4) + 3 = 7
1d20+5 : (11) + 5 = 16
1d6+3 : (3) + 3 = 6
Stool Attacks - (1d20+3, 1d6+1, 1d20+3, 1d6)
1d20+3 : (20) + 3 = 23
1d6+1 : (4) + 1 = 5
1d20+3 : (14) + 3 = 17
1d6 : (2) = 2
Stool Crit! (plus his sneak attack dice) - (1d6, 2d6)
1d6 : (3) = 3
2d6 : (43) = 7
Rolls
Magic Short Sword Attack - (1d20+10)
(1) + 10 = 11
Short Sword Damage + Sneak Attack - (1d6+7, 3d6)
1d6+7 : (3) + 7 = 10
3d6 : (354) = 12
Rolls
Magic Missiles (2nd Lv.) - (4d4+4)
(4234) + 4 = 17
Combat Over!
"I am sorry as well."
What will you tell her loved one's should you ever find them? How will you explain the death of yet another companion of yours. Cemos whispers Softly - nooo...
Not again. as the words escape his mouth the light begins to a radiate from her body and the form of Eldreth appears before him. I... I don't understand; what happend to you. I tried everything I know and still I failed.
I... I am so sorry lass; I am so sorry I failed you. as he looks up at her Spectral form with tears running down his face. what are we to do now?
From behind you, in the same room where the spiders started, you hear a dry forced cough break free. As you turn to look, you see a ghostly deep gnome, clad in what appears to be formal armor of some variety. He's holding a hand to his face and coughing, all while his unblinking, pale, glowing eyes stare straight at all of you.
There are two chief threats I've not been able to properly deal with from my position here in the catacombs. Near to here, by the Singing Stones, there is a deep gnome spirit named Vazuk. He's haunting his old home but is a threat to the other residents of the city because of his grief-ridden madness. He needs to be put to rest. Second is that an old friend of mine, Udhask, ventured into the Rockblight, in the northeast of the city. He perished there, but his spirit wanders since his body is not yet laid to rest. If you can help with those, I will surely owe you a boon.
"Do you think our weapons are up to the task of fighting a spectre ?" Shows him his magical short sword and asks Stool to show his magic dagger.
When Heartboiler remarks about looking through him, a giant smile spreads across his spectral face.
Udhask? Well, he went investigating in the Rockblight, never returned. Ever since the reclamation of the city, the svirfneblin have avoided the Rockblight. Elementals won't go there. Udhask believes we should be able to reclaim that area finally and was determined to find out more.

Dustin will ask the priest about Rockblight before they head off.
Can we go now, yes? First on a hunt for the body of an investigator and then off to finding and slaying a mad ghost, right? Saving the best for last... Although we don't know what horrors we might find in Rocklight, sounds like it could be fun! While talking Heartboiler starts walking to the exit, ready to be out of the small catacombs.
As you enter, a surly looking deep gnome walks up to you with a badger by his side. He holds a hand out and stops you briefly. You lot must be the adventurers that put down those two oozes yesterday. Your help was certainly appreciated as I understand it. What business do you have here today?
As she says, we should be able to handle any problems.
Rolls
Religion - (1d20+4)
(14) + 4 = 18
Arcana - (1d20+7)
(20) + 7 = 27
He then explains to everyone Ogremoch is the evil Prince of Earth. Seem's like that this "Ogremoch's Bane" might be a pawn of Ogremoch. Ogremoch has a good twin brother, Entemoch. Entemoch is the Prince of Earth Elementals. We should locate one of these elementals to find out more information about Ogremoch's Bane.
Proper tank it.
I like the invisible Dustin fixes it plan, and if the others wish to get more stuff to make our chances better HB will come along, moping and all;-)
As Dustin moves, those of you keen of eye notice that you can still see the outlines of his feet in the fine dirt on the ground.
Rolls
Stealth - (1d20+11)
(14) + 11 = 25
"Yes there is a medusa, we traded blows. I believe she poisoned me."
Rolls
Med check - (1d20+5)
(14) + 5 = 19
Rolls
Cure wounds lvl2 - (2d8+2)
(15) + 2 = 8
The path bends back on itself sharply, leading to a set of stairs climbing up. As you all proceed up the path, Dustin slows, moving more deliberately as you go, as quietly as he can. When you reach the top, some 300 feet or so ahead, you find yourselves in a large room with a staircase off to the left, and two paths in front of you. This chamber is full of softly dancing lights in every hue imaginable. You see massive crystal formations growing up from the ground, and the statue of the deep gnome that Dustin had mentioned is standing near the center, cowering by a crystal. In one hand he holds a chunk of the semi-transparent stone, almost as if he was looking through it. Peering through the large crystals, you can easily tell that they distort the image beyond pretty substantially.
Dustin gestures to the leftmost of the two tunnels leading away from this room and makes a motion with his hands that look like snakes on his head.
Bildaweer, at this point, casts Invisibility on Dustin. Ozzy flies off towards the entrance to the chamber, and sees that the tunnel is about 50 feet long, and a dark chamber sits at the other end.
He inspects the stairs for anything new. He will get his short sword and dagger ready.
"Here maybe you can figure out what these are. If she isnt in her lair check the room at the top of the stairs." hands of crystals.
Rolls
Nature check. - (1d20+4)
(18) + 4 = 22
Cemos, it will take your action each round to maintain your stability on HB's shoulders. If you use your action for anything other than that, you'll fall off the whirling death dervish that is Heartboiler in a rage. The one exception to this is if you use your action to trigger your lay on hands.
Your presence doesn't provide any extra AC to HB.
Normally, I would say she has D/A on her attacks from keeping her eyes closed, but with your direction, she can make the attack as a normal attack (since your guidance would otherwise provide advantage).
HB is strong enough that there is no reduction of movement speed or anything like that.
Dustin will give a crystal to Stool. He will then close his eyes and go in to help flank with Heart.
He moves along quietly.
The rest of you start towards the hallway, with the very tall combination of Goliath and Dwarf leading the way. Cemos has to hunch over and hug onto Heartboiler's head to avoid cracking his skull on the rocky tunnel ceiling above. As you get down the tunnel, the Medusa launches an arrow, where it glances off Cemos's shield, clattering to the ground. Soon a second arrow streaks out, and through some preternatural instinct, Heartboiler turns to the side and the arrow flies by harmlessly.
Hssss, so you have come for me. You fiends know not what awaits you! she croaks at you before slipping to the side of the entrance in her chamber, disappearing from view.
Combat! - Bold below may act.
Dustin
Cemos
Stool
Medusa
Heartboiler
Bildaweer
Georges
Sneak Attack and bow string attack
Rolls
Attack with Advantage Short Sword - (1d20+10, 1d20+10)
1d20+10 : (20) + 10 = 30
1d20+10 : (19) + 10 = 29
Damage with Sneak attack - (1d6+5, 3d6)
1d6+5 : (3) + 5 = 8
3d6 : (545) = 14
Bow string cut with dagger with advantage - (1d20+8, 1d20+8)
1d20+8 : (6) + 8 = 14
1d20+8 : (9) + 8 = 17
Damage Dagger - (1d4)
(3) = 3
Crit Damage:
Rolls
Crit Damage - (4d6)
(4543) = 16
Rolls
D/A Short Sword Attack w/sneak. - (1d20+3, 1d20+3, 1d6+1, 1d6)
1d20+3 : (17) + 3 = 20
1d20+3 : (6) + 3 = 9
1d6+1 : (5) + 1 = 6
1d6 : (2) = 2
The medusa shrieks and attacks Stool, her hatred for the myconid far greater than the hatred for the pain inflicted by Dustin. She swings her sword twice and her writhing snake hair snaps out once. Her hatred fuels her combat prowess, and all three strikes land true, the second sword stroke and snapping hair especially. Stool collapses into a heap on the ground, breath barely registering, unconscious.
When Heartboiler moves into the room, Cemos sees the Medusa staring at him and feels a twinge of magical power wash over him. However, he is able to shrug it off without issue.
Combat! - Bold below may act.
Dustin
Cemos
Stool
Medusa
Heartboiler
Bildaweer
Georges
Rolls
Secret Roll
Secret Roll
Secret Roll
Rolls
Melf's Acid Arrow - (1d20+7)
(17) + 7 = 24
Acid Damage - (4d4)
(1142) = 8
choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn’t target you, and if the creature takes the Disengage action within 5 feet of you its speed is halved until the end of its turn
77/77 HP | 18 AC | Inspiration 0
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (13) + 8 = 21
2d6+7 : (51) + 7 = 13
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (7) + 8 = 15
2d6+7 : (34) + 7 = 14
Georges dashes into the room, drawing his scimitar and attempts to take a pair of swings at the woman, forgetting in his charge to hold the crystal to his face. He moves sluggishly, not able to land a hit at all!
Bildaweer's acid arrow blasts into her chest, splashing her.
Combat! - Bold below may act.
Dustin
Cemos
Stool
Medusa
Heartboiler
Bildaweer
Georges
Rolls
Georges CON Save - (1d20+2)
(9) + 2 = 11
Georges Attacks (Potential) - (1d20+5, 1d6+3, 1d20+5, 1d6+3)
1d20+5 : (4) + 5 = 9
1d6+3 : (4) + 3 = 7
1d20+5 : (18) + 5 = 23
1d6+3 : (1) + 3 = 4
Georges D/A - (1d20+3, 1d20+3)
1d20+3 : (7) + 3 = 10
1d20+3 : (10) + 3 = 13
Sword over head... now swing down with all your might!!! Adjust stance with your right forward and lunge stright and twist your blade. No stool.... hold on lad!!!
Rolls
Attack Short Sword - (1d20+10)
(10) + 10 = 20
Short Sword Damage w/sneak attack - (1d6+7, 3d6)
1d6+7 : (1) + 7 = 8
3d6 : (111) = 3
Stool Death Saves:
Failure: 0/3
Success: 1/3
Rolls
Death Save - (1d20)
(11) = 11
The medusa's face breaks into a wide cackling grin. You are all next, you filthy surfacers! Turning to look to Georges, she hisses and her hair lashes out, slamming into him, dealing 20 damage to the slowing man. Her cackle dies out slightly as the acid from Bildaweer's attack burns her flesh once again.
Bildaweer and Cemos, I'll need a CON save from each of you (DC14). On failure, you are restrained. If you use the crystal, make the save at advantage.
Combat! - Bold below may act.
Dustin
Cemos
Stool
Medusa
Heartboiler
Bildaweer
Georges
Rolls
Secret Roll
Rolls
Magic Missiles (3rd Level) - (5d5+5)
(55535) + 5 = 28
Rolls
Magic Missiles (3rd Level) (Reroll) - (5d4+5)
(11144) + 5 = 16
Meanwhile her spirit warriors, all three of them, seem very intend on annoying and distracting the medusa as much as possible, whirling around her and flying straight through her, seemingly fueled by the horrible death of Stool.
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (1) + 8 = 9
2d6+7 : (14) + 7 = 12
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (1) + 8 = 9
2d6+7 : (35) + 7 = 15
Using Bildaweer's portent as per his post for the next missed attack. Turns HB's 1 into a 19, which is a RESOUNDING strike.
Combat OVER! Well done.
She then looks at her spirit warriors, wanting to thank them for their help before they disappear. Eldreth? How did you....? Stonemuncher, did you do this? I like it! Thank you three for helping us fight this evil bitch, it was.... She realises all of them are looking at something and she turns to see what it is. Flashes of screamed words flit through her brain as she sees the still form of Stool, suddenly connecting the dots. She lets out a very loud angry roar, tilting her head up at "the sky" and clenching her hands into tight fists, crushing the heart she was still holding, as she knows that for the second time today she has failed to protect all members of the group.
Rolls
Med check - (1d20+5)
(2) + 5 = 7
dumathoin please hear us. We need your help!...i...i need your help. Cemos lowers his head.
Though you exist now in mourning, your few glances around the room show you a little in the shadowy light from the bioluminescent fungi. The adornments would be more at home in a drow city. Spider-themed tapestries, fine zurkhwood furniture, and racks of expensive clothing fill the area, all of it old and rotted. At the center of the chamber is a zurkhwood throne.
Dustin is crying his tears falling down his chin.
My little brother.
Rolls
Perception check. - (1d20+1)
(10) + 1 = 11
While methodically working on washing Cloudstrike, like the Storm Giant Aobfius asked her to do, she mumbles very softly, almost as if she's talking to the sword. Aobfius, I don't know what to do. I'm failing at protecting them, two have died today! I am bringing shame upon the Kalagiano name and shame upon you too, for you asked me to protect them. What did I do wrong? What could I've done to protect them better? I didn't see them when they were attacked... If only I could've seen them and provided them with the shield...
She mumbles a bit more to herself until the sword is all clean. Then she just sits there, staring blankly ahead, overthinking every move in the last two fights. After a while she sighs heavily, looking back at the others surrounding Stool. She gets back up on her feet and slowly moves over to them.
Mushroom boy was a good fighter, I wish I could've been better at protecting him. We should move, we have another task here in Rockblight. We need to find Udhask and bring to Jadger and Glyphic. Could he be the man with the crystal?
He puts Stool in a firemans carry over one shouder.
Stool will be gone.
I wish I could have shown you the son little brother. I will return you to the earth as you wished but I will not let Zuggtomey take you. You will not rise as one of those things in the Twilight Grove.
Inhaling sharply, Let's destroy those drow statues. Can probably do some damage from a distance before they move.
Dusting rested Stool on the bed and covered him.
Dustin closed his eyes taking a few minutes to gather himself.
Who knows maybe we will even find that gnome in the next chamber with the Drow statues. We should be prepared.
His eyes moved looking to Stool closing briefly before walking out of the chamber.
Cemos, were going to be in battle shortly whatever blessings you have. Would be appreciated.
He points at some of the statues, Those six came to life and started moving my way but stopped when I retreated. I am not sure about the other statues.
Rolls
Perception check - (1d20+1)
(4) + 1 = 5
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
My current bonus is 2 for all of you guys that hang near me
The moment that Heartboiler's feet cross the mouth of the cave, the six closest statues shudder and move forward, rumbling slowly forward.
Combat! Bold below may act:
Bildaweer
Cemos
Dustin
Heartboiler
Georges
Statue Blue
Statue Green
Statue Yellow
Statue Red
Statue Purple
Statue Orange
There are nameplates for all of you, though they are likely impossible to read. Icons are as follows:
Bildaweer = Fireball
Cemos = Shield
Dustin = Crossbow
Heartboiler = Straight Sword
Georges = Curvy Sword
Statues all have a little colored dot in the corner. First row is blue, green, yellow (left to right). Second is red, purple, orange (left to right).
You can all see what's in the map below.
The purple squares are glowing crystal outcroppings.

Rolls
Attack 1 + bonus van Cemos - (1d20+8, 1d4)
1d20+8 : (19) + 8 = 27
1d4 : (3) = 3
Damage attack 1 - (2d6+7)
(44) + 7 = 15
Attack 2 + bonus van Cemos - (1d20+8, 1d4)
1d20+8 : (11) + 8 = 19
1d4 : (4) = 4
Damage attack 2 - (2d6+7)
(25) + 7 = 14
Taking aim at one of the statues engaged with Heartboiler.
Rolls
Hand Crossbow - (1d20+8)
(18) + 8 = 26
Hand Crossbow Damage and sneak attack - (1d6+5, 3d6)
1d6+5 : (6) + 5 = 11
3d6 : (612) = 9
I am also down to 2 spells ao lots of melee for me.
Khazukan-Kazakit-ha
No sooner than her sword stops swinging than a crossbow bolt thuds into the creature's face, sending it to the floor in a pile of dust.
Cemos steps up, as does Georges, as Bildaweer's eyes go milky white and start to glow blue.
The fifth statue advances to Cemos's side, aiming to land a blow against him. However, the battle-hardened dwarf easily turns both blows aside with his shield.
Combat! Bold below may act:
Players
Statue Blue (destroyed)
Statue Green
Statue Yellow
Statue Red
Statue Purple
Statue Orange

Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Ray of Frost - (1d20+7)
(2) + 7 = 9
Frost Damage (Speed also reduced by 10 ft on next turn) - (2d8)
(71) = 8
65/77 HP | 16 AC
Rolls
Attack 1 + bonus van Cemos - (1d20+8, 1d4)
1d20+8 : (10) + 8 = 18
1d4 : (4) = 4
damage - (2d6+7)
(43) + 7 = 14
Aanval 2 + bonus van Cemos - (1d20+8, 1d4)
1d20+8 : (11) + 8 = 19
1d4 : (3) = 3
schade - (2d6+7)
(35) + 7 = 15
(If I have inspiration I will try again)
Rolls
Hand Crossbow - (1d20+8)
(3) + 8 = 11
Hand Crossbow Damage and sneak attack - (1d6+5, 3d6)
1d6+5 : (3) + 5 = 8
3d6 : (562) = 13
Hand Crossbow - (1d20+8)
(15) + 8 = 23
Rolls
Mace att1 - (1d20+8)
(2) + 8 = 10
Mace att2 - (1d20+8)
(18) + 8 = 26
Dam1 - (1d6+5)
(4) + 5 = 9
Dam2 - (1d6+5)
(4) + 5 = 9
As Heartboiler's sword slams into the creature, more thunder rolls through the room. Dustin's arrow finds a niche in the creature's defenses and it explodes in a cloud of dust.
The three in front of Heartboiler rear back and try slapping her once again. Green and Purple both manage to land blows (23 and 20 vs AC for 6 and 7 damage before resistances), while orange manages to find only air next to the goliath.
The Yellow statue swings for Cemos but once again, the sturdy dwarf turns the blows aside with his shield.
Combat! Bold below may act:
Players
Statue Blue (destroyed)
Statue Green
Statue Yellow
Statue Red (destroyed)
Statue Purple
Statue Orange

Rolls
Georges - (1d20+5, 1d6+3, 1d20+5, 1d6+3)
1d20+5 : (11) + 5 = 16
1d6+3 : (1) + 3 = 4
1d20+5 : (7) + 5 = 12
1d6+3 : (5) + 3 = 8
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Can't the beard see She continues her turn and slashes towards the green statue. That I'm She steps high on her toes and brings the sword down upon the green statue once more. A bit busy?
59/77 HP | 16 AC
Rolls
Attack 1 + bonus van Cemos - (1d20+8, 1d4)
1d20+8 : (8) + 8 = 16
1d4 : (2) = 2
Auwies - (2d6+7)
(23) + 7 = 12
Aanval 2 + bonus van Cemos - (1d20+8, 1d4)
1d20+8 : (10) + 8 = 18
1d4 : (1) = 1
schade - (2d6+7)
(21) + 7 = 10
Rolls
Mace att1 - (1d20+8)
(10) + 8 = 18
Mace att2 - (1d20+8)
(4) + 8 = 12
Dam1 - (1d6+5)
(5) + 5 = 10
Dam2 - (1d6+5)
(5) + 5 = 10
Rolls
Ray of Frost - (1d20+7)
(18) + 7 = 25
Damage - (2d8)
(37) = 10
Rolls
Hand Crossbow - (1d20+8)
(11) + 8 = 19
Hand Crossbow Damage and sneak attack - (1d6+5, 3d6)
1d6+5 : (2) + 5 = 7
3d6 : (656) = 17
When the paladin reaches the statue, his first strike lands true, sending the creature into a pile of rubble. Bildaweer's frosty beam slams into the statue nearest to him, causing a thin layer of rime to form along the crags of the creature's body.
Georges, seeking to take advantage, steps over to the creature and takes two swipes at it, landing two strong blows that draw the statue's attention away from Bildaweer.
Purple swings for Heartboiler while Orange swings for Cemos. Yellow swings at Georges. Purple hits a single time on Heartboiler (3 damage before resistance), Orange misses entirely. Yellow hits Georges a single time, causing the man to grunt (5 damage).
Combat! Bold below may act:
Players
Statue Blue (destroyed)
Statue Green (destroyed)
Statue Yellow (clearly wounded)
Statue Red (destroyed)
Statue Purple
Statue Orange

Rolls
Georges Attacks - (1d20+5, 1d6+3, 1d20+5, 1d6+3)
1d20+5 : (16) + 5 = 21
1d6+3 : (3) + 3 = 6
1d20+5 : (18) + 5 = 23
1d6+3 : (1) + 3 = 4
Secret Roll
Secret Roll
Secret Roll
Rolls
Mace att1 - (1d20+8)
(18) + 8 = 26
Mace att2 - (1d20+8)
(17) + 8 = 25
Dam1 - (1d6+5)
(5) + 5 = 10
Dam2 - (1d6+5)
(3) + 5 = 8
Rolls
Hand Crossbow - (1d20+8)
(11) + 8 = 19
Hand Crossbow Damage and sneak attack - (1d6+5, 3d6)
1d6+5 : (2) + 5 = 7
3d6 : (451) = 10
Rolls
Ray of Frost - (1d20+7)
(13) + 7 = 20
Damage - (2d8)
(67) = 13
58/77 HP | 16 AC | inspiration 0
Rolls
Attack 1 + bonus van Cemos - (1d20+8, 1d4)
1d20+8 : (3) + 8 = 11
1d4 : (4) = 4
damage - (2d6+7)
(56) + 7 = 18
Aanval 2 + bonus van Cemos - (1d20+8, 1d4)
1d20+8 : (10) + 8 = 18
1d4 : (2) = 2
schade - (2d6+7)
(34) + 7 = 14
Attack 1 second roll because using inspiration - (1d20+8)
(13) + 8 = 21
Bildaweer delivers a convincing frosty blow to the purple statue, coating it with a layer of frost as well, which only serves to make Heartboiler's blows even more effective. Her blade rams through the creature, and defying all means of physics, rips through the stone, sending him to a crumbled pile on the ground as well.
The last remaining statue swings at Georges, missing both times.
Combat! Bold below may act:
Players
Statue Blue (destroyed)
Statue Green (destroyed)
Statue Yellow (clearly wounded)
Statue Red (destroyed)
Statue Purple (destroyed)
Statue Orange (destroyed)
Inspiration: Heartboiler 0/2 | Bildaweer 1/2 | Cemos 2/2 | Dustin 0/2

Rolls
Secret Roll
Rolls
Mace att1 - (1d20+8)
(12) + 8 = 20
Mace att2 - (1d20+8)
(16) + 8 = 24
Dam1 - (1d6+5)
(5) + 5 = 10
Dam2 - (1d6+5)
(4) + 5 = 9
Combat over. What do you all do next?
Rolls
Attack 1 + bonus van Cemos - (1d20+8, 1d4)
1d20+8 : (3) + 8 = 11
1d4 : (4) = 4
damage - (2d6+7)
(11) + 7 = 9
Aanval 2 + bonus van Cemos - (1d20+8, 1d4)
1d20+8 : (18) + 8 = 26
1d4 : (1) = 1
schade - (2d6+7)
(24) + 7 = 13
She attacks Yellow below
Combat! Bold below may act:
Players
Statue Blue
Statue Green
Statue Yellow
Statue Red
Statue Purple
Statue Orange
Inspiration: Heartboiler 0/2 | Bildaweer 1/2 | Cemos 2/2 | Dustin 0/2

Rolls
Ray of Frost - (1d20+7)
(18) + 7 = 25
Damage - (2d8)
(74) = 11
He raises his crossbow again and lets fly at the statue that Heart struck.
Rolls
Hand Crossbow - (1d20+8)
(19) + 8 = 27
Hand Crossbow Damage and sneak attack - (1d6+5, 3d6)
1d6+5 : (2) + 5 = 7
3d6 : (653) = 14
Georges move to heart and hold that side. cemos then turns over his shoulder and looks to dustin and bildaweer.
focus fire lads and keep your distance. cemos then turns and runs tward the group opposite of heart, as he moves towards them he begins banging his mace against his shield, taunting them with dwarven curses them whole way.
Cemos takes his noisy position, making a cacophony of clashes and bangs, drawing the attention of the five animated stone drow statues. Three of them (red, purple, orange) manage to make it to Cemos's side, each swinging for him twice. However, the stout dwarf easily avoids every blow!
Combat! Bold below may act:
Players
Statue Blue
Statue Green
Statue Yellow
Statue Red
Statue Purple
Statue Orange
Inspiration: Heartboiler 0/2 | Bildaweer 1/2 | Cemos 2/2 | Dustin 0/2

Rolls
Secret Roll
Secret Roll
Secret Roll
Rolls
Ray of Frost - (1d20+7)
(5) + 7 = 12
Damage - (2d8)
(86) = 14
Dustin turns to help get one of those statues off Cemos off of his friend firing his hand crossbow.
Rolls
Hand Crossbow - (1d20+8)
(3) + 8 = 11
Hand Crossbow Damage and sneak attack - (1d6+5, 3d6)
1d6+5 : (3) + 5 = 8
3d6 : (436) = 13
The Green and Blue statues turn to Heartboiler as she approaches and swings at her. Red, Orange, Purple all swing at Cemos, irritated by his slamming noises.
Heartboiler's attacker all manage to hit her! (22, 21, 18, 20 against AC for 3, 3, 3, and 8 damage before resistance (7 total after resistance).)
The three on Cemos all swing comically poorly, missing with each swing.
Combat! Bold below may act:
Players
Statue Blue
Statue Green
Statue Yellow
Statue Red
Statue Purple
Statue Orange
Inspiration: Heartboiler 0/2 | Bildaweer 1/2 | Cemos 2/2 | Dustin 0/2

Rolls
Georges Attacks - (1d20+4, 1d6+2, 1d20+4, 1d6+2)
1d20+4 : (13) + 4 = 17
1d6+2 : (3) + 2 = 5
1d20+4 : (6) + 4 = 10
1d6+2 : (3) + 2 = 5
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Magic Missiles (1st Lv.) - (3d4+3)
(342) + 3 = 12
51/77 HP | 16 AC | inspiration 0
Rolls
Green statue head smack strength attack - (1d20+7)
(16) + 7 = 23
Blue statue head smack strength attack - (1d20+7)
(15) + 7 = 22
Combat Over.
Will make appropriate roll to try and puzzle it out.
She takes a small flask from her bag, formed like a spherical Christmas ornament, a milky white substance in it. She opens the flask and takes a big swig, drinking about a third of the liquid. She makes a very sour face.
Blegh! So sweet and creamy... The best part about this drink is that there's three portions in it, but every morning it's magically filled up again! If anyone else ever needs it, just ask!
After drinking most of HB's injuries have healed, just some bruises and small scrapes remain. She smiles happily, looking around at the stairs and the path they hadn't used yet. Hmm, so it's up, down or straight. I suggest up first, then straight and down last. I hope we don't have to go deeper down, spaces usually get smaller the further down I go.
67/77 HP | 16 AC | inspiration 0
Rolls
Milk and cookies drink health restoration - (4d4+4)
(3144) + 4 = 16

oh it looks like you missed a spot....ill just.. cemos quickly heals heart knowing we need her at top physical performance and not wanting another frind to go down
If Heartboiler pours any of the liquid out into Cemos's vial, it strangely doesn't fill the receptacle. Instead, it plainly pours out, disappears, and the volume of the ornamentesque container doesn't deplete.
perhaps it is your container, there is nothing for it now.
Where should we off to? Or perhaps we rest here for a while.

hummm yes... yes very interesting.
Rolls
Stonecunning - (1d20+6)
(11) + 6 = 17
You see most intricate stone work of this type is usually ment to be visually pleasing, but this.....this appears to have some other purpose. Perhaps a puzzle of sorts, i canne be sure.
Rolls
Perception check - (1d20+1)
(15) + 1 = 16
She then just stares at the weirdly shaped roughness of the walls, mumbling about how some of it sort of looks like the outline of a man if you squint a bit.
He gives up on sleeping and simply tries for elven trance.
Portent rolls.
Rolls
Portent rolls - (2d20)
(32) = 5
Well, looks like we're staying here for a while. Perhaps I can walk around up here, do some scouting of the area while they sleep? I don't feel tired yet and I don't want to ruin my sleep later...
She finishes her meal and if Cemos agrees walks off back where they came from, turning towards the path between Medusa's chambers and the room filled with statues and heading into new territory.
She strikes off, quietly, moving without a sound down the passage beyond. About ten minutes later, Heartboiler comes bouncing back down the tunnel, a weirdly lumpy bundle in her arms.
Cemos, I found something. I got hit by a ghost, so I chased it and then I found this burrow near that waterfall over there and there were some things and the ghost disappeared but i found this!
She shakes the bundle in her arms, causing a piece of the cloth to shift, revealing the bones she's holding.
I also found a journal, some gems and a potion bottle that's really weird! Oh and that ghost said something before he disappeared... What was it... Uhm... Oh! "They're coming, everyone must hide!" At first I thought he spoke about me, but I was alone of course, so that was weird... Let's look in that journal to see if this is our guy or perhaps some other clues, like what that big stone in there is for.
She gently puts down the skeleton bundle and reaches into her backpack, showing Cemos everything she found, softly going through her small adventure step by step, making sound effects and waving her arms around a lot. She sometimes, unconsciously, scratches the edge of a nasry looking burn on her leg, though it's not really a burn, it shows sings of necrosis all over it.
When she's done telling every detail, including the weird repeating battle sounds, she sighs, a happy grin on her face. Should we wake them up and just hurry back to the catacombs, handing this over and finding a real bed to sleep in, after a nice meal with some of those fantastic spider legs? I think they might prefer a bed to a stone floor...
bildaweer, dustin, get up! he says in a hushed tone. I know it hasn't been long but there is nothing for it. I think heart has been afflicted by evil magic. I need you to look at the bones she brought. Don't touch them! But perhaps your spells can tell you something.
She starts giggling in short bursts, like she's remembering funny moments, very bad wounds and the like.
Also do we think these are the bones of the guy we are looking for?
She then picks up the papers she found with the gems and potion. She starts reading it and quickly hands them over to Bildaweer as well. Ugh! This man liked numbers too! She looks at the other items, realising there's not really anything she's interested in and shrugs, picking up some gems and turning them over in her hands, then looking through them at the others.
should we then go to where these bones were found?
[ooc]just asking the group on this one. I am good to keep going. We could do a proper short rest so bildaweer can get some slots back.
I think it's best if we just go back to the catacombs and then figure out what the rest of this stuff is or means back at the tavern, where there are spider legs and nice drinks.
(Short translation: yes)
When you trudge out of the main gate, Sark Axebarrel, the head guard stops you briefly to ask about the medusa. You turn the head over, somewhat quietly. He shakes his head when he looks inside and gives you each 50 gold. Additionally, he pulls a large diamond out of his pouch and offers it to you all for dispatching the beast. Finally, he gives you another 75 gold that should have been for Stool, as well as a small pittance for the loss of your friend.
When you get back to the catacombs, Glyphic meets you in the entry. Their face falls when they see Stool's body.
If you would like, we would be honored to inter him here in the catacombs. There is a place of natural dirt where we have had other myconids interred at their request.
Just wondering.
Do you know of what he was speaking of?
He will take care of it having a frame made for it to carry it safely.
Dustin will say words over Stool when he is buried recounting his high moments of heroism and wanting his friend to be buried as a hero. After all in his eyes his friend certainly earned it even when he was but a small sprout.
Where is it you come from? Were you born in the Underdark or do come from the surface world?
the whole Kalagiano clan. My childhood was a relatively normal one; I was a good fighter, intuitive, fast learning and when enraged more powerful than most. I impressed some men with that and three had the guts to ask for my hand. She pulls her nose up in disgust, then grins slightly like a crazy person. I challenged them to a fight, if they won I would accept their proposal, if I won their heart belonged to me. Needless to say I ripped their hearts out and boiled them and are them. I had heard some old story that eating a warriors heart would give you their strength, don't know if it's true but it couldn't hurt anyway. After destroying the last man to want me, the fight was done in three minutes, he was just so slow in turning, I went up the mountain to boil his heart. I had made it this little ritual, some mothers didn't want their children to see. Weak little twats in the making of you asked me. So there I was, high up the mountain, when those pesky little fuckers from the Many Arrow orc tribe attacked. Her voice grows darker, a deep frown on her face.
It was a bloodbath. I couldn't make it back in time, I knew that when I saw it. Even sprinting I was at least 10 minutes away and when I heard the first sounds of battle I could see we would never win. So I hid and waited it out.
They fought like lions, decimating those vile creatures, but it wasn't enough. When the Chief got killed, letting out a massive scream I knew it was done. They were all gone. I waited until the orcs were gone and then went down to see if anyone had managed to hide as well. No survivers,
all men, women and children were dead. Everything we had, gone. I scavenged a bit, took all I could find, including the sword that belonged to my Chief, buried deep in the skull of one of the orcs. They had tried to take it out, their bloody handprints all over it. When I pulled it out it spoke to me, as it has done many times since. It guides me, tells me to protect those in need or those who can help me. It is now my life's mission to keep the Kalagiano name alive.
I failed them once, it won't happen again. I must make them proud!
The sadness that took over Heartboiler's face is now replaced by determination with a hint of anger. She tenses up until one of the bones she's carrying snaps in half and shocked she relaxes, sighing heavily.
So, yeah, that's my story. I came to the Underdark looking for one of the old contacts of my tribe. Mister Kazook Pickshine did business with one of the elders, I wanted to inform him about the tragedy and see if there was something I could do to keep our name living down here. When we were together and the jelly things attacked I was told to keep you guys safe. It doesn't seem you needed my help to stay safe, so I'm guessing there's another reason why I need to be with you.
She looks sideways at Cemos, wondering if he would know what that reason might be, but not asking about it.
Let's keep moving, it can't be far now.
You know that Jadger died in the invasion, and it would certainly seem that his friend here did as well.
Also, preeetty sure Glyphic isn't dead yet...
Is Dustin still with us? What do he have to say on the matter?
The stone menhir and the sockets?
A question about the oozes (why they are all headed that direction, if his "ghost network" has any eyes there with information he could give you, etc etc).
What is the concern with wererats in the city?
If he knows anything of the statues of the drow and how they could be animated (especially knowing there was once a drow invasion).
So, yeah, statues^^
The ghost looks at you for a long moment, considering, remembering. Interesting. You say they were statues of the drow? That could be what happened to Neheedra Duskryn's expedition. She came during the invasion to steal the spell gems we crafted. She, and thirty of her strongest warriors took over part of Blingdenstone, slaughtering many deep gnomes that lived there. In her jealousy for our opulence, she struck a dark bargain and it twisted her. She turned her entire guard into statues. It would seem that Ogremoch's Bane has twisted them to its own purpose if they are animated. If you could somehow break all the creatures it controls there, a strong enough divine spell could force the creature back to its elemental home off this plane. he says, ghostly brow wrinkling. I'm sorry I can't remember more, time is a bastard.
Rolls
Religion check - (1d20+7)
(18) + 7 = 25
Useing inspiration religion check - (1d20+7)
(7) + 7 = 14
Or maybe another day and we can look into those oozes first? I think those are more threatening at the moment.
We have a few more days, and more time to figure things out...
It's been almost 2 full days since you made the agreement. Once you have your rest done "tonight", it will be the third day and Cemos will need to go check in with the smith to test some armor pieces for fitting. Part of the discussion that Cemos and Enzo had gone through was a way to make the armor impervious to acid damage. You may want to talk with him about that before setting out for the oozes. I figure that was recently enough in character's memory that would consider it (even if it was 4.5 months ago real time).
Conjure Minor Elementals
Fabricate
Investiture of Stone
Move Earth
thank you again for preparing our meal this early. We have a long day ahead of us and i want to be sure that we are all full before we set out. That actually reminds me... Cemos says as he looks towards the bar-keep way
what is the fastest way to get to enzo's smithy from here? I need to swing by for some measurements.
I don't remember our last meal costing that much.
He will also seek out a place to perhaps learn rituals of the arcane.
Otherwise he will stick close with the group and help out in anyway that he can.
Dustin, as you come down and ask about the enchanter, the barkeep gets quiet in thought before addressing you and anyone else that's there. Well, we don't have a proper enchanter like you'd expect. Most all energy has gone towards savin' gnomes and reclaiming the home. However, if you head over to the Speaking Stones, you could probably talk with Gurnik Tapfinger. He's a priest over there and at one point he was able to help with that kind of magic.
Cemos slurps down the rest of his meal and gets ready to head out.
Welcome welcome adventurers! Has it been so many days already? My oh my. Well, master dwarf, I have a few pieces set for you to try. Namely the breast plate and pauldrons. Come, let's see how they fit! he says as he motions for you to strip out of your existing armor.
After about 20 minutes, the fit and such is checked and the little gnome has made it clear why he is a master armorsmith. Everything seems to fit perfectly and doesn't limit range of motion whatsoever.
I also have a small surprise for you. I used some of the extra ingots to experiment, as we had agreed, on a way to resist the vile acids of the ooze. Thanks to how many of those damned things are around, I've had plenty of test acid to use and came up with a way to keep it from corroding. It's all in the quench, you see. By mixing in some holy water and a bit of powdered gemstone with the quenching oil, I've made it so the acids can't properly hit the metal. Keeps it from damaging your gear you see. Armed with that, I managed to put together enough to actually form you a shield, complete with that holy symbol of yours! Take a look! he says, sweeping a heavy cloth off of an armor stand in the corner revealing a large shield. Centered on the shield is a large circle of burnished metal, carved to resemble a mountain, with a large emerald set into the center of it.
Now, this shield is far more powerful than just that. I've some small amount of magic I've - ah - discovered over the years. This one is one I'm especially proud of. So long as you wield this shield, you should be less affected by nefarious magics. Hopefully this will keep you safe as you defend our city. he says, face beaming in pride at the shield he produced for you.
As for the rest of you, I am looking for items to give each of you for a similar boost in ability, so don't worry! You'll all have some shinies as we progress through Blingdenstone!
Truly, your words mean much. The armor fit is good, though this armor won't protect you much, being only lightweight test metal. It will be another ten-day or so to properly work all of your ore into the suit. But knowing now that the pieces fit it will be easy for me to produce the full suit. he says when you put him back down. Come back in seven days and we'll see how much progress I've made. Perhaps I can produce the full suit by then.
Gurnik looks at you all. Well, truth be told, ages ago I would have been able to provide such an enchantment without issue. However, since the temple in what's now the Rockblight was desecrated, I find myself unable to draw on the magics. I've heard of your foray into that terrible place to deal with the medusa. Perhaps you'd chance a second visit to help restore the connection there? You'd need to take this spell gem with you, place it in the menhir in the temple. Granted, Ogrémoch’s Bane will not stand for this. Its servants will try to stop you. You must defeat these interlopers until the gem can fully awaken three temple guardians. If you can manage this, I can easily provide you all with a holy blessing. he says, presenting a pristine ruby spell gem. Bildaweer, this one looks like it would fit the menhir. It's a very strange cut, possibly because of the rarity and potential power it contains.
Heartboiler, go ahead and give me a Wisdom save real quick to see how well you resist the urge to knock on the stones (DC10).
Realising she's not yet in Rockblight and a eyes are on her she quickly relaxes a bit. So uh, these stones here, how do they speak, exactly? She swings her arm out to indicate the stones, hitting the stone nearest to her with her knuckles. (Not too hard, almost as if she intended to knock on it)
You head through the tunnels and soon find yourselves standing before the stone menhir. Cemos, as you enter the space, your paladin senses don't quite tingle. It would seem the area isn't properly "desecrated", but simply broke the consecration that was once on this place.
Hardboiled, as you knock on the stone, you notice that it feels very solid and not hollow. Gurnik smiles at you, much like a grandfather would to a favored child. The stones don't speak stonedaughter. They are extensions of ancient galeb duhr, guardians of this plane. When a powerful priest focuses on their magic hear, we listen to the land speak and from that, we know what may befall our community.

Bildaweer, Dustin, and Georges are about 30 feet from the creature, Heartboiler is about 10 feet from the creature, Cemos is about 60 feet from the creature.
Combat! PCs are up.
Rolls
Secret Roll
If I miss, then target takes half damage and no damage on next turn.
Rolls
Portent rolls - (2d20)
(316) = 19
Melf's Acid Arrow Attack - (1d20+7)
(4) + 7 = 11
Damage - (4d4)
(4333) = 13
using stone's endurance as a reaction
53/77 HP | 16 AC
Rolls
Stone's endurance - (1d12+4)
(5) + 4 = 9
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (7) + 8 = 15
2d6+7 : (45) + 7 = 16
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (5) + 8 = 13
2d6+7 : (34) + 7 = 14
Heartboiler's rage rushes out, and her first swing finds solid purchase, sending peals of thunder through the cavern, causing dust to fly about.
Cemos, you don't get the sense that it is innately evil or anything like that.
Dustin loads his crossbow and fires off a shot towards the big stone creature. The bolt nicks the creature, sending another spray of stone dust into the air, but it doesn't seem nearly as effective as any of you are used to.
Georges runs forward, slashing out twice with his scimitar, dealing another little bit of damage to it.
The creature seethes and goes to slam Heartboiler again! However, as the creature swings down, a swirl of magic interrupts his targeting and he misses the first one. As he swings back for the second time, Heartboiler lazily steps out of the way!
PCs are up!
Rolls
Secret Roll
Rolls
Att1 - (1d20+8)
(11) + 8 = 19
Att2 - (1d20+8)
(6) + 8 = 14
Dam 1 - (1d6+5)
(6) + 5 = 11
Dam2 - (1d6+5)
(4) + 5 = 9
Rolls
Magic Missiles (3rd Level) - (5d4+5)
(31133) + 5 = 16
using ancestral protectors as a bonus action
53/77 HP | 18 AC
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (8) + 8 = 16
2d6+7 : (62) + 7 = 15
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (3) + 8 = 11
2d6+7 : (62) + 7 = 15
Bildaweer's missiles, however, don't have that issue. One after the other, they slam into the creature, causing it to take a single step back as dust goes flying everywhere as cracks start to radiate out from the center of the creature.
Heartboiler calls forth a trio of spirits, two goliaths and Eldreth's spirit. They swarm the rock creature, while Heartboiler takes her swings. The first swing glances off the creature, not quite biting into it, while the second sails wide of the rock.
Dustin, after having seen his bolt bounce off with little effect, draws the magical sword he found and dashes forward, thrusting out. However, his foot catches on a crack in the floor and his footing fails him slightly and the thrust goes wide. (Natural one on the attack! :()
Georges takes a pair of swings. The first misses while the second manages to catch the animated rock's leg, sending sparks into the air as it appears to have struck a bit of granite!
The creature howls and wheels on Cemos, taking a pair of swings at him, trying to find the dwarf in the midst of the ghostly distractions. The spirits seem to have done their jobs, swarming the beast while Cemos moves easily away from the slow slamming hands, leaving the dwarf untouched.
PCs are up!
Rolls
Secret Roll
Also i am 33 today so you may shower me with praise and well wishes.
Rolls
Att1 - (1d20+8)
(6) + 8 = 14
Att2 - (1d20+8)
(13) + 8 = 21
Dam 1 - (1d6+5)
(6) + 5 = 11
Dam2 - (1d6+5)
(4) + 5 = 9
Wait, what? Now you're 14 again?! I need that potion/lotion you're using, like, now...
Gefeliciteerd met je verjaardag! Maak er een mooie dag van^^
using reckless attack
53/77 HP | 18 AC
Rolls
Attack 1 + advantage - (1d20+8, 1d20+8)
1d20+8 : (9) + 8 = 17
1d20+8 : (14) + 8 = 22
Damage 1 - (2d6+7)
(11) + 7 = 9
Attack 2 + advantage - (1d20+8, 1d20+8)
1d20+8 : (4) + 8 = 12
1d20+8 : (7) + 8 = 15
Damage 2 - (2d6+7)
(65) + 7 = 18
Rolls
Melf's Acid Arrow Attack - (1d20+7)
(20) + 7 = 27
Damage (1st Turn) - (4d4)
(2134) = 10
Damage (2nd Turn) - (2d4)
(23) = 5
Meanwhile, Heartboiler furiously attacks the rock beast, catching her first strike but barely missing in her fury on the second, sending another small cloud of dust up.
Bildaweer's blob of acid finds a home this time, starting to melt away part of the creature with a sizzle as the shot is placed impeccably well (Critical strike! I rolled 4d4 again, added an extra 13 damage to that hit).
Dustin leaps up, stabbing after the bolt of acid flies, finding his mark this time, thrusting the sword in with a mighty lunge. The creature splits into two halves before collapsing in a pile of slightly smoking rubble.
The earth shakes slightly and a strange smaller rock figure rises from the ground, glowing with a faint golden glow. It puts its back to the menhir, standing about five feet away from it, and assumes a guardian like poster, unmoving.
Before anyone can react, however, another low rumble echoes through the chamber as a second large humanoid figure detaches from the cavern wall. It looks to you all and roars! It begins lumbering toward you all, stopping about 10 feet from where Dustin, Cemos, Georges, and Heartboiler had been assaulting the other one.
You are all up again! For rage purposes, this occurred all on the other rock creature's "turn", so you are still in your rage HB.
53/77 HP | 18 AC
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (15) + 8 = 23
2d6+7 : (31) + 7 = 11
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (19) + 8 = 27
2d6+7 : (24) + 7 = 13
Rolls
Melf's Acid Arrow - (1d20+7)
(11) + 7 = 18
Damage (1st turn) - (4d4)
(3333) = 12
Damage (2nd Turn) - (2d4)
(34) = 7
Rolls
Att1 - (1d20+8)
(19) + 8 = 27
Att2 - (1d20+8)
(15) + 8 = 23
Dam 1 - (1d6+5)
(4) + 5 = 9
Dam2 - (1d6+5)
(2) + 5 = 7
Georges and Dustin both move in, striking out at the stone beast. Georges misses, almost comically so, spinning on the loose dirt and almost dropping his scimitar. Dustin, however, seems to be fighting with cold, calculating purpose, planting the tip of his shortsword deep in the cracks of the creature once more. But the figure remains upright, swinging for Heartboiler as she was the first to cleave stone from its figure.
Its first swing misses, however, as it whips back around, the second fist is much better placed. It slams into the side of Heartboiler's head, dealing a ringing blow! (Critical hit! 24 bludgeoning damage before mitigation, 12 after).
PCs are up!
Rolls
Secret Roll
Secret Roll
Rolls
Att1 - (1d20+8)
(6) + 8 = 14
Att2 - (1d20+8)
(16) + 8 = 24
Dam 1 - (1d6+5)
(1) + 5 = 6
Dam2 - (1d6+5)
(2) + 5 = 7
Rolls
Magic Missiles (1st Level) - (3d4+3)
(243) + 3 = 12
Never... Better...
41/77 HP | 18 AC
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (4) + 8 = 12
2d6+7 : (51) + 7 = 13
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (7) + 8 = 15
2d6+7 : (22) + 7 = 11
5 year old Sam loved his party a lot lot so it is worth it;-)
With a furious swing, the creature attacks Heartboiler twice more, her large raging presence a clear threat to it. The first misses, but the second finds its mark, thumping her soundly on the chest. (14 damage before any resistances)
PCs are up
Rolls
Secret Roll
Rolls
Attack with Shortsword - (1d10+9)
(6) + 9 = 15
Damage with Sneak attack - (1d6+7, 3d6)
1d6+7 : (5) + 7 = 12
3d6 : (123) = 6
Rolls
Cure wounds 2nd lvl - (2d8+2)
(87) + 2 = 17
51/77 HP | 18 AC
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (12) + 8 = 20
2d6+7 : (53) + 7 = 15
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (15) + 8 = 23
2d6+7 : (53) + 7 = 15
The goliath woman makes her swing with aplomb and cleaves the stone creature into two pieces that collapse to the ground in a thunderous crash, coating her body in a fine layer of dust. Georges plants the tip of his sword on the ground, breathing heavily. Gods damn these stone bastards. I can't seem to get a good cut in on them, probably sending the edge of this sword right to hell. he says in between breaths. Another of the smaller stone creatures springs from the ground, with its back to the menhir, adopting a guardian position.
Unfortunately, the respite is short-lived as another of the humanoid figures on the wall peels off and stumbles forward. This one seems substantially larger than the other two, with slabs of smooth granite forming armor-like layers across its body.
Rolls
Magic missiles - (3d4+3)
(144) + 3 = 12
She chuckles softly as she starts walking towards the new guy, getting a bit bulkier with every step as she starts raging again. When she's getting closer she frowns, tilting her head to one side. Wanderer, is that you? You were always the ugly bastard, but never an amour wearing coward!
She reaches the rockboi and with some dancy fighting moves works her way around him, ducking to slash her sword at his legs and out of the way of any swinging arms. Then standing up behind him, aiming her second swing at his ass, while looking for any possible weak spot in his armour. (But not like, with a very focused look, just for any holes or if there's even any armour on his back (or ass))
66/77 HP | 18 AC
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (4) + 8 = 12
2d6+7 : (22) + 7 = 11
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (7) + 8 = 15
2d6+7 : (56) + 7 = 18
The rock turns on Dustin, swinging heftily at him twice. The first slams into the elf, rocking his body with a wave of force. (23 vs AC, 17 damage.) The second misses miserably as it pounds into the ground, sending a shudder through the cavern.
PCs up!
Rolls
Secret Roll
Rolls
Att1 - (1d20+8)
(13) + 8 = 21
Att2 - (1d20+8)
(1) + 8 = 9
Dam 1 - (1d6+5)
(3) + 5 = 8
Dam2 - (1d6+5)
(2) + 5 = 7
bonus action ancestral protectors
66/77 HP | 18 AC
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (7) + 8 = 15
2d6+7 : (31) + 7 = 11
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (9) + 8 = 17
2d6+7 : (52) + 7 = 14
Rolls
Magic Missiles (1st Level) - (3d4+3)
(113) + 3 = 8
The creature is enraged by the damage done by the elf and moves towards him, stopping 10 feet away and winds up to strike him twice as Heartboiler's trio of ghostly protectors swarm over the rock monster. Georges swings and manages to catch the creature slightly once again as it moves away.
Cemos and Heartboiler can choose to use their reaction to take an Opportunity attack against the creature. Heartboiler, you can also choose to use your reaction to use your "Ancestral Shield" ability to give Dustin your Damage Resistance for this turn. It would keep him conscious. Up to you.
It manages, even with Heartboiler's swarming ghosts, to make contact with Dustin twice, knocking the elf to the ground unconscious! (W/ Disadvantage, it got a 23 and 24 to hit for 14 and 13 damage respectively. Dustin is unconscious.
Combat! PCs are up!
Rolls
Secret Roll
Secret Roll
using ancestral shield as a reaction
Heartboiler let's out a soft ooph hearing the heaviness of the blows on Dustin. She chases after Rockboi, calling out to it before trying to hit it twice again with her sword. The spirits try to be their annoying selves, hula dancing in front of his face.
Hey ugly! Why don't you take on someone your own size... Let's dance, you and me!
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (16) + 8 = 24
2d6+7 : (41) + 7 = 12
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (6) + 8 = 14
2d6+7 : (36) + 7 = 16
Rolls
Att1 - (1d20+8)
(6) + 8 = 14
Att2 - (1d20+8)
(15) + 8 = 23
Dam 1 - (1d6+5)
(4) + 5 = 9
Dam2 - (1d6+5)
(2) + 5 = 7
Rolls
Magic Missiles (3rd Level) - (5d4+5)
(24222) + 5 = 17
Her spirit full of vigor, Heartboiler leaps for the rock creature, bringing the actual Cloudstrike to bear on the rock creature. Her first blow lands solidly enough to knock a slab of granite off of the elemental's torso, revealing a powdery sand core underneath. It would seem she's manage to open up its defenses! Her second strike slips in easily, sending a cloud of dust flying around. The weakness gives Cemos a chance to land two strikes of his own! All of these slamming strikes send the creature staggering backwards a half step, opening the pathway for Bildaweer's unerring magical missiles.
Dustin, shaking off the near-deadly blows of the earth elemental grits his teeth and steps up, slipping his slender shortsword into the gap Heartboiler created. As Heartboiler's thunder echoes through the cavern, a second louder crack pierces the air and the creature explodes into a cloud of dust.
Near the menhir, a third guardian creature climbs up out of the ground. They pivot to face the menhir, raising their heads to the cavern ceiling as a blinding white light fills the room from the stone spire. In a moment, it fades to a dull pulse.
Cemos, you get the sensation of wrongs righted deep in your mind as the figures turn to you and nod their heads briefly before they impossibly turn into common boulders circled around the menhir.
Combat Over!
Also we still have this to do: Investigate the haunting of the old residents area for Vazuk. Task given by Jadger.
Also do we need to actively loot our enemies or do they just drop stuff if they have it?
Rolls
Melk en koekjes drank - (4d4+4)
(4131) + 4 = 13
Combat! PCs are up.
Yellowish Slime in front
PCs
Yellowish Slime in back
She jumps in front of the others swinging away at the slime in front of them. She's not even raging, that's how unimpressed she is.
Rolls
Attack 1 + damage - (1d20+8, 2d6+5)
1d20+8 : (4) + 8 = 12
2d6+5 : (51) + 5 = 11
Attack 2 + damage - (1d20+8, 2d6+5)
1d20+8 : (12) + 8 = 20
2d6+5 : (64) + 5 = 15
Rolls
Magic Missiles (3rd Level) - (5d4+5)
(21414) + 5 = 17
Rolls
Att1 - (1d20+8)
(19) + 8 = 27
Att2 - (1d20+8)
(7) + 8 = 15
Dam 1 - (1d6+5)
(6) + 5 = 11
Dam2 - (1d6+5)
(6) + 5 = 11
Bildaweer and Cemos both lay into the creature behind them, the sounds of the mace and forceful magic making the jelly squelch sickeningly, but it seems to remain in one piece.
Dustin leaps next to Heartboiler, stabbing at one of the smaller jellies. With the sound of a deflating sack, it flubs to the ground in a puddle, no longer jiggling.
Georges, having seen Heartboiler's furious slashes create extra creatures, opts to withhold his attack, not wanting to create more of the things.
The two blobs by Heartboiler both slap at her with twisting yellow appendages, however, her quick feet keep her out of range. The larger one, by Cemos, slaps out and manages to swarm over the paladin's face with a wet thud. (22 vs. AC, for 9 total damage: 8 bludgeoning, 1 acid)
PCs are up!
Rolls
Secret Roll
Secret Roll
Secret Roll
bildaweer help the others...This one's mine!
Rolls
Att1 - (1d20+8)
(14) + 8 = 22
Att2 - (1d20+8)
(1) + 8 = 9
Dam 1 - (1d6+5)
(2) + 5 = 7
Dam2 - (1d6+5)
(4) + 5 = 9
Rolls
Attack 1 + damage - (1d20+8, 2d6+5)
1d20+8 : (1) + 8 = 9
2d6+5 : (11) + 5 = 7
Attack 2 + damage - (1d20+8, 2d6+5)
1d20+8 : (17) + 8 = 25
2d6+5 : (26) + 5 = 13
Heartboiler stabs at the smaller jelly and it performs an interesting bit of acrobatics, stretching a hole open in the center of its mass, letting Cloudstrike pass right through without making contact. Her second swing hits the larger of the two remaining ones. As the blade lands and an echo of thunder rings through the hallway a deep cut opens up and the blob falls into two smaller pieces. They rear up, jiggling, but seem no worse for wear.
Dustin stabs out at the original smaller creature, lancing it. With a flub, the blob deflates into a puddle.
Georges looks at the group. We can't use cutting weapons! Stabbing and squashing only! he says, sticking his weapon back in his belt as he starts taking dodging motions, hoping to not get hit.
The two remaining blobs near Heartboiler reach out and slap at the large barbarian. Both hits land with sickening slapping sounds. (18 and 19 vs AC, dealing 23 points of bludgeoning damage and 5 points of acid damage.)
The blob near Cemos slaps out at him, but misses horribly!
Rolls
Secret Roll
Secret Roll
Secret Roll
Rolls
Att1 - (1d20+8)
(9) + 8 = 17
Att2 - (1d20+8)
(16) + 8 = 24
Dam 1 - (1d6+5)
(5) + 5 = 10
Dam2 - (1d6+5)
(1) + 5 = 6
38/77 HP | 18 AC
Rolls
Attack 1 + damage - (1d20+4, 1d4+4)
1d20+4 : (2) + 4 = 6
1d4+4 : (2) + 4 = 6
Attack 2 + damage - (1d20+4, 1d4+4)
1d20+4 : (5) + 4 = 9
1d4+4 : (1) + 4 = 5
Rolls
Attack (Quarterstaff) - (1d20+3)
(4) + 3 = 7
Damage - (1d8)
(3) = 3
Combat over.
Quick thinkin' with that skillet Heartboiler. Never woulda thought of that myself. Georges says, rubbing his neck.
53/77 HP | 18 AC
Rolls
Melk en koekjes drank - (4d4+4)
(4421) + 4 = 15
Cemos trys to get the group back on their feet and moving for years the entrance.
You did it! I felt the surge of goodness and power as soon as the cleansing happened! As promised, I can grant each of you a minor blessing. I can empower one weapon to become a slightly stronger magical weapon or I can bless your person so it is more difficult for your enemies to hurt you. One casting for each of you, if you'd like. he says, smiling.
Georges steps forward with a bowed head and holds out his blade. If you could magic this, I'd appreciate it, Gurnik sir. The deep gnome nods and places one hand on the hilt and the other on a necklace he fishes out of his tunic. A few words and the blade glows bright white for a moment before it fades, leaving it looking much like it did before, but with a slightly brighter gleam on the edge.
Saying your thanks, you all head back to the Foaming Mug without incident, kind of a relaxing walk in general. When you get back, the barmaid smiles at you. Good to see you all in one piece still. What can I get for you lot? We just put up most of the normal mid-day meal things, but I'm sure the cook would be happy to prepare about anything for you lot.
So, I was thinking maybe this afternoon we could go enjoy the town a bit. I was thinking of finding the fiercest warrior in Blingdenstone and asking him for some tips about fighting those slimes, exchange some moves. And perhaps I should find me a big hamer too, since Cloudstrikedidn't quite cut it last time. She snorts at her own joke, but her hands turn into fists on the table and she looks at the kitchen door with an irritated look on her face. Man I'm hungry! I hope they can whip something up fast!
True to her word, it's only a matter of a few minutes and a plate of roast beef with a bowl of greens and a giant plate of cheese and breads adorns your table, as well as two steins of dark ale for each of you. The meal is very tasty, and as you go about eating it a few different groups of deep gnomes float in and out, babbling in Undercommon about nothing much, for those that understand the language.
Heartboiler, you do hear something of note, however. It would seem that a deep gnome by the name are Jarlep just came back from a barricade in the past three or four where they were overrun by oozes. It would seem he was quite the hero, saving three or four other svirfneblin in the process. He's not left an area they are calling the Caves of Clatter in the few hours he's been back.
Bildaweer, you hear this as well and seem to recall that it was in the northeastern part of Blingdenstone, pretty close to where you lot had been dealing with the medusa.
When the food arrives Heartboiler immediately starts shoveling it in her mouth. Mhm, I agree with you there mentor Sparklefingers! She manages between two bites. After Bildaweer relays the information Heartboiler grimaces. I'm going there after food, anyone willing to come with is welcome, this is exactly what I was looking for! A mighty warrior with experience fighting oozes, we could learn a lot. But I'm happy to go alone and tell you all the tips I get if you'd rather go sightseeing? You said it was near the Medusa area? I'm sure I can find it, and I can always ask for directions...
Rolls
Healthy meal gives me healthy body? (Yes, hit die) - (1d12+4)
(9) + 4 = 13
Rolls
Hit die - (1d10+2)
(10) + 2 = 12
It takes about twenty minutes to make your way to the Caves of Clatter. When you arrive, it would seem the previous insistence by some of the deep gnomes you've encountered, regarding the availability of arms and armor was a bit - um - incorrect. There are several vendors here, selling deep gnome-crafted weapons and armors. They don't seem to be nearly as reclusive as the smithy you've been working with. With any introspection at all, you likely figure that they weren't as forthcoming with information about what trade went on in this space because you were relatively unknown to them until after the foray into the Rockblight. You've garnered some level of trust with them, which is good.
Before too long, you do spot who can only be Jarlep talking to a pair of scarred svirfneblin, animatedly recreating a daring battle, complete with thrusting sword motions and all.
Rolls
Perception - (1d20+2)
(17) + 2 = 19
She smirks when she sees the several weapon and armour vendors in the cavern, feeling comfortable with the crowd. When she notices the man that's probably Jarlep she strides over to him, bowing her head slightly as she stands close, towering over him. Are you the one they call Jarlep? The one that fought the oozes? Me and my friends encountered a few down here and my usual tactics don't work so well, cutting them in pieces doesn't kill them. I would be honoured if you would teach us how to effectively fight them, so we are better prepared when we try to hunt them down. Her head dips down even more and her eyes close, nothing but respect for the small man in front of her.
Cemos, as you look about, in conjunction with the information Jarlep has relayed, you notice that several of the weapons vendors around do have some heavy maul-type weapons for sale. One of the svirfneblin pokes his head out from behind a rack of weapons. I'll cut you a deal on new arms there Surfacer. Only twenty-five gold for a maul, forty for a nice warhammer. he says, smiling broadly at you.
Bildaweer, you don't notice anyone selling incantations or spellbooks around.
As you are talking, a human in a set of plate armor is escorted into the Caves by a pair of svirfneblin guards. This is the cave you'll be wanting. Armorsmiths and weaponsmiths both are in here. Again, we can't thank you enough for returning Stakurgh and Tazruk to us. the guard says in somewhat broken Common.
"Thank you for the help friends" she tells the guards with a smile, before glancing around. "Could you point me towards which of these worthy craftsmen is the best weapon smith?" The fighter asks.
Misha spots the non-gnomes in the market immediately, and without being obvious checks the fellow adventurers out. Curious what brings strange folk like herself to the gnomish city.
Thanks, fixed
While she resumes her conversation with Jarlep Heartboiler flexes her muscles a bit, squaring her shoulders and standing straight and tall showing off her massiveness compared to the deep gnomes around, almost as if she wants to prove herself worthy of the human's attention.
As the warrior draws closer, she seems all the smaller when compared to the towering might of a Goliath, standing not much more than a couple inches over 5ft tall you would guess. Slightly awkwardly in her new armour, the woman bows rather then curtsies' "Greetings Strangers" Misha's voice is soft but strong. Her Common is noticeably accented, a bold undertone with rolled R's that adds a sort of harsh melody to her speech. "My name is Misha'Na Tunannu. What a strange fortune, that so many surface dwellers have found themselves in Blingdenstone at the same time"
Jarlep shakes his head as Heartboiler turns back towards him. Oh, um. I don't know. I'm sure you could - ah - you know - yes. I think we could maybe spar some. But you'd have to go easy on me. he says with a nervous chuckle, unsure about facing an actual combatant of her caliber.
She tries to smile at Misha again when she joins the crew, a weird lifting of the corners of her mouth that is as scary as it is happy, since it doesn't hit her eyes, which still stare slightly angry at the warrior.
Being very absorbed in Bildaweer's story the stranger's words startle Heartboiler immensely and she swings her arm out, straight over his head. What?! Her hand moves to the hilt of her sword, she looks around trying to find the enemy so she can take a swing at it, but sees that they are not quite under attack. She huffs, if her mood wasn't already sour it would be now. She lets the others talk, crossing her arms in front of her chest and staring down at the newcomer.
He stands up, his eyes coming to rest on this Misha "I come for one thing only, whether you can supply me with that thing or not is undetermined at the moment. Do you know one Grynom Stonebeard?"
As Bildaweer stares, appraising him, there isn't much to gain. He wears loose fitting robes and has his head and face wrapped with a cloth. The one thing that might draw his attention are his eyes: black pits sit in the sockets, no whites, no browns, no greens, no blues, just black. He also hasn't blinked since the gnome started his appraisal.
The tiny warrior's face quirks at the odd individual and his question. "No Stranger, can't say I know anyone by that name" Misha replies honestly, both hands on her hips. She doesn't seem overly perturbed by the new arrival's strange eyes, to say the least, and meets them calmly with her own pair, the colour of dark amber or honey.
Rolls
Perception - (1d20+5)
(3) + 5 = 8
"Perhaps you and your friends can finish telling me your tale later tonight over dinner Bildaweer?" Misha suggests, thinking that a tavern seat would be a better place to listen to such a story then standing in a marketplace.
any suggestions on where to start searching?
"You are trying to deal with these... Jellies? I heard a guard mention them earlier. What exactly is the matter?" she asks, curious gaze flicking back and forth between the party members.
"Is the city in danger?"
We have encountered a few of the monstrous creatures on our journey and have even killed some in this city. But as for where they come from or why they have made their way so deep into the city is still a mystery to us.
"Unfortunately, I need to visit a weapon smith first," she tells them, presenting the remains of her sword to her new companions. The greatsword has been shattered, the antique weapon's blade ending in a jagged edge only 2 feet from the hilt. "The guard said to talk to a smith by the name of Dargren if I needed a weapon" she continues, looking in the direction the guard had pointed and taking a few steps in that direction.
"Hopefully it won't take too long"
Heartboiler, you see a number of heavy hammers hanging from his stall as well.
She gives Misha a small push in the right direction and then strides over to the stall, moving towards the hammers and looking at each of them, trying to find the biggest, baddest of them all.
The warrior kind of just rolls with the push, letting Heartboiler move her in the right direction. Apparently, Goliaths were a handsy sort of people! She notices the goliath's interest in the blunt weapons, and remembering that some oozes are resistant to different types of damage makes a mental note to pick up a hammer of her own.
"Everyone says you are the best person to see about fixing this. It was magical, and I understand that you probably will not be able to restore its powers... but even if you can just reforge the blade, I would be greatly in your debt," she tells the gnome craftsman, withdrawing 50gp and offering it to him.
Misha, yours is similar in design, but instead of fists, they formed the head to look like the face of an earth elemental on each side, which makes for a strange appearance indeed. Small sapphires make the eyes of the faces.
With your group now suitably armed, and the still mysterious Rypid with you, what is your plan?
Anyway, HB will vote for "follow the oozes and then kill them all", because she wants as many as possible collected so she can properly test her new toy
As you approach the door, the two guards posted nearby move to raise their hands before a quick muttered conversation passes between them.
This is where the jellies and oozes have gone adventurers. It would not be wise to proceed. But if you would prefer to, we will not stop you. one of them says. A look among you and it's clear your intent to proceed is firm. They nod to each other and push a series of stones on the arch near the door. With a creak and a groan, the door glides open about five feet, giving you just enough room to walk through the massive entry.
As you proceed through, the guard speaks quickly. We will leave the door open for you in case you need to evacuate. But if the oozes come this way, we will close off the rest of the city. You will be trapped.
On the other side of the door there is a wide hallway that runs for about thirty feet before it opens into a massive chamber. The only reason you can see anything is the soft glow of lichen in patches along the walls. The ceiling soars nearly 200 feet into the air and the walls of this great cavern are covered in slime — dripping, sickening green slime. Echoes of dripping water also fill the cave, in the center of which is a large spherical structure is held up off the floor by stone pillars. Around these pillars crawl dozens of living oozes, heaving forward while reaching out with grasping pseudopods. The sphere’s surface, like the cave walls, is covered with slime. Black slime swirls with yellow and gray slime in a disgusting soup, the unearthly patterns in the movements of the slime straining your eyes and tugging at your mind. A disembodied voice fills the cave.
What’s this, what’s this? Visitors? Now? Not yet! We’re not ready! Go away, pests! I will call upon thee and all of Blingdenstone to announce our glad tidings of the Faceless Lord to come at the proper time! Begone!
As you look further around the chamber, you see hundreds of various slimes roiling over one another in a toxic sludge. None of them seem to be making any movement towards you - yet.
"I apologize... to who ever you are. But your presence here seems to be attracting a great many slimes and jellies to this location, and it is endangering the citizens of this good city. As such, I must ask you to take your leave of this place, or for as certain as I am the daughter of Delethzarith the Wise, I will be forced to make you depart instead... by force if necessary"
Everyone make a WIS, CHA, or INT save. Your choice which one.
At this point, the mass of moving jellies and such is about 60 feet from you.
Rolls
Cha save - (1d20+7)
(2) + 7 = 9
But fighting = death....
Rolls
Rypid Save - (1d20+3)
(9) + 3 = 12
Georges Save - (1d20+2)
(20) + 2 = 22
Misha - (1d100)
(69) = 69
Cemos - (1d100)
(51) = 51
Heartboiler - (1d100)
(39) = 39
Bildaweer Save - (1d20+9)
(10) + 9 = 19
Bildaweer, you are positive that the Diggermattocks (the current leadership of Blingdenstone) cannot possibly know that this is going on here.
Rolls
Portent - (2d20)
(718) = 25
Arcana - (1d20+7)
(6) + 7 = 13
Considering the situation, and not trusting her eyes at the moment, Misha follows the group backward.
When you get back through the doors, the guards close it, keying in the locks once more. When the guard you spoke with before looks at you, his head cocks to the side kind of like a dog.
What in the nine hells could have all of you that spooked? You were only in there but a minute!
WHAT DID YOU SAY! looking pensive and stepping to the side putting his back to the wall and the group and guards in front of him. I am not spooked, this is just how I look! Who are you to judge?
Yes Valbin, how can we help you?
There is a council meeting tomorrow, here in Diggermattock Hall. We would be grateful if you would all attend and provide the council with any information you gathered. We must come up with a coordinated plan to ouster this enemy.
Rare item, requires attunement by a spellcaster.
Max Spell Level: 3rd, Save DC 15, Attack Bonus +7
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
Each spell gem has a maximum level for the spell it can store. The spell level determines the gem’s rarity and the stored spell’s saving throw DC and attack bonus, as shown in the Spell Gem table.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Once imbued with a spell, the gem can’t be imbued again until the next dawn.
Ooze and kill or trap anything there?
He turns to Cemos Sounds like a good start. He puts a finger to his lips in deep thought. We'd have to sneak about so as not to be seen. Perhaps there's a cavernous room above or below the beast. What about the aftermath such as if it doesn't work or somehow escapes? It's probably best if we manage to kill it.
Also, as you all look around and have your conversations, you notice that Misha has disappeared on the trip to the Diggermattocks.
Bildaweer, you remember that in Blingdenstone, there is a gentle ringing of a bell that signifies every hour passage.
When the next day comes, you all find yourselves back with the Diggermattocks. What was a clear planning session and civil discussion time, today it is a clear war council. The pair from last night look up from the end of the large table covered with a map of Blingdenstone. There are several svirfneblin gathered around the table that you haven't seen as of yet.
Well met heroes. Come, we're discussing battle plans.
Another svirfneblin speaks up quickly. Oh aye, it would be powerful useful, if that damn Ogrémoch’s Bane were gone. Needs a powerful magic to get rid of it though. You all cleansed the Steadfast Stone, which'll help. But that mist's gotta be banished.
Yes yes Gurnik. We know about Ogrémoch’s Bane. If we could do that and find Entémoch’s Boon, we would be able to call up even more powerful servants to join in the defense. Nomi says, an almost dismissive wave towards the other gnome.
Quiet you two, we have others to introduce. Dorbo continues. Kazook Pickshine here, who I believe you've either met or heard of, he thinks he can mass produce some oils to protect weapons and armor from the acid. But he needs supplies from Neverlight Grove, which we can't afford to send people before. he continues, pointing to another of the gnomes.
Burrow Warden Jadger floats nearby, his incorporeal body swirling in a haze of mist. These surfacers have done well, though not well enough for me to send any of the other spirits out after them. We've been too busy trying to keep Vazuk at bay. If you heroes could see fit to deal with that vile spirit, I imagine we would be free enough to rally around the other svirfneblin in the fight!
Dorbo looks around. We would be best to press our attack from the Steadfast Stone. I'm sure you all saw the rocks there, you said you fought some yellow slime creatures there. Kazook has also generously offered to make a concoction that will blow those rocks away so we can attack with some surprise. The Miner's Guild leader nods, with a wicked grin on his face.
The female gnome standing near Dorbo looks over to the gnome. There is one group you've forgotten. We have to deal with the Goldwhiskers. They would be a danger to our backs if we don't deal with them.
Yes Senni. Dorbo says, looking back at all of you.
Well adventurers, that's the resources we have. What are your thoughts?
So in the end, I don't know....