Brynlee slips a dagger out from her side belt and swipes it recklessly at the fleeing skeleton. "Ah!" She squeals out as it runs. Her dagger finding no purchase in its bones.
While Brynlee is a bit too slow with her dagger to catch the skeleton as it flees, B'Reh's spear connects with the undead birdfolk's skull, creating a sizable crack. The silver glow fades around it as it lets out a low rattling growl and swipes its talons at her in return (21 to hit for 6 piercing damage).
[[ Since the attack of opportunity interrupts its turn and removes the turned effect, this attack is its action before the players' turn begins. ]]
Vira quickly follows up on B'Reh's spear attack with a flying handaxe that cleaves through the crack from the spear and takes care of the only skeleton that still poses a threat.
Not one to leave loose ends, Aric goes dashing after the other skeleton as it flees, and easily dispatches it with two quick jabs.
[[ Combat over. ]]
With the skeletons taken care of, the only sounds left are those of the many creatures of the swamp, and the rustle of reeds in the occasional gust of wind. The party settles back in, and Vira's and Brynlee's watch shifts pass by without any other big events. As the sun rises on a new day, the path is open before you to continue towards the Mokkden Caverns.
[[ Please make a group survival check to safely traverse the swamp. Vira can roll with advantage thanks to her in-depth study of the map last night. ]]
[[ Yes sorry you also get a long rest. Would you mind posting the description for Emerald Goblet? I don't own that book ;)
Everyone rolls a check for group checks and half the group must meet the DC for it to be a success. If you'd like to transfer your guidance to someone else since Vira already has advantage and you weren't aware how it works, I'm alright with that. I think they actually got left out of the 2024 PHB, not sure whether it'll be a DMG variant rule or something? For now I guess it would technically be considered a homebrew rule if I'm not just missing it somewhere in the new PHB, but it's in the old one. ]]
After dispatching the last of the undead, B'Reh takes a steadying breath and retrieves a small pouch of acorn dust. She sprinkles it carefully into an emerald-hued goblet, and as it shimmers with a soft green glow, she offers it to each of her companions in turn. (cast Emerald Goblet) "Drink from this," she says, her voice calm and assured. "It will grant you clearer sight through the dark—a blessing that will linger until nightfall." She gives them each a slight nod as they take their sips, ensuring they’re as prepared as possible for whatever might lie ahead. (She will also cast Healing Word on anyone who needs healing - please roll for the HP yourself with a mod of +3.)
((We get a long rest?))
At dawn, as they pack up camp, B'Reh steps forward and gently places a hand on Vira’s shoulder, offering a brief, murmured prayer. "May the Great Rhythm guide your steps and lead us safely through the marshland." She lets the blessing flow, a quiet strength bolstering Vira's resolve as they set off toward the caverns. (cast Guidance, how do we get the group roll? Is it the average of all of us? b'Reh's own Survival: 6)
This post has potentially manipulated dice roll results.
Vira wipes her brow after the last of the undead falls, her rage subsiding. She watches as b'Reh carefully prepares the emerald-hued goblet, her eyes widening with appreciation as the soft green glow fills the cup. Taking the offered drink, Vira gives b'Reh a grateful nod.
"Thanks, b'Reh. This’ll help a lot." She raises the goblet in respect before taking a sip, the cool sensation calming her as she feels the lingering power of the spell.
+4 HP from healing word
-----
The next morning, as they prepare to leave, Vira feels b'Reh’s hand on her shoulder and hears the quiet prayer. A comforting strength fills her as she accepts the blessing, the weight of the journey ahead feeling just a bit lighter. "I’ll do my best to keep us safe," Vira replies with a faint but determined smile. "The Rhythm’s got good timing putting us together, I think."
With her strength renewed and her mind focused, she sets her gaze on the path toward the caverns.
Your group begins to move across the swamp to the southern caverns entrance. Brynlee and B'Reh have a bit more trouble navigating the wet, mucky terrain, and nearly wander into deep water and quicksand a few times, but Aric's hyperactive senses and Vira's familiarity with the map keep the group on track.
After only a couple hours of travel, you pass through a small copse of mangrove trees and emerge from the other side facing a large rock formation marking the entrance to the Mokkden Caverns as shown on the Magistrate's map.
Passive Perception 12:
Milling around the entrance to the cavern, about 90 feet away, are three slimes. Their movements seem to be a bit aimless, leaving a faint green film on the ground as they travel. Various shades of green swirl around their bodies, and a couple of them appear to have some birdfolk and humblefolk bones trapped inside of them or poking out at various angles. The bones are clean white, as if anything that might've once been attached has been washed or eaten away over time.
Vira ducks down when she notices the slimes around the cavern entrance, holding out a hand to signal the others to stop as well.
"Looks like...acid slimes, I think. We'll need to be careful fighting them; acid really does a number on armor. Or we can try to sneak past, maybe. What do you all think?"
B'Reh crouches low beside Vira, eyeing the slimes with a wary look. She leans close, voice barely above a whisper. "Leaving them might be more trouble than dealing with them now. They could drift into the cave after us, or worse, block our way if we need to make a quick escape." Her gaze shifts between the oozing green bodies. “But we should keep our distance—avoid getting our armor too close to that acid if we can. Perhaps we can use ranged attacks to thin them out before they get close?”
"I also say avoid them." Brynlee says after Vira points out the acid slimes. She gives a slight curse under her breath as she did not notice them herself. "We can be aware of them and watch our backs as we enter the cave. I do have some ranged spells, if necessary."
"And I have my bow. Not as much heft as the axe, but I do like my feathers." Vira nods, studying the area around the cave mouth for any natural features they might be able to use to their advantage in avoiding or fighting the slimes.
Survival 14
"There must be even more inside the cave. Best not use up your spells out here if we can help it."
The cave entrance is fairly small, only about ten feet across, but the slimes don’t seem to be guarding it intently so much as just milling about nearby. It would be nearly impossible to sneak past them in their current locations, but Vira can see a few dried slime trails where it looks like they have ventured further from the cave entrance before, which might provide a better opportunity to enter the caverns unnoticed if they were to venture further away again.
B'Reh shakes her head, keeping her gaze fixed on the slimes. "Waiting for them to wander off could be a gamble. If they drift back in at the wrong moment, they could trap us inside. Better to clear them now and be sure we won’t have to worry about them sneaking up behind us."
She nods towards the slimes, her grip tightening on her spear. “I say we use our ranged attacks to handle them quickly. If we’re careful, we can minimize the risk to ourselves and clear our way forward.” B'Reh narrows her eyes at the slimes, trying to recall anything she’s learned about creatures like these from her studies and training. (Nature: 18 - I would like her to realise that they don't sense them and may be blind at the current distance.)
B'Reh manages to recall a few parts of a lecture from one of her science courses before beginning her apprenticeship in Meadowfen. The lecture was focused on recent investigations into slimes living within the complex root system of the Aldertree. Researchers had discovered that light had no effect on the slimes' ability to perceive potential prey or threats, and that they instead seemed to possess some other sense that allowed them to detect movements within a certain range of themselves. Oddly, this sense didn't seem to detect projectiles or any of the researchers' flying familiars.
B'Reh considers the slimes carefully before leaning in to her companions. "From what I remember, slimes like these don’t rely on sight; they sense movement within a certain range instead. They won’t pick up on arrows or even flying familiars. That means our best chance is attacking from a distance where they can’t detect us directly. My only ranged attack has a distance of about 60 feet.”
She pauses, glancing at Vira. “Alternatively, if we’re careful, we might be able to fly over them undetected. But we’d have to keep clear of their range, and I can’t say for sure how far we’d need to stay. I still think our best option is to attack from range and take them out.”With a nod, she readies her shield and holy symbol, prepared to strike if the others agree.
Vira considers for a moment before nodding and drawing her bow. "It does sound like the safest bet in case we need to escape the cave in a hurry once we find Kenna."
Brynlee considers B'Rehs arguments. "That makes sense. We don't want to get too close if the consensus is to attack." Brynlee looks to the others to see if they also agree.
B'Reh grips her shield tightly, her holy symbol gleaming in readiness. “Those with the longest range, start the attack at maximum distance. We’ll keep our distance and spread out—if the slimes sense us and move in, we can scatter to take advantage on any indecision they might show in moving towards any of us. I can rush towards them and fly away confusing them further once I get a better understanding of how quick they move and how far they sense.” She nods to the others, eyes focused on the slimes as she braces for the first strike.
Aric moves forward and strikes out at purple. (12 to hit 5 damage)
BA Flurry of blows (23 to hit with 8 damage) and (21 to hit with 5 damage)
D&D since 1984
Brynlee slips a dagger out from her side belt and swipes it recklessly at the fleeing skeleton. "Ah!" She squeals out as it runs. Her dagger finding no purchase in its bones.
To hit: 5 ((clearly not her thing))
While Brynlee is a bit too slow with her dagger to catch the skeleton as it flees, B'Reh's spear connects with the undead birdfolk's skull, creating a sizable crack. The silver glow fades around it as it lets out a low rattling growl and swipes its talons at her in return (21 to hit for 6 piercing damage).
[[ Since the attack of opportunity interrupts its turn and removes the turned effect, this attack is its action before the players' turn begins. ]]
Vira quickly follows up on B'Reh's spear attack with a flying handaxe that cleaves through the crack from the spear and takes care of the only skeleton that still poses a threat.
Not one to leave loose ends, Aric goes dashing after the other skeleton as it flees, and easily dispatches it with two quick jabs.
[[ Combat over. ]]
With the skeletons taken care of, the only sounds left are those of the many creatures of the swamp, and the rustle of reeds in the occasional gust of wind. The party settles back in, and Vira's and Brynlee's watch shifts pass by without any other big events. As the sun rises on a new day, the path is open before you to continue towards the Mokkden Caverns.
[[ Please make a group survival check to safely traverse the swamp. Vira can roll with advantage thanks to her in-depth study of the map last night. ]]
[[ Yes sorry you also get a long rest. Would you mind posting the description for Emerald Goblet? I don't own that book ;)
Everyone rolls a check for group checks and half the group must meet the DC for it to be a success. If you'd like to transfer your guidance to someone else since Vira already has advantage and you weren't aware how it works, I'm alright with that. I think they actually got left out of the 2024 PHB, not sure whether it'll be a DMG variant rule or something? For now I guess it would technically be considered a homebrew rule if I'm not just missing it somewhere in the new PHB, but it's in the old one. ]]
DM - A Humblewood Adventure
After dispatching the last of the undead, B'Reh takes a steadying breath and retrieves a small pouch of acorn dust. She sprinkles it carefully into an emerald-hued goblet, and as it shimmers with a soft green glow, she offers it to each of her companions in turn. (cast Emerald Goblet) "Drink from this," she says, her voice calm and assured. "It will grant you clearer sight through the dark—a blessing that will linger until nightfall." She gives them each a slight nod as they take their sips, ensuring they’re as prepared as possible for whatever might lie ahead. (She will also cast Healing Word on anyone who needs healing - please roll for the HP yourself with a mod of +3.)
((We get a long rest?))
At dawn, as they pack up camp, B'Reh steps forward and gently places a hand on Vira’s shoulder, offering a brief, murmured prayer. "May the Great Rhythm guide your steps and lead us safely through the marshland." She lets the blessing flow, a quiet strength bolstering Vira's resolve as they set off toward the caverns. (cast Guidance, how do we get the group roll? Is it the average of all of us? b'Reh's own Survival: 6)
|| Myrla - Wood Elf Rogue - After the Fall || Oriace - Halfling Bard - Dragon Heist || Trystane - Trollblood Lycanthrope - Vecna || Taiga - Genasi Fighter - Looking for Group || Riyphou - Loxodon Druid - Secrets || Tez - Half Elf Artificer - Looking for Group || Valerian - Pallid Elf Rogue - Wildnis || Zelaerys - Halfling/Celestial Divine Soul - NWN || Kesili - Human/Dhampir Monk - Witchwood || Trystane (main/gestalt) - Gestalt Trollblood - DOOM ||
Vira wipes her brow after the last of the undead falls, her rage subsiding. She watches as b'Reh carefully prepares the emerald-hued goblet, her eyes widening with appreciation as the soft green glow fills the cup. Taking the offered drink, Vira gives b'Reh a grateful nod.
"Thanks, b'Reh. This’ll help a lot." She raises the goblet in respect before taking a sip, the cool sensation calming her as she feels the lingering power of the spell.
+4 HP from healing word
-----
The next morning, as they prepare to leave, Vira feels b'Reh’s hand on her shoulder and hears the quiet prayer. A comforting strength fills her as she accepts the blessing, the weight of the journey ahead feeling just a bit lighter. "I’ll do my best to keep us safe," Vira replies with a faint but determined smile. "The Rhythm’s got good timing putting us together, I think."
With her strength renewed and her mind focused, she sets her gaze on the path toward the caverns.
Survival with advantage: 23 + 2 guidance= 25
Survival: Aric 10, Brynlee 2
Your group begins to move across the swamp to the southern caverns entrance. Brynlee and B'Reh have a bit more trouble navigating the wet, mucky terrain, and nearly wander into deep water and quicksand a few times, but Aric's hyperactive senses and Vira's familiarity with the map keep the group on track.
After only a couple hours of travel, you pass through a small copse of mangrove trees and emerge from the other side facing a large rock formation marking the entrance to the Mokkden Caverns as shown on the Magistrate's map.
Passive Perception 12:
Milling around the entrance to the cavern, about 90 feet away, are three slimes. Their movements seem to be a bit aimless, leaving a faint green film on the ground as they travel. Various shades of green swirl around their bodies, and a couple of them appear to have some birdfolk and humblefolk bones trapped inside of them or poking out at various angles. The bones are clean white, as if anything that might've once been attached has been washed or eaten away over time.
DM - A Humblewood Adventure
Vira ducks down when she notices the slimes around the cavern entrance, holding out a hand to signal the others to stop as well.
"Looks like...acid slimes, I think. We'll need to be careful fighting them; acid really does a number on armor. Or we can try to sneak past, maybe. What do you all think?"
B'Reh crouches low beside Vira, eyeing the slimes with a wary look. She leans close, voice barely above a whisper. "Leaving them might be more trouble than dealing with them now. They could drift into the cave after us, or worse, block our way if we need to make a quick escape." Her gaze shifts between the oozing green bodies. “But we should keep our distance—avoid getting our armor too close to that acid if we can. Perhaps we can use ranged attacks to thin them out before they get close?”
|| Myrla - Wood Elf Rogue - After the Fall || Oriace - Halfling Bard - Dragon Heist || Trystane - Trollblood Lycanthrope - Vecna || Taiga - Genasi Fighter - Looking for Group || Riyphou - Loxodon Druid - Secrets || Tez - Half Elf Artificer - Looking for Group || Valerian - Pallid Elf Rogue - Wildnis || Zelaerys - Halfling/Celestial Divine Soul - NWN || Kesili - Human/Dhampir Monk - Witchwood || Trystane (main/gestalt) - Gestalt Trollblood - DOOM ||
Aric says, in hushed voice, "Yep, yep. We want to avoid them. Burned a hole through my shoe, not to mention the number it did on my fur."
D&D since 1984
"I also say avoid them." Brynlee says after Vira points out the acid slimes. She gives a slight curse under her breath as she did not notice them herself. "We can be aware of them and watch our backs as we enter the cave. I do have some ranged spells, if necessary."
"And I have my bow. Not as much heft as the axe, but I do like my feathers." Vira nods, studying the area around the cave mouth for any natural features they might be able to use to their advantage in avoiding or fighting the slimes.
Survival 14
"There must be even more inside the cave. Best not use up your spells out here if we can help it."
The cave entrance is fairly small, only about ten feet across, but the slimes don’t seem to be guarding it intently so much as just milling about nearby. It would be nearly impossible to sneak past them in their current locations, but Vira can see a few dried slime trails where it looks like they have ventured further from the cave entrance before, which might provide a better opportunity to enter the caverns unnoticed if they were to venture further away again.
DM - A Humblewood Adventure
"There are some dried slime trails further away from the entrance. If we wait they might wander that way again and we can slip by."
B'Reh shakes her head, keeping her gaze fixed on the slimes. "Waiting for them to wander off could be a gamble. If they drift back in at the wrong moment, they could trap us inside. Better to clear them now and be sure we won’t have to worry about them sneaking up behind us."
She nods towards the slimes, her grip tightening on her spear. “I say we use our ranged attacks to handle them quickly. If we’re careful, we can minimize the risk to ourselves and clear our way forward.” B'Reh narrows her eyes at the slimes, trying to recall anything she’s learned about creatures like these from her studies and training. (Nature: 18 - I would like her to realise that they don't sense them and may be blind at the current distance.)
|| Myrla - Wood Elf Rogue - After the Fall || Oriace - Halfling Bard - Dragon Heist || Trystane - Trollblood Lycanthrope - Vecna || Taiga - Genasi Fighter - Looking for Group || Riyphou - Loxodon Druid - Secrets || Tez - Half Elf Artificer - Looking for Group || Valerian - Pallid Elf Rogue - Wildnis || Zelaerys - Halfling/Celestial Divine Soul - NWN || Kesili - Human/Dhampir Monk - Witchwood || Trystane (main/gestalt) - Gestalt Trollblood - DOOM ||
B'Reh manages to recall a few parts of a lecture from one of her science courses before beginning her apprenticeship in Meadowfen. The lecture was focused on recent investigations into slimes living within the complex root system of the Aldertree. Researchers had discovered that light had no effect on the slimes' ability to perceive potential prey or threats, and that they instead seemed to possess some other sense that allowed them to detect movements within a certain range of themselves. Oddly, this sense didn't seem to detect projectiles or any of the researchers' flying familiars.
DM - A Humblewood Adventure
B'Reh considers the slimes carefully before leaning in to her companions. "From what I remember, slimes like these don’t rely on sight; they sense movement within a certain range instead. They won’t pick up on arrows or even flying familiars. That means our best chance is attacking from a distance where they can’t detect us directly. My only ranged attack has a distance of about 60 feet.”
She pauses, glancing at Vira. “Alternatively, if we’re careful, we might be able to fly over them undetected. But we’d have to keep clear of their range, and I can’t say for sure how far we’d need to stay. I still think our best option is to attack from range and take them out.” With a nod, she readies her shield and holy symbol, prepared to strike if the others agree.
|| Myrla - Wood Elf Rogue - After the Fall || Oriace - Halfling Bard - Dragon Heist || Trystane - Trollblood Lycanthrope - Vecna || Taiga - Genasi Fighter - Looking for Group || Riyphou - Loxodon Druid - Secrets || Tez - Half Elf Artificer - Looking for Group || Valerian - Pallid Elf Rogue - Wildnis || Zelaerys - Halfling/Celestial Divine Soul - NWN || Kesili - Human/Dhampir Monk - Witchwood || Trystane (main/gestalt) - Gestalt Trollblood - DOOM ||
Vira considers for a moment before nodding and drawing her bow. "It does sound like the safest bet in case we need to escape the cave in a hurry once we find Kenna."
Brynlee considers B'Rehs arguments. "That makes sense. We don't want to get too close if the consensus is to attack." Brynlee looks to the others to see if they also agree.
B'Reh grips her shield tightly, her holy symbol gleaming in readiness. “Those with the longest range, start the attack at maximum distance. We’ll keep our distance and spread out—if the slimes sense us and move in, we can scatter to take advantage on any indecision they might show in moving towards any of us. I can rush towards them and fly away confusing them further once I get a better understanding of how quick they move and how far they sense.” She nods to the others, eyes focused on the slimes as she braces for the first strike.
(I'm roll initiative just in case: 5)
|| Myrla - Wood Elf Rogue - After the Fall || Oriace - Halfling Bard - Dragon Heist || Trystane - Trollblood Lycanthrope - Vecna || Taiga - Genasi Fighter - Looking for Group || Riyphou - Loxodon Druid - Secrets || Tez - Half Elf Artificer - Looking for Group || Valerian - Pallid Elf Rogue - Wildnis || Zelaerys - Halfling/Celestial Divine Soul - NWN || Kesili - Human/Dhampir Monk - Witchwood || Trystane (main/gestalt) - Gestalt Trollblood - DOOM ||
Aric pulls out his Crossbow and readies a shot, waiting to confirm we are attacking.
D&D since 1984