This post has potentially manipulated dice roll results.
Randall:
”Peace be upon you, guardian of the forest—what has upset you so?” asks Randall, unwilling to attack what is possibly an enchanted or misled nature warden.
Initiative: 6
Insight: 18
OOC: Calm Emotions calls out both “humanoids” and “creatures” in different locations. If Randall thinks it will work on the Treant, he will give it a try.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
The Treant is lashing out blindly and hasn't stopped to see who his enemy is yet.
(Zenodor is up. Tempe is next.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Z thinks that there may be some misunderstanding here, and doesn't really want to kill a guardian tree of the island. He struggles for an instant and then decides to attempt to temporarily incapacitate it, to allow the party a brief pause to consider their actions carefully - or even to just run away.
Z casts Banishment, save CHA16. If the tree fails the save, it will be placed incapacitated in a harmless demi plane for 1 minute, which would give us time to work out what to do
This post has potentially manipulated dice roll results.
Treant's CHA save: 6
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(ok. Im actually surprised that worked. I presume Z would know if it will be permanently banished? I.e. if it was on its home plane instead of a demiplane, if it was not native to this plane.
Also, do we have to keep taking our 10 turns each? Or can we just RP our plan and actions? Talking is a free action anyway, is it now?)
(10 turns of dashing can put us easily 600ft away. We can then just carry on. Or we could prepare ourselves, e.g. by putting some barrier (broken tree branches and rocks etc?) around where the Treant will re-appear. Which might make it easier to talk to it. And we could withdraw a bit to let our Druid do the negotiations here?)
Up to you guys, it is gone for at least a minute, you can put some good distance between it and you, or you can prepare for when it returns.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Tempe says a few arcane words and a sword of flame appears in his hand "I would parley, but we should move a good distance away. I don't understand why it thinks we're messing its Island up" he gets ready to use a ki point to dash. Depending on the groups action.
ooc: Apparently there's a Druid or some spell caster behind this so, up to you guys
(I vote for putting some distance between us and it. Presumably we can go to some safe-ish distance dar enough to allow escape but close enough to call/shout to it. Maybe some high ground nearby? Tempe, our Druid, could always stay a bit closer to parlay with it.)
"Yes, let us back off and allow the treant time and space to calm down. Perhaps it knows something about the wandering Purplewraiths..." agrees Randall, adding, "Have you got this, Tempe?"
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(9 rounds left before the angry Treant returns, Bow can still post a response for round 10 if he wants but it isn't necessary.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Tempe Initiative : 18
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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
Randall:
”Peace be upon you, guardian of the forest—what has upset you so?” asks Randall, unwilling to attack what is possibly an enchanted or misled nature warden.
Initiative: 6
Insight: 18
OOC: Calm Emotions calls out both “humanoids” and “creatures” in different locations. If Randall thinks it will work on the Treant, he will give it a try.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Zenodor initiative 23
Petcan initiative 10
Paladin - warforged - orange
Initiative Order:
Zenodor
Tempe
Treant
Petcan
Randall
Bow
The Treant is lashing out blindly and hasn't stopped to see who his enemy is yet.
(Zenodor is up. Tempe is next.)
Z thinks that there may be some misunderstanding here, and doesn't really want to kill a guardian tree of the island. He struggles for an instant and then decides to attempt to temporarily incapacitate it, to allow the party a brief pause to consider their actions carefully - or even to just run away.
Z casts Banishment, save CHA16. If the tree fails the save, it will be placed incapacitated in a harmless demi plane for 1 minute, which would give us time to work out what to do
Treant's CHA save: 6
The Treant vanishes into another dimension.
(Tempe is up.)
(ok. Im actually surprised that worked. I presume Z would know if it will be permanently banished? I.e. if it was on its home plane instead of a demiplane, if it was not native to this plane.
Also, do we have to keep taking our 10 turns each? Or can we just RP our plan and actions? Talking is a free action anyway, is it now?)
(10 turns of dashing can put us easily 600ft away. We can then just carry on. Or we could prepare ourselves, e.g. by putting some barrier (broken tree branches and rocks etc?) around where the Treant will re-appear. Which might make it easier to talk to it. And we could withdraw a bit to let our Druid do the negotiations here?)
Up to you guys, it is gone for at least a minute, you can put some good distance between it and you, or you can prepare for when it returns.
Tempe says a few arcane words and a sword of flame appears in his hand "I would parley, but we should move a good distance away. I don't understand why it thinks we're messing its Island up" he gets ready to use a ki point to dash. Depending on the groups action.
ooc: Apparently there's a Druid or some spell caster behind this so, up to you guys
-----------------------------------------------------------------------------------------------------------------
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
(I vote for putting some distance between us and it. Presumably we can go to some safe-ish distance dar enough to allow escape but close enough to call/shout to it. Maybe some high ground nearby? Tempe, our Druid, could always stay a bit closer to parlay with it.)
Randall:
"Yes, let us back off and allow the treant time and space to calm down. Perhaps it knows something about the wandering Purplewraiths..." agrees Randall, adding, "Have you got this, Tempe?"
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Maybe it knows something. We should talk to it." Petcan says, looking around at the others.
Paladin - warforged - orange
"Agreed. And this tree certainly could not have left those shoe prints. Perhaps we share a common enemy?"
(9 rounds left before the angry Treant returns, Bow can still post a response for round 10 if he wants but it isn't necessary.)
"It may be more enraged when it comes back" Tempe says with thought "But I will try." He walks to what he thinks is a safe distance and waits.
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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 (and the others?) withdraw to a safe distance.
"Just give the word when you are ready, and I will drop the spell - which will make it return"