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A playthrough of The Shattered Obelisk (spoilers)
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<blockquote data-quote="MerricB" data-source="post: 9163795" data-attributes="member: 3586"><p><strong>Sixth Session - Monday 16th October, 2023</strong></p><p> </p><p>The party finally went to Wave Echo Mine! Hooray! (This is only the sixth session - we're well on track!)</p><p> </p><p>Entering the Mine, they discovered the corpse of one of Gundren's brothers and looted his cloak. Cause it looked magical. And adventurers.</p><p> </p><p>The way forward was in a pit. There they discovered the body of a goblin with a deformed head. Foreshadowing!</p><p> </p><p>Heading east, they found a lot of skeletons in rusted armour. The party expected them to animate. Surprise! Stirges attacked from above - but they weren't able to inflict many wounds. Just one, in fact, on Nymea the Satyr Tempest Cleric. <em>(Change to the adventure: 10 stirges became 6 stirges).</em></p><p> </p><p>The party headed south, and discovered 2 ogre zombies and 6 dwarf zombies in a ruined guardroom. Syzoth cast a fog cloud to help the party withdraw into the corridor, because the Satyr - in particular - had gone too far in before the zombies animated. And got knocked unconscious, with our divine sorcerer healing her so she could retreat (before the Fog Cloud went up). <em>(Another change: 9 skeletons becomes the zombies, and a much, much harder fight).</em></p><p>[ATTACH=full]309815[/ATTACH]</p><p> </p><p>Fighting in the corridor alerted ghouls in a nearby chamber who came to fight. Lots of interactions with "do I need to see the opponent to cast this spell?" And the fun that two characters that can't see each other attack... normally. Disadvantage cancels Advantage.</p><p> </p><p> [ATTACH=full]309816[/ATTACH]</p><p> </p><p> A shatter spell from Vel'rari left the ghouls all on 4 hit points. Syzoth the Yuan Ti Artificer was able to take down the last. The battle against the zombies took a long, long time - one zombie succeeding 5+ times on its Undead Fortitude save - until finally it fell.</p><p> </p><p>Gathered treasure from the room the ghouls came from (<em>this is a mistake in the Roll20 implementation - the ghouls were placed in the wrong room, as well, the Ogre Zombies were given incorrect hit points</em>). A short rest allowed Nymia to identify Gundren's brother's <em>cloak of resistance </em>and wear it.</p><p> </p><p>Exploring around to the east the party came to a chamber of many fungi. They correctly identified with good Nature checks the violet fungi lurking in wait and avoided it.</p><p> </p><p>Found some human-sized ruins. The first held a wraith. The party is devoid of magic weapons - and force damage - so had to take it on with mostly weapons it was resistant to. The divine sorcerer hit it twice with guiding bolt, while missing with all his sacred flames. Eventually it went down - Simeon the fighter was left on 1 hit point!</p><p></p><p>The construct of the artificer that gave everyone 1d8+4 temporary hit points at the beginning of each round was definitely very important to the party's success.</p><p> </p><p>After the fight with the wraith, the party were low on hit points and spells, and retreated out of the caves for a short rest.</p><p> </p><p>Area explored:</p></blockquote><p></p>
[QUOTE="MerricB, post: 9163795, member: 3586"] [B]Sixth Session - Monday 16th October, 2023[/B] The party finally went to Wave Echo Mine! Hooray! (This is only the sixth session - we're well on track!) Entering the Mine, they discovered the corpse of one of Gundren's brothers and looted his cloak. Cause it looked magical. And adventurers. The way forward was in a pit. There they discovered the body of a goblin with a deformed head. Foreshadowing! Heading east, they found a lot of skeletons in rusted armour. The party expected them to animate. Surprise! Stirges attacked from above - but they weren't able to inflict many wounds. Just one, in fact, on Nymea the Satyr Tempest Cleric. [I](Change to the adventure: 10 stirges became 6 stirges).[/I] The party headed south, and discovered 2 ogre zombies and 6 dwarf zombies in a ruined guardroom. Syzoth cast a fog cloud to help the party withdraw into the corridor, because the Satyr - in particular - had gone too far in before the zombies animated. And got knocked unconscious, with our divine sorcerer healing her so she could retreat (before the Fog Cloud went up). [I](Another change: 9 skeletons becomes the zombies, and a much, much harder fight).[/I] [ATTACH type="full"]309815[/ATTACH] Fighting in the corridor alerted ghouls in a nearby chamber who came to fight. Lots of interactions with "do I need to see the opponent to cast this spell?" And the fun that two characters that can't see each other attack... normally. Disadvantage cancels Advantage. [ATTACH type="full"]309816[/ATTACH] A shatter spell from Vel'rari left the ghouls all on 4 hit points. Syzoth the Yuan Ti Artificer was able to take down the last. The battle against the zombies took a long, long time - one zombie succeeding 5+ times on its Undead Fortitude save - until finally it fell. Gathered treasure from the room the ghouls came from ([I]this is a mistake in the Roll20 implementation - the ghouls were placed in the wrong room, as well, the Ogre Zombies were given incorrect hit points[/I]). A short rest allowed Nymia to identify Gundren's brother's [I]cloak of resistance [/I]and wear it. Exploring around to the east the party came to a chamber of many fungi. They correctly identified with good Nature checks the violet fungi lurking in wait and avoided it. Found some human-sized ruins. The first held a wraith. The party is devoid of magic weapons - and force damage - so had to take it on with mostly weapons it was resistant to. The divine sorcerer hit it twice with guiding bolt, while missing with all his sacred flames. Eventually it went down - Simeon the fighter was left on 1 hit point! The construct of the artificer that gave everyone 1d8+4 temporary hit points at the beginning of each round was definitely very important to the party's success. After the fight with the wraith, the party were low on hit points and spells, and retreated out of the caves for a short rest. Area explored: [/QUOTE]
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