INTRODUCTION
When last we left Team Deep Hammers
and those bound to go world hopping with them,
the team had decided to travel
to the distant land of Atu Pijur
in hopes of locating their not-so-long-lost party member
EPIC SONG
to see whether or not she was still in possession
of a valuable artifact
that ... they'll probably be needing.
SCENE 00 - Level Up to 6th and New Toys
LEVEL UPS
- ARGUS
- Taking a level of Sorcerer - time stuff made him more sensitive to magic power
- Level 5 Fighter
- Level 1 Sorcerer with Force of Will path
- https://www.dndbeyond.com/spells?filter-class=0&filter-search=&filter-level=0&filter-level=1&filter-verbal=&filter-somatic=&filter-material=&filter-concentration=1&filter-ritual=&filter-sub-class=
- 4 Cat familiars in a back pack
- CLOVER
- Spent a lot of time reading - "books are cliff notes for life" (love that quote!).
- Learned a lot reading books in bubbles.
- No other big news.
- FLORA
- Added DISPEL MAGIC
- Warlock of the Archfey - Misty Escape - 1/short rest with damage - turn invisible and teleport away
- GILAM
- Took SLOW and THUNDERSTEP added spells
- Swapped a cantrip - dumped acid splash and replaced with RAY OF FROST
- Can create a Transmuter Stone - takes 8 hours -
- Transmuter’s Stone. The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:
- Darkvision out to a range of 60 feet
- An extra 10 feet of speed while the bearer is unencumbered
- Proficiency with Constitution saving throws
- Resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever the transmuter chooses this benefit)
If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone. - HERBAK
- After all this work tuning into ghosts and "Mystara", he's got a new power - he can read thoughts.
- Takes a long rest to recover - if in line of site - surface thoughts - 1 minute, Suggestion w/o a spell slot
- LLYRIN
- Dexterity adds, toughness adds
- Got some more spells and cantrips (with Mold Earth)
- Can wild shape into things with a swim speed.
- VERALT
- Permanently warping time around himself- immune to all time altering effects
- Took Date Objects, took Toll the Dead added and dropped 2 cantrips
- Can Age/Rewind Plants
- Teather to Life Line
FLORA'S NEW TOY
- What is this wand you found?
- Gilam performs the ritual IDENTIFY
- WAND OF MAGIC MISSILES - https://www.dndbeyond.com/magic-items/wand-of-magic-missiles
- Name and description written inside the case in ancient Elvish
WHO ARE YOU TAKING WITH YOU?
- Who stays behind?
- Halls - HANGING OUT in the room below Mirabar where the team is likely to return
SCENE 01 - Beam Us Down, Llyrin
THE PLAN
So, the plan was, to use LLYRIN's Chultan Teleportation Stone to "beam" the party back to Atu Pijur near the city of Coozt on the distant world possibly known as Zoo'D'oom. ;)- Precisely where do you try to land?
- Outside the main gates of COOZT - arrive about .25mi from the main gates
- What's your plan upon arrival?
- (What are they ready to deal with?)
- Make for the main gate.
- Formation? How are the party members positioned for arrival?
- A tactical Clump centered on LLYRIN
ANOTHER DAY IN PARADISE
When the team arrives, they find themselves standing in tall, very dry grass, facing the city of COOZT to the EAST, wind blowing from the North, at about 1300' range from the city walls of COOZT, and looking out over an advancing army of massive massive bugs ...
The team is about 40' from an advancing cluster of around 20 GIANT SPIDERS and about 70' from formations of both GIANT and PHASE SPIDERS.
The team is about 40' from an advancing cluster of around 20 GIANT SPIDERS and about 70' from formations of both GIANT and PHASE SPIDERS.
ROUND 1
- GILAM casts FIREBALL (32 points of damage) at the nearest pack seven of PHASE SPIDERS - kaboom!!! - they are toasted
- In the dry grass, the wind sweeps a growing fire to the south (from your left to your right as you face the city)
- The Deep Hammers begin advancing toward the wall - stealth checks didn't go all that well, so the party's movement through the tall grass is fairly visible.
90 feet from the party is the next closest cluster of 15 GIANT SPIDERS ... they immediately wheel and turn toward the party.
- GILAM casts FLY and goes 60' up in the air
- Those hiding in the tall grass aren't seen and can't see much through the grass.
- 15 GIANT SPIDERS begin moving toward GILAM - move 30' toward GILAM's position, focused on GILAM as he flies toward the fire.
- LLYRIN, CLOVER peek around to see where the other nearby clusters of bugs are going
- You're behind the advancing army of bugs as they move toward the city
- There are more bugs behind you at a distance (Half mile or more) on a plateau to the North and West.
- LLYRIN is very annoyed that GILAM's plan is working ... so far.
- The CATFOLK prowling the walls ahead are firing both outside and inside the city walls.
- There may be spiders inside the city already.
- FLORA casts a FIRE BOLT spell in a position to box in the spiders to the south with a perpendicular wall of flame!
- NOTE - GILAM is now Chaotic Good
NOTE At party-best DASH SPEED (50'/rnd) it will take around 26 rounds to reach the walls (or about 2.6 minutes)
ROUND 2
To the tune of Jingle Bells
"Dashing through the grass
amid spidery disarray,
through the fields we run,
screaming all the way!!!"
- Two groups of Spiders (one Phase, one Giant) from the north are beginning to move toward the party (since the flames are south of them and moving further south)
- GILAM casts FIREBALL between the two advancing groups to the north
- 22 points of fire damage
- Giant Spiders to the left begin retreating immediately
- The Phase Spiders to the right phase out
- Both groups took heavy damage
- A gap now exists NORTH of the spreading fire and SOUTH of the not-so-nearby groups of additional spiders.
- AGRUS uses CONTROL FLAME to manage the fires ahead and leaps it a bit further to the EAST, to threaten the next groups of spiders
- GILAM creates a line of BONFIRE (cantrip) to make a wall of fire
Over the next several minutes, the teams creates a growing wall of flame to the right to protect the right flank. As the team advances toward the wall, two more groups (one PHASE, one GIANT) turn and advance toward GILAM. The PHASE spiders phase out as the flames catch up to them, the GIANT spiders ... not so lucky.
As the team moves forward, GILAM's 60' range on bonfire matches the GIANT SPIDERS web range, so the flank is in danger.
ROUND 3 and more
- LLYRIN casts PASS WITHOUT A TRACE to help the entire group pass unnoticed - this adds 10 to the stealth checks of the group, and the rolls were all solid. The group passes the rest of the way to the gates
- The group moves at party-best dash to the gates with GILAM providing air cover
- One of the Giant Spiders tries to take GILAM out, but his web-weapon misfires.
- Spiders are advancing only on the NORTH side of the city, as the fires on the WEST and SOUTH have the spider advance checked.
- The party makes it unscathed to the main gate.
- The CATFOLK watched the group advance and then disappear, save GILAM, who approaches in full "we're friendly" mode. Stays outside the wall and requests "permission to enter the city" (Meow, mEow, MeOw ...)
- A familiar roar from a distant tower - it's EPIC SONG!
- The Sally Port is opened and they let you in the gate ... and inside ... the CATFOLK are fighting 4 PHASE SPIDERS.
And that's where we'll pick up next time.
No comments:
Post a Comment