Randall leads the way (with help if anyone would like to aid), watching for any hazards or possible sites of interest as they travel, as well as keeping an eye out for small game, nuts, berries, etc.
Survival with help: 25
Survival with help: 13
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This post has potentially manipulated dice roll results.
Bow follows the rest towards the drumming, on the way he makes sure his bow is in his hands.
(How far does the drumming seem?)
"Let's try to be quite and see if we can find out what is happening before encountering what ever it is."
Stealth: 22
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Watching carefully, Randall scans the area for any more clues of what is going on here, and he tries to understand why the natives are drumming—are they influencing the strange plants with their drumming? Perhaps there is something in that pit they are trying to drug with the plant’s emissions?
Perception: 16
Insight: 18
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The flowers seem ominous. Could the drums be some ritual to placate some form of creature? Surely there must be more natives around as well.
Perhaps we should send a couple of non-threatening (high CHA) party member in to parley with the rest of the party hidden and ready to pounce if it turns violent.
Z instructs Irraxan to turn itself invisible and scout around the periphery of the clearing (near ground and also from higher in the air) as well as behind the drummers for more natives. He instructs Irraxan to stay well clear of the flowers for the time being.
Irraxan is to follow that path, remaining invisible. Also still in crow form (just in case something has ability to see invisibility but not actual true sight)
Petcan gestures for everyone to wait, and he moves forward into sight of the drummers. He doesn’t interrupt, yet. Just moving forward to be acknowledged, and watching for anyone else who might be around.
Keep about ten feet between himself and the flowers.
This post has potentially manipulated dice roll results.
Bow imbues his handbow, you know, just in case.
He takes 2 damage.
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Petcan sees the aggression and heaves a great breath and when he breathes out, a great wall of fire appears around the flowers
The inside of the wall is the damaging side. Anything within 10 feet has to succeed on a DC 15 Dex save or take 18 fire damage. Anything that ends its turn inside the wall or passes through it, takes 25 fire damage (no save). edit for clarity: targeting around the hole, including the flowers
This post has potentially manipulated dice roll results.
Randall:
Seeing the situation getting rapidly out of hand, Randall considers trying to magically end the conflict but realizes his spell only works on humanoids. Sighing, he hopes that focusing on the plants will give them a chance to negotiate with the natives.
Invoking his Spirit Guardians, Randall moves up next to Petcan and draws Lightbringer, preparing to receive any incoming attacks.
Spirit Guardians: DC 16 Wisdom or Radiant Damage within 15': 11
This post has potentially manipulated dice roll results.
9 Initiative
Z casts [spell]Blight[\spell] on the plant. Save: CON 14, at disadvantage. Damage is maximised against plant creatures and magical plants, so 8d8 = 64 damage; or half if it saves.
He then uses his flying speed (boots) to move into the air and out of reach, on the assumption that plants can't fly to engage him in melee or grapple him.
(if it seems the native is controlling the plants bow will use blood curse of the muddled mind to give it disadvantage on con saves, if it doesn't seem to control them nevermind :P)
Than he attacks either the native if it controls the plants or the plants of the native doesn't control them
Attack: 12 Damage: Unable to parse dice roll.
Attack: 24 Damage: 23
Bonus Attack if muddled mind was necessary for the native: 20 Damage: 23
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
the plants have to take 24 fire damage if they fail s Dex save, and then another 27 if they try to run through the wall. edit: half of 24 on a successful save. 27 is no save. They just take it.
No it is correct; Nschrock its when they end their turn there or walk through the wall of fire: "One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall".
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
I figured it’s hot in the wall’s whole area, which I thought included the ten foot area where it’s hot. I probably should’ve just cast fireball then, but lesson learned.
Petcan raises a shield when the plants attack, deflecting all but 3 attacks
Randall:
Randall leads the way (with help if anyone would like to aid), watching for any hazards or possible sites of interest as they travel, as well as keeping an eye out for small game, nuts, berries, etc.
Survival with help: 25
Survival with help: 13
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Petcan taps a couple of them on the shoulders and starts towards the sound of the drumming.
Paladin - warforged - orange
Tempe whispers "Well, this is why we're here." he heads that way too.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Bow follows the rest towards the drumming, on the way he makes sure his bow is in his hands.
(How far does the drumming seem?)
"Let's try to be quite and see if we can find out what is happening before encountering what ever it is."
Stealth: 22
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Randall:
Watching carefully, Randall scans the area for any more clues of what is going on here, and he tries to understand why the natives are drumming—are they influencing the strange plants with their drumming? Perhaps there is something in that pit they are trying to drug with the plant’s emissions?
Perception: 16
Insight: 18
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The flowers seem ominous. Could the drums be some ritual to placate some form of creature? Surely there must be more natives around as well.
Perhaps we should send a couple of non-threatening (high CHA) party member in to parley with the rest of the party hidden and ready to pounce if it turns violent.
Z instructs Irraxan to turn itself invisible and scout around the periphery of the clearing (near ground and also from higher in the air) as well as behind the drummers for more natives. He instructs Irraxan to stay well clear of the flowers for the time being.
Irraxan is to follow that path, remaining invisible. Also still in crow form (just in case something has ability to see invisibility but not actual true sight)
Petcan gestures for everyone to wait, and he moves forward into sight of the drummers. He doesn’t interrupt, yet. Just moving forward to be acknowledged, and watching for anyone else who might be around.
Keep about ten feet between himself and the flowers.
Paladin - warforged - orange
Randall:
As Petcan starts to move out, Randall taps him on the shoulder as he goes, saying, “Lightbringer be with you.” (Guidance).
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Tempe looks upon the scene and thinks upon the plants and the people nature 10
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Bow imbues his handbow, you know, just in case.
He takes 2 damage.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Petcan initiative 18
Petcan sees the aggression and heaves a great breath and when he breathes out, a great wall of fire appears around the flowers
The inside of the wall is the damaging side. Anything within 10 feet has to succeed on a DC 15 Dex save or take 18 fire damage. Anything that ends its turn inside the wall or passes through it, takes 25 fire damage (no save).
edit for clarity: targeting around the hole, including the flowers
Paladin - warforged - orange
Randall:
Seeing the situation getting rapidly out of hand, Randall considers trying to magically end the conflict but realizes his spell only works on humanoids. Sighing, he hopes that focusing on the plants will give them a chance to negotiate with the natives.
Invoking his Spirit Guardians, Randall moves up next to Petcan and draws Lightbringer, preparing to receive any incoming attacks.
Spirit Guardians: DC 16 Wisdom or Radiant Damage within 15': 11
Initiative: 19
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Tempe "We are supposed to make allies!" he says as he produces a flame on the tip of his tongue and flies up in the air
"Stop this," he forcefully shouts Intimidation 8 at the natives.
I guess Initiative 17
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
9 Initiative
Z casts [spell]Blight[\spell] on the plant. Save: CON 14, at disadvantage. Damage is maximised against plant creatures and magical plants, so 8d8 = 64 damage; or half if it saves.
He then uses his flying speed (boots) to move into the air and out of reach, on the assumption that plants can't fly to engage him in melee or grapple him.
Bow initiative:19
(if it seems the native is controlling the plants bow will use blood curse of the muddled mind to give it disadvantage on con saves, if it doesn't seem to control them nevermind :P)
Than he attacks either the native if it controls the plants or the plants of the native doesn't control them
Attack: 12 Damage: Unable to parse dice roll.
Attack: 24 Damage: 23
Bonus Attack if muddled mind was necessary for the native: 20 Damage: 23
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
OOC: By initiative 1 the situation is nothing like it was at the beginning of the round. Shall we resolve what happens to Petcan before Randall acts?
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
@dm
the plants have to take 24 fire damage if they fail s Dex save, and then another 27 if they try to run through the wall.
edit: half of 24 on a successful save. 27 is no save. They just take it.
Paladin - warforged - orange
No it is correct; Nschrock its when they end their turn there or walk through the wall of fire:
fire damage to each creature that ends its turn within 10 feet of that side or inside the wall".
"One side of the wall, selected by you when you cast this spell, deals 5d8
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
I figured it’s hot in the wall’s whole area, which I thought included the ten foot area where it’s hot. I probably should’ve just cast fireball then, but lesson learned.
Petcan raises a shield when the plants attack, deflecting all but 3 attacks
4 con saves against blind
18 8 25 24
And 3 concentration checks 21 24 10
I’m blind and wall of fire is gone
Paladin - warforged - orange