This post has potentially manipulated dice roll results.
If the Purplewrath is still alive, Z will fly closer to it.
Presumably Z is too far to reach the PW in melee range in a single 30ft move - but Irraxan (in melee range already for the Help action in previous turns) should be close enough. So Z will forgo his own attack to allow Irraxan to make an attack instead (Pact of the Chain feature). Irraxan is instucted specifically to try to knock out the last remaining plant (assuming Petcan hasn't managed to kill it already)
This post has potentially manipulated dice roll results.
Z explains to the rest of the party about the short telepathic communications at the beginning of the fight. He then suggests that they make their prisoner secure and try to talk to it again once it wakes up. (Presumably still using the telepathy)
Once the PW is awake and can be talked to, Z will try to telepathically talk to it to explain that we (and the other humans) do not wish to destroy them, but that they keep attacking us and the villagers - and if we keep having to defend ourselves they will become extinct. He will then try to find out what they want and if we can come to some arrangements. He'll also translate for the test of the party so that they can chip in with insight and ideas.
Not quite sure what to roll, so:
Persuasion (that we're not evil, and could come to some arrangements) 6
Insight (to work out what they are after and need/want) 4
This post has potentially manipulated dice roll results.
Randall:
Brother Randall will help scout the area with the aid of Detect Magic in case any of the PW's victims had anything special. He will heal any who request it of him. Otherwise he makes sure there are no more threats in the area before settling down to pray and getting some new spells.
Perception: 15
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Petcan, why don't we also use your helm of Telepathy, which we found in the caves! Reading their thoughts should be even simpler then trying to get them to tell us."
Petcan abruptly smacks his hand to his helmet and smiles at Zenador. "That's brilliant." He does just that, using the helm to detect thoughts as he explores around.
(Phew. Close shave for the saving throw. Did we not tie it up or something? I thought that was implied in taking a prisoner. Ah well, what's one more dead plant. They seem to be desperately begging to be made extinct)
(In terms of classification, I guess they are Varelese, and not Ramen [using Ender's game classification terminology], that is so alien that no common ground or reasoning can be found. So it's them or the human villagers and colonists, and Z votes for the colonists (and by extension to burn the last nests to the ground)
After the rest Bow spend an hour looking through the magic items Randall found, what could these be? As he is looking at one of the rings he hears the purple mist starting up again. He shakes his head.
"Why the heck did you not kill it.."
Initiative: 21
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
This post has potentially manipulated dice roll results.
Tempe shakes his head "This is not working." he summons his wildfire spirit ten foot above the plant but far enough away from his comrades 9 DC 16 dex then Pinky flies next to his friends caught in the poison and tries to teleport them out.DC 16 fiery teleport 8 if the plant is close.
Petcan stabs with the firey rapier!
Attack: 14 Damage: 5 + 12 fire damage
Paladin - warforged - orange
If the Purplewrath is still alive, Z will fly closer to it.
Presumably Z is too far to reach the PW in melee range in a single 30ft move - but Irraxan (in melee range already for the Help action in previous turns) should be close enough. So Z will forgo his own attack to allow Irraxan to make an attack instead (Pact of the Chain feature). Irraxan is instucted specifically to try to knock out the last remaining plant (assuming Petcan hasn't managed to kill it already)
Attack: 19 Damage: 5
Randall:
Catching Zenodor’s intent, Randall swings with his physical and spectral mace to subdue, not kill, the final PW.
Lightbringer: Attack: 16 Damage: 17 plus Bless: 3
Spiritual Weapon: Attack: 25 Damage: 10 plus Bless: 4
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
If it still lives Tempe will try another stunning strike Attack: 9 Damage: 6 Con save DC15 He otherwise starts collecting seeds
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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
Z explains to the rest of the party about the short telepathic communications at the beginning of the fight. He then suggests that they make their prisoner secure and try to talk to it again once it wakes up. (Presumably still using the telepathy)
Once the PW is awake and can be talked to, Z will try to telepathically talk to it to explain that we (and the other humans) do not wish to destroy them, but that they keep attacking us and the villagers - and if we keep having to defend ourselves they will become extinct. He will then try to find out what they want and if we can come to some arrangements. He'll also translate for the test of the party so that they can chip in with insight and ideas.
Not quite sure what to roll, so:
Persuasion (that we're not evil, and could come to some arrangements) 6
Insight (to work out what they are after and need/want) 4
ooc: wow I guess I should try having 12 in a lotto ticket
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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
Petcan will attempt to sooth the plant again with his music, playing the flute
Performance 27
Paladin - warforged - orange
Short rest. And have a look around. Anything unusual about the area? About the plants? Presumably they have no items.
Given the amount of dead stuff around the PWs, perhaps check for any humanoid-ish remains that might have useful items
Randall:
Brother Randall will help scout the area with the aid of Detect Magic in case any of the PW's victims had anything special. He will heal any who request it of him. Otherwise he makes sure there are no more threats in the area before settling down to pray and getting some new spells.
Perception: 15
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Z has another idea:
"Petcan, why don't we also use your helm of Telepathy, which we found in the caves! Reading their thoughts should be even simpler then trying to get them to tell us."
https://www.dndbeyond.com/magic-items/4655-helm-of-telepathy
(Item allocation was #1714 on P86)
Petcan abruptly smacks his hand to his helmet and smiles at Zenador. "That's brilliant." He does just that, using the helm to detect thoughts as he explores around.
Paladin - warforged - orange
"We are making this Island safe for people, no? We should mark on a map where the wraths could potentially be for the colonist so they can avoid.."
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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
Petcan con save 17
Initiative 8
Paladin - warforged - orange
19 Initiative
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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
Con save 12
Initiative (with advantage due to Sword of Warning, which Z this time did not disarm himself of for the theatrics of it) 20
(Phew. Close shave for the saving throw. Did we not tie it up or something? I thought that was implied in taking a prisoner. Ah well, what's one more dead plant. They seem to be desperately begging to be made extinct)
Randall:
Out scouting the fringes of the PW territory after having renewed and refreshed his prayers, Randall hears some commotion back at the battle site.
Initiative: 20
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(In terms of classification, I guess they are Varelese, and not Ramen [using Ender's game classification terminology], that is so alien that no common ground or reasoning can be found. So it's them or the human villagers and colonists, and Z votes for the colonists (and by extension to burn the last nests to the ground)
After the rest Bow spend an hour looking through the magic items Randall found, what could these be? As he is looking at one of the rings he hears the purple mist starting up again. He shakes his head.
"Why the heck did you not kill it.."
Initiative: 21
"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
Tempe shakes his head "This is not working." he summons his wildfire spirit ten foot above the plant but far enough away from his comrades 9 DC 16 dex then Pinky flies next to his friends caught in the poison and tries to teleport them out.DC 16 fiery teleport 8 if the plant is close.
-----------------------------------------------------------------------------------------------------------------
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