Vira nods and moves so she is 80 feet away from the slimes, stepping to the side so she isn't to close to the others like B'Reh suggested. She gives a last glance at them before aiming and firing the first shot.
Your group spreads out, ready to deal with the slimes from a distance. You attack as one, catching the slimes by surprise.
Combat Round 1
[[ Players' turn. As in the last combat, surprise only gives disadvantage on initiative so the slimes will act as normal on this turn. ]]
Vira's arrow and Aric's bolt soar through the air towards the nearest slime, both piercing deep into its amorphous body. The two entry sites begin to steam and leak a more liquid slime that also steams as it drips to the ground.
B'Reh takes a step forward, holding out a hand to send necrotic vibrations toward it. The slime quakes as the spell reaches it, turning an even darker shade of green and seeming to lose some of its shape, but quickly recovers.
Passive Perception 15
As B'Reh's spell fades and the vibrations through the slime slow, the clean white bones inside of it begin to shift and collect towards B'Reh, as if the slime is preparing to move in that direction.
Taking the lead of the others attacking the slimes from afar, Brynlee reaches into her pocket to clutch at the root entangled crystal that helps her focus her energy. She concentrates and releases a burst of cold energy at the closest slime.
The slime, already leaking fluid from the arrow wounds and darkened by B'Reh's necrotic burst, freezes over as Brynlee's frosty ray meets it.
The other two slimes, somehow sensing what has happened to the third one, move towards it, probing at it with small temporary limbs of slime but quickly withdrawing at the feel of the cold. They don't seem to sense your party though, and don't move any further away from the cave mouth to investigate.
B'Reh murmurs a soft prayer under her breath, feeling the quiet strength of her faith as she watches the slime weaken. “Well done, all of you,” she whispers, barely audible. She tightens her grip on her shield, ready to summon her power again as soon as any of the slimes take further damage. With a determined glance at her companions, she nods, prepared to strike.
Action: ready to cast Toll the Dead at the first sign of injury to one of the slimes. WIS DC 13 save or 11 necrotic damage.
Brynlee sighs a sigh of relief seeing that the slimes havent realised their presence even through the attacks. B'Reh was right. Noticing the good results the cold energy had, Brynlee draws on the same energy for a second strike.
Brynlee releases another burst of freezing energy at the next closest slime, catching it right in the center. B'Reh follows up with another toll of her necrotic magic that this slime is also unable to withstand, leaving it badly injured.
Passive Perception 15
Once again though, the slime seems to take notice of B'Reh as she steps closer to cast her spell. This time, however, the other slime also seems to notice her.
Aric follows up on the spells with another well aimed crossbow bolt (24 to hit for 10 damage), which dispatches the slime for good.
Before the final remaining slime can react, Vira catches it with one of her arrows (23 to hit for 5 damage), leaving it oozing onto the ground.
As the slime melts into a steaming puddle of green ooze, the one next to it begins to slowly slide across the ground towards B'Reh. It has apparently taken notice of her, though it moves quite slowly and is already injured from Vira's arrow.
B'Reh steps back, watching the slime ooze toward her with unsettling persistence. She calls softly to the others, “It seems they’re drawn to certain movements or sounds. They noticed me when I got close and cast my spell—I don’t think they sense projectiles in the same way. That could be an advantage.”
She glances around, spotting a sturdy rock formation to the north. “I’ll retreat to higher ground,” she says, moving swiftly toward the rocks and positioning herself atop them (if possible, she can jump 10 feet high when she glides with that she can get an extra 10 feet of altitude, I'm also unsure how often she can jump). “If these creatures can't climb, this should buy us some time.” She readies her next spell, keeping her focus on the slowly advancing slime and waiting for the others to join her in dispatching it.
Action: ready to cast Toll the Dead at the first sign of injury to the last of the slimes. WIS DC 13 save or 9 necrotic damage. Move: jump and glide to the rock formation North of her, increase altitude once by 10 feet while gliding (Aerial Expert).
[[ No real limit on jumping besides it costing movement. Just as a general note for B'Reh and Vira, I believe using the glide trait is a reaction so it could potentially conflict with something like an opportunity attack, but there's no real resource management for it besides action economy. And yes, the gaining 10 feet while gliding from Aerial Adept is separate from any jumping and in my interpretation has no prerequisites other than you must be gliding to use it. ]]
Vira and Aric's projectiles connect with the slime as B'Reh is leaping into the air, and her final burst of necrotic energy meets its body, sending it splattering to the ground in a green and black puddle of ooze.
Besides the frozen slime and the two steaming puddles littered with bones and a few other solid masses, the way to the cave entrance is now open.
B'Reh hops down from the rock and kneels, carefully examining the ground around the cave entrance. Her eyes scan for any signs of recent passage—footprints, scuffed soil, or broken foliage—that might suggest someone, perhaps Kenna, had recently passed through.
Tracking closely, she notes even the faintest indentations or patterns, hoping to find a clear direction or indication of her presence near the entrance.
Ever cautious, Aric scans a large area surrounding the cave for any threats besides the (now dead) slimes, but doesn't spot anything out of the ordinary. The sounds of the swamp still surround the group, though they are a bit quieter than they were during most of the trip here, perhaps hinting that the smaller creatures of this area avoid the caverns as much as most bird- and humble-folk do.
B'Reh doesn't find any footprints, but a layer of dried slime coats most of the ground around and into the cave. Some of it is a dark green, close to the color of the acidic slimes that now lay dead around this entrance, and some of it is a lighter blue-purple color, which is a bit sticky to the touch. Both colors extend deep into the caverns, curving around a bend near where B'Reh's darkvision would normally end. Perhaps Kenna never made it to the caverns, or perhaps she used the other entrance closer to Winnowing Reach, but it seems that no birdfolk or humblefolk have used this southern entrance in at least a chorus.
B'Reh stands up, dusting her hands off and glancing at the cave’s dark, winding path. “I don’t see any sign that Kenna or anyone else has come through this way recently,” she explains, her tone thoughtful. “The only tracks are layers of dried slime—some acidic, like the slimes we just took down, and another sticky residue in a lighter blue-purple shade. Both trails lead deeper inside, but if we enter here, we’d be moving blind.” She pauses, considering their options. “Given the risks, it may be wiser to try the other entrance. That one’s closer to Winnowing Reach and might show clearer signs if she went in that way. I think it doesn’t make sense to push forward here without any indication she came through.”
Vira listens to B'Reh thoughtfully and nods after a moment. "Makes sense to me. No use putting ourselves at a disadvantage in there if Kenna isn't even in this part of the cave."
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Vira nods and moves so she is 80 feet away from the slimes, stepping to the side so she isn't to close to the others like B'Reh suggested. She gives a last glance at them before aiming and firing the first shot.
Initiative 13
Shortbow to hit 15, damage 8 piercing
Aric, seeing Vira firing, fires his crossbow.
18 to hit with 5 damage
Init: 9
D&D since 1984
B'Reh joins the attack on the same slime and releases Toll the Dead (WIS save DC 13 or 4 necrotic damage; 6 if already injured.)
|| 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 ||
Your group spreads out, ready to deal with the slimes from a distance. You attack as one, catching the slimes by surprise.
Combat Round 1
[[ Players' turn. As in the last combat, surprise only gives disadvantage on initiative so the slimes will act as normal on this turn. ]]
Vira's arrow and Aric's bolt soar through the air towards the nearest slime, both piercing deep into its amorphous body. The two entry sites begin to steam and leak a more liquid slime that also steams as it drips to the ground.
B'Reh takes a step forward, holding out a hand to send necrotic vibrations toward it. The slime quakes as the spell reaches it, turning an even darker shade of green and seeming to lose some of its shape, but quickly recovers.
Passive Perception 15
As B'Reh's spell fades and the vibrations through the slime slow, the clean white bones inside of it begin to shift and collect towards B'Reh, as if the slime is preparing to move in that direction.
[[ Brynlee's turn. ]]
DM - A Humblewood Adventure
Taking the lead of the others attacking the slimes from afar, Brynlee reaches into her pocket to clutch at the root entangled crystal that helps her focus her energy. She concentrates and releases a burst of cold energy at the closest slime.
Byrnlee casts Sorcerous Burst
21 to hit; 7 damage (cold damage)
The slime, already leaking fluid from the arrow wounds and darkened by B'Reh's necrotic burst, freezes over as Brynlee's frosty ray meets it.
The other two slimes, somehow sensing what has happened to the third one, move towards it, probing at it with small temporary limbs of slime but quickly withdrawing at the feel of the cold. They don't seem to sense your party though, and don't move any further away from the cave mouth to investigate.
Combat Round 2
[[ Players' turn. ]]
DM - A Humblewood Adventure
B'Reh murmurs a soft prayer under her breath, feeling the quiet strength of her faith as she watches the slime weaken. “Well done, all of you,” she whispers, barely audible. She tightens her grip on her shield, ready to summon her power again as soon as any of the slimes take further damage. With a determined glance at her companions, she nods, prepared to strike.
Action: ready to cast Toll the Dead at the first sign of injury to one of the slimes. WIS DC 13 save or 11 necrotic damage.
|| 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 ||
Brynlee sighs a sigh of relief seeing that the slimes havent realised their presence even through the attacks. B'Reh was right. Noticing the good results the cold energy had, Brynlee draws on the same energy for a second strike.
Brynlee casts Sorcerous Burst
20 to hit, 7 more points of cold damage
Brynlee releases another burst of freezing energy at the next closest slime, catching it right in the center. B'Reh follows up with another toll of her necrotic magic that this slime is also unable to withstand, leaving it badly injured.
Passive Perception 15
Once again though, the slime seems to take notice of B'Reh as she steps closer to cast her spell. This time, however, the other slime also seems to notice her.
Aric follows up on the spells with another well aimed crossbow bolt (24 to hit for 10 damage), which dispatches the slime for good.
Before the final remaining slime can react, Vira catches it with one of her arrows (23 to hit for 5 damage), leaving it oozing onto the ground.
As the slime melts into a steaming puddle of green ooze, the one next to it begins to slowly slide across the ground towards B'Reh. It has apparently taken notice of her, though it moves quite slowly and is already injured from Vira's arrow.
Combat Round 3
[[ Players' turn. ]]
DM - A Humblewood Adventure
B'Reh steps back, watching the slime ooze toward her with unsettling persistence. She calls softly to the others, “It seems they’re drawn to certain movements or sounds. They noticed me when I got close and cast my spell—I don’t think they sense projectiles in the same way. That could be an advantage.”
She glances around, spotting a sturdy rock formation to the north. “I’ll retreat to higher ground,” she says, moving swiftly toward the rocks and positioning herself atop them (if possible, she can jump 10 feet high when she glides with that she can get an extra 10 feet of altitude, I'm also unsure how often she can jump). “If these creatures can't climb, this should buy us some time.” She readies her next spell, keeping her focus on the slowly advancing slime and waiting for the others to join her in dispatching it.
Action: ready to cast Toll the Dead at the first sign of injury to the last of the slimes. WIS DC 13 save or 9 necrotic damage.
Move: jump and glide to the rock formation North of her, increase altitude once by 10 feet while gliding (Aerial Expert).
|| 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 nods at B'Reh's realization, firing an arrow at the last slime.
Action: Shortbow to hit 15, damage 7
Aric will fore once more at the last slime (25 to hit with 5 damage)
(OMG, rolled a NAT 20 then proceeded to roll two '1's')
D&D since 1984
[[ No real limit on jumping besides it costing movement. Just as a general note for B'Reh and Vira, I believe using the glide trait is a reaction so it could potentially conflict with something like an opportunity attack, but there's no real resource management for it besides action economy. And yes, the gaining 10 feet while gliding from Aerial Adept is separate from any jumping and in my interpretation has no prerequisites other than you must be gliding to use it. ]]
Vira and Aric's projectiles connect with the slime as B'Reh is leaping into the air, and her final burst of necrotic energy meets its body, sending it splattering to the ground in a green and black puddle of ooze.
Besides the frozen slime and the two steaming puddles littered with bones and a few other solid masses, the way to the cave entrance is now open.
DM - A Humblewood Adventure
Vira will examine the slime remains for anything useful.
Perception: 12
Scattered among the two slime puddles, Vira finds 15 silver pieces.
DM - A Humblewood Adventure
Aric carefully retrieves his arrows being sure to wipe them clean. He will also take the time to survey the area for any other dangers.
Perception: 18
D&D since 1984
B'Reh hops down from the rock and kneels, carefully examining the ground around the cave entrance. Her eyes scan for any signs of recent passage—footprints, scuffed soil, or broken foliage—that might suggest someone, perhaps Kenna, had recently passed through.
Tracking closely, she notes even the faintest indentations or patterns, hoping to find a clear direction or indication of her presence near the entrance.
Survival: 17, incl. 4 from Guidance
|| 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 ||
Ever cautious, Aric scans a large area surrounding the cave for any threats besides the (now dead) slimes, but doesn't spot anything out of the ordinary. The sounds of the swamp still surround the group, though they are a bit quieter than they were during most of the trip here, perhaps hinting that the smaller creatures of this area avoid the caverns as much as most bird- and humble-folk do.
B'Reh doesn't find any footprints, but a layer of dried slime coats most of the ground around and into the cave. Some of it is a dark green, close to the color of the acidic slimes that now lay dead around this entrance, and some of it is a lighter blue-purple color, which is a bit sticky to the touch. Both colors extend deep into the caverns, curving around a bend near where B'Reh's darkvision would normally end. Perhaps Kenna never made it to the caverns, or perhaps she used the other entrance closer to Winnowing Reach, but it seems that no birdfolk or humblefolk have used this southern entrance in at least a chorus.
DM - A Humblewood Adventure
B'Reh stands up, dusting her hands off and glancing at the cave’s dark, winding path. “I don’t see any sign that Kenna or anyone else has come through this way recently,” she explains, her tone thoughtful. “The only tracks are layers of dried slime—some acidic, like the slimes we just took down, and another sticky residue in a lighter blue-purple shade. Both trails lead deeper inside, but if we enter here, we’d be moving blind.” She pauses, considering their options. “Given the risks, it may be wiser to try the other entrance. That one’s closer to Winnowing Reach and might show clearer signs if she went in that way. I think it doesn’t make sense to push forward here without any indication she came through.”
|| 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 listens to B'Reh thoughtfully and nods after a moment. "Makes sense to me. No use putting ourselves at a disadvantage in there if Kenna isn't even in this part of the cave."