yeah - and since Skameros isn't the sharpest spear in the pile
He is still the witty equal of Beegred and Narstin.
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Is it possible for us to talk without also conveying the thoughts through the telepathic bond (If we want to talk without the myoconids "hearing")?
Not while under the influence of the spores, and in proximity. You've learnt from your time with Stool that around 30 feet (for Stool's rapport spores).
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
To the party: Sounds like the group should tackle the Grick Alpha and the Shrambling Mound. It would be nice to reach 4th level before the big ceremony, but we might fall a bit short.
I'm fine with either one to start. (Hopefully one at a time.) Someone think up a plan so we can ambush the monster, instead of being ambushed.
If we want to maximize experience, we should have Eldath, Jimjar, and Derendil stay out of combat (as reinforcements) unless it looks like we are going to get wiped out. Or we could have them join in right away, to make the fight safer. What do you all think? (If we roll as poorly as we did against that first demon, then we will need as much help as possible.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
OK! No surprises here, if you decide to hunt. I'm flat out telling you how difficult/deadly this can be. Per the encounter builder:
A Grick Alpha is very deadly for a party of 4 level 3's. 80% harder than the threshold for 'deadly'.
A Shambling Mound is deadly. 12% harder than the threshold.
Now, you have NPC's with you, so that changes if you bring them. Up to you.
I'm going to run this hunt as a full day's encounters, but you can use skills to make things easier (avoid the minor encounters). As has been described, this 'wood' is one of their lines of defense, populated with all kinds of fauna that attack or give warning. So heading into the 'woods' you will be subject to 2 minor encounters and then the 'boss'.
The survival DC to find only the Grick Alpha is 20. One encounter + Grick Alpha has a DC of 15. Two encounters + Grick Alpha has a DC of 10.
The survival DC to find the Shambling Mound is much easier given what it does, so I'm going to say 15. One encounter + Shambling mound has a DC of 10. Two encounters + Shambling Mound has a DC of 10.
**If you don't beat the above Survival DC's at all, you find the minor encounter and fail to find the bosses.
SURVIVAL CHECK MODIFIERS:
You can reduce the DC of the checks above by using your skills. Any particular skill can only be applied once.
Reason with me why any particular skill would apply to this situation, and then roll for that skill. DC 15 gives you a -5 to the survival check. DC 10 gives you a -2 to the survival check. You can stack several modifiers.
To the party: Sounds like the group should tackle the Grick Alpha and the Shrambling Mound. It would be nice to reach 4th level before the big ceremony, but we might fall a bit short.
Unless I missed adding xp, I'm like 1600 short of level 4 still. All for some more fights. I definitely recommend keeping the NPCs with us :P
OK! No surprises here, if you decide to hunt. I'm flat out telling you how difficult/deadly this can be. Per the encounter builder:
A Grick Alpha is very deadly for a party of 4 level 3's. 80% harder than the threshold for 'deadly'.
A Shambling Mound is deadly. 12% harder than the threshold.
That's why I asked if anyone had a plan for ambushing. If our group is expected to go looking for them, and straight-up fight them... that isn't going to work. It is unfortunate that the die rolls for our random encounters along the trip had so many zero XP meetings (runaways slaves, merchants, Society of Brilliance).
I have two possible plans. This is get people thinking. There could be flaws or problems (especially DM rulings about what might not work). Maybe this will inspire better ideas. If you would like to try something else, I'm all ears.
Plan A) "You have Myconid hunters looking for the monsters. Your hunters know the lands better than us, and better than the monsters. But they don't have the strength to kill them, right? We should find a good spot for an ambush, clear out any wildlife (minor encounters), and then our group will hide. Your hunters should find one of the monsters, since they've already been tracking it. Don't fight it. Lure it with food, stay in front of it, but bring it to the special spot. Our group will then attack it. Hopefully we will have advantage on the first strike if it doesn't see us. Maybe we will even surprise it!"
Plan B) "Thank you for your hospitality, but we are leaving right away. We can't help you. Everything in this area is far beyond our strength. We were lucky to survive the demon attack. We aren't strong enough to hunt a Grick Alpha. We aren't strong enough to hunt a Shrambling Mound. And whatever is going to happen at this ceremony is probably even more dangerous. We should leave now... If that other group of 'softers' is Drow, they will bring trouble to your people if they notice us. If we leave now, that will be one less problem for you to deal with."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
As a Plan C, we could offer to send a couple people to try to sneak into the Garden of Welcome to see if they can figure out anything about what's going on (and help Rasharoo), then leave after (unless we find something we decide is worth sticking around to deal with). Lets us try *something* to attempt to help, without fighting creatures that will likely squish us. Due to his ideal and bond, narstin wil be rather resistant to simply leaving without helping in any way. Even trying to help with the Garden first, narstin would probably need some convincing before leaving without trying to help with the grick and mound as well (though he coul dat leats be convinced that they're out of hte group's weight class and we couldn't do anything even if we try)
Plan A would require a Persuasion and a Stealth roll. Also, from the meld, you understood that it's not that the myconids don't have the strength to kill the intruders, it's that the time they are doing so is time not doing their proper jobs.
Plan B doesn't require anything.
Plan C... depends who is going, and what you see and do.
As an aside, my tabletop group regularly gets Deadly encounters thrown at them (but not after a day of lesser battles.) The NPC's throw the calculations out of whack and I just apply a fudge factor that I'm carefully adjusting upwards, when I'm free from the random tables (like here in Neverlight Grove). The Grick Alpha may literally be deadly, but the Shambling Mound should be doable. If you go in, fight the lesser encounters and feel you shouldn't push further, you can always turn back at that point. That being said, I'm not going to pull punches. It is ultimately your choices to make.
Menzoberranzan? Absolutely.
yeah - and since Skameros isn't the sharpest spear in the pile - I though it would be funny to have him point out the obvious :P
Tabaxi with a penchant for shenans. He will....shenan again...
He is still the witty equal of Beegred and Narstin.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Poor Rodolfo :P he's running the asylum
Tabaxi with a penchant for shenans. He will....shenan again...
Yeah, Krizzibond got just disappeared and he's starting to understand that this is very rapidly turning from adventure into a ******* survival trek.
Starting to think twice for following Krizz away from the old gang? Haha
Tabaxi with a penchant for shenans. He will....shenan again...
Is it possible for us to talk without also conveying the thoughts through the telepathic bond (If we want to talk without the myoconids "hearing")?
Not while under the influence of the spores, and in proximity. You've learnt from your time with Stool that around 30 feet (for Stool's rapport spores).
Beegred is going to start brainstorming about Religion, so I'll make a check to see if I should cut him off sooner rather than later: 14
Not too bad... I'll let Beegred ramble a bit, but not mention every OOC possibility.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
To the party: Sounds like the group should tackle the Grick Alpha and the Shrambling Mound. It would be nice to reach 4th level before the big ceremony, but we might fall a bit short.
I'm fine with either one to start. (Hopefully one at a time.) Someone think up a plan so we can ambush the monster, instead of being ambushed.
If we want to maximize experience, we should have Eldath, Jimjar, and Derendil stay out of combat (as reinforcements) unless it looks like we are going to get wiped out. Or we could have them join in right away, to make the fight safer. What do you all think? (If we roll as poorly as we did against that first demon, then we will need as much help as possible.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Agreed - besides Skameros is much better suited for killing things than intrigue and detective work
Plus I'm proficient in Stealth, have a 10 foot reach AND have surprise attack.
Tabaxi with a penchant for shenans. He will....shenan again...
Problem is achieving surprise is hard to do.
OK! No surprises here, if you decide to hunt. I'm flat out telling you how difficult/deadly this can be. Per the encounter builder:
Now, you have NPC's with you, so that changes if you bring them. Up to you.
I'm going to run this hunt as a full day's encounters, but you can use skills to make things easier (avoid the minor encounters). As has been described, this 'wood' is one of their lines of defense, populated with all kinds of fauna that attack or give warning. So heading into the 'woods' you will be subject to 2 minor encounters and then the 'boss'.
The survival DC to find only the Grick Alpha is 20. One encounter + Grick Alpha has a DC of 15. Two encounters + Grick Alpha has a DC of 10.
The survival DC to find the Shambling Mound is much easier given what it does, so I'm going to say 15. One encounter + Shambling mound has a DC of 10. Two encounters + Shambling Mound has a DC of 10.
**If you don't beat the above Survival DC's at all, you find the minor encounter and fail to find the bosses.
SURVIVAL CHECK MODIFIERS:
You can reduce the DC of the checks above by using your skills. Any particular skill can only be applied once.
Reason with me why any particular skill would apply to this situation, and then roll for that skill. DC 15 gives you a -5 to the survival check. DC 10 gives you a -2 to the survival check. You can stack several modifiers.
That doesn't sound promising - I just made another character - I don't wanna die again :P
Tabaxi with a penchant for shenans. He will....shenan again...
Someone got a scroll of "protection against fiends" ?
Unless I missed adding xp, I'm like 1600 short of level 4 still. All for some more fights. I definitely recommend keeping the NPCs with us :P
Yes, someone should add it to their inventory.
That's why I asked if anyone had a plan for ambushing. If our group is expected to go looking for them, and straight-up fight them... that isn't going to work. It is unfortunate that the die rolls for our random encounters along the trip had so many zero XP meetings (runaways slaves, merchants, Society of Brilliance).
I have two possible plans. This is get people thinking. There could be flaws or problems (especially DM rulings about what might not work). Maybe this will inspire better ideas. If you would like to try something else, I'm all ears.
Plan A) "You have Myconid hunters looking for the monsters. Your hunters know the lands better than us, and better than the monsters. But they don't have the strength to kill them, right? We should find a good spot for an ambush, clear out any wildlife (minor encounters), and then our group will hide. Your hunters should find one of the monsters, since they've already been tracking it. Don't fight it. Lure it with food, stay in front of it, but bring it to the special spot. Our group will then attack it. Hopefully we will have advantage on the first strike if it doesn't see us. Maybe we will even surprise it!"
Plan B) "Thank you for your hospitality, but we are leaving right away. We can't help you. Everything in this area is far beyond our strength. We were lucky to survive the demon attack. We aren't strong enough to hunt a Grick Alpha. We aren't strong enough to hunt a Shrambling Mound. And whatever is going to happen at this ceremony is probably even more dangerous. We should leave now... If that other group of 'softers' is Drow, they will bring trouble to your people if they notice us. If we leave now, that will be one less problem for you to deal with."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
As a Plan C, we could offer to send a couple people to try to sneak into the Garden of Welcome to see if they can figure out anything about what's going on (and help Rasharoo), then leave after (unless we find something we decide is worth sticking around to deal with). Lets us try *something* to attempt to help, without fighting creatures that will likely squish us. Due to his ideal and bond, narstin wil be rather resistant to simply leaving without helping in any way. Even trying to help with the Garden first, narstin would probably need some convincing before leaving without trying to help with the grick and mound as well (though he coul dat leats be convinced that they're out of hte group's weight class and we couldn't do anything even if we try)
All 3 plans are options.
Plan A would require a Persuasion and a Stealth roll. Also, from the meld, you understood that it's not that the myconids don't have the strength to kill the intruders, it's that the time they are doing so is time not doing their proper jobs.
Plan B doesn't require anything.
Plan C... depends who is going, and what you see and do.
As an aside, my tabletop group regularly gets Deadly encounters thrown at them (but not after a day of lesser battles.) The NPC's throw the calculations out of whack and I just apply a fudge factor that I'm carefully adjusting upwards, when I'm free from the random tables (like here in Neverlight Grove). The Grick Alpha may literally be deadly, but the Shambling Mound should be doable. If you go in, fight the lesser encounters and feel you shouldn't push further, you can always turn back at that point. That being said, I'm not going to pull punches. It is ultimately your choices to make.