Who knows, maybe those orbs are supposed to be here for the festival...
The Shining Shrine
Who knows, maybe those orbs are supposed to be here for the festival...
You know, he says to his comrades, These orbs match the colors of the stars in the sky.
Jeckle reminds everyone what Treeflower had said earlier:
Rolls
Insight/Perception on Orbs - (1d20+5)
(11) + 5 = 16
The Orbs
Quercus and Anders noticed that when he had the red orb in a southern position, the southern area of the golden orb was slightly more transparent.
Flash is still on the last remenants of the haist spell and rushes off to fetch Treeflower
Arden is keeping an eye on everything with a loaded crossbow

Hearing Jeckle's description, Arten fishes out the poster that Treeflower had:

This 'ere poster has the orbs laid out exact like Ol' Jeckle just said - Should we try orienting them like that?
Arten will start to orient the orbs like Jeckle and the poster describe
Suneater owlbear
There is a small star floating above it breathing the area in sunlight - allowing its regeneration
You solved it puzzle fairly quickly, so instead of starting the third wave at 100% hp, it starts at 50% hp. As there is not much more to be discovered about this beast I'm going to play it more open, just to keep it a bit more interesting.
While you have the Blinded condition, you experience the following effects.
Can't See. You can't see and automatically fail any ability check that requires sight.
Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.

Initiative group | Action taken | Conditions |
Lair | nothing | |
Legendary action | Trigger blinding flash | |
Quercus | ||
Anders | ||
Imp | invisible | |
Arten | ||
Jeckle | blinded until end of turn | |
Flash | ||
Suneater | ~50%hp |

Rolls
Anders Scarrow (HtgMh): CON - Save DC15 vs blindness - (1d20+5)
(13) + 5 = 18
Jeckle: Con - Save DC15 vs blindness - (1d20+1)
(5) + 1 = 6
Quercus: Con - Save DC15 vs blindness - (1d20+8)
(14) + 8 = 22
Arten Redmiter: Con - Save DC15 vs blindness - (1d20+4)
(15) + 4 = 19
Anders's Imp: CON - Save DC15 vs Blindness - (1d20+1)
(10) + 1 = 11
Arten will whistle to Flash and let them know the beast is back. He will dodge back to his old sniper post, unsling his crossbow, and fire a sneak attack, trying to trip the beast to set up his comrades to quickly finish it off
Bonus action disengage
Move to M34
Action: Sneak Attack Crossbow, Will slow on hit (weapon Mastery), Cunning Strike Trip (DEX DC 14)
Rolls
Light Crossbow - (1d20+6, 1d8+3)
1d20+6 : (18) + 6 = 24
1d8+3 : (1) + 3 = 4
Sneak Attack - (2d6)
(36) = 9
Wave 2, the puzzle, combat buff expires (hast, bless, rage, etc)
Wave 3, the second round of combat, where @GreyWord / Flash is ready to move around. She was going to threeflower, but did get further than the bottom edge of the map
Bringing his hammer back up, he roars in challenge: "Still not enough, feathered ball of fur?! I'll show you your place in the order of things!"Slamming his heavy weapon down twice, Quercus tries to crash the beast to its knees.
Standard: Extra Attack with Topple DC: 15 Strength Quecks for each hit, please.
If there is a save to be made that isn't strength, I'ld like to use my luck to get advantage.
Status: AC: 17 , HP 51+6 THP/65, rage, reckless
Rolls
Attack 1 - reckless + Topple Strength Save - (2d20h1+7, 2d6+6)
2d20h1+7 : (1019) + 7 = 26
2d6+6 : (44) + 6 = 14
Attack 2 - reckless + Topple Strength Save - (2d20h1+7, 2d6+6)
2d20h1+7 : (312) + 7 = 19
2d6+6 : (41) + 6 = 11
Cast: level 2 spell slot
Casting Time: 1 bonus action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
1d6+3
Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Rolls
Mace Attack - (1d6+3)
(6) + 3 = 9
After revisiting I realized my PC should have been far away. In the gratitude for DM putting me back into combat zone I will skip first round.
Suneater owlbear

Initiative group | Action taken | Conditions |
Lair | nothing | |
Legendary action | Trigger blinding flash | |
Quercus | attacks | |
Anders | ||
Imp | invisible | |
Arten | attacks + disenage | |
Legendary action | attack Jeckel | |
Jeckle | blinded until end of turn | |
Flash | returns to the action | |
Suneater | ~10%hp prone |

Rolls
DEX DC 14 vs trip - (1d20+1)
(11) + 1 = 12
Topple str save DC15 - (1d20+5)
(4) + 5 = 9
Topple str save DC15 - (1d20+5)
(15) + 5 = 20
Owlbear: Claw @ Jeckle AC9 - (1d20+8, 2d4+5)
1d20+8 : (19) + 8 = 27
2d4+5 : (24) + 5 = 11
Rolls
Attack (Rapier) - (2d20H1+5)
(119) + 5 = 24
Damage (Piercing) - (1d8+2)
(8) + 2 = 10
You are declared heroes of Springgarden. A feast is held by the Blossom Union in the party’s honour and you offer each of you one of the folloing magical item from within the shrine.
Weapon (any sword), rare (requires attunement)
Hermits of the Springwood, the bonze have as much in common with a druid’s love of nature as with the discipline and ritual of the monk. They do not deign to shed the blood of other creatures and thus imbue their training swords, known as bokken, with the power to propel them out of harm’s way.The thunderous wind rip is really just a tool for releasing hard-to-reach fruit.
This magic weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn. It deals bludgeoning damage instead of a sword’s normal slashing or piercing damage.
Gale. As an action, you can cause a cube of air up to 15 feet on a side to blow with a strong wind until the end of your next turn, dispersing any gasses.
Wind Rip. With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action while holding this blade, you can make ranged spell attacks known as ‘wind rips’ with the bokken. Wind rips have a range of 30/60 ft., +7 to hit, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. On a critical hit, a creature is deafened until the end of its next turn. You can make as many wind rips as you have attacks.
Liftoff. As a bonus action, you can expend 1 charge, causing a sustained gust to lift you. Until the end of your current turn, you gain a flying speed of 40 feet. If you are not in contact with the ground or otherwise held aloft at the end of your turn, you fall.

Ring, uncommon (optional attunement)
Pale green, eye-like tourmalines have been encapsulated in maple roots sung by seelie fey into pleasing knots and braids.
This ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, whenever you touch a plant or wooden
surface, you can expend 1 charge to cause an eye to grow anywhere on that plant/surface within 60 feet of you. The eye lasts for 1 hour or until you cease touching the plant/surface, whichever comes first. You can see out of the eye, which has darkvision out to 60 feet, for as long as you remain touching the plant/surface. While you look out of the eye, you are blinded with regards to your own senses.
The eye has a Dexterity (Stealth) modifier of +8. It has AC 10 and 5 hit points. Any damage dealt to the eye you also take as psychic damage. When the eye is reduce to 0 hit points, it disappears and the effect ends.

This concludes this adventure
Looking up at his friends, he silently gets back to his feet and proclaims: "A job well done.
Good thinking there with the orbs, Jeckle."
Sheating his enormous weapon, the goliath is ready to party with the fae and all his friends. All of them had earned it.
Thanks to my fellow players, as well. We worked good together, the puzzle was solved and all of you kept my barbarian alive. Wonderful job!
Hope to see all of you soon in another game. =D
Indeed, Jeckle solved everything without asking gnomes help. You know, actually. Let's not tell him - he will only be disappointed about missing the scene.
Was the investigation parts was satisfying?
The adventure suggested that you could experiment with the feather, try different kinds of damage on the father stuff like that
Was the fight balanced?
If I was the run this adventure again, anything I could improve from your perspective?
Thank you for running it, and thanks to the other players for sharing in the experience.
As for feedback... the only thing I can think of is that you might let players struggle more to interpret the clues? Instead of linking directly to the post with the answer, perhaps tell players they remember something about these four colors and let them do the legwork. (Maybe ask for a roll? We don't have an actual memory skill, but a straight INT check should work.)
Let me stress, I don't think how you handled it with us was bad or took anything away from the game, I'm just curious how players do if you leave it up to thrm. (Depends on the players, probably.)
This was a good time, hope we can all do it again! (And Anders is taken a Bokken.)
My only suggestion, which may just be my ignorance, is how can I keep track of player health outside of following the update posts with player damage? I suppose asking my teammates is the preferred method; I just didn't want to focus too much on the back-and-forth for PBP.
Regardless, really enjoyed it! I will decline the treasures, as I don't know if I can join another game at the moment.
Thanks, all!