Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
(so the Slaad now has 13 hp.)
It attacks the troll twice.
1st Claws Attack: 16 Damage: 10
2nd Claws Attack: 19 Damage: 11
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.”
Disengage and slink off into the swamps to mourn the loss of his brother.
End of combat
So, you guys want to do anything before heading on? You're down one axebeak. I suppose it could still pull if you help row. you should still get there before nightfall.
The land immediately around the sepulcher is unkempt, avoided even by the goats and sheep of the few shepherds in the region. Trees are rare here. Stray boulders and scrub plants abound. Cold, windswept rain billows across the reeds and grasses uphill from the river. Water runs off the hills above in muddy streams, bringing dead leaves and clumps of grasses into damp heaps. A single, dead tree bends in the wind, like a bony hand grasping at the sky
Omniscient narration:
Designed to be rustic and remote, the site has fallen into severe disrepair as a result of its distance from Secomber. Many of the families whose ancestors were interred here have since taken their wealth to Waterdeep and never returned. After visitors stopped arriving to remember those buried here, no one came to combat the weather and the waters as they took their toll. Only one of the participating families stayed in Secomber but fell on hard times decades ago and gradually came to forget their forebears. Their family name was Everlake. The last of them died of old age within the past twenty years.
5 small lights seem to bob about in the mist before the sepulcher, drifting in the wind over the moors. One moves into the open tomb, followed eventually by another.
Weneon reaches a hand over her eyes and as she wipes it away the white of her eyes becomes pitch black with deep purple irises. (darkvision through shadow arts)
The floating lights shed light for up to a 20ft radius, flickering to illumunate as little as 5ft at times.
The grassy ground rises up gradually from the riv-erbank to where the sepulcher is built into the base of a scrabbly 20-foot cliff. Bits of red granite jut from the cliff and the ground, revealed over long years by the river and the rain. Across the river, wide mead-ows and wild hedges feed the local sheep.
The grounds around the sepulcher are flooded by rain and overflow from the nearby river. Mud and leaves form clogs in the reeds, trapping water in a rough pond surrounded by cattails. The water looks to have partly flooded the sepulcher itself through a few cracks in the facade wide enough to squeeze through. The pond is about 4 feet deep. Its bottom is a mix of sucking mud and fallen rocks.
The masonry of the structure’s face is eroding from both sides. Small and Medium-sized creatures can move through the largest crack in the facade; a Large creature can squeeze through it.
2. Garden Shrine
A stone arch leans in the tall grass here where the slab it on which it once stood has been overwhelmed. The arch frames a small altar and shelf built into a waist- high alcove in the front of the sepulcher. The top of the altar is a stone bowl for offerings, flanked by two stone settings meant to hold candles or oil for burning.
3. Sepulcher Entrance
The door to the mausoleum beyond hasn’t been used in a long time. Caked mud and rusted hinges hold the iron gate fast. Behind that, a stone slab with two metal loops set into it, for ropes, stands firm—more of a seal than a door.
carved above the entrance: Springbank, Dalmoor, and Everlake.
<sorry for the chaotic posts. I've been getting distracted mid edit by things all night. I think this is a nonlinear map, so here are some features you can optionally interact with. Look at something and there will probably be a check or something.>
<<You can't really access 4 yet, but I see no reason not to let you see it.>>
Crocolyth will bite into the unoccupied harness to remove it from the body of the fallen Axe Beak and use it to pull the rowboat out of the water with the help of the second Axe Beak. She will remove the harness from Pistachio to set him free, then join the group.
When she finds the Sunken Yard, she attempts to examine the water of the pond before trying to dip in the water.
<this is just a reminder that I am not altering the mechanics monsters, etc. of this module from the form in which it was published>
Crocolyth glimpses into the waters of the pool and sees three distinct figures zooming about beneath the surface- but they're shape is intangible (despite my description, per the Statblock, they would be considered invisible. I'm going to say everyone but Crocolyth is surprised, because I think the water would be moving or rippling or something that would give away that they were there, given the investigation.). Without hesitation, three water weirds attack.
W1 x M Constrict. 18 reach 10 ft., one creature. 15 bludgeoning damage.
W2 x Cal 24 reach 10 ft., one creature. 16 bludgeoning damage.
W3 x Wen 19 reach 10 ft., one creature. 18 bludgeoning damage.
If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.
Crocolyth will use a bonus action to change her quarry and mark the first Water Weird with previously cast Hunter's Mark. Then she will use her Quarterstaff to attack the first creature.
Crocolyth will use a bonus action to change her quarry and mark the first Water Weird with previously cast Hunter's Mark. Then she will use her Quarterstaff to attack the first creature.
(Slaad Round 4)
Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
(so the Slaad now has 13 hp.)
It attacks the troll twice.
1st Claws Attack: 16 Damage: 10
2nd Claws Attack: 19 Damage: 11
Surprisingly, the troll still isn't dead.
He's pretty mad, but he's just going to run.
Disengage and slink off into the swamps to mourn the loss of his brother.
End of combat
So, you guys want to do anything before heading on? You're down one axebeak. I suppose it could still pull if you help row. you should still get there before nightfall.
General description:
The land immediately around the sepulcher is unkempt, avoided even by the goats and sheep of the few shepherds in the region. Trees are rare here. Stray boulders and scrub plants abound. Cold, windswept rain billows across the reeds and grasses uphill from the river. Water runs off the hills above in muddy streams, bringing dead leaves and clumps of grasses into damp heaps. A single, dead tree bends in the wind, like a bony hand grasping at the sky
Omniscient narration:
Designed to be rustic and remote, the site has fallen into severe disrepair as a result of its distance from Secomber. Many of the families whose ancestors were interred here have since taken their wealth to Waterdeep and never returned. After visitors stopped arriving to remember those buried here, no one came to combat the weather and the waters as they took their toll. Only one of the participating families stayed in Secomber but fell on hard times decades ago and gradually came to forget their forebears. Their family name was Everlake. The last of them died of old age within the past twenty years.
5 small lights seem to bob about in the mist before the sepulcher, drifting in the wind over the moors. One moves into the open tomb, followed eventually by another.
Weneon reaches a hand over her eyes and as she wipes it away the white of her eyes becomes pitch black with deep purple irises. (darkvision through shadow arts)
The floating lights shed light for up to a 20ft radius, flickering to illumunate as little as 5ft at times.
The grassy ground rises up gradually from the riv-erbank to where the sepulcher is built into the base of a scrabbly 20-foot cliff. Bits of red granite jut from the cliff and the ground, revealed over long years by the river and the rain. Across the river, wide mead-ows and wild hedges feed the local sheep.
1. Sunken Yard
The grounds around the sepulcher are flooded by rain and overflow from the nearby river. Mud and leaves form clogs in the reeds, trapping water in a rough pond surrounded by cattails. The water looks to have partly flooded the sepulcher itself through a few cracks in the facade wide enough to squeeze through. The pond is about 4 feet deep. Its bottom is a mix of sucking mud and fallen rocks.
The masonry of the structure’s face is eroding from both sides. Small and Medium-sized creatures can move through the largest crack in the facade; a Large creature can squeeze through it.
2. Garden Shrine
A stone arch leans in the tall grass here where the slab it on which it once stood has been overwhelmed. The arch frames a small altar and shelf built into a waist- high alcove in the front of the sepulcher. The top of the altar is a stone bowl for offerings, flanked by two stone settings meant to hold candles or oil for burning.
3. Sepulcher Entrance
The door to the mausoleum beyond hasn’t been used in a long time. Caked mud and rusted hinges hold the iron gate fast. Behind that, a stone slab with two metal loops set into it, for ropes, stands firm—more of a seal than a door.
carved above the entrance: Springbank, Dalmoor, and Everlake.
<sorry for the chaotic posts. I've been getting distracted mid edit by things all night. I think this is a nonlinear map, so here are some features you can optionally interact with. Look at something and there will probably be a check or something.>
<<You can't really access 4 yet, but I see no reason not to let you see it.>>
Crocolyth will bite into the unoccupied harness to remove it from the body of the fallen Axe Beak and use it to pull the rowboat out of the water with the help of the second Axe Beak. She will remove the harness from Pistachio to set him free, then join the group.
When she finds the Sunken Yard, she attempts to examine the water of the pond before trying to dip in the water.
Investigation 26
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
<this is just a reminder that I am not altering the mechanics monsters, etc. of this module from the form in which it was published>
Crocolyth glimpses into the waters of the pool and sees three distinct figures zooming about beneath the surface- but they're shape is intangible (despite my description, per the Statblock, they would be considered invisible. I'm going to say everyone but Crocolyth is surprised, because I think the water would be moving or rippling or something that would give away that they were there, given the investigation.). Without hesitation, three water weirds attack.
Roll initiative.
Weirds: 13
Crocolyth Initiative: 20
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Crocolyth will attack one of the Water Weirds and she attempts to grapple the creature.
Attack
Attack: 18 Damage: 3
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Weneon initiative: 13
R1 actions:
W1 x M Constrict. 18 reach 10 ft., one creature. 15 bludgeoning damage.W2 x Cal 24 reach 10 ft., one creature. 16 bludgeoning damage.
W3 x Wen 19 reach 10 ft., one creature. 18 bludgeoning damage.
If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.
Crocolyth hits the first water weird, but it manages to escape her jaws. (Ignore above attack. It uses its action to escape)
Round 2. (Still waiting on some initiatives, but you can post if you like.)
<I messes up. Here's the grapple escape for the water weird that would try to attack Marlyth >
W1 Escape 13
(Round 2)
Crocolyth will use a bonus action to change her quarry and mark the first Water Weird with previously cast Hunter's Mark. Then she will use her Quarterstaff to attack the first creature.
Bonus Action: Hunter's Mark
Action: Attack: Quarterstaff Shillelagh Attack: 26 Damage: 8 + 2 from spell.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Extra Damage for Critical Hit: 5
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Angus initiative 21
https://www.owlbear.rodeo/game/zqmcPXZ4S
map. (assuming it works, you can move your tokens.)
Tabaqui initiative 14
Round 2
He will back away from the weirds to a range of approximately 35' and fire his shortbow at the water weird previously attacked by Marlyth
ShortbowAttack: 22 Damage: 8 nonmagical piercing + Sneak attack 12 nonmagical piercing.
(oof, crit fail)
Round 2
As a bonus action, Angus will mutter a prayer over his longsword, casting magic weapon.
He will then rush toward the weird, fiercely slashing at its watery appendages.
First longsword Attack: 22 Damage: 8 magical slashing
Second longsword Attack: 28 Damage: 10 magical slashing