Onward to Chavyondat

We head to Chavyondat and are on a road

We see some travelers

They say that they are heading to Tirumala where the undead necromancer was.

When we enter the city, we are asked to pay a toll for 2g per person that lasts for 5 days.

A guy that is hurt is healed by Norand and warned that is may hurt our group from trading

We want to report a sanctify of unholy ground so we ask to find a temple to report it to

A man in a blue robe approaches us (we later find out his name is Little Tim and a con man) and warns us that we need an adventurers badge

We reach the temple and there is a ton of people around the area

I travel to the black market and try to report the incident but because I have no proof of the undead wolves (because we burnt them), I cannot do much.

I travel back to the temple and Myrin is trying to prove that we killed the undead necromancer.

Myrin shows the undead necromancer spell book to the temple mage as proof and he get some gold.

We see a bulletin board of small plaques with the type of jobs and the amount of loot

Myrin, Yara, and Norand see quests to find a missing chicken and other minor stuff.

I see tailing a group of marauders and assassinating them for $2k with a contact name Kenway in Underwatch.

Alphius sees something having to do with a blacksmithing job for $5g a day.

We find a boat and it costs $50 gold one way.

I randomly sleight of hand people while trying to look for Little Tim but I was only able to find 86g and no Little Tim.

We get on the boat, which was pretty cramped. Myrin makes the maul with an enchantment.

Myrin goes into a trance with the spirit of the undead necromancer’s staff,  it was imprisoned in the staff, and known as the Spirit of Undeath.  The spirit was in the staff for about 80 years.

We take the boat to Delzimmer.  I noticed that these are not typical shops. There is a blacksmith but there is no retail area, there is an inn but super small and very little trade. Very well guarded.

Drow hunting party or band of marauders but they are not near town.

We head north and enter a crossroad.  There are some things out of place and some fairly large bushes seem out of place.  We are about near the ambush site.  Myrin casts a spell that displays a giant sand worm and we hear shouting from the bushes from our left and right.

Major Image
Myrin Greenslayer • Illusion Level 3
Other Source
V, S, M(A bit of fleece)
Cast Time
1 action
Up to 10 minutes
20ft cube
120 feet
Save success
The creature realizes that it is an illusion
Spell Description
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the Duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the Illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the Illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an Illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your Concentration



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