Monday, August 3, 2020

Recap 7.31.2020 - Neverwinter? How about Never Fight?


After a short discussion with Reidart the party headed to Neverwinter where Kali and Zofia opened accounts at the Iron Bank (450 gp each) and the group visited a couple of taverns to learn a little bit about the weird warm weather a red hue to the sky.  Kali asked around about an Elvin Temple and learned that while there was no temple in town, the woods nearby were known to have elves.  Quite in the middle of a conversation, Travis returned with the formerly green, now black magically locked box.  Zartarian sent word that try as he might, he was unable to open it, he did know that it was an Infernal Puzzle Box.  After a quick web search Kali informed everyone:

An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight,
interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it.

When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents.

A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.

After a short shopping spree and time in the wizard shop, the crew went to the local House of Chance and won some gold and lost some gold. After a night's sleep, the crew took out for Reidart's place so he could show them to Wave Echo Cave completely forgot Reidart was going to show them where the entrance to Wave Echo Cave was and decided to exact some revenge on Bloodstaff.

After carefully crafting a plan to bind the vampires in a Magic Circle the party ran in, ready to bring the pain.  Hannahlore successfully cast the spell, but only captured Bloodstaff and one apprentice.  Apprentice number 2 foolishly ran in the middle of the group and quickly died.  Bloodstaff dominated Hannahlore and the Magic Circle dropped.  After Bloodstaff's second underling misted away, Bloodstaff cast Invisbility.  Folks slapped the crap out of Hannalore and Shardon's guardian jumped rope to discover the Vampire's location.  Bloodstaff tried to put the party to sleep which led to more slapping.  Finally Kali cast Sunbeam from a Chardalyn stone that caused Bloodstaff to not only die but he was utterly destroyed by the sunlight she cast.  

What happened to the apprentices?  How will they find Wave Echo Cave?  What's with the puzzle box?  Things are really heating up!

No comments:

Post a Comment