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Jasper DM's Shattered Obelisk
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<blockquote data-quote="jasper" data-source="post: 9195347" data-attributes="member: 277"><p>Shattered Obelisk Session 7</p><p></p><p>Chapter 4</p><p></p><p>Wight Jelly Eye</p><p></p><p>Day 47 to Day 51</p><p></p><p>Nightal 17 (November) To Nightal 21</p><p></p><p>PC Killed 1 Monsters Killed 123 Villains Captured 20 Villains Escaped 21</p><p></p><p>Start Time 6:38 PM End Time 10:20 PM</p><p></p><p>Take 10 downtime days. 156 GP</p><p></p><p>Magic Item Lightbringer +1 Mace of Lathander God of dawn. Head looks like a sunburst. Glows bright as torch on command. When glowing does an extra d6 radiant against undead.</p><p></p><p>Tergon +1 Breastplate. Advantage against dragon breath weapons.</p><p></p><p>Cloak of Protection.</p><p></p><p>Magic Item. Limited +1 weapon or +1 armour. Mormesk enhances the item at the forge of spells. Last 1d12 hours.</p><p></p><p>Story Award the Wight Friend. Norkin has a Wight Friend. Mormesk the Wraith has developed an interest in Norkin’s third eye. He will be Norkin’s ally for Wave Echo cave.</p><p></p><p>Zombie count 9 of I ain’t dead yet.</p><p></p><p>Wandering Monster Check every hour.</p><p></p><p>I had a strong group of seven. Charlotte Bard 4 half-elf. Droo Barbarian 4 Human. Norkin Battlesmith 4 Rock Gnome. Wing Kensei Monk 4. Raptor Fighter 3 Human. Grozu Tossfoot Wizard Stout Halfling 4. Bromlocke Ranger hunter 4 Human.</p><p></p><p>It is freezing cold as the group finally enters the Wave Echo Cave. Wing has one let of exhaustion due to listening to Droo that the winter storm would hold off until they get to the cave. The group finds evidence of Tharden Rockseeker as in the dead body with a dead green goblin under it.</p><p></p><p>Grozu, “His brain exploded. Must have been a huge pop.” The group shifts some rubble and enters the cave maze complex. An ochre jelly and gricks welcome them to dungeon. After a short rest they move on. Moving into the center of the maze, Wing and Raptor punch open a door and hear bones breaking.</p><p></p><p>Not their own but the dry dwarf bones some ghouls were snacking on. The ghouls decide to feast on the monk and give him the magic touch which paralyzes him. They drag him into a corner. Before they can start their feast, the party interferes. Decide leftovers are better the ghouls try to flee with the paralyzed bodies of Raptor and Wing but no such luck as the barbarian strikes the last blow.</p><p></p><p>Moving south they fight off naughty bats and enter the guard room. The undead dwarven guards object to the presence for a long time as some zombies take killing twice before they become dead and totally dead. Enter the mushroom chamber Charlotte has some bad shrooms and they retreat outside of the dungeon for a long rest.</p><p></p><p>In the morning the group covers their tracks and reenter the cave system. They find Mormesk the wraith. The mouthy bard ticks him off but once he notices Norkin’s third eye on the back of his hand, he decides this needs investigation for at least two to six business days. Mormesk gets the group to do his dirty work and off the Spectator in the Forge of Spells workshop.</p><p></p><p>DM Note. We will pick this up back in room W15 page 71. Remember you can only have 1 permanent magic in play at tier 1.</p><p></p><p>End of Session 476</p></blockquote><p></p>
[QUOTE="jasper, post: 9195347, member: 277"] Shattered Obelisk Session 7 Chapter 4 Wight Jelly Eye Day 47 to Day 51 Nightal 17 (November) To Nightal 21 PC Killed 1 Monsters Killed 123 Villains Captured 20 Villains Escaped 21 Start Time 6:38 PM End Time 10:20 PM Take 10 downtime days. 156 GP Magic Item Lightbringer +1 Mace of Lathander God of dawn. Head looks like a sunburst. Glows bright as torch on command. When glowing does an extra d6 radiant against undead. Tergon +1 Breastplate. Advantage against dragon breath weapons. Cloak of Protection. Magic Item. Limited +1 weapon or +1 armour. Mormesk enhances the item at the forge of spells. Last 1d12 hours. Story Award the Wight Friend. Norkin has a Wight Friend. Mormesk the Wraith has developed an interest in Norkin’s third eye. He will be Norkin’s ally for Wave Echo cave. Zombie count 9 of I ain’t dead yet. Wandering Monster Check every hour. I had a strong group of seven. Charlotte Bard 4 half-elf. Droo Barbarian 4 Human. Norkin Battlesmith 4 Rock Gnome. Wing Kensei Monk 4. Raptor Fighter 3 Human. Grozu Tossfoot Wizard Stout Halfling 4. Bromlocke Ranger hunter 4 Human. It is freezing cold as the group finally enters the Wave Echo Cave. Wing has one let of exhaustion due to listening to Droo that the winter storm would hold off until they get to the cave. The group finds evidence of Tharden Rockseeker as in the dead body with a dead green goblin under it. Grozu, “His brain exploded. Must have been a huge pop.” The group shifts some rubble and enters the cave maze complex. An ochre jelly and gricks welcome them to dungeon. After a short rest they move on. Moving into the center of the maze, Wing and Raptor punch open a door and hear bones breaking. Not their own but the dry dwarf bones some ghouls were snacking on. The ghouls decide to feast on the monk and give him the magic touch which paralyzes him. They drag him into a corner. Before they can start their feast, the party interferes. Decide leftovers are better the ghouls try to flee with the paralyzed bodies of Raptor and Wing but no such luck as the barbarian strikes the last blow. Moving south they fight off naughty bats and enter the guard room. The undead dwarven guards object to the presence for a long time as some zombies take killing twice before they become dead and totally dead. Enter the mushroom chamber Charlotte has some bad shrooms and they retreat outside of the dungeon for a long rest. In the morning the group covers their tracks and reenter the cave system. They find Mormesk the wraith. The mouthy bard ticks him off but once he notices Norkin’s third eye on the back of his hand, he decides this needs investigation for at least two to six business days. Mormesk gets the group to do his dirty work and off the Spectator in the Forge of Spells workshop. DM Note. We will pick this up back in room W15 page 71. Remember you can only have 1 permanent magic in play at tier 1. End of Session 476 [/QUOTE]
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