Game Notes 08-26-2020 After those naughty Kobalds
XP=5 Sturges@50=250 +Thorn Whip@1100 +Mephit@450 +2Big
Ants@ 450=900 +4 sm Ants@50=200 +12 Bees@50=600+6
Kobalds@50=300
1065+ Each
Init: Val 23, Ro 19, Dan 17, Kobald 13, Lu 12
X1 - 2d6+-2 = 3 X2- 2d6+-2
= 10 X3- 2d6+-2 =
5 X4- 2d6+-2 =
7 X5- 2d6+-2 =
7 X 6 - 2d6+-2 = 9
-5 Dan
-18
Dan
-5
Dam
-10 Ro
-17
Dan
-10 Ro
Round 1 - Hail of thorns,
Round 2 - Healing word on Dan
They go to the room added on to account for the extra kobolds. There
are 6 and a giant weasel
Init: Dan 21, lu, Weasle 18, Ro, Kobalds 16, Val 7
1 - 2d6+-2 = 3 X2- 2d6+-2
= 10 X3- 2d6+-2 =
5 X4- 2d6+-2 =
7 X5- 2d6+-2 =
7 X6 - 2d6+-2 =
9 Weasle 12
-9 Ro
-12 Dab
-6 Ro
-20 Dan -
10
Ro
-9 Ro
-16 Ro
Round 1-
Round 2 -
They search the room and the bodies.
1gp 6sp 18cp - A small clockwork device which beats like a heart, A
pendant of grey stone engraved with a moon and cloud symbol
More Slings and bullets 12 pointed sticks and 20' ladder for getting
out of G20 through the hole in the 15' ceiling.
Back to G22
They talk to the ghost and do a short rest.
He tells them about how to use the Moon and Cloud amulet (Amulet of
Health Chaotic Good only)
They agree to block the crack that leads to G21 out of G20.
They return to G20 and go off to the NE to G19a.
Pass without trace.
They let the bees alone in G19 a
As they leave they lean the part of the rock door back where it was
more or less.
THey use a shield to block the water from the stream and lorik and
others dog paddle the water out of the pool to the S.
They find the crack and nee 20 hp to get the pry bar under the stone
plug over the treasure
Crack enlarging 20hp -20
They find the chest that is water proof and air tight(not as in the
adventure) Locks are DC 18 to open.
They open it and find:
5020cp, 210sp, 1720gp, Peridot 50, pearl 70, topaz large 500, jade
panther named Jetter (as onyx dog-Kelerandi), Scroll of 3
spells-Blur, Cloud Kill, Charm monster@3rd level, wand of Magic
missles (12 charges), +1 long sword (The Slicer)
Jet Panther (Rare): This onyx statuette of a panther can
become a large cat for up to 6 hours. The panther has an Intelligence
of 8 and can speak Common. It also has darkvision out to a range of
60 feet and can see invisible creatures and objects within that
range.
Panther
Medium beast, unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
14 (+2) |
15 (+2) |
10 (+0) |
3 (−4) |
14 (+2) |
7 (−2) |
Skills Perception +4, Stealth +6
Senses passive Perception 14
Languages --
Challenge 1/4 (50 XP)
Keen Smell. The panther has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet
straight toward a creature and then hits it with a claw attack on
the same turn, that target must succeed on a DC 12 Strength saving
throw or be knocked prone. If the target is prone, the panther can
make one bite attack against it as a bonus action.
Bite. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
They still owe me for identify the items and cant use the wand till
they do.
Ro has the sword.
They pack the chest back together then go up and out. Then they
remember the ork captive by the Kobalds.
They go back to him.
They carefully lay the stone at G19 to the ground. Pass without
trace and quietly go through the bee hive.
The 1/2 ork makes a crappy stealth roll and the bees attack. There
are only 4 as the queen is keeping the rest to protect her.
They are quickly and easily dealt with and the party passes to G17.
They go to the stairs and up. Its about 7:00pm.
Rossal sees them coming up and flies after them until they get to
their camp at G4. They make a small fire and will spend the night
there.
Udbul pleads for them to let him go. They cast a zone of truth and
ask him questions.
Time Stop where he has told them the little he knows.
Rossal flies down.
Giant Weasel
Medium beast, unaligned
Armor Class 13
Hit Points 9 (2d8)
Speed 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
11 (+0) |
16 (+3) |
10 (+0) |
4 (−3) |
12 (+1) |
5 (−3) |
Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages --
Challenge 1/8 (25 XP)
Keen Hearing and Smell. The weasel has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) piercing damage.
Kobold
Small humanoid (kobold), lawful evil
Armor Class 12
Hit Points 5 (2d6 − 2)
Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
7 (−2) |
15 (+2) |
9 (−1) |
8 (−1) |
7 (−2) |
8 (−1) |
Senses darkvision 60 ft., passive Perception 8
Languages Common, Draconic
Challenge 1/8 (25 XP)
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight.
Pack Tactics. The kobold has advantage on an attack roll against a
creature if at least one of the kobold's allies is within 5 feet of
the creature and the ally isn't incapacitated.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.