Episode 2 Scene 1 The Journey North
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I know patience is a virture ..... but I don't have the time!
* I prefer to not move forward with this thread until the dinner with Kezzel is over.
* I prefer not to take NPCs.
In regards to Kroog, I personally would prefer for him to stay in the village, in case A_True_Believer returns later or maybe to act as an NPC. I think an all-PC group will give more opportunities for our characters to bond! :D
"Untouched wilderness..." he whispers to himself almost dreamily, catching part of their guide's explanation. "Nice."
As the day continues they are soon doused in heavy rain which drops the visibility dramatically and would have most likely doused any open flames had they had any. The downpour also drops the temperature and combined with the wind causes things to become rather chilly. After several hours of a constant downpour that leaves everyone thoroughly soaked the rain slackens and then abates but the clouds remain heavy in the skies overhead. Shump however does not seem bothered by the whether and keeps a steady purposeful pace which actually helps to keep the others a bit warmer due to the exertion.
The evening finds the group near a minor over hang the shields them from the wind and where a pile of wood can be found, which takes some strong persuasion in order to get it burning but once alight it burns hot providing much needed warmth as the temperature drops into the definitely cold spectrum, making that evening not all that pleasant.
The next day on the other hand is much nicer, and warms up nicely as the groups sets out once more. The clear skies and mild breeze allows a much nicer journey even though reminders of the previous days rain remain within the occasional puddle. Still by evening those ponderous clouds began to roll in once more from the northwest and just as the group makes the next way point the skies release their pent up precipitation once more in a heavy downpour that continues all night long. Still this night is not nearly as cold as the previous night and the shelter is enough to keep the group mostly dry.
I also need a Constitution save from everyone for the first day/night, and the difficulty of that check will kind of depend on what you do or do not do -- which I am leaving open ended. I will read your post and make the determination from that.
Rolls
Constitution check - (1d20+1)
(13) + 1 = 14
"I'll take first watch, but Jarret here will be able to provide an extra pair of eyes when I sleep, won't you Jarret?" She smiled at her familiar, who looked at her expressionlessly, more interested in the small rodent he had hunted for his dinner.
Rolls
Constitution - (1d20+2)
(9) + 2 = 11
If any enquire, he is happy to take a watch and do his share of the group work, dishes and what have you.
Rolls
Let's say investigation for the Arcana - (1D20+2)
(19) + 2 = 21
Constitution Saving Throw - (1D20+5)
(16) + 5 = 21
Also, may I continuosly cast my Druidcraft cantrip to protect everyone from the rain during the both days?
He stays closer to the group once the rain starts to fall, and calls upon his magical powers to shield them from the weather. It offers some protection from the downpour, although the night is still cold and sleeping on the ground among the grass doesn't help keeping themselves dry - especially when one insists that he wants to sleep closer to the bushes. In the morning Egret doesn't seem bothered by his soaked state, only by the fact that his damp hair get into his eyes and his coat gets heavier from all the water it absorves. He complains about it to no one in particular when they wake, but mostly does it in a joking manner, not really meaning. (He does try to get Feliani to dry his hair, however.)
The next day is about the same, if with less rain, and Egret keeps up his curios behavior - although this time, he mostly attemps to start chit-chatting with every one of his companions, idly chattering at them about nature, beautiful (?) sights they pass and the village behind them. He doesn't ask about their current mission, notably, claiming to not be interested in discussing strategy.
As the evening of the second day settles, and everyone focus on making their campsite more hospitable, the druid simply drops his belongings in a vaguely neat pile before sitting down cross-legged and staring into space. Doing druid things, allegedly. He only perks up when Brindel speaks. "I can stay on the second watch, if you want? I don't think I can fall asleep soon."
Rolls
Constitution - (1d20+1)
(11) + 1 = 12
Next if you are a spell caster (but not an Elf) you need 8 hours or un-interrupted sleep for it to have no adverse effects on you. This does not mean it will have an adverse effect as that will depend upon the spells you cast for that day and how much un-interrupted sleep (rest) you actually do get. Non-spell casters can be affected as well but can generally go a bit longer or do with a bit less. As such spell-caster typically take first or last watch unless they cast no spells that day (cantrips do not count)
Next I made some clarificational tweaks to Druid Craft but I may also be expanding it a bit more (see open chat) and this answer the question about protecting others from the weather. The down-pour is moderate weather so no you cannot protect the others but you can protect yourself.
Next yes of course you can use your Druidcraft (gonna call this just Druidism) to predict the weather. Further you can periodically check it throughout the day to see if has changed any for the area you are currently in I will just need to know about how often you plan to check it.
As for food, if you were doing something in those regards during traveling besides eating rations and with the rain on those first two days the finding of drinking water had a difficulty of maybe 5 so no roll was need to replenish the water each person consumed.
Second : Shump and Bird
Third : Brindel and Lex
The thorough soaking that everyone got, except for Egret is quickly dried by Feliani and while that first night proves to be rather chilly the warmed ground and dry clothes help a lot to keep folks somewhat comfortable for most of the night.
The next day quickly removes any chill the previous night had instilled and everyone feels better come that evening.
The maps that Lex is making are fairly crude and most likely not overly accurate not being a trained cartographer but they might be usable later on.
Note while the weather watch only extends out for 12 hours at the spot you are at - periodically checking it is not a big deal so I am assuming that is what you are doing
Note this is mostly a re-cap of what was posted and what you all did or stated you might do -- if you are wanting to extend what you are doing to include something else -- or you wish to slow down to more effectively forage for food and other stuff let me know other -- its a normal pace from where you are to the Marsh allowing you to arrive at its edge in about a half-a-day -- then you will need to decide to venture in immediately or wait till morning --- at a slow pace you will reach the Marsh in a day so you can more easily forage if you want along the way
Shump asks, Well were here at marsh. Do you rest the rest of the day or venture forth?
Rolls
Nature - (1d20+3, 1d20+3)
1d20+3 : (20) + 3 = 23
1d20+3 : (17) + 3 = 20
Still a Nature check to draw a map --
Lastly why is Feliani making that roll? The only one who stated they were drawing a map was Lex -- so is Feliani drawing a map as well then??
Yes GeneCortess you can of course use your ability currently up to 6 times in a day (4 1st level slots and 2 2nd level slots) but you do use a spell slot every time you do that. For 1 minute per level of the spell slot expended, can sense whether the following types of creatures are present within 1 mile.
However I am looking at that and going unless you happen to be luckily enough to guess when to use it, it will be a next to useless ability if you trust me I can tweak this by nerfing it down but making it much more viable. Basically I would reduce the range (as that would be less of a headache for me), making it require slower movement for a good range, very short range for normal movement, and cannot be used moving at a fast pace. If you are comfortable with this I will look into figuring out what would be an appropriate reduction in range to make it a viable ability that does not require a spell slot to use (thus basically I would reduce it to work more like a cantrip and function at that power level if that helps any). This would play very well into that old ability that Rangers had that made them very hard to surprise when they travel in the wilderness since unless your moving fast you would be aware of these kind of creatures in your near vicinity again it does not tell you what direction or how far away but you would know whether to be on watch or not for aberrations, celestials, dragons, elementals, fey, fiends, or undead.
Brindel attempts to forage since there's so many plants around.
Rolls
Foraging on first day (Survival) - (1d20+2)
(18) + 2 = 20
Foraging on second day (Survival) - (1d20+2)
(11) + 2 = 13
Rolls
Day 1 Foraging - (1d20+2)
(16) + 2 = 18
Day 2 Foraging - (1d20+2)
(3) + 2 = 5
Survival +0
Nature +2
Rolls
Map Making Roll - (1d20)
(8) = 8
Advantage (if I have it) - (1D20)
(19) = 19
"To directly answer your question, though, my favorite flower is translated to 'noble star' in the common tongue. It has several white petals with yellow stars inside. Perhaps you've heard of it? It is beautiful and medicinal."
Day 1 Normal Movement Speed
Day 2 Normal Movement Speed
Day 3 ??? Movement Speed -- Go Normal and arrive at Marsh's edge by mid-day -- or Go Slow and lower the DC for foraging and arrive at the Marsh's edge by evening (plenty of time to set up a campsite)
I get the decision and actions for day 3 and I will post a full recap of the last 3 day's events
The druid listens attentively to the description of the flower as well, trying to remember if he'd seen any like it before. "I'm not sure if I know it; there's a number of flowers with white petals... I think I might've heard of it in medical context some years ago."
Egret smiles softly. "I can't say I have extensive academic knowledge of plants and their names. What I know comes from experiences more than words, and I probably spent too much time making up my own names for flowers back in the day," his tone turns a touch melancholic, reminiscing. "Do you often miss your home, my friend?"
Also, I'll just keep continuing conversation for now, since I'm not sure what to write about day 3.
Rolls
Day 3 Foraging - (1d20+2)
(11) + 2 = 13
Necessary Rolls To Summarize
Rolls
Feliani Forage Day 3 - (1d20)
(19) = 19
Feliani Forage Day 3 Advantage - (1d20)
(8) = 8
Brindel Forage Day 1 Disadvantage - (1d20+2)
(14) + 2 = 16
Brindel Forage Day 2 Disadvantage - (1d20+2)
(6) + 2 = 8
Brindel Forage Day 3 - (1d20+2)
(20) + 2 = 22
Brindel Forage Day 3 Advantage - (1d20+2)
(13) + 2 = 15
Egret Forage Day 1 Disadvantage - (1d20+2)
(13) + 2 = 15
Egret Forage Day 2 Disadvantage - (1d20+2)
(11) + 2 = 13
Egret Forage Day 3 Advantage - (1d20+2)
(1) + 2 = 3
Lex Forage Day 3 - (1d20)
(12) = 12
Lex Forage Day 3 Advantage - (1d20)
(20) = 20
Lex Map Drawing Day 2 - (1d20)
(8) = 8
Lex Map Drawing Day 2 - (1d20)
(1) = 1
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Feliani --- consumed 1 days rations
Brindel -- successfully foraged a full days rations
Egret ---- successfully foraged a full days rations
Lex ------ consumed 1 days rations
Shump -- consumed 1 days rations
Plenty of Water to be had by all
Lex's attempt to draw a map is an 8 (Disadvantage no Tools canceled by Advantage from Feliani)
Lex's optimism pays off he finds a strange red feathered quill that faintly glows red in the dark
Feliani --- consumed 1 days rations
Brindel -- consumed 1 days rations
Egret ---- consumed 1 days rations
Lex ------ consumed 1 days rations
Shump -- consumed 1 days rations
Plenty of Water to be had by all
Lex's attempt to draw a map is an 8
Lex's strange feathered quill that faintly glows in the dark is now green
Feliani --- successfully foraged a full days rations
Brindel -- successfully foraged a full days rations and was able to help Egret with his short fall
Egret ---- successfully foraged a 1/2 days rations but compensated by Brindel no rations consumed
Lex ------ successfully foraged a full days rations
Shump -- successfully passively foraged a full days rations
Enough Water was Foraged to supply all
Lex's attempt to draw a map is an 1
Lex's strange feathered quill that faintly glows in the dark is still green
Normal Pace : Forage with Disadvantage (except Shump has Advantage)
Slower Pace : Forage with Advantage (except Shump who auto-succeeds due to his Primal Awareness)
Keep also in mind that you do not know how far into the Marsh you are going to need to go as you are now stepping into the unkown
"We don't know what we're dealing with yet so get into a defensive formation. We'll form a triangle. Shump you stay in front. I'll take left point and Feliani you take the right. Egret and Lex, get in the middle of us three."
Rolled 15.. No need for a reroll.
Rolls
Survival (foraging) "Reroll is possible" - (1d20+11)
(15) + 11 = 26
Rolls
Foraging using Wisdom (Survival) - (1d20+2)
(18) + 2 = 20
When they once again get closer to the river, the tiefling leans over to squint at the liquid. "Master Shump, do you by any chance know what this is? It doesn't look like water or marsh sludge to me." He lingers by the stream for a moment, watching its flow and clearly debating whether he wants to risk touching it, before catching up with the group.
Rolls
Foraging (Survival) - (1d20+2)
(9) + 2 = 11
Traversing the marsh is matter of moving from high ground though water to another pocket of high ground meaning that ones path is not by any means straight. Further Egret notices that while the clothes get wet from the water the black stuff does not stick to ones boots or clothes like sludge would. However, one can not seem to make any clear pockets by rapidly moving ones leg so it acts like its the water in that case and yet its noticeable properties also says its not the water. To Egret it is just something he has never seen or even heard of and definitely does not seem natural. Well as far as he can tell so far that is.
For there being swamp creatures around no one sees any evidence of them, of course seeing anything in the mist to any great distance is nearly impossible and after what seems like an eternity of moving through that near to pea soup one actually begins to feel the strain of being on edge for so long. It is almost like one was running a marathon rather than slowly progressing through a marsh.
Still on yet another normal crossing from one high ground to the next, when Shump gets about waist deep in the water as he is very cautiously moving bodies rise from the water. Skeletons and Zombies.
Rolls
Feliani Forage - (1d20)
(7) = 7
Feliani Forage Advantage - (1d20)
(20) = 20
Feliani Initiative - (1d10+3)
(6) + 3 = 9
Rolls
INIT - (1d20+11)
(8) + 11 = 19
INIT - (1d10+1)
(6) + 1 = 7
Rolls
Foraging - (1D20)
(5) = 5
Initiative - (1D10+1)
(5) + 1 = 6
1) Brindel, Egret, Feliani, and Shump
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2) Skeletons
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3) Lex
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4) Zombies
Group 1 Is up with Group 2 on Deck : State your Actions (and/or ask your questions) and make your rolls
Rolls
Egret Foraging - (1d20+2)
(3) + 2 = 5
Egret Foraging Advantage - (1d20+2)
(20) + 2 = 22
Egret Initiative - (1d10+2)
(7) + 2 = 9
Skeleton Initiative - (1d10+2)
(5) + 2 = 7
Rolls
Attack, Damage (Savage attack) - (1d20+7, 2d8+4)
1d20+7 : (20) + 7 = 27
2d8+4 : (87) + 4 = 19
redo damage. Verstatile is d10 and not d8. 1d8 is savage damage - (2d10+4, 1d8)
2d10+4 : (210) + 4 = 16
1d8 : (4) = 4
He lingers by Alexander, scimitars unsheathed, until a few of the opponents attempt to get close - at which point the tiefling attacks, his blades flashing.
If anyone wants some druidic buffs, tell me! :D
Rolls
Melee attack (slashing damage) - (1d20+5, 1d6+2)
1d20+5 : (4) + 5 = 9
1d6+2 : (1) + 2 = 3
Melee attack (slashing damage) - (1d20+5, 1d6+2)
1d20+5 : (9) + 5 = 14
1d6+2 : (5) + 2 = 7
Terrain : The group is on a small patch of high ground and the rest of the terrain is similar interspersed patches of high ground with varying depths of water separating them.
Well for now there are plenty of targets but to attack them you have to either move to them or use a ranged attack -- all except for Shump that is who is right in the mix of it -- so if you do attack with a non-ranged attack I will make the assumption -- if not stated -- that you moved close enough to attack whatever you wanted to attack
Rolls
Attack Roll 1 - (1d20+6)
(17) + 6 = 23
Attack Roll 2 - (1d20+6)
(19) + 6 = 25
Damage Roll 1 - (1d8+3)
(7) + 3 = 10
Damage Roll 2 - (1d8)
(3) = 3
Shump - (1d4)
(3) = 3
Brindel - (1d4)
(2) = 2
Feliani - (1d4)
(3) = 3
Egret - (1d4)
(4) = 4
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Feliani Damage 1 - (1d6+2)
(4) + 2 = 6
Feliani Damage 2 - (1d6+2)
(1) + 2 = 3
Egret Damage 1 - (1d6+2)
(5) + 2 = 7
Egret Damage 2 - (1d6+2)
(4) + 2 = 6
The remaining two skeletons on Shump swing but fail to connect solidly, while two others attack Brindel to no avail, Feliani finds herself facing three skeletons two of which connect enough to cause damage, and Egret finds himself facing four skeletons of which two of them strike well enough to cause damage.
If he notices anything he will call out to his friends.
Rolls
Perception - (1d20)
(6) = 6
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Lex is able to ascertain what is going on directly with his comrades as well as his immediate surroundings but his ability to gauge the enemy was a bit too much to take in. Currently Shump is waist deep in water engaged with 2 skeletons and 1 zombie, on the small island they are on Brindel is engaged with 2 skeletons, Feliani is engaged 3 skeletons and 1 zombie, and Egret is engaged with 3 skeletons. The islands provides very little in the way of cover and the one they are on does not even have one of those small trees that occasionally exits.
13 Battle Axe maybe hit for 12 HP, 9 Handaxe missed for 10 HP, 18 Extra Attack with Battle Axe hits for 11 HP
Ignore the Savage Fury 1d8 rolls. They are a mistake.
Rolls
Battle Axe, Handaxe, Battle Axe Damage, Hand Axe Damage, Savage Fury, Extra Attack, Extra Dam&Savage - (1d20+7, 1d20+7, 1d8+4, 1d6+4, 1d8, 1d20+7, 1d8+4, 1d8)
1d20+7 : (6) + 7 = 13
1d20+7 : (2) + 7 = 9
1d8+4 : (8) + 4 = 12
1d6+4 : (6) + 4 = 10
1d8 : (5) = 5
1d20+7 : (11) + 7 = 18
1d8+4 : (7) + 4 = 11
1d8 : (7) = 7
Post roll edit: additional die for double damage (which is ignored according to house rules).
Edit 2 (additional critical hit roll).
Edit 3. No critical hit, so the damage from the first attack is maximum damage of 16 (8+8) + 12 (die roll of 4 + 8) for a total of 28.
Rolls
First battleaxe attack/damage - (1d20+7, 1d8+8)
1d20+7 : (20) + 7 = 27
1d8+8 : (4) + 8 = 12
Second battleaxe attack/damage - (1d20+7, 1d8+8)
1d20+7 : (8) + 7 = 15
1d8+8 : (8) + 8 = 16
Additional damage die for critical hit - (1d8)
(8) = 8
Chance for additional critical hit - (1d20)
(4) = 4
For example, if a critical hit was scored with a dagger masterwork +1 dagger, it would do 5+(1d4+1)+Modifiers for damage instead of just the normal 1d4+1+Modifiers. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, roll those dice twice, thus if a Rogue does 1d6 Sneak Attack damage they would do 2d6 Sneak Attack damage if they critical.
Also Criticals are open ended this means when you roll a Critical roll again if you get another Critical roll again. Each Critical maximizes the current damage die and adds another.
Also Arina Lex has the equivalent of a Full Action and 2 Move Actions this round (note the Move Actions can be used for more than just moving it just is not equivalent to a full action)
Rolls
Fireball (Dex Save: DC 13) - (8d6)
(16456335) = 33
Also, if I get damaged for more than 10, cast Hellish Rebuke (2nd level) on the strongest/most healthy opponent that damaged me.
Rolls
Melee attack (slashing damage) - (1d20+5, 1d6+2)
1d20+5 : (13) + 5 = 18
1d6+2 : (3) + 2 = 5
Melee attack (slashing damage) - (1d20+5, 1d6)
1d20+5 : (12) + 5 = 17
1d6 : (2) = 2
Shump takes out two skeletons leaving only a zombie currently engaged with him but 3 more skeletons move in.
Brindel fells that last two skeletons on him but 4 more take their place
Lex's fireball devastates a small group of zombies leaving nothing of concern above the water level how many exactly is hard to tell but it did seem to reduce their numbers noticeably and create a slight void delaying any more zombies from engaging this round
Feliani and Egret thankfully did not gain anymore assailants, however, Lex from his non-engaged position notices that both Feliani and Egret appear to be a bit rather hard pressed and not fairing so well.
Egret and Feliani are the recipients of 3 vicious attacks each with Egret taking a total of 17 damage and Feliani taking 24
Brindel and Shump also get hit 3 times each this round with Brindel taking 18 damage and Shump taking 14
Shump engaged 3 skeletons 1 zombie HP 58/-14
Brindel engaged 4 skeletons HP 59/-18
Feliani engaged 3 skeletons 1 zombie HP 41/-33
Egret engaged 4 skeletons HP 39/-30
Lex not engaged HP 45/-0
Lex all the skeletons appear to be currently engaged but a small group of zombies are currently moving up
If you wish to notice the plight of your fellows while engaged you need to make a DC 15 Perception check either that or Lex can choose to inform you all.
Those in melee when attacking please give me a 1d4 roll associated with each attack -- this is how I reflect the chaos of battle -- you attack the target that gives you the best shot -- or you can ignore the others giving them Advantage on their next attack to focus on whatever particular target you wish
Rolls
Target 1 - (1d4)
(3) = 3
Target 2 - (1d4)
(4) = 4
Attack 1 - (1d20+6)
(5) + 6 = 11
Attack 2 - (1d20+6)
(7) + 6 = 13
Damage 1 - (1d8+3)
(4) + 3 = 7
Damage 2 - (1d8)
(2) = 2
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Hmm if you analyze what I posted -- Lex's fireball devastates a small group of zombies --- this was supposed to imply that the fireball did a lot of damage to more than one zombie
Then this -- leaving nothing of concern above the water level -- this was supposed to imply that everything above the water line had been reduced to cinder
Which is why -- how many exactly is hard to tell -- it was impossible to determine exactly how many were destroyed
My apologies if that seemed at all confusing
Rolls
Random opponents for first and second attack - (1d4, 1d4)
1d4 : (1) = 1
1d4 : (3) = 3
First battleaxe attack/damage - (1d20+7, 1d8+8)
1d20+7 : (9) + 7 = 16
1d8+8 : (7) + 8 = 15
Second battleaxe attack/damage - (1d20+7, 1d8+8)
1d20+7 : (13) + 7 = 20
1d8+8 : (1) + 8 = 9
But there is little time to dwell on it. The tiefling can feel pain starting to shake his focus, and it's hard to know how the others fare in the chaos of the battle, adding to his slowly growing distress. He can hear Brindel, at least, which is a reassurance enough, and a fireball exploding nearby proves that Lex is still around... But the situation is far from great for himself, and he fears his friends might be in a similar predicament. Egret grits his teeth, staring at his opponents. A part of him - perhaps the same part that felt claustrophobic in the fort, - calls for him to let his primal instincts take the lead, and a beast growls in his ears for a brief moment. He pushes the urge away for now, but wonders if perhaps it might be a solution if things go wrong... For now, he will stall.
Can I see how far away - in feet - everyone are from me? (Thinking about using Thunderwave.)
Edit: at least it's better than nothing, I guess?
Rolls
Perception (DC 15) - (1d20+5)
(5) + 5 = 10
Cure Wounds (lvl 3) - (3d8)
(316) = 10
Rolls
Battle Axe, damage, Hand axe, Damage, Extra attack Damage - (1d20+7, 1d8+4, 1d20+7, 1d6+4, 1d20+7, 1d8+4)
1d20+7 : (8) + 7 = 15
1d8+4 : (3) + 4 = 7
1d20+7 : (10) + 7 = 17
1d6+4 : (3) + 4 = 7
1d20+7 : (9) + 7 = 16
1d8+4 : (5) + 4 = 9
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Lex knows that Egret can heal himself so he steps up beside Feliani and lets loose with a cranked up Burning Hands in an effort to help her in her situation.
The combination of the web and the burning hands destroys the 3 skeletons in the front row and an another skeleton behind them that had been caught in Web. However while seriously damaging the zombies all it did for them is release them and as such 3 zombies moved forward this round and while all three will reach the duo only one of them will get to attack this round.
Behind these zombies 3 more zombies push into the remaining webbing that had not been burnt away and all 3 get entangled within it stopping their forward progress.
Meanwhile Shump who had struck 3 different skeletons but did not take any down and Brindel who had struck 2 different skeletons and managed to drop one only to have it replaced by a zombie and Egret who had healed himself -- all have to begin a fighting retreat or risk getting surrounded.
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2nd Level Burning Hands - (3d8)
(648) = 18
Web fire damage - (2d4)
(13) = 4
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Shump's Attack 1 - (1d4)
(2) = 2
Shump's Attack 2 - (1d4)
(3) = 3
Shump's Attack 3 - (1d4)
(4) = 4
Hellish Rebuke Target - (1d4)
(1) = 1
Hellish Rebuke Damage - (3d10)
(919) = 19
Skeleton 2 on Egret Dex Save - (1d20+2)
(11) + 2 = 13
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Rolls
Firebold - (1D20+7)
(16) + 7 = 23
Damage (Fire) - (1d10)
(7) = 7
Shump retreating 15 feet puts him solidly on the island also bringing all those undead he is fighting upon the island redistributing those amongst all on the island or he can hold his position.
Brindel retreating 15 feet means the undead overrun his position opening up all the others to them and those he is currently fighting will get redistributed amongst everyone on the island or he can hold his position.
Egret as denoted you can retreat 5 feet and use your spell safely and be surrounded maybe -- or you can retreat back to Feliani and Lex and your current opponents will be redistributed amongst all on the island - I highly doubt you can hold your position next round so is it be risky or flee and hope for the best.
As note though the pseudo random roller is not being friendly to you all these undead are being much more effective than the normal odds would have them be.
Situation Update
Shump engaged 3 skeletons 1 zombie HP 58/-34
Brindel engaged 3 skeletons 1 zombie HP 59/-32
Egret - engaged 4 skeletons HP 39/-38
----
Feliani engaged 1 zombie HP 41/-33
Lex --- not engaged HP 45/-0
Rolls
Battle Axe, damage, Hand axe, Damage, Extra attack Damage - (1d20+7, 1d8+4, 1d20+7, 1d6+4, 1d20+7, 1d8+4)
1d20+7 : (2) + 7 = 9
1d8+4 : (3) + 4 = 7
1d20+7 : (19) + 7 = 26
1d6+4 : (5) + 4 = 9
1d20+7 : (6) + 7 = 13
1d8+4 : (4) + 4 = 8
Rolls
Target 1 - (1d4)
(3) = 3
Target 2 - (1d4)
(1) = 1
Target 3 - (1d4)
(2) = 2
I asked previously -- and I guess that you missed it -- that if you attack please roll a d4 along with each attack.
This is because at that time and currently everyone that was/is fighting had 4 different opponents and the d4 is to reflect the chaos of battle where you take the best opening that is presented to you -- and the d4 denotes for each attack (when fighting 4 opponents) which opponent provided the best opportunity for that attack. This can later get weighted if the targets are not basically equal or you have Advantage on a specific target.
You can always forgo the random target roll and focus on a specific target but that gives Advantage to the remainder of your opponents and most folks are not willing to do that just to focus on attacking a single target.
Getting stuck amids hordes of undead doesn't sound good with my current health, and everyone else has at least some HP, so I'll risk withdrawing.
He yells "Pulling back!" in hopes of warning his allies of potential extra threats and then, keeping the opponents in his peripheral vision, the druid backs away from the main undead horde. He can see Lex a dozen feet away, as well as Feliani duelling a lone zombie. Perhaps he should join them and keep his distance from the front, rely on spells... Join Alexander in hurling fireballs at the undead.
Also, Joker, do you have any special rules for drinking potions in combat, or is it just 1 action?
Note this assumes you have the potion in hand already -- and depending on where you have it stored this may prove difficult to access -- but there are special gear to rectify or help with this if you wish to pick those up next time in the village ;)
Rolls
Burning Hands (Dex save DC 15 - (4d6)
(2343) = 12
Shump engaged 3 skeletons 1 zombie HP 58/-34
Brindel engaged 3 skeletons 1 zombie HP 59/-32
Egret - engaged 4 skeletons HP 39/-38
----
Feliani engaged 1 zombie HP 41/-33
Lex --- not engaged HP 45/-0
So Brindel is currently Engaged with 3 Skeletons and 1 Zombie -- you can either Attack and Retreat giving AOs to any opponents still standing -- Disengage and Retreat no AOs
Rolls
Random opponents for first and second attack - (1d4, 1d4)
1d4 : (4) = 4
1d4 : (1) = 1
First battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d8)
1d20+7 : (9) + 7 = 16
1d8+8 : (7) + 8 = 15
2d8 : (41) = 5
Second battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d8)
1d20+7 : (6) + 7 = 13
1d8+8 : (4) + 8 = 12
2d8 : (21) = 3
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Brindel Skeleton 1 - (1d6+2)
(1) + 2 = 3
Brindel Skeleton 2 - (1d6+2)
(5) + 2 = 7
Feliani Skeleton 1 - (1d6+2)
(4) + 2 = 6
Shump Skeleton 1 - (1d6+2)
(5) + 2 = 7
Shump lays into the skeletons dropping two of them before slipping into the mist and reappearing upon the isle in time to intercept 3 skeletons and a zombie on their way to over power Lex and having one of them land a strike. The skeletons and zombies he left behind in the water strike where he once stood.
However Lex's retreat brings him into proximity of 2 zombies coming from the other direction (the direction that Feliani left open when she moved to reinforce Brindel)
Brindel in the meanwhile lays waste to two more skeletons only to have them replaced by another skeleton while Feliani picks up the other two skeletons and zombie that would have surrounded him this round. Two of the skeletons on Brindel manage to land a blow while one of the skeletons on Feliani also lands a blow.
Brindel and Feliani are currently surrounded
.... Brindel engaged 3 skeletons _ zombie HP 59/-42
.... Feliani engaged 2 skeletons 1 zombie HP 41/-39
----
Shump engaged 3 skeletons 1 zombie HP 58/-41
Egret - not engaged HP 39/-38
Lex --- engaged 2 zombies HP 45/-0
In the water about 30 feet away where Shump had been -- 2 skeletons 6 zombies
On the opposite side near the shore caught in webbing ---- 3 Zombies
Rolls
Battle Axe, damage, Hand axe, Damage, Extra attack Damage - (1d20+7, 1d8+4, 1d20+7, 1d6+4, 1d20+7, 1 - (1d20+7, 1d8+4, 1d20+7, 1d6+4, 1d20+7, 1d8+4)
1d20+7 : (16) + 7 = 23
1d8+4 : (2) + 4 = 6
1d20+7 : (7) + 7 = 14
1d6+4 : (1) + 4 = 5
1d20+7 : (8) + 7 = 15
1d8+4 : (4) + 4 = 8
1) If I cast Slow, how many opponents max can it affect? Can it get six of the opponents for group 1 or all for group 2? (It's a 40-foot cube in 120 feet range, 6 chosen targets.)
2) Can I cast Spike Growth in the river - will spikes affect the undead?
Answer 2) First it is not a river .. swamp/marsh -or- just water --- that being said yes you can cast Spike Growth any where that is within range that has "ground" and there is ground under the water within range. --- Will it effect the undead ?? well its piercing damage and that will have as much effect upon them as any other piercing attack would -- and I do not think your character is knowledgeable upon that topic at this time -- although you can make a knowledge check using Arcana (primary) or Religion (secondary) on these critters if you like.
I didn't mean damage types, I was asking more about the logistics: will the undead float over the spikes or not? Is the water shallow enough for the skeletons to be unable to avoid the spikes? I guess it's up in the air if these skeletons can swim, but the spell doesn't specify how high spikes are either...
No I agree the spell does not state how high the spikes are -- but it does state they turn the ground into difficult terrain -- so yeah I can see the reason for that aspect of the question -- as such I will look into outlining that within the spells description for future concerns -- still if you want to see if your character knows more than you do about any subject -- you can always make a roll for that -- or kibitz with the other players on the topic (something I do encourage btw)
But somethings are not meant to be clear cut and obvious and one has to use their best guess on the possible results and then maybe do some research when they can to get a better idea for the next time -- assuming their current incident does not prove to enlighten them on the outcome
Post crit roll edit: Close but no halfling's pipe. @DeJoker, if it's OK with you, I'll always use whatever I rolled for the variable damage. So Brindel's damage for the second attack is 8 (max) + 4 (random) + 8 (bonus) + 3 (Smite) = 23.
Rolls
Random opponents for first and second attack - (1d4, 1d4)
1d4 : (1) = 1
1d4 : (1) = 1
First battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d8)
1d20+7 : (18) + 7 = 25
1d8+8 : (6) + 8 = 14
2d8 : (68) = 14
Second battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d8)
1d20+7 : (19) + 7 = 26
1d8+8 : (1) + 8 = 9
2d8 : (35) = 8
Additional crit roll for second attack - (1d20)
(18) = 18
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With a wave of his hand and few magical words, the druid casts a spell on the ground hidden under black marsh water, making sand and soil turn into treacherous spikes under the undead's feet. He follows it with a yelled warning to his friends, hoping that they can hear it over the battle and will steer clear of that area. Feeling reassured by the fact that nature is still on his side, he then turns towards Lex and his opponents, ready to support the alchemist.
Rolls
Burning Hands (level 2) - (4d6)
(3535) = 16
Shump also manages to fell two of his opponents a skeleton and the zombie and the remaining two skeletons fail to connect with their rusty weapons.
Lex notices that the two zombies approaching look thoroughly scorched and proceeds to finish them off with a bit more burning.
Egret takes a respite and feels a wee bit more of healing energy ebb into his body before he lays down some defensive measures between the group and the remaining group out in the water while on the opposite side near the shoreline three zombies remain entangled in the web that Feliani had put down earlier.
Brindel and Feliani are currently surrounded
.... Brindel engaged 2 skeletons 1 zombie HP 59/-46
.... Feliani engaged 1 skeletons 1 zombie HP 41/-39
----
Shump engaged 2 skeletons HP 58/-41
Egret - not engaged HP 39/-34
Lex --- not engaged HP 45/-0
In the water about 30 feet away where Shump had been -- 2 skeletons 6 zombies
On the opposite side near the shore caught in webbing ---- 3 Zombies
Rolls
Battle Axe, Damage, Hand axe, Damage, Extra Attack Damage - (1d20+7, 1d8+4, 1d20+7, 1d6+4, 1d20+7, 1d8+4)
1d20+7 : (2) + 7 = 9
1d8+4 : (7) + 4 = 11
1d20+7 : (5) + 7 = 12
1d6+4 : (5) + 4 = 9
1d20+7 : (18) + 7 = 25
1d8+4 : (1) + 4 = 5
Post-roll edit: The damage for the critical hit is 16 (maximum) + 10 (variable) + 7 (Divine Smite) = 33.
Rolls
Random opponents for first and second attack - (1d4, 1d4)
1d4 : (1) = 1
1d4 : (2) = 2
First battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d6)
1d20+7 : (19) + 7 = 26
1d8+8 : (2) + 8 = 10
2d6 : (43) = 7
Second battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d6)
1d20+7 : (14) + 7 = 21
1d8+8 : (6) + 8 = 14
2d6 : (64) = 10
Additional crit roll for first attack / damage - (1d20, 1d8+8)
1d20 : (5) = 5
1d8+8 : (7) + 8 = 15
As for the Critical Damage thing and to keep it really simple I usually do this as most players are rolling the damage along with their attacks -- which btw is fine
1d20 > Critical
1d8 > Normal Damage Roll
okay second roll
1d20 > not-critical
8+Dmg Mod + (Normal Damage Roll)
Thus you only ever have to make 1 Damage Roll because -- the first Critical applies Max Die Damage -- if you get a subsequent Critical it too also applies Max Die Damage -- this repeats until you do not get a Critical and then the roll you made for damage gets applied -- pretty straight forward and reduces extra damage rolls
Thus the only time additional damage dice are needed associated with a Critical is in the case of Precise Attack (or also referred to as a Thief's Sneak Attack additional damage but I much prefer the term Precise Attack as that sounds more correct based on its overall description) as that does variable damage and additional variable damage (and of course for anything else that works like this which I do not recall even exists off the top of my head)
So in short you did on that first roll -- Crit > No Crit thus damage is
1d8(maxed 8) + 1d8(rolled 2) + 8(mod) + 2d6(4, 3 Radiant or 7) = 25 dmg
Now if these were True Undead or Fiends that were Vulnerable to Radiant Damage I would just add an additional 7 points of damage behind the scenes as that is how the Vulnerability thing works
Rolls
Produce Flame (ranged spell attack, fire damage) - (1d20+5, 2d8)
1d20+5 : (14) + 5 = 19
2d8 : (81) = 9
Where did the extra healing come from -- well I am not sure if I have outlined this or not -- but Cure Wounds (as a full round action) requires no roll you heal maximum value -- the variable amount comes into play only when you have to touch someone quickly (aka no full round contact) -- as such I looked at your usage and deemed that you probably should have gotten at least 50% benefit so any rolls less than 4 were improved to 4s -- for while maybe not a full round action you did nothing to cause yourself to lose contact from touching yourself so that seemed like a viable compromise
Oh, so it would've been full heal if I, say, wasn't engaged that round and didn't do anything else? I think I got it, I need to remember this for later.
Also if I have not I will update the description for Cure Wounds as well as potions and the like as I do run them slightly different -- could never understand a deity giving their constituents variable affect spells -- sure if it were based on the person's level of faith (which is a nearly impossible to mechanically represent without major amounts of overhead -- I know I have tried) which we do not do and so since we are assuming that the person is in good standing with their patron then their patron supplies them with an effect that is static --- thus any variable outcome has to do with the person's application of that effect and combat being highly variable does cause spell effects to be variable but outside of combat and not rushed -- you get the full static affect -- of course the flip side to this is clerical types cannot "adjust" those effects because who in their right mind would feel what their patron gave them would not be good enough as it is. Besides doing that could just piss off one's patron so why risk it.
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Shump miss twice but still manages to hit one of the skeletons rendering it just a pile of bones. Lex flings a mote of fire at the other one and it too crumbles to the ground. Lex then flings another mote of Fire at the Skeleton on Feliani which Egret had just hit with is Flame and that Skeleton goes down.
Meanwhile 2 of the Zombies that had been trapped in webbing free themselves and engage Brindel and Feliani
While out in the water the 2 Skeletons make it to shore and engage Shump but are unable to attack this round while the 6 zombies continue to struggle to move through the spiky terrain
Brindel and Feliani are still fighting back to back
.... Brindel engaged 2 zombies HP 59/-53
.... Feliani engaged 2 zombies HP 41/-39
----
Shump engaged 2 skeletons HP 58/-41
Egret - not engaged HP 39/-34
Lex --- not engaged HP 45/-0
In the water about 10 feet away where Shump had been -- 6 zombies
On the opposite side near the shore caught in webbing ---- 1 Zombie
AC(16)
Wield: Battle Axe & Hand Axe
HP 17/58
Slots: 4x1st, 1x2cn
Rolls
Battle Axe, Damage, Hand axe, Damage, Extra Attack Damage - (1d20+7, 1d8+4, 1d20+7, 1d6+4, 1d20+7, 1 - (1d20+7, 1d8+4, 1d20+7, 1d6+4, 1d20+7, 1d8+4)
1d20+7 : (12) + 7 = 19
1d8+4 : (1) + 4 = 5
1d20+7 : (11) + 7 = 18
1d6+4 : (5) + 4 = 9
1d20+7 : (9) + 7 = 16
1d8+4 : (7) + 4 = 11
Seeing zombies attempt to swipe at Brindel makes his blood boil. Maybe it is just adrenaline from the fight or exhaustion seeping in through his own wounds, but the druid decides to forget sensible planning and simply go for it. With a quick nod to Lex, hoping that the alchemist understands his intent, Egret charges straight towards Brindel and Feliani. Even as he moves, his body morphs, equipment disappearing in a swirl of magic, his druidic powers coming to the fore.
Equipment merged, but Spike spell still active, right?
Also, can transformed druids be used as mounts?
Warhorse
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.
STR 18 (+4)
DEX 12 (+1)
CON 13 (+1)
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
And yes a transformed Druid can be used as a mount further you can use your Help Action as normal while acting as a mount.
Help Action
The character can lend their aid to another creature in the completion of a task. When they take the Help Action, the creature they aid gains advantage on the next ability check it makes to perform the task the character is helping with, provided that it makes the check before the start of the character's next turn.
Alternatively, the character can aid a friendly creature in attacking another creature within 5 feet. The character feints, distracts the target, or in some other way teams up to make their ally’s Attack more effective. If their ally attacks the target before the character's next turn, the first Attack roll is made with advantage.
As to where Egret was going -- I read this "Egret charges straight back towards the water." to mean you were charging the Zombies that were in the water -- as Brindel and Feliani are on land not in the water -- so if you would not mind editing your post to make it clearer where Egret is going we can call that fair
As for where everyone is located it is not overly necessary to see that per-sae as long as you are clear on about where you are and what options you have available to you -- as such always feel free to ask questions if anything does not seem clear or you want to verify that what you are seeing in your mind's eye is in fact what I am trying to depict. Note when things need more detail to help make it more clear so that you all can discern any options you might have I will do my best to add that necessary detail. For instance when I supplied the extra detail about the various characters potentially getting surrounded and what their various options would be and what the potential results of those options would be based on which they choose to do.
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Rolls
Random opponents for first and second attack - (1d4, 1d4)
1d4 : (1) = 1
1d4 : (4) = 4
First battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d6)
1d20+7 : (18) + 7 = 25
1d8+8 : (4) + 8 = 12
2d6 : (41) = 5
Second battleaxe attack/damage/Divine Smite - (1d20+7, 1d8+8, 2d6)
1d20+7 : (3) + 7 = 10
1d8+8 : (5) + 8 = 13
2d6 : (42) = 6
Feliani still on full defense is missed by both the Zombies she is facing, while Brindel manages to solidly hit both of his zombies whereupon one them returns the favor (6 dmg).
Shump on the otherhand completley lays waste to the two skeletons he is facing
Back on the shoreline the lone Zombie is still unable to free itself from the webbing.
Note : I have added Charge and Overrun guidelines as the official 5e guidelines do not have them
I need a DC 10 Con Save from Brindel or he falls unconscious
Brindel and Feliani are still fighting back to back
.... Brindel engaged 2 zombies HP 59/-59
......... Current 0 HP or less : At Disadvantage to Actively do Anything
.... Feliani engaged 2 zombies HP 41/-39
----
Shump - not engaged HP 58/-41
Egret - not engaged (HP 39/-34) as War Horse HP 24/24
Lex --- engaged 1 zombie HP 45/-0
On the shore caught in webbing ---- 1 Zombie
Warhorse
Armor Class 11
Hit Points 24 (3d10 + 6)
Speed 60 ft
STR 18 (+4)
DEX 12 (+1)
CON 14 (+2)
Trampling: If the horse does a Charge Action with Overrun and the target is knocked prone as part of that Action, the horse can make another attack with its hooves against it as a bonus action and with Advantage since the target is now prone.
Hooves (Melee Weapon Attack: +6 To Hit, Reach 5 ft, 1 Target Damage : 2d6 + 4 Bludgeoning)
I'll give you my reasoning for Setback if you confirm that I can do it. :)
Yes FlyingSucculent a Charge Action gives you Advantage on your first attack made -- and yes if you cancel an Advantage using an appropriate Setback that will get you a point of Inspiration that you can use later.
Rolls
Save for consciousness - (1d20+1)
(9) + 1 = 10
Okay rpgventurer can you add your actions for this round as well -- I mean Brindel is still conscious and while he has Disadvantage on all rolls except for Saves he can still act this round
And how will it be veering of course if I'm attacking who I was planning to attack? I guess I'd rather not risk it then, since it doesn't seem like a good pay-off. XD
Next it appears I missed labeled your characters personality aspects due to the order in which you had put them -- my bad and I fixed it -- but regardless you can still use any Trait, Ideal, Bond or Flaw and/or any combination thereof to invoke a Set Back just to keep that from being misunderstood
Next I think you missed the point -- in this situation you are not really losing anymore than you were basically outlining
Benefits of a Charge:
1) The charger gains additional Speed -- your character does not need this
2) The charger gains Advantage on their first attack roll -- okay this you were willing to give up
3) The charger can attempt to Overrun their target -- the additional item I am saying you lose
---- The Only Restriction or Bad Side-Effect that really applies in this Situation ----
All movement within the turn associated with the Charge Action (both any allotted movement used just prior to the Charge Action and the movement taken as part of the Charge Action) must be in a straight line, with no curving to the left or right.
And while this one [The charger provokes Attacks of Opportunity (per its rules)] would still be out there along with the other restrictions -- it is not any more applicable than your character having to deal with difficult terrain since neither are currently applicable.
So that means I have one restriction that I could bring into being that would cancel your Attack of Advantage -- is this worth a Setback and could it be done yes that would be worth the setback and yes it could be done -- further I agree it does seem somewhat cold-hearted -- to just switch targets in mid-stride
On the flip-side -- if we are not applying the above restriction then I must ask -- Why and/or How are you applying Disadvantage to your attack that has Advantage due to one or a combination of your Personality aspects?? In the example they show a person applying Disadvantage to their Save because they were distracted by the shiny piles of gold due to that being one of the things they can be distracted by. So then I have to ask if you are not changing targets mid-stride then what reason are you applying Disadvantage -- I see nothing in game that warrants that application but I am open to suggestions and ideas as to the why/how.
Note this is to say -- No -- One cannot just apply Disadvantage willy-nilly to anything -- One must have an in-game reason for that Disadvantage cropping up -- The shinies distracted me -- I changed targets mid-stride -- I sneezed loudly as I was sneaking up -- etc... Might these Setbacks be more significant than initially thought -- yes they can but then again it is supposed to be significant after all
Next I do not understand your comment "rather not risk it" -- what are you risking? -- further it "doesn't seem like a good pay-off" but that is the whole point of a Setback it is not supposed to have a good pay-off its supposed to be a "significant story setback" -- where you then get an Inspiration Point to use at some later point in time to hopefully help advert a really bad situation maybe
This part is meant to help me understand the reason for those comments -- as I am feeling I am missing something that is getting lost in the translation here -- yeah sometimes I can be slow to pick certain things up but then that is why I ask for clarity.
As a final note -- you could just have your character veer off and circle back around for a go at a zombie on the next round ignoring Brindel's situation then you could get the Setback and still keep your Charge.
I'm pretty sure when I last checked, Inspiration Expanded only mentioned Flaw as a source of setback... Not anymore though, so maybe I misread? Eh, doesn't matter, most of my traits aren't very good for setbacks anyway. XD
"You are not really losing anymore" and "the additional item I am saying you lose" is a contradiction though? If I don't use Overrun, I can't use Warhorse's second attack according to your description of it. Unless I'm really missing something, this sounds like losing more to me.
I think you don't understand my reasoning for using Flaw for a Setback, and I don't believe I can explain further without going into a long-winded pseudo-philosophical discussion. XD The best I can try is: I'm not changing targets, but I am picking practicality of protecting Feliani over emotional attachment to Brindel? Thus, inner conflict that distracts Egret! At least, in simplified version.
And I don't think you're not picking something up, we just have different views on the game, maybe? I'm trying to be opportunistic and get some inspiration for the future as a pay-off. :P But really, if you think it is not applicable, I won't do it, it was just a random idea I had!
Rolls
Random opponents for first and second attack - (1d4, 1d4)
1d4 : (3) = 3
1d4 : (2) = 2
First battleaxe attack/damage/Divine Smite (with Disadvantage) - (1d20+7, 1d20+7, 1d8+8, 2d6)
1d20+7 : (9) + 7 = 16
1d20+7 : (5) + 7 = 12
1d8+8 : (5) + 8 = 13
2d6 : (26) = 8
Second battleaxe attack/damage/Divine Smite (with Disadvantage) - (1d20+7, 1d20+7, 1d8+8, 2d6)
1d20+7 : (14) + 7 = 21
1d20+7 : (2) + 7 = 9
1d8+8 : (7) + 8 = 15
2d6 : (32) = 5
As for personal attachment, I guess that would be everyone in the initial group. Shump didn't travel with us so Egret probably doesn't know him well enough yet, and since Feliani probably will leave the group eventually (unless she stays as an NPC), maybe not her either? So Lex and Brindel, mainly. :)
Yet still, knowing that his distraction might cost him and trusting the dwarf's decision, he charges towards Feliani, attempting to ignore his inner concerns for the time being. His fast equine legs easily bring the druid over to the undead, and Egret rears, trying to trample the zombies under his hooves, push them to the ground to give Feliani a chance to catch her breath. He can't quite focus on it fully, his eyes glancing over to the dwarf in worry, but he tries.
(Did I need to roll for random opponent? I did just in case, though I'm not sure if I needed to do 1d4 or something else.)
Edit: eh, that doesn't look good. Too distracted, I guess. XD
Rolls
Hooves Attack #1 (melee) - (1d20+6)
(8) + 6 = 14
Damage #1 (bludgeoning) - (2d6+4)
(44) + 4 = 12
Hooves Attack #2 (melee, advantage) - (1d20+6, 1d20+6)
1d20+6 : (17) + 6 = 23
1d20+6 : (1) + 6 = 7
Damage #2 (bludgeoning) - (2d6+4)
(15) + 4 = 10
Random opponent - (1d4)
(2) = 2
As for random targets since your focused on attacking one of those attacking Feliani it would have been a 1d2 but a 1d4 works as I will just use high/low in this case -- I denoted when I made that first request for 1d4s was because everyone had 4 opponents at the time so you only need to roll 1d# where # = the number opponents facing you
Oh and yes that post worked just fine thank you :)
Awaiting Shump's and perhaps hopefully Arina's posts
Bonding my character with PCs such as Shump is more important to me than with NPCs. (Feliani is bit of both right now.)
Still in the end - I never put something out there for absolutely no reason - what the reason is well that might require investigation but for the most part its something either minor or potentially significant
Perception look to see if he can spot the one lady again and it wasn't his imagination.
Rolls
Perception - (1d20+4)
(20) + 4 = 24
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Brindel barely holding it together slashes into each of the zombies before him and puts them both out of action.
Egret charges forward hitting one of the zombies on Feliani and while he was hoping to knock it down all he managed to do was knock it around a bit. As it staggers from the collision it tries to hit Egret the War Horse but misses.
Feliani is able to keep the remaining zombie on her busy without getting hit by it.
Lex blasts the Zombie that engaged him with a Fire Bolt taking it down before it could do him any harm.
Over along the shoreline the lone Zombie stuck in webbing is still unable to free itself.
Brindel and Feliani are still fighting back to back
.... Brindel not engaged HP 59/-59
......... Current 0 HP or less : At Disadvantage to Actively do Anything
.... Feliani engaged 1 zombies HP 41/-39
----
Shump - not engaged HP 58/-41
Egret - engaged 1 zombie (HP 39/-34) as War Horse HP 24/24
Lex --- not engaged HP 45/-0
On the shore caught in webbing ---- 1 Zombie
Armor Class 11
Hit Points 24 (3d10 + 6)
Speed 60 ft
STR 18 (+4)
DEX 12 (+1)
CON 14 (+2)
Trampling: If the horse does a Charge Action with Overrun and the target is knocked prone as part of that Action, the horse can make another attack with its hooves against it as a bonus action and with Advantage since the target is now prone.
Hooves (Melee Weapon Attack: +6 To Hit, Reach 5 ft, 1 Target Damage : 2d6 + 4 Bludgeoning)
Rolls
Battle Axe, Damage, Hand axe, Damage, Extra Attack Damage - (1d20+7, 1d8+4, 1d20+7, 1d6+4, 1d20+7, 1d8+4)
1d20+7 : (9) + 7 = 16
1d8+4 : (4) + 4 = 8
1d20+7 : (9) + 7 = 16
1d6+4 : (1) + 4 = 5
1d20+7 : (5) + 7 = 12
1d8+4 : (7) + 4 = 11
Rolls
Hooves Attack (melee) - (1d20+6)
(18) + 6 = 24
Damage (bludgeoning) - (2d6+4)
(21) + 4 = 7
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Brindel - not engaged HP 59/-49
..... Exhaustion 1 Level : Disadvantage to Skill Checks
Feliani - not engaged HP 41/-39
----
Shump - not engaged HP 58/-41
Egret - not engaged (HP 39/-34) as War Horse HP 24/24
Lex --- not engaged HP 45/-0
Near the shore 1 Zombie moving towards the group
Armor Class 11
Hit Points 24 (3d10 + 6)
Speed 60 ft
STR 18 (+4)
DEX 12 (+1)
CON 14 (+2)
Trampling: If the horse does a Charge Action with Overrun and the target is knocked prone as part of that Action, the horse can make another attack with its hooves against it as a bonus action and with Advantage since the target is now prone.
Hooves (Melee Weapon Attack: +6 To Hit, Reach 5 ft, 1 Target Damage : 2d6 + 4 Bludgeoning)
Rolls
Hooves Attack #1 (melee, advantage) - (1d20+6, 1d20+6)
1d20+6 : (11) + 6 = 17
1d20+6 : (6) + 6 = 12
Damage #1 (bludgeoning) - (2d6+4)
(22) + 4 = 8
Hooves Attack #2 (melee, advantage) - (1d20+6, 1d20+6)
1d20+6 : (12) + 6 = 18
1d20+6 : (4) + 6 = 10
Damage #2 (bludgeoning) - (2d6+4)
(54) + 4 = 13
Shump calls upon the god Dukagsh for healing. He places his large hand upon Feliani's shoulder and lets her feel the healing warmth as her major wounds heal some. You walk better now.
Shump casts Cure Wound on Feliani for 9 HP.
Rolls
cure wounds - (2d8+2)
(25) + 2 = 9
Rolls
Secret Roll
Secret Roll
Secret Roll
Rolls
Checking for new immediate dangers (Perception) - (1d20+2)
(19) + 2 = 21
Brindel's gaze does not reach far into the heavy mist but it does take in the remnants of the battle decimated zombies and skeletons. Animated corpses and not true undead from what he could ascertain but animated corpses require an animator this much he knows. Further most of the zombies appear to be Yrocs with few humans and even a dwarf in the mix. While all the skeletons appear to be humanoid. A few Yrocs, several Humans, and predominately some other kind of humanoid he was not familiar with.
He looks over the party, We close wounds or swamp sickness. Shump is more than just a guide. Appears he is a warrior as well as a healer. The complete package.
Feliani - HP 41/-30 Wounds Closed
Shump - HP 58/-41
Egret - HP 39/-34
Lex - HP 45/-0
By looks Brindel, Shump, and Egret need cure wounds. And Shump has 3 more Cure Wounds spells. Should we move ahead and use all three and each gets 9 HP of healing and wounds closed. Lots of prayers to Dukagsh The God of Explorers, Guides, and Travelers.
Rolls
Medicine - (1d20+1)
(6) + 1 = 7
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Investigation, Perception, Nature - (1d20-1, 1d20+4, 1d20+2)
1d20-1 : (11) - 1 = 10
1d20+4 : (12) + 4 = 16
1d20+2 : (17) + 2 = 19
The others easily notice Shump's preoccupation with the water from whence the walking dead had come from as if he were trying to figure something out or spy something through the thick mists.
Then Brindel pulls his cape from the horse's mouth. "There's no sugar in there."
Does anyone know what happened to Egret?
He turns back to Shump. "I prefer to camp away from the water if possible. And what is this swamp sickness you mentioned? "
@GeneCortess What do you think of this plan: Shump uses 3 Cure Wounds for 27 on Feliani, which raises her to -3 HP; Brindel uses 3 Cure Wounds on Shump for 30, raising him to -11; and Brindel uses 2 second level Cure Wounds on himself for 36, raising him to -13.
Rolls
Horse recognition (Intelligence) - (1d20)
(8) = 8
Swamp Fevor. Very bad. Some Yrocs when in swamp. Always close wounds. Don't know others can get.
After pile is done, then Shump will look to try to locate where his swamp gas vison tells him. Shump doesn't go very far as he will not go into the deep water where he believes he saw her. He is just too tired from taking care of the undead and still has damage on himself.
Egret paws at the ground absent-mindely as he watches everyone, when a silly thought of whether he could actually eat grass pops in his head; the druid snorts and shakes himself, the horse's long mane whipping around. It wouldn't do to lose focus when there is probably the summoner of these undead around. Speaking of which; he slowly - demonstratively - turns to stare at Lex, fully expecting the alchemist to demonstate some fine pyrotechnics on the bone pile.
(Figured I'd add Perception check just in case for my looking around.)
Rolls
Perception - (1d20+5)
(13) + 5 = 18
Note unless you leave the Marsh entirely you cannot get away from the water as it is ever where and creates lots of small islands -- Shump has just been staying as close to the river as he can as what you are looking for is some where within eye shot of the river and the river helps you keep from getting lost in the horrible mist.
@DeJoker: Where did you post Lex's character sheet?
Brindel walks to the shore near Shump and asks him, "What are looking for? I'd like to rest here than keep moving until sunset."
Edit: and if we are resting, I'm turning back human... er, tiefling.
He turns to Egret, "You look unsettled, my friend. We must trust in our own skills to survive our perilous journey. Shump has proven himself a valuable ally. I trust Gorm Gulthun to help us when needed."
Brindel - HP 59/-49
Slots : 1st: 4/3 2nd: 2/1
..... Exhaustion 1 Level : Disadvantage to Skill Checks
Feliani - HP 41/-30
----
Shump - HP 58/-41
Slots : 1st: 4/3 2nd: 2/1
Egret - (HP 39/-34) as War Horse HP 24/24
Slots : 1st: 4/4 2nd: 3/3 3rd: 2/2
Lex --- HP 45/-0
Slots : 1st: 4/3 2nd: 3/1 3rd: 2/1
Meta : 5/3
****************************************************
From what I Understand Shump then Heals Brindel and Himself and is holding his last heal for Egret
Shump - HP 58/-32
Slots : 1st: 4/1 2nd: 2/1
Brindel - HP 59/-40
Slots : 1st: 4/3 2nd: 2/1
..... Exhaustion 1 Level : Disadvantage to Skill Checks
Remember Egret cannot be healed while he is a Horse
Also replacing Feliani with Haelga
"Thank you for the healing spell. I will return the favor. I have a question about the 'floating lady' as you called her. What did she look like? Did she have wings?"
Egret closes his eyes briefly, and then with a sign lowers himself on the ground, crossing his legs to sit on the grass. Assured that his companions are intent on staying at this clearing, he focuses on healing himself while they are talking, letting the flow of druidic magic travel freely in his veins. He hums in thought as he catches the sight of his coat, and spends a moment to mend the rips in it with magic as well.
Brindel casts 1 2nd-Heal on Shump (16+5) = 21
-------- casts 2 1st-Heal on Brindel (8+5 x2) = 26
-------- casts 1 1st-Heal on Haelga (8+5) = 13
Egret casts 1 2nd-Heal on Egret (16+5) = 21
-------- casts 1 1st-Heal on Egret (8+5) = 13
*******************************************
Brindel - HP 59/-23
Slots : 1st: 4/0 2nd: 2/0
..... Exhaustion 1 Level : Disadvantage to Skill Checks
Haelga - HP 63/-17
----
Shump - HP 58/-20
Slots : 1st: 4/1 2nd: 2/1
Egret - HP 39/-0
Wild Shape : 2/1
Slots : 1st: 4/3 2nd: 3/0 3rd: 2/1
Lex --- HP 45/-0
Slots : 1st: 4/3 2nd: 3/1 3rd: 2/1
Meta : 5/3
Rolls
Secret Roll
HP 58 (47 HP Left) -14 damage -20 damage - 7 damage +9 HP Healing +21 HP Healing
Currently Slots:
0/4 Left: Casted 4x Cure Wounds (Shump, Feliani, Brindel, and eventually Egret for 9 HP Healing)
1/2 Left: Casted Misty Step
(And if we are going to stay here for a long rest then Shump will cast a level 2 slot cure wounds himself for 17HP fully heal up.)
...so, is it long or short rest? XD
(...and if we are doing a long rest, then we recover HP and slots anyway, right? Why did we even calculate spells?)
Once that is done, she will sit with her back to a rock or tree trunk and close her eyes for a few minutes...
Lastly if we do not hear from rpgventurer on Brindel's decision by tomorrow I will move things forward and hope I get things right
She willingly takes on the first watch that is needed, being that her companions seem to need the rest more than she does.
The druid takes some time to clean his attire and treat his wounds, humming to himself as he does it, the melody of a folk song about Gwaeron Windstrom that Egret heard long ago coming to his thoughts unbidden. His mood, slightly soured by the recent stress, gradually lightens as this simple activity reminds him of his past travelling along. When he is done, his fingers itch for the familiar strings of his guitar, but instead Egret returns to his companions, offering assistance in cooking and healing.
Also I had forgotten I had implemented this (got to remember to check my own notes sometimes) so the Long Rest is a full day so the group will be here until the same time tomorrow. Other than that I think we are golden on that.
Now keep in mind that a Long Rest now comprises 6 Short Rests as such if you as players are interested (and when I get the time) I could detail what occurs at the end of each 8 hours this way if a Long Rest gets interrupted the characters may have recovered some things -- on the other hand as it stands its an all-or-nothing endeavor which I am okay with as well -- just thought you the players might like a break down what happens in 3rds such as partial HP recovery, partial Spell Slot recover, and the like
Wanderer : I have an excellent knack with some aspect of nature and gain expertise with on the following skill Survival. In addition, when foraging for food or water, the character can re-roll one die but must use that second roll.
What should I roll?
And yes it would be a basic Survival check which considering your character's abilities is a -- oh what I do not have tools watch me catch a mess of fish ;) anyway
Rolls
Survival check disadvantage - (1d20+4, 1d20+4)
1d20+4 : (12) + 4 = 16
1d20+4 : (4) + 4 = 8
Rolls
wander roll check - (1d20+4)
(14) + 4 = 18
With all cuddled fairly close and with a fire going and fish to eat, it lets the swamp life fade for a bit. Which is always a welcome. Shump gets his lute out. Seems to him it has been a while since he has played.
Although Shump isn't that grand of a player today, it still was rather enjoyable and beat listening to the sounds of the swamp.
Rolls
Lute Playing, Performance - (1d20+4, 1d20-1)
1d20+4 : (1) + 4 = 5
1d20-1 : (17) - 1 = 16
Rolls
Performance (Playing Guitar) - (1d20+4)
(19) + 4 = 23
@DeJoker, With Brindel's high strength that negates the Stealth penalty, is there still a penalty for him to sleep in chain mail?
Also I am not sure what you are saying about Strength and the Stealth Penalty -- neither Armor Proficiency nor a high Strength does not decrease the noise generated by said armor when moving by a sufficient amount as to nullify the Stealth Disadvantage. The former simply signifies the character is accustomed to wearing the armor and moving while wearing it and does not suffer Disadvantage. While for the latter conceptually the only thing about Strength and armor that I am aware of is not being encumbered while wearing it but that is negated and replaced by the Encumbrance rules we are using. So what guideline are you referring to that has a high Strength cancel the noise of the Armor -- aka eliminates its Stealth Disadvantage
Also I am not sure what you are saying about Strength and the Stealth Penalty -- neither Armor Proficiency nor a high Strength does not decrease the noise generated by said armor when moving by a sufficient amount as to nullify the Stealth Disadvantage. The former simply signifies the character is accustomed to wearing the armor and moving while wearing it and does not suffer Disadvantage. While for the latter conceptually the only thing about Strength and armor that I am aware of is not being encumbered while wearing it but that is negated and replaced by the Encumbrance rules we are using. So what guideline are you referring to that has a high Strength cancel the noise of the Armor -- aka eliminates its Stealth Disadvantage
His lute looks like a child's toy because of his size. It is surprising that he can even play with his huge hands, but appears he has surprising sensitivity with them despite his huge brute size. By the looks of his lute he must have played extra coins for it. It isn't a cheap copy commonly sold.
Note : Included as part of Medium and Heavy Armor is a Heavy Cloth underlayment which means when not in full Armor the character may rest comfortably within this underlayment. Further if a player wishes they may even upgrade this underlayment to Padded Cloth with an increased cost of 10gp and an increased weight of 5 lbs.
Morning is unusual for those who have never experienced it before because there is no dawn it just simply goes from dark to foggy daylight. Once the group breaks camp Shump once again begins to lead them deeper into the Marsh but this time as the group moves everyone gets a feeling as if they were being watched or perhaps it was just the result of the odd quiet of the marsh making them feel edgy.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Survival - (1d20+6)
(5) + 6 = 11
He adds on, I not feel good. Perhaps Swamp Fever. He decides to take off his 'Furious looking bone Breastplate'. If he is bad it will make handling him easier. He has no armor on.
When they stop for a brief rest, Egret sits down on a fallen log, pulling at his coat to wrap it tighter around himself, trying to look less miserable as he catches his breath, wiping sweat off his brow. He makes an effort to scout around for food when Haelga does the same, but he doesn't seem very enthusiastic about it - though he still breaks into a short monologue praising the beauty of nature to no one in particular. Some things never change.
Rolls
Survival - (1d20+2)
(10) + 2 = 12
By mid-afternoon, he is adjusting his backpack often enough to be noticeable. "Say, Shump, what happens if you, or I, or anyone gets Swamp Fever? What can we do to help them?"
Rolls
Survival - (1d20+2)
(18) + 2 = 20
During the night Shump took off his offensive breastplate to sleep. He explains to the party how to treat him if he gets any worse.)
"Swamp Fever. Very bad. Some Yrocs get when in swamp. Always close wounds. Don't know others can get."
Gathering Results
... Shump -- Uses 1/2 Day Rations
... Brindel -- Uses No Day Rations
... Haelga -- Uses 1/2 Day Rations
... Egret -- Uses 1/2 Day Rations
... Lex -- Uses 1 Day Rations
Status for Next Day
... Shump : -1 to all checks
... Brindel : -1 to all checks
... Egret : -1 to all checks and 1 Exhaustion Level
Rolls
Shump's Survival Check - (1d20)
(5) = 5
Lex's Survival Check - (1d20)
(7) = 7
Shump's Survival Check Reroll - (1d20)
(9) = 9
Secret Roll
Secret Roll
Secret Roll
(...I really should be casting Goodberry more often since we are getting a lot of rest anyway...)
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
The caster touches a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
I guess I can switch for Lesser Restoration too, but it'll only be usable the next day, right? I'm still not too sure about usability of specific spells, so if anyone thinks it will be good to pick it up, I'll trust your judgement!
He thanks Brindel for his magical help, and after a brief respite stumbles back to his feet, joining in preparations for the night. His coordination is still somewhat lackluster, but the druid does his best to help in more simple tasks like gathering firewood. When the camp's done, Egret is torn between once again wandering away from it to enjoy solitude for a while or staying by the fire with the others in rare eagerness for company. In the end, old habits win over, and the tiefling leaves the campfire to lean against an oak nearby and watch the dark water of the swamp reflect the moonlight.
You may also note the while he is forceful about healing, but he was a touch more gentle toward Haelga and when he was giving out the fish, he made sure she had the largest one of the batch. Appears he has some fondness toward her. And sharp one would notice in the combat that he did rush over to her as she was in trouble.
He keeps an eye on Egret to make sure he isn't falling behind. He tells him, You need to fight the swamp fever. I sure you have it.
Rolls
Secret Roll
"I kent seenk mai bled in heart, but I dont like dis place."
I can't sink my blade into its heart, (Northern way of saying 'I can put my finger on it'), but I don't like this place."
Rolls
Survival - (1d20+6)
(5) + 6 = 11
Shump doesn't like the still and the feeling. He stops now and then to use his Primeval Awareness. The feeling is slightly unnerving him. When Shump hears Haelga, he replies in, You Safe. We leave this place.
Rolls
Survival Check - (1d20+7)
(9) + 7 = 16
Perception - (1d20+4)
(19) + 4 = 23
Advantage roll for foraging - (1d20+7)
(3) + 7 = 10
Advantage roll for navigation - (1d20+7)
(7) + 7 = 14
As camp is set up, he tells the party, "We need to rest here a full day. I may have this Swamp Fever. I thought I could fight it off but it is more stubborn than a goblin with a gold piece. Once I regain my full complement of spells again, I will cast the same spell on myself that I did on Shump and Egret to remove the fever."
Rolls
Survival - (1d20+2)
(14) + 2 = 16
Shump looks over the spot for camp.
Rolls
Survival Check for camp - (1d20+7)
(12) + 7 = 19
Once they stop for the night, he is distracted and alarmed by discussion of Brindel's swamp fever, pinning the dwarf with a hawk-like stare - as if he can will the dwarf's magic to self-perform. But he knows that Truehand is proficient in his craft, and seeing as he doesn't look too concerned himself, Egret also lets his worries rest eventually. He goes on to help Shump with cooking, trying to make conversation about music with the guide.
Rolls
Survival (penalty, disadvantage) - (1d20+1, 1d20+1)
1d20+1 : (9) + 1 = 10
1d20+1 : (20) + 1 = 21
However on this little islet there are no trees or bushes just scrub brush and other plants both perennial and seasonal -- note the small trees you have seen are very rare and the bushes are rare as it is a marsh as apposed to a swamp. By definition marshes are nutrient-rich wetlands that support a variety of reeds and grasses, while swamps are defined by their ability to support woody plants and trees.
Rolls
Lex Survival Check for Food/Water - (1d20)
(8) = 8
Shump -- 2.5
Haelga -- 2.5
Egret ---- 1.5
Lex ------ 3
Brindel -- +0
Shump -- +0
Haelga -- +0.5
Egret ---- +1
Lex ------ +1
... Shump -- Uses No Day Rations
... Brindel -- Uses No Day Rations
... Haelga -- Uses 1/2 Day Rations
... Egret -- Uses 1 Day Rations
... Lex -- Uses 1 Day Rations
Status for Next Day
... Brindel : -1 to all checks and 1 Exhaustion Level
I'd also like to chat with whatever shrubs I can find. Maybe reeds, too!
Edit: oh, and I'd like to Druidcraft against the rain for all of us. Well, provided others don't mind huddling together. XD
Note: That covers it for the day ending but does not cover it for the next day coming if the group chooses to stay here for an actual full day. Still maybe Shump will get lucky with fishing again and cover everyone for the next day. Of course this is dependent upon the determination of how actually long the group does plan to stay on this islet as well as perhaps on any other events that may take place as things progress.
So as for the Long Rest (aka a full day) I believe rpgventurer was doing that to recover Brindel's magic enough to cast another Lesser Restoration but that can also occur overnight since it is 2 short rests and he recovers 2 levels of spell slots per short rest. But I am okay with the group spending a full day here as well -- that is all up to you all -- I will just need clarification that is what is being done after the adjustment to spell recover was implemented.
As for the Druidism cantrip protecting the others -- while it is not supposed to have an affect against moderate or worse weather which this rain soon does become -- strangely enough Egret's 15 ft bubble does mostly hold up even as the rain turns into a downpour -- do remember that last time it did not -- further while it does hold up in the downpour it is a bit leaky so again something working unnaturally better than it should
As for chatting with the grasses and reeds can I assume you are you going to wait until after the rain stops so you can maintain your whether bubble. And will you make an in-game post denoting what Egret is doing along with their strange results they are experiencing
Cast 1 lvl for 14 berries; give 3 to Haelga/Egret/Lex. Short rest 4 hours.
Cast 1 lvl for 14 berries; give 3 to Haelga/Egret/Lex. That's fully satiates Haelga. Short rest 4 hours.
Cast 1 lvl for 14 berries, share between Lex and Egret. That's all for them too. Short rest 4 hours.
This should cover everyone for this day at least. I'll also have 12 hours to rest after, so I can restore all of these slots via short rests. Right?
And since I won't chat with plants until rain stops, I'll just wait for now; in case anything else happens before that?
"My companions, do you notice something unusual about magic in this place?" He turns one of the goodberries in his fingers. "These spells weren't supposed to be this strong."
He looks at Egret and Lex. "Have either of you tried a spell to determine the nature of magic in this swamp?"
The druid shakes his head to stave off the concerning thought. "I fear that this magic might not be a blessing so much as a curse. Is it indeed just nature that gives power to us? Is it the same reason the undead are walking these swamps? I wonder..." the tiefling's gaze wanders around the camp in deliberation. "I believe it is a wise idea to try and figure it out, Brindel. I shall get to it; perhaps our floral neighbours can shed some light..."
With that, the druid stands up and walks off a bit away from the camp, to where he noticed a cluster of marsh shrubs and other some assorted flora. He sits before them, crossing his legs, and calling upon his magic to grant the plants ability to reply to him, asking them about what source fuels the peculiar aura of the marsh.
And in case that was not clear -- I am asking you to make an in-game post outlining your side of the communication -- you can assume they say hi back in their own way once you greet them -- so greet them and ask your first question -- also keep in mind you can talk to your friends to get ideas if you would like -- put in bold Green what you say to the plants
After several minutes of chaotic interchange, Egret gets the answers to his is two inquiries. "Yes, yes, yes, there is a single location here where there are stones. They, they, they, live here but else where as well and they know you are here." This is followed shortly but extreme chaotic unintelligible excitement. The only word that Egret can glean before his spell ends is, "Here, here, here..."
Rolls
Secret Roll
As the spell ends, he gets up from the ground, absent-mindely dusting his coat, and turns to address the group: "They didn't give me any specific locations, but confirmed that there is one place with a building in the marsh. Nothing specific for the lady and the dark one either - the plants said that they live "here", but it might mean the entire swamplands; or just the tower."
The tieflings walks back to the campsite, sitting down next to Brindel. "However, they also told me that "they know you are here". Which we already knew for the lady, assuming she's the same one whom Shump saw before..." he frowns. "Does any of you have an idea what or who the dark one might be?"
Rolls
Secret Roll
Secret Roll
Brindel continues his address to the Mist Lady. "Your Highness, the contract is definitely between us, as I cannot and would not force my companions to do something to which they have no say. However, as their leader, the apology is a group apology and must be treated as such. To answer your other question, I will not agree to any task unless I am made aware of what the task is and what determines when I completed said task."
He pauses, then says, "What if, for example, the task is removing all the stones I can lift from this marsh? That is a task that I can accomplish on my own and does not violate my oaths or ethics. However, that task is one that most certainly cannot be finished within my lifetime."
The druid slightly shakes his head at the lady's last words, sharing his friend's concerns about signing up for a mission with an unknown goal. He spares a glance towards Shump and Haelga, idly wondering what these two are thinking, before returning to silently watching the dark one.
Although Shump is a fantastic guide, party has probably figured out that Shump is short quite a few sandwiches to fill a full picnic basket.
"Your Highness, I appreciate your understanding. We have trespassed upon your lands, though it was wholly unintentional and we offered to leave immediately once we discovered our error. That said, it is reasonable that a task be performed as token compensation. I request the task is equivalent to our transgression."
"This task must have a clear defined objective that I can accomplish on my own within one month, with the time period of a month defined by the calendar of Far Reach; the task must be something that does not violate my personal code of conduct and ethics as well as the oaths to my patron, Gorm Gulthun; the task must be something that in its accomplishment does not include the certain death of myself or any of my companions; after the task is agreed to, you must immediately tell us the boundaries of the domains of you and your brother, so that we can avoid trespassing in the future; after the task is agreed to, my companions must be considered as free to either join me in accomplishing the task or leave your land without punishment or hinderance from you, your brother, or any creature directly or indirectly under your or his charge; after completing this task, if I and/or my companions are still in the marsh, I and/or they must be allowed to leave your land without hinderance from you, your brother, or any creature directly or indirectly under your or his charge; during the time period of when I agree to the task and and I leave your land after accomplishing the task, neither myself nor my companions will be subjected to any unrequested magical, physical, or mental effects by you, your brother, or any creature directly or indirectly under your or his charge."
"In return, I will perform this task with loyalty, grace, and professionalism. If my companions join me on this task, I am sure they will adhere to the same high qualities of performance."
Scimitars still unsheathed but now slightly lowered, the tiefling moves closer to their guide, carefully touching Shump's shoulder in an effort to calm him down. "They want us to do something for them, friend. Brindel is trying to make sure that it won't bring us harm," he attempts to summarize the conversation for the yroc.
"Where is this door and who might the protectors be? My companions and I need to know so we can make any necessary preparations to accomplish the task successfully."
"I humbly request more information to help us succeed in our task. Is this door, for example, next to a volcano or in the frozen tundra? Either instance involves different preparations. My companions may have questions as well. Do they have your permission to join the conversation?"
"Brindel, my friend, before we ask our questions and share our thoughts, do you think we can talk privately first?" He inclines his head in a respective nod towards the mist-clad lady. "If our new acquaintances have no pressing matters to attend and are willing to wait a few minutes, I think we need to converse as a group, if only to find a vector for our questioning later. There are some matters regarding this change of plans that I believe we need to discuss."
He turns to the Mist Lady and points to a distinctive tree some distance away but within line of sight. "Your Highness, with your permission, my companions and I will group together privately near that large tree with the four parallel branches. We will return with decisions and questions."
He pauses, not sure how to voice his thoughts on the matter. "We don't know anything about who they are, or what hold they have over the swamplands. And if I recall correctly, our mission for the Southbridge Village is to find out where the undead are coming from." He tilts his head towards the dispersing swirls of mist left in the air the lady floated before. "Who is to say these two aren't the reason? They seem approachable, but I wouldn't say trustworthy. And the topic of undead wasn't brought up at all, unless the abominations the lady mentioned were meant to refer to the zombies."
"Our primary goal is the undead." The tiefling absent-mindely touches his hand, remembering the battle from a few days ago. "I believe we should at least question them if they know anything about it. Perhaps ask for assistance, if you think they aren't tricking us and can be trusted to an extent." His voice lowers to a murmur. "I can't say that I'm inclined to trust someone who declares they are the owner of the land and demands immediate payment from anyone who steps upon it, knowingly or not, without providing a proof of their position..."
"Haelga, Lex, any thoughts? I trust them to keep their word, but there are too many vague details for me to be comfortable. All we know is that we need to go to a jungle island, close a door, and possibly deal with protectors."
Brindel turns to Egret. "It is true, rulership of the marsh by the lady and her brother is an unknown. But so is their powers. I chose the path that seemed safest for the future of the party." He smiles and continues, "The validity of a ruler is determined by those who choose to follow, is it not? It is a philosophical discussion I would enjoy having in the future."
"Oh, and we shall ask about the undead when she returns. Do not let me forget, as I almost did."
The druid looks at the place where the Dark One was silently standing not too long ago and murmurs - quieter, merely thinking aloud: "I'm curious about their powers. So far we are aware of teleportation - or perhaps concealment, although their offer to make a portal reinforces the former. The plants spoke to them, too, and the lady claims to be aware of anything that happens in the swamps..." He pauses. "If she refuses to talk about the undead, it would be the most suspicious. I wonder if her brother is always so silent."
He shakes his head to clear his thoughts. "I told what I meant to, so if you want to call them back, I have no objections."
His eyes circle the marshland, then he says, "I'll join you, Brindel, but you knew that. Get the name of the island, if you can. I want it for my journal."
"Also, one of our goals in our exploration was to find the source of the undead that inhabit the swamp. Do you have any information on them?"
"I am a soldier who does his utmost to accomplish a mission; however, the mission is not entirely clear. What sort of portal do we need to close? What is on the other side of the portal? Some of us, including myself, may need to adjust our spell complement for the best chance of success."
Once the lady answers Brindel's questions, the tiefling steps forward. "I apologize for iterrupting, but I'd like to check if I'm understanding our mission so far. You will create a portal to an uninhabited jungle island. Somewhere on this island there is a doorway - or something that can be described as a doorway in function - which you need us to close. It has protectors, and there is some sort of a deceiving being behind the doorway itself. And to close the door, we need to destroy the so-called anchors."
He pauses, staring at the lady for a moment. "I'm quite curious as to the nature of this being behind the door, and why you want to - I assume - prevent its access to the island."
The Mist Lady then responds to Egret's inquiries, "I will create a doorway, yes but the isle is not uninhabited, there are various inhabitants there. Some may turn out to be friendly, others not so friendly, while still others may appear friendly only to turn on you later. Thus you must be careful how you interact with the inhabitants. Your statements about the doorway and the being are correct, although one does reside behind a doorway one resides upon the other side of a doorway. The nature of the being on the other side of that doorway, is I believe what you would call evil. Closing the doorway will break its hold upon the isle, freeing Isle from its influence."
With the request the black liquid seems to solidify into a seven foot wide surface of almost glass like appearance leading off in a straight line slightly off to the groups right and away from the river thus deeper into the marsh.
He then looks at Lex. "Ah, Lex, remember when you asked me what will we do if we find the tower? I said, using a common idiom, that we would cross that bridge when we arrived. That bridge is now here."
He turns to Mist Lady. "Assuming, Your Highness, that you are referring to the tower that is rumored to exist in this marsh."
It takes the group the remainder of the day to walk the black bridge to the tower which they do not truly see until they are within about 100 hundred feet or so of it. Lex being the scientific mind that he is realizes that if they can only see it that close and with the distance it is from the river, they only way some could have seen it from the river is if the mists had parted lending credence to the Mist Lady's claim that the had showed it to someone that she referred to as the River Queen. Could that be the old lady back in town they had met who said she had reported it? And if so why would the Mist Lady call her a River Queen as that implied nearly equal status to her own.
As the group gets a bit closer they notice a large humanoid, as in giant sized, sitting up against the side of the tower. It appears to be sleeping from its position.
Come to think of it, is the giant similar in appearance to the Mist Lady?
Brindel stops the party about 50-60 feet away from the sitting figure. He calls out to the giant-sized person, "Hail friend! We arrive with peaceful intentions and with invitation from the ruler of the marsh."
"So oke doe."
She straps her shield to her left forearm, and draws her longsword as they continue their approach.
"It's okay, though."
Brindel hears the eager anticipation in Lex's voice and says to the Mist Lady, "Thank you, Your Highness. We would like to explore the tower. Did you build it?"
At first impression the tower appears to be cylindrical however upon getting much closer it can be seen to have edges and the group can see five sides from the side they are on and if the building continues this way on the back side it would have a total of eight sides in all. The width of the building appears to be maybe 60 feet while the height is not clearly visible and could be at least as tall as it is wide or taller. There is a narrow tall pointed-arched doorway on the side of the tower they are facing (maybe 3 feet wide by 8 or 9 feet tall) which means the doorway faces west but it is not in the center of the wall but sort of in the center of the left half of the wall. Other than the open doorway there does not appear to be any other openings on any parts of the three walls that they can see.
Rolls
Secret Roll
Lex will walk around the stones, being careful not to enter the circle itself. He tries to recognize the type/school of magic that powers the circle.
Rolls
Inspecting the portal stones (Arcana) - (1d20+5)
(13) + 5 = 18
After watching the alchemist for a while, he finally addresses the lady again. "Do you know if there's anything living - or unliving, - in the area? If we are to rest here, we might need to take precautions against an ambush. Unless, of course, you guarantee our safety as guests?" His tone, while still polite, has a small mischievous note to it, and the last question sounds almost like a challenge.
With that she swirls out of existence and Egret drops to the ground. Apparently the Lady took the mischievous innuendo quite seriously but all in all not something completely unexpected from a Fae being who speaks High Old Sylvan as that is a Fae Courtly tongue.
He pauses thoughtfully, then adds. "And in case you are still listening to us, I would prefer to not take any more flying sessions right now. What I say is meant more in jest."
Edit: 1d6 damage, right?
Rolls
Acrobatics - (1d20+2)
(3) + 2 = 5
Rolls
Egrets Damage - (1d3+1)
(1) + 1 = 2
Rolls
Nature - (1d20+5)
(18) + 5 = 23
After that, Brindel says to his companions, "If you wait a few minutes before going in, I may be able to learn more about this tower. Meanwhile, someone should walk around it to check for other doors or windows." He examines the stonework of the building to possibly determine how ancient it is, who may have built it, or other historical facts.
Rolls
Brindel's Stonecunning check (History with double proficiency) - (1d20+6)
(9) + 6 = 15
Looking about he can tell that the room is vast although he can see the opposite wall, the ceiling which is easily out of his reach, a central pillar about as far away as the ceiling is high, several arched support structures that connect to that center pillar, and a set of stairs going up off to his right.
Rolls
Perception - (1d20+6)
(13) + 6 = 19
The doors appear to sit within a pocket within the wall on either side such that when they are open they are flush with the wall. There is a place to slip ones hand in to perhaps grip the door to pull it forward but there does not appear to be any handles on this side of either door. When facing the opening from the outside the door on the left's hand opening is towards the rear of the door and the door on the right's hand opening is towards the front. To Haelga this seems like a rather odd arrangement but then where she comes from stone castle of any type are not known and a longhouse, if it has a door, has it opening inwards as many longhouses are partially set into the ground.
That and he has noted that he has completed the half the job he was to do. He got everyone to the tower. Still needs of course to get everyone back. He doesn't saying about this. Strangely he is quiet about it.
"A minute, my friend," when Brindel approaches the doorway again Egret gestures for his friend, indicating his desire to talk. Once the dwarf gets closer, he lowers his voice to a murmur. "The words this lady spoke were High Old Fae," he states without any preamble, gaze still fixed on the terrain with a thoughtful frown. "It is the language used by Arche Fae, beings notorious for making contracts that ruin lives and causing their enemies to disappear forever. It is said that making a beneficial deal with them is a legendary occurence, and even other Fae dislike their agents."
He finally looks up at Brindel. "I am truly glad that you negotiated the details of this job, since Fae contracts bind them as much as they do us. But I believe we might need to prepare for her to double-cross the group either way the moment she no longer considers us useful." He pauses in hesitation. "Do you think we need to warn Shump and Haelga, or am I just being paranoid? If what we are about to deal with on her behest is another Fae..."
Brindel raises his left hand and touches his lips, giving him their group's silent signal that their conversation may not be private. "In my experience, it is not unusual for someone to look for ways to work around a contract if it benefits them to do so. I know we will uphold our obligations; we cannot control what others do. Gorm Gulthun will be with us, if we are vigilant. Thanks to you, we will be on alert and prepared for any trickery."
Rolls
Lex's Fae knowledge (Nature) - (1d20+2)
(15) + 2 = 17
Rolls
Secret Roll
So he stays here, meditatively observing and idly thinking about the situation, sometimes looking up to track the movement of the sun in the skies and checking if it's getting late. For a moment, Egret entertains a thought of talking with the grasses again, but there is not much he can ask them, especially if the misty lady talks with them as well. With nothing else to do, he eventually pulls out his guitar, and absent-mindely plays a few tunes... before a mischievous thought strikes him.
The very next minute, a small red-furred weasel darts between Lex and Brindel and into the tower. The small carnivorous mammal pauses before the door that Lex opened, chirps at Haelga and Shump, and then slithers inside to inspect the wheels on the door.
(But yeah, shapeshifting into the weasel to get behind the doors, if the opening is wide enough?)
As he looks up at the wheel though, he catches a scent coming from further within, a seemingly tasty scent which to Egret seems strange coming from within a predominately stone building. Further he cannot place that smell, as it is not anything he has ever encountered before.
The weird smell grasps his attention, and Egret tilts his muzzle, staring into the direction it's coming from. His whiskers twitch, ears stand up in alertness, and the red weasel hesitantly makes a few jumps towards presumed source of the aroma. He is ready to flee at a moment's notice, and approaches carefully and stealthily, knowing full well that it might be a trap. Then again, what is tasty for a weasel might not necessarily be tasty for others, so maybe it's not a bait... But he'd rather not risk it.
Lex reflexively (and unnecessarily) steps to the side as the weasel passes him. Lex calls in, "Shump, what see?"
Rolls
Surprise Attack roll on Weasel - (1d20+4)
(6) + 4 = 10
Advantage Surprise Attack roll on Weasel - (1d20+4)
(6) + 4 = 10
Initiative - (1d8)
(3) = 3
Secret Roll
Rolls
INIT - (1d20+1)
(7) + 1 = 8
1st attack, 2cn attack, 1st damage, 2cn damage - (1d20+7, 1d20+7, 1d10+4, 1d10+4)
1d20+7 : (6) + 7 = 13
1d20+7 : (10) + 7 = 17
1d10+4 : (2) + 4 = 6
1d10+4 : (5) + 4 = 9
INIT redo to d10 - (1d10+1)
(1) + 1 = 2
Rolls
Initiative - (1d10+2)
(7) + 2 = 9
"What happen?"
She draws her sword and runs to where she thinks they are.
First Attack with handaxe 18 to hit and 10 damage
Second Attack with battleaxe 11 to hit and 12 damage
Second Attack with handaxe 21 to hit and 5 damage
All damage is slashing damage.
Rolls
1st att, cn attact, 2cond attack, cn attact, damages - (1d20+7, 1d20+7, 1d20+7, 1d20+7, 1d8+4, 1d6+4, 1d8+4, 1d6+)
1d20+7 : (15) + 7 = 22
1d20+7 : (11) + 7 = 18
1d20+7 : (4) + 7 = 11
1d20+7 : (14) + 7 = 21
1d8+4 : (5) + 4 = 9
1d6+4 : (6) + 4 = 10
1d8+4 : (8) + 4 = 12
1d6+ : (1) = 5
Well I just considered that he did not miss that 1 out of 4 since he had Advantage thus no concern - if it had been significant I would have made you roll -- splatting 2 versus only 1 was not significant at this time
Note I am trying to find my full description of the interior of the tower which got misplaced when Microsoft decided to delete my Product Key for Office which I have finally gotten fixed recently. Hopefully be able to find it soon-ish and make my post -- which gives Brindel and Lex a chance to denote what they are doing if anything.
Rolls
First Attack - (1d2)
(1) = 1
Second Attack - (1d3)
(2) = 2
Third Attack - (1d2)
(2) = 2
Lex follows the others into the room but stays within 5 feet of the entrance. He holds his lighted stick high to provide as much light as possible.
Rolls
Brindel's Perception - (1d20+2)
(10) + 2 = 12
Lex's Perception - (1d20)
(15) = 15
Lex's Initiative - (1d20+1)
(3) + 1 = 4
Now that his eyes are back to their natural blue, pupil-less and most importantly seeing-in-the-dark selves, the druid can observe Shump slicing the snake... and Haelga running into the room, only to collide with a gelatinous form that glints in the light pouring from Lex's spell. Reaching for his scimitars, the druid calls out to is companions behind: "We've been attacked upon entering. The serpent, somewhere on the wall. Apparently in three separately living pieces." He squints to look at where he thinks the snake is, before turning his focus on Haelga again. "And there is a gel creature, not sure if hostile."
And sure, I'll correct the last paragraph once I can see the post.
If Shump wants to abort his action this round to turn and deal with what is going on behind him he has to make a DC 15 Dex Save. If you choose to make the Save but fail you still can turn to assess the situation you just do not get to perform a full attack as well (aka you would get 1 swing). Still you do go before the Blob on the next round.
As noted with Question Marks -- I need Initiatives for Haelga and Brindel in case he decides to join in.
Initiatives
Egret ..... 9
Shump ... 5
Lex ........ 4
-------
Blob ....... 3
Haelga ... ??
Brindel ... ??
Rolls
Haelga DC - (1d20+7)
(3) + 7 = 10
Rolls
Athletics - (1d20+4)
(12) + 4 = 16
Initiative - (1d20+3)
(10) + 3 = 13
Initiatives
Brindel ... 16
Haelga ... 13
Egret ..... 9
Shump ... 5
Lex ........ 4
-------
Blob ....... 3
Rolls
Brindel Initiative (bonus from Alert feature) - (1d20+5)
(11) + 5 = 16
Rolls
1st att, Off hand, 1st Damage, off hand damage - (1d20+7, 1d20+7, 1d8+4, 1d6+4)
1d20+7 : (10) + 7 = 17
1d20+7 : (11) + 7 = 18
1d8+4 : (6) + 4 = 10
1d6+4 : (4) + 4 = 8
And that was unexpected -- interesting slowing rather slow creatures -- players will always do the unexpected.
Also, didn't realize they were the blob. Huh. That makes me wonder how exactly are we going to defeat it instead of slicing it into many, many small blobs. Probably with pyromania.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Ranged attack with Ray of Frost - (1d20+7)
(19) + 7 = 26
Frost damage - (2d8)
(77) = 14
Fleeing: 1) Medium-Blob, 2) Small-Blob, 3) Diminutive-Blob, 4) Fine-Blob1, 5) Fine-Blob2
Frozen : Tiny-Blob
Attacks of Opportunity with those with weapons (except Brindel) please roll a 1d5 to see which one is closest to you.
After the AoO the party goes first.
Rolls
Longsword AOO vs. a Blob - (1d20+7, 1d8+4)
1d20+7 : (20) + 7 = 27
1d8+4 : (5) + 4 = 9
1d5 to determine which blob - (1d5)
(3) = 3
Rolls
AoO Target - (1d5)
(1) = 1
AoO - (1d20+7)
(10) + 7 = 17
Status
Fleeing: 1) Small-Blob 2) Small-Blob 3) Small-Blob 4) Fine-Blob
........... 5) Fine-Blob 6) Fine-Blob 7) Fine-Blob
Frozen : Tiny-Blob
If I understood correctly, I need to roll another 1d20 for the crit, right?
Rolls
Attack of Opportunity (slashing damage) - (1d20+5, 1d6+2)
1d20+5 : (20) + 5 = 25
1d6+2 : (1) + 2 = 3
Target - (1d5)
(2) = 2
Exploding Crit - (1d20)
(9) = 9
Also, is Lex's Mage Hand still active after casting the Ray of Frost?
Status
Fleeing: 1) Small-Blob 2) Small-Blob 3) Tiny-Blob 4) Tiny-Blob
........... 5) Fine-Blob 6) Fine-Blob 7) Fine-Blob 8) Fine-Blob
Frozen : Tiny-Blob
Rolls
Attack 1 - (1d20+7)
(19) + 7 = 26
Attack 2 - (1d20+7)
(20) + 7 = 27
Attack 3 - (1d20+7)
(18) + 7 = 25
Attack 4 - (1d20+7)
(7) + 7 = 14
Target 1 - (1d8)
(1) = 1
Target 2 - (1d8)
(3) = 3
Target 3 - (1d8)
(3) = 3
Target 4 - (1d8)
(4) = 4
Status
Egret -- Concentrating on Slow Spell
Frozen : Tiny-Blob
Fleeing:
1) Small-Blob 2) Tiny-Blob 3) Tiny-Blob 4) Tiny-Blob 5) Fine-Blob
6) Fine-Blob 7) Fine-Blob 8) Fine-Blob 9) Fine-Blob 10) Fine-Blob
Rolls
Ranged attack with Ray of Frost - (1d20+7)
(13) + 7 = 20
Frost damage - (2d8)
(58) = 13
Fleeing: 1) Small-Blob 2) Small-Blob 3) Tiny-Blob 4) Tiny-Blob
........... 5) Fine-Blob 6) Fine-Blob 7) Fine-Blob
Frozen : Tiny-Blob, Fine-Blob
So, the druid lowers his weapon and lets the blobs skitter by him unhindered. Instead, he raises his hand to summon a small ball of fire above it, providing more illumination in addition to Lex's spell - and perhaps to discourage the blobs from turning back.
But I'm casting my Produce Flame so I have something to throw shall they return.
Rolls
Looking for distinguishing features of wall (Perception) - (1d20+2)
(17) + 2 = 19
Strewn about the floor are numerous dark metal objects as well as few sticking out of the walls. They appear to have been used as anchors and bracing for wooden objects that are no longer present.
He looks over the room, noting the metal anchors with curiosity, and then turning back to Lex and Brindel. "This seems like an odd place. I was expecting a necromancer's library, or maybe a home of a hermit mage..." the druid sighs, genuinely lamenting the lack of curios in the room. "What do you suppose these are used for?" he nods at the anchors.
Brindel replies to Egret. "I do not know. Perhaps room partitions?"
The small jelly that Shump is attacking he eventually renders naught but the rest of the jellies disappear into the ceiling area.
Rolls
Perception - (1d20+6)
(4) + 6 = 10
Rolls
Secret Roll
Rolls
Perception - (1d20)
(16) = 16
Meanwhile the rest of the group is presented with basically a mostly empty room, with metal debris and stairs going up to the next floor.
He then follows Haelga in her investigation of the tower, approaching the stairs and cranking his neck to see where they lead. The flame on his fingers flickers for a moment, but with another quiet murmur of a spell its strength is replenished.
The stairs follow the wall and ascend up about 20 feet to the next floor.
Shump have someone make sure you don't have any of these things splattered on your clothes...scrape any off and set a match to it if you do! They are not dead until they are burned would be my best guess, I have a bit in a vial for further study when we have time
Rolls
Perception - (1d20)
(5) = 5
Rolls
Secret Roll
She will look around the room for threats with her longsword and shield drawn and at the ready.
Rolls
Perception (is it disadvantage due to the dark? Placing disadvantage just in case) - (1d20+6, 1d20+6)
1d20+6 : (10) + 6 = 16
1d20+6 : (18) + 6 = 24
Despite his cautious words, the druid still walks further into the room. He doesn't ascend to the next floor, but he wanders around this one, peeking into the corners and checking out the column for any detailing - in case decorative engravings or even the shape of its foundation can tell him anything about the tower and its origin.
Rolls
Exploration - (1d20)
(4) = 4
As soon as you're ready let's head upstairs with everyone else and see what else we can find in this creepy place, any more blobs and I am going to burn them up!
Rolls
Examining the column's stonework (Stonecunning) - (1d20+6)
(16) + 6 = 22
It can't have climbed that fast to make it up the wall on this level without you spotting it Egret, could it?
Just clarifying where everyone is. Shump is on the first floor with Haelga and Brindel who was examining the center column. While Egret and Lex are on the second floor completely scoping it out.
"I think it just squeezed through whatever cracks are present in the walls, and is now hiding there," Egret follows after Lex as the latter inspects the room, providing the alchemist with illumination. "It is amorphous enough to pull that. But I guess I could miss it too, these creature are pretty quick for something with no actual limbs to speak of, and I was watching the room at large. It is quite empty, isn't it? I wonder if these blobs are the ones who ate its interior, or if it was designed that way."
Lex eyes the room and points to an area just opposite the stairs...then she asks Can you put some light in that area and observe the area? Not fire mind you you, but light?
Oh...and stand right here, not over there as he grins at Egret
Brindel what is your opinion on there being space between this ceiling and the floor upstairs? I really do not like the fact that that blob has just disappeared and I have a theory...but need your expertise regarding the engineering possibilities of this structure.
Lex keeps looking up at the ceiling, tapping his finger on his chin
What do you think Brindel? Shump?
Rolls
Secret Roll
Rolls
Perception - (1d20)
(6) = 6
Another question: Is there a strong odor that Brindel (and/or the others) can smell?
Rolls
Examining ceiling/floor (Perception) - (1d20+2)
(3) + 2 = 5
Unless you have a keen sense of smell there is no noticeable odors beyond the smell that wafts in from the marsh
Rolls
Secret Roll
Lex looks around to make sure everyone is near the stairs, whether on the 1st floor or 2nd. And to see if Egret has put some light in the darkened area Lex designated.
Everyone in place? Be on your toes if I am right then be ready for more blob....Fire can kill it!
Lex takes one more good look
Rolls
Perception - (1d20)
(7) = 7
Rolls
Fireball - (1d20+1)
(9) + 1 = 10
BTW if Egret has the Druidism cantrip he can ascertain the measurements of a single room up to a certain limit in a single casting which just means big rooms just take multiple castings is all.
Rolls
Fireball - (8d6)
(11663323) = 25
If I have these abilities I might as well learn to use them properly
So do not get me wrong Fireball is a nice spell it is just even more effective when it is cast into a completely empty room that does not fully contain the dimensions of that Fireball
Everyone, may I ask you to slow down the posting rate a bit? Way too many things just happened in one day, and it's hard for me to react retroactively. (Also, Haelga didn't do anything in a while, maybe wait for her?)
"Was that necessary?" he eyes the alchemist warily, before approaching him again. "Why are you even trying to destroy it? The blob fled, I don't see what we get from pursuing it. And besides, we still have more floors to explore..." Egret nods towards the staircase, then promptly flinches as the movement causes some pain in the fresh burns. "...We should heal before continuing."
Brindel thanks Egret for the healing and offers the same service to Shump, although their guide has preferred to do his own healing in the past.
just out of curiosity did anyone see any yellow jelly as Shump likes to call it?
Rolls
Viewing from he stairs (Perception if needed) - (1d20+2)
(5) + 2 = 7
Lex did use a Fireball on the Undead took out over half of them I think or maybe a 3rd but either way quite a few.
Rolls
Examining pedestal table (Perception) - (1d20+2)
(16) + 2 = 18
Rolls
Brindel Height and Weight - (2d4)
(23) = 5
Dwarf Weight - (5d4)
(23131) = 10
Secret Roll
He is trying to price together the layout of the furniture and what it migh represent.
Rolls
Arcana - (1d20+5)
(5) + 5 = 10
Insight - (1d20+3)
(13) + 3 = 16
Perception - (1d20)
(6) = 6
With that said -- the windows do not seem to contain glass - they appear just to be open windows and are positioned about 2/3rds the way up the 20 foot high wall.
Rolls
Secret Roll
"We saw a giant on our way to the tower, didn't we?" He speaks up as Brindel starts examining the underside of the pedestal. "Perhaps they were the original inhabitant of this building before the gelatinous creature destroyed its interior, or another reason forced them out."
Rolls
Gazing at the cube (Perception?) - (1d20+5)
(20) + 5 = 25
Rolls
Examining the disk (Perception) - (1d20+2)
(5) + 2 = 7
This investigation eventually brings him to the first of the windows, and the druid stops abruptly. He didn't take much notice of the light anomaly upon first entering the room, but now that there was nothing else to explore, Egret actually realized the peculiarity of windows being illuminated but leaving the room pitch black. Intrigued, he steps closer to one of the lit up windows to see what's behind it.
Also let us say the door down stairs represents roughly 12 o'Clock this places the the stout ladder leading up at roughly 6 o'Clock. and that roughly places a window at 1, 3, 5, 6, 7, 9, 11 and 12 o'Clock. So that is how I will reference the various windows (and you should to) so that we know which one you are looking at.
Lastly you need to denote which one you consider the first window -- the top of the stairs are roughly at 3 o'Clock
Rolls
Investigation - (1d20+2)
(16) + 2 = 18
Insight - (1d20+3)
(12) + 3 = 15
Arcana - (1d20+5)
(5) + 5 = 10
Arcana - (1d20+5)
(5) + 5 = 10
Arcana - (1d20+5)
(17) + 5 = 22
Rizzoxiii what is the purpose of the extra 2 Arcana rolls?
Edit: oh, actually, if you do need a random pointed window, lemme roll it! Ascending order, excluding dark ones. Number 7 it is!
Rolls
Window Pointing - (1d6)
(5) = 5
Rolls
Examining the disk with better light (Perception) - (1d20+2)
(8) + 2 = 10
Rolls
Secret Roll
Secret Roll
Rolls
Closer examination of the disk (Perception) - (1d20+2)
(7) + 2 = 9


Edit: ...Nevermind, not my specialty clearly. XD
Rolls
Arcana - (1d20+2)
(7) + 2 = 9
Rolls
Secret Roll
Rolls
Climbing the ladder (Athletics) - (1d20+6)
(6) + 6 = 12
In fact with a closer look Brindel can tell the ladder is made of a solid black metal which looks kind of familiar but cannot recall just why. Still the ladder is obviously, as Shump pointed out, quite solid but after a few rungs Brindel realizes climbing it to the top with a full backpack is going to prove rather arduous.
But simply following his dwarven friend seems a waste of time, since Egret is sure that Brindel and the other have it all figured out, and can defeat a ladder. Instead, he decides to turn his eyes - all many of them, - upwards, towards the reflective cube he watched earlier. The druid wonders if there is any significance to its form and position; is it connected to the disk the others found? A key to activate something? The spider skitters up the wall to investigate.
Holy symbol around his neck
Chain and shield
Common clothes
Cloak
Battleaxe
Dagger
Coin purse with coins and newly-acquired disc
Trowel
Lex casts Light at the top of the ladder
Rolls
Light - (1d20+7)
(6) + 7 = 13
With these convictions, Egret tries to move onto the cube and align himself so he can see the opposite windows through its glossy form. Unfortunately, it proves a harder ordeal than anticipated, and the spider slips, unable to find purchase on the cube.
Also, wrong mod, but same result.
Rolls
Dexterity - (1d20+2)
(7) + 2 = 9
Rolls
Investigation - (1d20+2)
(2) + 2 = 4
Rolls
Pushing the handle (Athletics) - (1d20+5)
(12) + 5 = 17
Glancing at the cube again, Egret thinks about trying to climb on it in a second attempt - but his back still hurts, and so the druid decides to take a break and instead climb on the wall by the ladder. He does just that, aiming to follow alongside it, reach Brindel and peek into the opening which his companions uncovered.
He brushes one leg against Brindel - gently, to not accidentally knock the dwarf off the ladder, - and turns away from the ladder, skittering back to the cube and insistently tapping on its surface. The odd windows, the table and the cube might just be the only magical things that survived the blobs, so he tries to attract his companion's attention to them.
This does not mean something dramatic will happen but it could be something worth noting for later on after you finish your trip to another dimensionality.
Brindel talks directly to Shump. "Please climb ladder. Look outside top. See marsh, yes or no?"
Also, is the roof flat, conical or smething else?
Rolls
Perception - (1d20)
(3) = 3
Investigation - (1d20+2)
(2) + 2 = 4
Egret probably can't climb the pole well enough, and it reminds him too much of a lightning rod to try. But he can easily reach the plate, and so he inspects it from all angles, trying to understand its purposes.
Rolls
Investigation - (1d20+2)
(8) + 2 = 10
Once he manages to more or less get his idea through to Shump - or at least guesses that he did, it's sometimes hard to figure out what the massive yroc is thinking, - the druid skitters towards the tower's perimeter.
He climbs up the wall and peers down, trying to check if he can see the walls below, and whether it will be hard to descend. With the fog he likely won't be able to see the windows, but if he climbs down the wall...
Rolls
Perception - (1d20+5)
(9) + 5 = 14
Perception (if disadvantage from fog) - (1d20+5)
(14) + 5 = 19
Rolls
Investigation - (1d20-1)
(15) - 1 = 14
Rolls
Perception - (1d20)
(7) = 7
Investigation - (1d20+2)
(5) + 2 = 7
Meanwhile up top Shump begins turning the black metallic wheel in a clockwise manner which actually requires quite a bit of effort on his part. After the first complete turn the pole near him moves. Continuing as instructed, Shump watches as the pole kind of blossoms like an upside-down flower until eight metallic legs (poles) drop down at each of the corners of the now octagonal umbrella. Further there appears to be some odd looking contraption attached to the pole that was hidden under the umbrella-like awning.
And since I could feel the windows, there are no magical barriers outside?
Also due to the crenellation Egret cannot see what is going on atop the tower, he would have to climb back over it.
As for the barrier... I don't completely understand what it is then. XD Completely invisible layer of glass? The original description was "Egret makes it to the ledge of first window, he can sense a barrier in front of him but cannot see it" and I interpreted it as a force field of sorts. Did you mean that he couldn't see the glass of the window?