After what has been a cold night, disturbed by the distorted sounds of the booming heartbeat of the cave itself and the echoing groans of undead somewhere deeper in the dungeon the group wakes up and pack up their gear, only eating a few handfuls of dried nuts and berries as breakfast. Having need for water they decide to go through the mine-tunnels to the underground lake to fill their waterskins.
🎲Encounter Roll, 1d20, encounter on 17 or higher: 20 => Encounter, 🎲1d12 to determine monster: 11 Ochre Jelly.
🎲Stealth Check Ochre Jelly -2 (DC 14):0 (failure)
The group however, seeing the creature come at them through the tunnels slowly stay at a distance and fire cantrips into it until it simmers down to a puddle of motionless goo. (Free 450xp to divide amongst the party)
The find the underground pool and fill their waterskins. Not wishing to run into another Jelly or something more dangerous on the way back they decide to first climb the steps and see where that leads them. At the top there is a corridor leading North and a door in the Eastern wall.
🎲Perception Check Haunui +3 (DC 10): 14 (success)
Haunui listens at the door for a while and returns to the group.
"Goblinoids, the big ones. I cannot understand them, but it sounds like more than a few.", he reports.
"That far into the mine?", Harbek asks. "Why are they here?"
"We could always ask them.", growls Brandr, with a murderous intention in his eyes.
"Or we ignore them and move on to the North.", offers Quillathe, but the dwarf shakes his head.
"I won't be caught between bugbears and something worse, if you don't mind. We can handle a few of them if need be and might even learn a thing or two from them."
"Do you want to really go in and ask them?", mocks Brandr.
"Why not, foolish boy, why not.", scoffs the dwarf back and approaches the door, but Drusa blocks his path. "Let me try it, Harbek. If things go south, we need you and your magic to keep us alive." And the big woman steps up to the door and opens it, but not before Harbek touches her arm and mutters a phrase in dwarfish to ask for guidance for his friend.
📕Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in the middle of the room. Across the room is another door, this one blocked by a barricade made from the remains of a wooden table.
Five bugbears are in the room and their gazes shift to the door as Drusa enters.
"Well, hello.", she says as the large, hairy goblinoids draw their weapons.
"Who you?", asks one of them.
"Well, I'm Drusa, nice to meet you. Why are you still here?", she asks.
🎲Deception Check Drusa, +2+1d4: 26 (natural 20)
🎲Insight Check Bugbear +0: 11 (Drusa wins)
The bugbear lowers his morningstar and replies: "Boss says that we must guard here, against dead folk", he points to the barricade.
"Well", says Drusa. "The boss says now that you must go and clear the mine-tunnels. There's oozes and all kinds of nasty things there."
The bugbear looks at her curiously. "Boss says that? I've not seen you before, why the boss not tell us himself?"
Drusa clacks her tongue. "The boss has more important things to do. Don't you remember what his goal is?"
The bugbear looks angrily. "I not forget, common tongue hard for Magoran, but Magoran not stupid, bareskin woman."
Drusa, weighing her chances, cocks her head. "Of course not, but I need to make sure that you know. So tell me, what are we here for?"
The bugbear frowns begrudgingly but then says: "To find the forge, take it and make lots of gold with it."
"Good!", says Drusa. "I thought that since you did not bother to lay an ambush in the cave with the pool, you had forgotten about the endgoal. That barricade looks sturdy though. Now go and makes sure that there is nothing nasty coming from the mines, and barricade the entrance to the pool-cave as well."
Behind her back, the other members of the group retreat into the Southern Corner of the Pool cave, weapons drawn.
🎲Stealth-checks (DC 10, need 3 to succeed): Haunui +3 (15), Harbek, -1 dis (11), Quillathe +2 (13), Brandr +0 (10) => Group check successful
🎲Persuasion check Drusa +4, (DC 10 because of high Deception check): 16 (success)
The bugbears look at each other. "Guarding Barricade is boring anyway.", says Magoran and asks a question in Goblin to the others on which they cheer and grab their weapons, prepared for battle.
"Here, light this, the Jelly's fear fire", says Drusa, handing one torch off to the first bugbear.
One by one they leave the barracks and head through the Pool-cave. Drusa follows behind and just as the last Bugbear is on the steps she shouts: "Now!", and swings her Axe at its head.
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The battle is short and violent. Drusa and Quillathe take terrible hits but manage to stay upright and with well-timed movement and attacks the bugbears are defeated in a few seconds.
The largest bugbear carries some coin that Drusa takes and a Potion that goes to Qillathe to identify later. Since they have not been attacked from the water the group now searches to pond and finds a skeleton from which they take two valuable rings (that Drusa holds onto to sell them) and a wand. The group checks the barracks that the bugbears came from and put the wand away, since Quillathe did not prepare the spell she needs to identify items with. While the group rummages through the belongings of the large goblinoids Harbek says a prayer to Marthammor Duin and heals Drusa and Quillathe.
The group knows that the barred door in the Northern Barracks leads to the smelter-room and they do not want to go there yet so they turn left before the barracks and head Northwards until the hallway splits.
🎲Direction Roll, 1d6 (1-3: left, 4-6: right): 5 => Right
📕A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into the rift and flows out again to the north. Several ropes are secured to iron stakes along on the western edge of the rift, leading down to the chasm floor.
The sound of shifting stone and grunting voices comes from far. Quillathe, being the quietest one of the group slowly moves towards the sound, but not without Harbin wishing her the guidance of the God of Wanderers.
🎲Stealth Check Quillathe, +2+1d4 (DC11):24 (success)
As quietly as a mouse Quillathe creeps forward into the cavern and notices two bugbears shifting rocks down in the chasm while a third one watches from above, together with a second figure that appears elven in form. Quillathe thinks for a moment, then signals to the rest of the group to be prepared before stepping into the stream as another rumbling echo of waves fills the cavern. "Daran", she says. The elf and the bugbear make a surprised sound and turn to her but at that moment a thunderous clap emerges from Quillathe.
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Quillathe's eyes widen as the bugbear tumbles backwards into the chasm but the elf-figure turns and attacks. As the others rush in heavy blows are dealt and spells flung but in the end the bugbears are decimated and the elf flees into a corridor at the end of the cavern, heavily wounded and calling for help. The group chases after him. As the corridor widens the stumble to a halt.
📕Six cracked marble pillars line the walls of this hall, at the north end of which stands a nine-foot-tall statue of a dwarf seated on a throne, a mighty stone warhammer across his lap. Large emeralds gleam in the statues eyes.
The dust and debris covering the floor has been swept to one side, and a campsite of sorts now spreads in front of the statue.
Two bugbears stand in front of the statue, flanking a dark elf dressed in black leather armor and robes. He clutches a black staff with a carved spider at the top and frowns as he sees you. "It seems that I must deal with you myself. A pity it must end this way." At his feet, a wounded dwarf lies trembling.
🎲Stealth Check Giant Spiders, +7: 9
🎲Deception Check Doppelganger, +6: 10
🎲Insight Check Brandr, +6: 11
The Black Spider, his hand crackling with electrical energy holds his hand on the dwarfs throat. "One step closer, and the Rockseeker dies.", he says. Chittering in the corners alerts the group to four large spiders that cling against the corners of the room, their mandibles moving hungrily.
Brandr holds up his hands, dropping his spear on the floor. "Don't harm him, Spider.", he says, as his fingers curl up into a gesture of worship to his god.
🎲Deception Check Brandr, +0: 6
🎲Insight Check Nezznar, the Black Spider, +2: 11
The Spider however raises his staff and calls out a word in Undercommon and the battle begins.
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Lighting up the air around the party with purple light, the Spider eases the way for the spiders who spit webs at them before rushing in together with
the Bugbears. A Guiding Bolt sent by Brandr hits the Black Spider and is followed by an arrow from Haunui that makes the drow stumble backwards. The group is closed in from the room-side by arachnids and bugbears and the spider turns invisible and only emerges when one by one his allies and creatures are slain to send magic missiles into the fray. Haunui is split from the group by one of the spiders and driven into the collapsed cave where he fights sword against mandible against the monster. The Black Spider, now heavily wounded turns his eyes to the dwarf and growls: “Kill them, you fool, they won’t let you live and neither will I if you don’t obey!”
Hesitatingly the dwarf rises to his feet and comes closer, fists held high. Drusa, recognizing the wounds they gave the drow in the last room on his body turns to him as she fights the last surviving Bugbear and shouts over the din: "Help us and I swear you shall live!"
The shapeshifter rushes in and smashes his hands in the bugbears neck, breaking his spine. The tide of the battle has turned as the spiders now one by one crumple and curl up their legs. The drow mage disappears again and attempts to flee but Drusa, seeing the door open seemingly by its own volition runs after him and catches his form in the darkness. A sharp pain hits her as arcane projectiles pierce her armor and flesh and the drows voice rings next to her: "How dare you, filthy creature try and stand up to me?".
Drusa closes her eyes and mutters: "Someone has to." and as she swings up blindly, aiming for the sound her blades finds resistance and passes through it. A moment later light streams into the hallway as Brandr with his gleaming shield comes through the door and the group, joined mere seconds later by Haunui and Quillathe, who went to look for the Archer, see the shape of Nezznar the Black spider, his head parted from his shoulders, dead at their feet.
As some quiet falls, the group looks upon the Doppelganger who backs up against the wall, hands up. The group press him for a while, but when he confirms that the real Nundro Rockseeker is still alive, they decide to check it out. In the Spiders pocket they find a key that unlocks a door near the temple. Behind it they find the Spider's quarters where indeed a badly disheveled Nundro is bound. They free him and decide that it is time to heal up first. The doppelganger is interrogated. He openly admits that he has been working for the spider for some time, but now that his master is dead he would like to try and go his own way. As he leaves he informs the group that Nezznar - the real name of the spider - was trying to find something of value hidden in the chasm.
Drusa, having made a promise to him in the heat of battle warns him that he does not want to cross them ever, before letting him go. The group reconvenes in the temple where Harbek is tending to his cousin. Once Nundro wakes he tells that he has been interrogated by the Spider for days and is happy the party has taken care of him. He is even more overjoyed when he hears that the adventurers work for Gundren. He does not possess great combat skills, but would gladly offer them any help he can. After some discussion it is decided that Nundro will need to heal up first if he is to be of any use at all and if he cannot handle himself well in a battle it might be best for him to wait out the rest of their excursion into the mines to find out where the forge is.
Having battled long and hard the group rest for a bit but with all of their magical resources depleted there is little they can do right now. They do clear out the corpses from the temple, where the statue of Dumathoin, the dwarven god of mining stands. In a black leather sack they find some gemstones, an electrum ale mug and quite a nice sum of gold, which they divide amongst themselves. Nezznars staff does have some interesting properties it seems, but it will take time for Quillathe and some meditation before she can properly identify everything. Of more interest is the item the group finds after some searching in the chasm, a set of heavy gauntlets that go onto the pile of items Quillathe will need to identify. After spending some time checking the exits and entrances the group settles around the Spider's campfire under the watchful eyes of Dumathoin and rest.
🎲Encounter Check, 1d20 (Encounter on 17 or higher): 17 (encounter)
=>🎲1d12: 1d6 (2) Zombies
🎲Watch-check, 1d10 (1-2: Drusa, 3-4: Haunui, 5-6: Harbek, 7-8: Quillathe 9-10: Brandr): 8
As Quillathe is watching over her friends, she hears a strange sound and - following it - discoveres two undead that are eating of the carcasses of the dead bugbear
🎲Stealth Check Quillathe +2 (DC 8): 21
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She takes a few scratches and bruises but manages to finish of both Zombies without the rest of her party waking.
After meditating for a few hours she takes some time to identify the items they have found.
The potion appears to be a potion that improves a persons Vitality, the staff can cast two spells that closely relate to Spiders and the Wand allows her to cast a spell she regularly uses anyway. The Gauntlets are something especially suited for one of her comrades. When Brandr wakes, she hands them to him and tells him to put them on. He does so and feels the strength that is in them bolster his muscles. When he picks up his spear he realizes how light and versatile it feels with this magically increased strength.
One by one the party awakens and they finally have some time to talk to Nundro. The dwarf is still exhausted from his ordeals and does not look like he will be of much use in a fight. He would however like to be led to the exit so that he can prepares his dead brothers body for a proper burial. The group agrees and takes him through the winding passages and corridors to where they found Tharden. Here Nundro remains, praying to his gods and cleaning up his brothers body, knowing that if the group were to never return he would be able to get away by following the single corridor out of the cave.
🎲Encounter Check, 1d20 (Encounter on 17 or higher): 7 (no encounter)
The group, having decided that they will try to deal with the dangers head on, head to the smelter cavern to try and deal with the floating flameskull since that seems the greatest current threat as well as a the one thing blocking them from access to the Eastern Part of the Cave. And with its great mobility the skull easily ambush them anywhere. The group tries to crawl through the tunnel west of the smelter cavern after removing the barricade from the bugbear's barracks so if necessary they will have a retreat-route to get away as well as a door to slam in someone's face.
🎲Stealth-Checks (DC 12), needs three successes to succeed: Brandr +0 (17), Drusa -1 disadvantage (2), Harbek -1 disadvantage with guidance (5+3=8), Haunui +3 (14), Quillathe +2 (8) => Group check failed
As the group enters the cavern, loose fragments of bone shift below their feet and suddenly a pile of limbs starts to move and grabs at Quillathe who gives a small shriek. With a manic cackle the flaming skull turns in the air and attacks.
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The fight is sudden and violent. The shambling corpses pose no great threat to the party, but they slow them down and when the floating skull shoots a fireball at them, things seem to go bad for a moment. But the skull retreats for a moment after being blasted by Quillathe's wand twice and on its second attack it is quickly destroyed as well as the last remaining zombies.
( Note from DM Oaky: I forgot that the flameskull could cast Shield and had him soak up 6 charges of the wand. It happens though, in the moment it seemed right. )
As impressive as the huge smelter with its furnace and bellows is, it does not offer anything of value for the adventurers to take. They spend a moment to admire the craftsmanship and Harbek mutters a quick prayer to Marthammor Duin (using his Channel Divinity to heal his friends) before deciding to move onwards through the Eastern Corridor that leads them into a marvelous cavern.
📕Glittering minerals in the ceiling of this large cavern catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons - many crushed under fallen debris - are scattered across the floor.
The cave is large enough that it contains two freestanding structures. Each of these stone buildings is proportioned for human use, as opposed to the dwarf-sized doorways and furnishings you've seen elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched.
The cavern is divided by an escarpment, into which a flight of stairs has been cut. Passages lead out of this area to the north, south and west.
Quillathe, who's knowledge of the arcane surpasses that of her friends looks around with gleaming eyes. "I need a moment.", she says and kneels down to meditate. "Don't enter any of the buildings yet.", she warns.
The other four adventurers look around at the marvelous gems and minerals and marvel at the amount of natural beauty here until Quillathe rises, having completed her ritual and mutters, looking at the Northern building: "This must be it, there is a lot of magic in the air, but it all stems from here...this has to be it."
The group of unlikely friends look at each other and at the cracked door. "Well, what are we waiting for then.", grumbles Harbek and marches forward. Putting his gread, worked hands on the door and pulls.
🎲Strength Check Harbek, +2 (DC 15): 5 (failure)
The stone slab does not budge and Harbek turns around to his team and grunts loudly: "Yer welcome to help, if you want!"
Drusa rushes in and puts her strength in as well, together with Harbek.
🎲Strength Check Drusa, adv (helped) +4 (DC 15): 20 (success)
The door opens with a grinding sound and opens to the following sight:
📕
This large workshop was badly damaged by the ancient spell battle that laid waste to the mine.
Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces that destroyed this area.
Behind the brazier of green flame floats a spherical creature measuring roughly four feet in diameter. Four eyestalks protrude from its central mass, two on each side. In the center of the body is a large eye that stares at you.
"Hello," says a thick, burbling voice inside Drusa's
head. To determine if any of our characters even know what this creature is I will allow two Arcana checks. The DC for those will be 13 (10+the monsters CR). However, since this is not a creature native to this plane, character who are not proficient in Arcana will make the check with disadvantage.
🎲Arcana Check Drusa, +0, dis (DC 13): 1 (failure)
🎲Arcana Check Quillathe, +6 (DC 13): 17 (success)
"It's a spectator,", mutters Quillathe. "It was likely summoned here as a guardian or defender."
"Yes, indeed.", the voice now comes directly from the creatures mouth. "I protect the green flame. How goes the mining? It's been a while since the flame has been fed. It grows hungry, hungry for delicious steel."
The group exchanges worried looks as they carefully shuffle into the smithy, followed by five eyes as the floating creatures moves its stalks to trail each one of them.
"The mining has been halted...", Drusa answers slowly. "There have been...problems in the shafts."
The central eyeball fixates on her as the creature, sounding scolding now replies: "Then why are you here and not fixing the problem? All is well in the forge whilst I guard it. Be assured, I have not shirked my duty."
The group looks at each other.
"Would you not rather come out and help us deal with the problem?", asks Quillathe. "Your masters are no more and there is no need to remain here."
Slowly the spectator returns and three of its eyes fix on Quillathe. "Of course there is, the masters will soon return and I must perform my task, for it is my bond to remain here."
🎲Intelligence Check Quillathe, +4, to determine how to proceed (DC 10 for some success, DC 15 for complete success): 12 (some success)

"Well, we are releaved then and shall tend to the other problems. We will return when we have found the masters.", Quillathe says and starts ushering back the other members of her party while the spectator starts humming tonelessly. The return to the starry cavern and speak softly amongst themselves. It is clear to them that the spectator is mad, believing the mine still in working order and waiting for a reply by his masters. Quillathe suggest trying the other building first, hoping to find some information that could help them with the creature. Haunui is uncomfortable with betraying the troubled creature and would like to release it from its useless servitude. Harbek suggests just putting the spectator out of its misery, he want to reclaim the forge for his clan. Brandr does not want to fight an unnecessary battle and so it comes to Drusa to make the final decision. She finally decides that the group can try to find more information in the other building but after that she will try and talk the creatures into leaving and fight it if it refuses since the only other option is giving up on the forge they have come for in the first place.
🎲Strength Check Drusa, +4, adv (helped) (DC 15): 15 (success)
The doors of the small building are also wrested open by the group working together.
📕 Dust, ash, walls blackened by fire, and heaps of debris beneath the sagging ceiling show that this room was damaged by a destructive blast. The furnishing - tables, chairs, bookshelves, beds - are charred or splintered, but otherwise well preserved. A scorched iron chest stands near the foot of one of the beds.
As Drusa and Brandr enter, the latter holding up his shield that emits light, a spectral shape rises from the ground, ghostly and translucent. Long hair flows in a breeze that you cannot sense and a hollow, reverberating voice whispers: "Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!"
"I'm so over all of this nonsense!", shouts Harbek frustrated and draws his weapons as the battle starts.
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Assaulting the Spectral opponent in frontal battle proves more effective than expected, but the creature manages to seriously injure Drusa before it drifts apart. The woman is on her knees, trying to breath but although she does not seem physically injured, she has a hard time drawing breath as her lungs feel like they have shrunken a few sizes.
While Harbek and Drusa rest for a moment, the dwarf carefully checking the warrior's mental and physical soundness the rest of the group looks through the room for anything of use. They find quite a bit of coin (1100cp, 160 sp, 50 ep, three diamonds of 100 gp worth and a wooden pipe with platinum filigree worth 150g).There is nothing else of interest here but the coin is divided equally.
The group talks amongst themselves. It probably is for the best to deal with the spectator as honestly as possible, they decide. They will tell them that they work for the new masters of the mine, the Rockseekers and that the creatures is relieved of its duties. After a quick final healing surge for everyone - that does not seem to improve Drusa's state - they return to the forge.
🎲Persuasion Check Drusa +4 (DC 15): 10 (failure)
Drusa, feeling ill and weaker than usual tries to w
ork with the aberation, reasoning and explaining but only manages to upset and irritate the creature. When Drusa stumbles for a moment, the group does no longer wait, but try to spring an attack on the spectator. It is a quick and somewhat anticlimactic kill that ends this campaign, but it is what it is.
With the forge taken the adventurers find more treasure but in the end give it up for the Rockseekers to be reinstated as a centre of dwarven society.
Drusa takes over in Phandalin as townmaster for a while and Haunui departs to rebuild Thundertree. Harbek stays with his cousins protecting the mine while Quillathe looks for people to man the shrine at Cragmaw castle. Brandr however finds another calling, but that is another story to be told another day.