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Jasper DMs Lost Mines of Phandelver
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<blockquote data-quote="jasper" data-source="post: 8441313" data-attributes="member: 277"><p>Lost Mines of Phandelver Session 4</p><p></p><p>Castle Cave Clear</p><p></p><p>Day 10-14</p><p></p><p>PC Killed 0 Monsters Killed 83 Capture 6 Escaped 5</p><p></p><p>Gain a level, 475 gp 5 sp, 10 downtime days.</p><p></p><p>Magic Items Potion of Healing *5, Scroll of Silence, Scroll of Revivify, Boots of Striding and Springing, Wand of Magic Missiles, Spider Staff</p><p></p><p>Story Items Sildar’s Gear.</p><p></p><p>I had an average group of four Slammer Rune Knight 4. Horton Rogue 3, Ranger 1. Papa Pungi Spore Druid 4. Dory Cleric 4.</p><p></p><p>The group snuck up and into Cragmaw castle avoiding the lookouts in the two towers. Flanking right they surprise the right tower. However, the right tower guards were able to give the alert which brought the front half of the castle guards down on them in waves. The Spore druid and Horton took center stage in the combat. But Dory was able to capture two of the goblins alive. After some gentle questioning the group got the manpower layout of the rest of the castle. They snuck toward the back and was able to surprise the hall guards. But this combat drew in the rest of the castle. The only thing left alive at the end of the second combat was the owlbear which the druid walked out the front door and told it to go home.</p><p></p><p>Slammer was able to find the deed to the castle and with a little bit of persuasion got the Mayor of Phandelver to sign the deed over to him. Also in the loot was a map to Wave Echo Caves.</p><p></p><p>Travelling on to the Wave Echo Cave the group discussed tactics. Since only the human Horton did not have darkvision, Papa changed his spell list on the way. Entering the cave complex Slammer took charge of directing the group which way to go. (Note everyone else playing are DMS who have ran the book.)</p><p></p><p>They find a dead dwarf with a sign on it. Beware the Black Spider this could happen to you.</p><p></p><p>Horton, “What forget to loot the magical boots off the dead body?” He said as he looted the books.</p><p></p><p>The group climbs down into the cave system due to the booming echo of the waves which is pounding the cave system somewhere they have advantage on sneaking. (And lazy dm decide to go theatre of the mind unless the floor plan would be important.) Travelling East they ignore the bat cave and open the door to some former barracks were private Ghoul. Private Second Class Ghoul, and jarhead Ghoul were snacking on the dry bones of former airmen. The group quickly dispatch the privates and continue deeper into the complex. Horton is not happy when he nearly gets slimed. Um Jellied when a ochre jelly falls almost on him. They jam up the jelly.</p><p></p><p>Continue north, they find and loot a dead body at the bottom of sea pool. Continuing north they surprise some bugbears. One immediately flees and goes for help. As they are killing the first group of bugbears, the Black Spider arrives with Gundren as a prisoner. Knowing the spider is bluffing, Slammer tells everyone to shot him. After a quick combat they rescue Gundren and retreat.</p><p></p><p>Spider Staff The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list: <a href="https://www.dndbeyond.com/spells/spider-climb" target="_blank"><strong><em>spider climb</em></strong></a> (1 charge) or <a href="https://www.dndbeyond.com/spells/web" target="_blank"><strong><em>web</em></strong></a> (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.</p></blockquote><p></p>
[QUOTE="jasper, post: 8441313, member: 277"] Lost Mines of Phandelver Session 4 Castle Cave Clear Day 10-14 PC Killed 0 Monsters Killed 83 Capture 6 Escaped 5 Gain a level, 475 gp 5 sp, 10 downtime days. Magic Items Potion of Healing *5, Scroll of Silence, Scroll of Revivify, Boots of Striding and Springing, Wand of Magic Missiles, Spider Staff Story Items Sildar’s Gear. I had an average group of four Slammer Rune Knight 4. Horton Rogue 3, Ranger 1. Papa Pungi Spore Druid 4. Dory Cleric 4. The group snuck up and into Cragmaw castle avoiding the lookouts in the two towers. Flanking right they surprise the right tower. However, the right tower guards were able to give the alert which brought the front half of the castle guards down on them in waves. The Spore druid and Horton took center stage in the combat. But Dory was able to capture two of the goblins alive. After some gentle questioning the group got the manpower layout of the rest of the castle. They snuck toward the back and was able to surprise the hall guards. But this combat drew in the rest of the castle. The only thing left alive at the end of the second combat was the owlbear which the druid walked out the front door and told it to go home. Slammer was able to find the deed to the castle and with a little bit of persuasion got the Mayor of Phandelver to sign the deed over to him. Also in the loot was a map to Wave Echo Caves. Travelling on to the Wave Echo Cave the group discussed tactics. Since only the human Horton did not have darkvision, Papa changed his spell list on the way. Entering the cave complex Slammer took charge of directing the group which way to go. (Note everyone else playing are DMS who have ran the book.) They find a dead dwarf with a sign on it. Beware the Black Spider this could happen to you. Horton, “What forget to loot the magical boots off the dead body?” He said as he looted the books. The group climbs down into the cave system due to the booming echo of the waves which is pounding the cave system somewhere they have advantage on sneaking. (And lazy dm decide to go theatre of the mind unless the floor plan would be important.) Travelling East they ignore the bat cave and open the door to some former barracks were private Ghoul. Private Second Class Ghoul, and jarhead Ghoul were snacking on the dry bones of former airmen. The group quickly dispatch the privates and continue deeper into the complex. Horton is not happy when he nearly gets slimed. Um Jellied when a ochre jelly falls almost on him. They jam up the jelly. Continue north, they find and loot a dead body at the bottom of sea pool. Continuing north they surprise some bugbears. One immediately flees and goes for help. As they are killing the first group of bugbears, the Black Spider arrives with Gundren as a prisoner. Knowing the spider is bluffing, Slammer tells everyone to shot him. After a quick combat they rescue Gundren and retreat. Spider Staff The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list: [URL='https://www.dndbeyond.com/spells/spider-climb'][B][I]spider climb[/I][/B][/URL] (1 charge) or [URL='https://www.dndbeyond.com/spells/web'][B][I]web[/I][/B][/URL] (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. [/QUOTE]
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