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We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
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<blockquote data-quote="Goonalan" data-source="post: 7539864" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Lost Mine of Phandelver Session #6 The Road to Nowhere</strong></p><p><strong></strong></p><p><strong>Myrium the Blessed (played by Sandy) Female Human Cleric of Lathander Lvl 3</strong></p><p><strong>Shagga, Son of Dorf (played by Rob) Male Half-Orc Paladin of Kord Lvl 3</strong></p><p><strong>Gaukus Grom (played by Pete) Male Dragonborn Sorcerer Lvl 3</strong></p><p><strong>Elvis Pickersgilly (played by Jackie) Male Forest Gnome Rogue Lvl 3</strong></p><p></p><p>The Blessed Avengers are all now Level 3, and on the road to further adventure.</p><p></p><p>And so, the long ride to Conyberry, which proves to be… well, meh. Nothing untoward happens, the only thing worth reporting is the fact that an ancient dwarven tome, acquired from Iarno/Glasstaff- and being read by Gaukus (dragonborn sorcerer), turns out to include a visit by the author to Wave Echo Cave. It also mentions the Forge of Spells, a device within the caves used to craft magic items. The author of the tome, a priest of Lathander- as it transpires, was sent to Wave Echo Cave to pay for a magical mace dedicated to the God of Dawn to be created. Myrium (human cleric (of Lathander, remember)) is obviously very pleased to hear this- all the more reason for the Blessed Avengers to locate the long lost cavern.</p><p></p><p>Back to the journey- the weather is pleasant, the Triboar Trail proves to be the lonely road- not a soul is upon it, the adventurers arrive at the ruins of Conyberry late in the afternoon of the second day out of Phandalin. Conyberry is not what it once was- all that is left of the place are the ruined shells of three stone buildings, no wall is more than three feet high.</p><p></p><p>However, there’s no time like the present- the adventurers go searching for trails in the nearby Neverwinter Woods, Sister Garaele has drawn a map of sorts for them. Eventually they find a track and follow it, a good twenty minutes in to the forest, which grows darker and a little more frightening as they go deeper.</p><p></p><p style="text-align: center">[ATTACH=full]112935[/ATTACH]</p><p></p><p>There they find Agatha’s lair, a dome-shaped wooden structure seemingly built within the trunk, roots and branches of a living tree. Cautiously they investigate, with Myrium leading the way and announcing their arrival as politely as she can.</p><p></p><p>Seconds later the hovering apparition of a once beautiful elven maiden- with her throat torn out and still dripping spectral blood, suddenly appears within their midst. The effect is so traumatic that Elvis (gnome rogue) has an accident in his trousers and flees the banshee’s lair to hide in the woods until it is all over.</p><p></p><p>It’s good (and silly) every now and then to get the players to roll a random d20, just to see what happens- in this instance when the terrifying banshee appears in their midst. Jackie (playing Elvis) rolled a ‘1’, and chose her own punishment- to make pee-pee.</p><p></p><p>The sudden departure of the surly Elvis proves to be no bad thing, the three remaining wholesome folk say all the right things, or at least Myrium does- Shagga (half-orc paladin) just nods along, while Gaukus adds nuggets of sage wisdom which are mostly ignored by everyone else. Agatha’s terrifying visage is soon replaced by a crooning smile as the priestess of Lathander hands over the beautiful necklace. A short while later and the adventurers have the information that Sister Garaele needs, they then politely refuse late afternoon tea- Agatha has just baked scones, and as quickly as they can make their way back to the ruins of Conyberry. Obviously picking up Elvis on the way, the embarrassed gnome has cleaned himself up a little.</p><p></p><p>The Blessed Avengers spend the night in the ruins of Conyberry- nothing untoward comes to pass.</p><p></p><p>DM note- I’m using the rules for wandering monsters exactly as written in the module.</p><p></p><p>The very next day they head south through the hills and bluffs- in search of Old Owl Well and following Daran’s map, they make good time and find the place late the same afternoon, there’s another two hours of light- at least, time enough to investigate.</p><p></p><p>A breached stone wall forms a compound, to the north a once much taller tower- truncated half way up its second storey. To the east within the compound the shell of a much larger stone building- two stories high but again the upper level is all but gone. The adventurers are certain they are in the right place as the ruined tower has a large owl motif carved above its entrance.</p><p></p><p>The adventurers get close to the compound wall and watch the place for a while, every now and then there’s a smell on the breeze- the scent of carrion, the scent of death. Nothing however moves within.</p><p></p><p>Elvis is eventually persuaded to go take a look in the closest building (not the tower), using the abundant cover (the courtyard is overgrown) he scoots over as silently as he can to check things out. There’s nothing to see that is until the gnome gets up the courage to take a look inside- at which point he spots the zombie that is standing just to the side of the doorway he’s leaning through. The undead moans and lashes out but the gnome is already off and running- and gibbering like a loon, all the way back to his friends.</p><p></p><p>The other three adventurers only make sense of what Elvis is saying when three zombies come staggering out of the building, shuffling in their general direction.</p><p></p><p>Shagga goes to meet the foe, hits hard- Gaukus blasts the same zombie with a Ray of Frost, while Elvis (now very pissed off- mostly with himself) moves in and stabs the same creature multiple times- and still it doesn’t fall.</p><p></p><p>A while later Shagga cuts the first zombie down, however at this point there are now five of the shambling undead in the courtyard- Myrium has fired up the Bless, and with Shagga formed a very narrow fighting front. The zombies are being (mostly) kept at bay- they have not landed a single hit.</p><p></p><p>And so it goes for the next twenty or so minutes- at which point the adventurers have managed to cut four of the shambling menaces down, and yet more have joined the fight- another batch staggering out of the ruined tower.</p><p></p><p>So, thirty minutes (about 5-6 rounds) in and there are still five of the undead left standing. It’s worth noting that the zombies are still yet to land a single hit.</p><p></p><p>DM note- what the bloody hell to do with 5e zombies? I have two favoured options-</p><p></p><p>1) Bore the players to death, which involves playing the zombies as written, each one shambles forward makes its to-hit roll and then inevitably, sometime later, rolls its Con save (at 0 HP), and more often than not (seemingly) gets back up to do it all over again- and again- and again. My record for a single 5e zombie is five times back on its feet. Or,</p><p></p><p>2) Mob one adventurer (the closest) and then aid another to give advantage to half of the attackers. This can work out very badly for PCs, I recommend you use it only when you get one PC properly mobbed, facing at least four enemies (better with six). The surprise element often makes it scarier.</p><p></p><p>The other obvious bonus to DMing zombies is they are fearless and brainless- so, if the squishy wizard at the back starts firing area effect spells then have all of the zombies left standing run at him/her- who cares about opportunity attacks when you are a zombie. Even if only a few of them get to the wizard, it can get messy and induce a great deal of panic. It’s comedy gold if the wizard runs too. Have other zombies wander off, or just do dumb things- sing & dance, climb a tree, go away and dig a hole (some remnant of their past life buried there). You can be scary, funny or even poignant with zombies. Killing them is so difficult at times (particularly mobs) that you are obliged to have some of them do daft stuff.</p><p></p><p>Back to it…</p><p></p><p>Gaukus and Myrium have had enough, the dragonborn unleashes his Shatter spell- only destroying one of the creatures but badly wounding many more. Then the priestess of Lathander lofts her holy symbol and turns a trio of the undead- three zombies turn tail and shamble back the way they came.</p><p></p><p style="text-align: center">[ATTACH=full]112936[/ATTACH]</p><p></p><p>At which point a portly bald-headed and heavily tattooed human exits the tower screaming and shouting at the adventurers. The fracas is put on hold, the bald fellow- identified by Myrium and Gaukus as a Red Wizard of Thay (not nice), orders his zombie minions to cease fighting.</p><p></p><p>A barked conversation follows, actually ‘conversation’ is probably not the right word. The Red Wizard, he’s not denying it (but also not confirming it), is very unhappy that the adventurers have killed many of his servants. Servants that keep him safe at night out here in the wilds.</p><p></p><p>The adventurers, specifically Myrium, Shagga and Gaukus are however of the opinion that the animated dead are inherently evil (or else just plain unnatural/bad) and therefore they should be destroyed.</p><p></p><p>This coming from a bunch of fellows that have just been trading information with a banshee.</p><p></p><p>The argument rumbles on until there’s nowhere else for it to go. Myrium and Shagga are insisting that the undead are destroyed, and that the Red Wizard should accompany them back to Phandalin. The Red Wizard is of course having none of it, which is why he tries a Hold Person spell on Shagga (he fails) and then orders his zombies back in to the attack. Note, three more zombies join the fray from the tower.</p><p></p><p>The Red Wizard (or else the DM) is smart enough to keep the conversation going until Myrium’s Bless spell has expired and the turned undead are now back under his control. Suddenly the boring (and easy) fight is starting to look a little more dangerous (and therefore interesting).</p><p></p><p>At which point I switch to the mob approach for the zombies.</p><p></p><p>The adventurers go from doing all they can to not use their best spells, or skills; to unleashing everything they’ve got.</p><p></p><p>Gaukus fires off another Shatter spell, destroying three zombies in an instant, and wounding the Red Wizard- who is also suddenly having second thoughts. Elvis goes in to a stabbing fury and gets slammed by a zombie, as does Shagga- several times. The paladin however has had enough he dodges through the shambling undead (taking AoO’s as he goes- all alas misses) and cuts down the Red Wizard with a Divine Smite.</p><p></p><p>There follows a slaughter, with Myrium’s Spiritual Weapon never missing, eventually the zombies are destroyed, even the ones that take to wandering off.</p><p></p><p>The Red Wizard’s gear is searched- lots of nice things including a ring which turns out to be magical, some sort of defensive magic (+1 Ring of Protection). Myrium decides that Elvis should have it, which the gnome finds somewhat odd. The little fellow is having a bit of a crisis of confidence, he is by nature a nasty piece of work (and a Zhent), and yet his companions regularly look after him- with loot, and healing, and help when he’s in trouble.</p><p></p><p>Elvis’ loyalties to Halia Thornton (his Zhent contact) are being stretched, against his better judgement he is beginning to like his new-found friends.</p><p></p><p>The adventurers thoroughly search the ruins- it seems the Red Wizard was not lying to them- he explained during the earlier argument that he was excavating and exploring the area, all the evidence they discover points to this being true.</p><p></p><p>After they set a watch, as they do every night, and then bed down inside the tower.</p><p></p><p>Second watch, around midnight, a pair of humanoid-shaped creatures are spotted by Elvis sniffing around the courtyard, the gnome is not sure what they are but is disconcerted by the fact that one of them seems to be eating the Red Wizard’s body.</p><p></p><p style="text-align: center">[ATTACH=full]112937[/ATTACH]</p><p></p><p>Elvis attempts to silently wake his companions, alas he manages to make rather a lot of noise doing so- he kicks his canteen over. One of the creatures rushes directly in to the tower, and at him. Up close he can see it is a ghoul, he starts screaming.</p><p></p><p>Note, Jackie (who plays Elvis) has a strange habit (exhibited so far) of rolling ‘1’s when she least needs them, most often in the Dice Tower on Fantasy Grounds for her Stealth checks.</p><p></p><p>Then, miraculously, the gnome manages to skewer the undead beast with his rapier (and a Critical Hit), killing it instantly.</p><p></p><p>The second ghoul lopes over to investigate, just in time to bump in to Shagga, the half-orc launches himself out of the ruined tower, and with another Divine Smite decapitates the ghoul.</p><p></p><p>Twenty minutes later the four now wide-awake adventurers are certain that there are no more enemies around, they re-set the watch and then get back to resting.</p><p></p><p>In the morning Elvis attunes his new magical ring, and feels all the better for it.</p><p></p><p>That however is the end of the sixth session- due to real life intrusions we only got to play for two to three hours.</p><p></p><p>Another good session but the players (and the DM) are chaffing to be back to the business of finding Gundren Rockseeker, it makes sense (a little) to take on these extra (mostly) faction based side quests but the guys are wanting to be on with things.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 7539864, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Lost Mine of Phandelver Session #6 The Road to Nowhere Myrium the Blessed (played by Sandy) Female Human Cleric of Lathander Lvl 3 Shagga, Son of Dorf (played by Rob) Male Half-Orc Paladin of Kord Lvl 3 Gaukus Grom (played by Pete) Male Dragonborn Sorcerer Lvl 3 Elvis Pickersgilly (played by Jackie) Male Forest Gnome Rogue Lvl 3[/B] The Blessed Avengers are all now Level 3, and on the road to further adventure. And so, the long ride to Conyberry, which proves to be… well, meh. Nothing untoward happens, the only thing worth reporting is the fact that an ancient dwarven tome, acquired from Iarno/Glasstaff- and being read by Gaukus (dragonborn sorcerer), turns out to include a visit by the author to Wave Echo Cave. It also mentions the Forge of Spells, a device within the caves used to craft magic items. The author of the tome, a priest of Lathander- as it transpires, was sent to Wave Echo Cave to pay for a magical mace dedicated to the God of Dawn to be created. Myrium (human cleric (of Lathander, remember)) is obviously very pleased to hear this- all the more reason for the Blessed Avengers to locate the long lost cavern. Back to the journey- the weather is pleasant, the Triboar Trail proves to be the lonely road- not a soul is upon it, the adventurers arrive at the ruins of Conyberry late in the afternoon of the second day out of Phandalin. Conyberry is not what it once was- all that is left of the place are the ruined shells of three stone buildings, no wall is more than three feet high. However, there’s no time like the present- the adventurers go searching for trails in the nearby Neverwinter Woods, Sister Garaele has drawn a map of sorts for them. Eventually they find a track and follow it, a good twenty minutes in to the forest, which grows darker and a little more frightening as they go deeper. [CENTER][ATTACH type="full"]112935[/ATTACH][/CENTER] There they find Agatha’s lair, a dome-shaped wooden structure seemingly built within the trunk, roots and branches of a living tree. Cautiously they investigate, with Myrium leading the way and announcing their arrival as politely as she can. Seconds later the hovering apparition of a once beautiful elven maiden- with her throat torn out and still dripping spectral blood, suddenly appears within their midst. The effect is so traumatic that Elvis (gnome rogue) has an accident in his trousers and flees the banshee’s lair to hide in the woods until it is all over. It’s good (and silly) every now and then to get the players to roll a random d20, just to see what happens- in this instance when the terrifying banshee appears in their midst. Jackie (playing Elvis) rolled a ‘1’, and chose her own punishment- to make pee-pee. The sudden departure of the surly Elvis proves to be no bad thing, the three remaining wholesome folk say all the right things, or at least Myrium does- Shagga (half-orc paladin) just nods along, while Gaukus adds nuggets of sage wisdom which are mostly ignored by everyone else. Agatha’s terrifying visage is soon replaced by a crooning smile as the priestess of Lathander hands over the beautiful necklace. A short while later and the adventurers have the information that Sister Garaele needs, they then politely refuse late afternoon tea- Agatha has just baked scones, and as quickly as they can make their way back to the ruins of Conyberry. Obviously picking up Elvis on the way, the embarrassed gnome has cleaned himself up a little. The Blessed Avengers spend the night in the ruins of Conyberry- nothing untoward comes to pass. DM note- I’m using the rules for wandering monsters exactly as written in the module. The very next day they head south through the hills and bluffs- in search of Old Owl Well and following Daran’s map, they make good time and find the place late the same afternoon, there’s another two hours of light- at least, time enough to investigate. A breached stone wall forms a compound, to the north a once much taller tower- truncated half way up its second storey. To the east within the compound the shell of a much larger stone building- two stories high but again the upper level is all but gone. The adventurers are certain they are in the right place as the ruined tower has a large owl motif carved above its entrance. The adventurers get close to the compound wall and watch the place for a while, every now and then there’s a smell on the breeze- the scent of carrion, the scent of death. Nothing however moves within. Elvis is eventually persuaded to go take a look in the closest building (not the tower), using the abundant cover (the courtyard is overgrown) he scoots over as silently as he can to check things out. There’s nothing to see that is until the gnome gets up the courage to take a look inside- at which point he spots the zombie that is standing just to the side of the doorway he’s leaning through. The undead moans and lashes out but the gnome is already off and running- and gibbering like a loon, all the way back to his friends. The other three adventurers only make sense of what Elvis is saying when three zombies come staggering out of the building, shuffling in their general direction. Shagga goes to meet the foe, hits hard- Gaukus blasts the same zombie with a Ray of Frost, while Elvis (now very pissed off- mostly with himself) moves in and stabs the same creature multiple times- and still it doesn’t fall. A while later Shagga cuts the first zombie down, however at this point there are now five of the shambling undead in the courtyard- Myrium has fired up the Bless, and with Shagga formed a very narrow fighting front. The zombies are being (mostly) kept at bay- they have not landed a single hit. And so it goes for the next twenty or so minutes- at which point the adventurers have managed to cut four of the shambling menaces down, and yet more have joined the fight- another batch staggering out of the ruined tower. So, thirty minutes (about 5-6 rounds) in and there are still five of the undead left standing. It’s worth noting that the zombies are still yet to land a single hit. DM note- what the bloody hell to do with 5e zombies? I have two favoured options- 1) Bore the players to death, which involves playing the zombies as written, each one shambles forward makes its to-hit roll and then inevitably, sometime later, rolls its Con save (at 0 HP), and more often than not (seemingly) gets back up to do it all over again- and again- and again. My record for a single 5e zombie is five times back on its feet. Or, 2) Mob one adventurer (the closest) and then aid another to give advantage to half of the attackers. This can work out very badly for PCs, I recommend you use it only when you get one PC properly mobbed, facing at least four enemies (better with six). The surprise element often makes it scarier. The other obvious bonus to DMing zombies is they are fearless and brainless- so, if the squishy wizard at the back starts firing area effect spells then have all of the zombies left standing run at him/her- who cares about opportunity attacks when you are a zombie. Even if only a few of them get to the wizard, it can get messy and induce a great deal of panic. It’s comedy gold if the wizard runs too. Have other zombies wander off, or just do dumb things- sing & dance, climb a tree, go away and dig a hole (some remnant of their past life buried there). You can be scary, funny or even poignant with zombies. Killing them is so difficult at times (particularly mobs) that you are obliged to have some of them do daft stuff. Back to it… Gaukus and Myrium have had enough, the dragonborn unleashes his Shatter spell- only destroying one of the creatures but badly wounding many more. Then the priestess of Lathander lofts her holy symbol and turns a trio of the undead- three zombies turn tail and shamble back the way they came. [CENTER][ATTACH type="full"]112936[/ATTACH][/CENTER] At which point a portly bald-headed and heavily tattooed human exits the tower screaming and shouting at the adventurers. The fracas is put on hold, the bald fellow- identified by Myrium and Gaukus as a Red Wizard of Thay (not nice), orders his zombie minions to cease fighting. A barked conversation follows, actually ‘conversation’ is probably not the right word. The Red Wizard, he’s not denying it (but also not confirming it), is very unhappy that the adventurers have killed many of his servants. Servants that keep him safe at night out here in the wilds. The adventurers, specifically Myrium, Shagga and Gaukus are however of the opinion that the animated dead are inherently evil (or else just plain unnatural/bad) and therefore they should be destroyed. This coming from a bunch of fellows that have just been trading information with a banshee. The argument rumbles on until there’s nowhere else for it to go. Myrium and Shagga are insisting that the undead are destroyed, and that the Red Wizard should accompany them back to Phandalin. The Red Wizard is of course having none of it, which is why he tries a Hold Person spell on Shagga (he fails) and then orders his zombies back in to the attack. Note, three more zombies join the fray from the tower. The Red Wizard (or else the DM) is smart enough to keep the conversation going until Myrium’s Bless spell has expired and the turned undead are now back under his control. Suddenly the boring (and easy) fight is starting to look a little more dangerous (and therefore interesting). At which point I switch to the mob approach for the zombies. The adventurers go from doing all they can to not use their best spells, or skills; to unleashing everything they’ve got. Gaukus fires off another Shatter spell, destroying three zombies in an instant, and wounding the Red Wizard- who is also suddenly having second thoughts. Elvis goes in to a stabbing fury and gets slammed by a zombie, as does Shagga- several times. The paladin however has had enough he dodges through the shambling undead (taking AoO’s as he goes- all alas misses) and cuts down the Red Wizard with a Divine Smite. There follows a slaughter, with Myrium’s Spiritual Weapon never missing, eventually the zombies are destroyed, even the ones that take to wandering off. The Red Wizard’s gear is searched- lots of nice things including a ring which turns out to be magical, some sort of defensive magic (+1 Ring of Protection). Myrium decides that Elvis should have it, which the gnome finds somewhat odd. The little fellow is having a bit of a crisis of confidence, he is by nature a nasty piece of work (and a Zhent), and yet his companions regularly look after him- with loot, and healing, and help when he’s in trouble. Elvis’ loyalties to Halia Thornton (his Zhent contact) are being stretched, against his better judgement he is beginning to like his new-found friends. The adventurers thoroughly search the ruins- it seems the Red Wizard was not lying to them- he explained during the earlier argument that he was excavating and exploring the area, all the evidence they discover points to this being true. After they set a watch, as they do every night, and then bed down inside the tower. Second watch, around midnight, a pair of humanoid-shaped creatures are spotted by Elvis sniffing around the courtyard, the gnome is not sure what they are but is disconcerted by the fact that one of them seems to be eating the Red Wizard’s body. [CENTER][ATTACH type="full"]112937[/ATTACH][/CENTER] Elvis attempts to silently wake his companions, alas he manages to make rather a lot of noise doing so- he kicks his canteen over. One of the creatures rushes directly in to the tower, and at him. Up close he can see it is a ghoul, he starts screaming. Note, Jackie (who plays Elvis) has a strange habit (exhibited so far) of rolling ‘1’s when she least needs them, most often in the Dice Tower on Fantasy Grounds for her Stealth checks. Then, miraculously, the gnome manages to skewer the undead beast with his rapier (and a Critical Hit), killing it instantly. The second ghoul lopes over to investigate, just in time to bump in to Shagga, the half-orc launches himself out of the ruined tower, and with another Divine Smite decapitates the ghoul. Twenty minutes later the four now wide-awake adventurers are certain that there are no more enemies around, they re-set the watch and then get back to resting. In the morning Elvis attunes his new magical ring, and feels all the better for it. That however is the end of the sixth session- due to real life intrusions we only got to play for two to three hours. Another good session but the players (and the DM) are chaffing to be back to the business of finding Gundren Rockseeker, it makes sense (a little) to take on these extra (mostly) faction based side quests but the guys are wanting to be on with things. [/QUOTE]
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We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
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