Gruppen prøver at snuppe hammeren, men en “sikkerhedsfeature” prøver at nedrive templet under fødderne på dem og sende dem faldene til døden, gruppen får med nød og næppe løbet ind til sikkerhed men da åbner en portal til det elementære plan hvor ildet hersker, og nu har gruppen både vagter og fire elementals at tænke på.
Gruppen løber ned af den sidste gang, hvor de kommer ind til et kammer fuld af store æg, da gruppen ikke synes de har tid til at inspicere prøver de at hoppe forbi, men bliver overrasket af to earth elementals der næsten blokerer udgangen, de havde imidlertidigt ikke set den basilisk der kravlede rundt for at beskytte æggene, og de elementals der fulgte efter dem.
Et clusterfuck af darkness spells og sleet storm spells senere og gruppen kommer kravlende ud af bjerget, der i vrede prøve at drukne området i lava.
Da de kom ud af bjerg/vulkanen valgte den at gå i udbrud, og derfor måtte gruppen undvige lavaen, de havde en teleport spell til at komme den første distance. - og derefter var der højder man kunne komme op på, der gjorde dette mindre dødeligt, men stadig besværligt. De tog imod trickfoot town men omstændighederne fik dem til at tage omveje i bjergene, og da de ankom var trickfoot town druknet i lava.
Gruppen tog imod byen “som ingen af os kunne huske hvad hed, men det står på kortet på vp” hvilket er et langt og fjollet navn, vi håber på byen er mindre fjollet end navnet.
Gruppen havde tidligere vandret igennem et dragon hoard, og har derfor haft muligheden for at samle et item op, (jeg lavede et item per spiller som ca passede)
Sarrathain Bow of elemental dominance You can use an action to sense all elemental creatures within 120 feet, you know where they are, the direction and distance. You can use an action to attune the bow to one of four elements, the bow stays attuned to this element until you choose a new element, you have +1 to attack, and any loreroll towards that element. You can use an action to attempt to dominate an elemental of the chosen type, the elemental must make an Int, Wis or Cha save (your choice). of DC 14 or be charmed for 1 minute. You must complete a long rest before you can use this ability again. (Sarrathain chooses a nonmagical ranged weapon in 5th players handbook page 149, this item have all the base stats of this weapon) Thalai Axe of Pyroportation Can activate it to set the axehead on fire, When on fire the axe deals +2 damage, and all damage is converted into fire damage, can deactivate again at will. As an action, you can use this to cast the dimension door spell, When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. - After using this, you must complete a long rest before being able to use it again. (Thalai chooses a nonmagical twohanded weapon in 5th players handbook page 149, this item have all the base stats of this weapon) Vallick Rod of the Veiled Covenant As an action, The winds around you makes a wild swirl, regain one warlock spell slot, then you can't use this ability until you finish a long rest. As an action, shower an area of 10 feet with what resembles shimmering dust that breezes back and forth like a feather dropped. Each creature and object within the area becomes invisible for 2 minutes. Then you can't use this ability until you finish a long rest. (Vallick can choose whether he wants a rod, a wand (what's the difference?) or another small handheld object that flavourfully makes vallick happy) Jorin Cape of Divine Resilience As an action, the earth around you shakes and raises itself upwards towards you a few centimeters, regain up to 1d6+1 spell levels divided as you choose between 1st, 2nd and 3rd spell levels. You must complete a long rest before you can use this again. Choose one: +1 to saving throws May reroll a saving throw once a day (Jorin can choose the colours of this piece of cloth, and it's exact nature (is it a cape, is it a scarf, is it a bandana, etc.)) Novus Dazzling Sunburst Robe This robe has 3 charges, it regains all spent charges after a long rest. As an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. (Suggested flavour: The colours changes everyday dependant on the wearer, so novus can generally choose colour and pattern of the robe dependant on novus' mood) Korson Cloak of Displacement While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are in-capacitated, restrained, or otherwise unable to move. (Korson can choose the colours of this piece of cloth, and it's exact nature (is it a cape, is it a scarf, is it a bandana, etc.))