Yulmiath awakens on a beach and, for a moment, could swear he was surrounded by the wreckage of The Wagtail. Blinking himself awake in the morning sun he can see he is on another pristine beach with the sound of tortles going about their morning chores barely drowned out by the squawking of gulls and the lapping of the waves.
An amphitheatre might just be a fancy word for a fighting pit, which, if he's right, might offer a means to fill his purse while a spot of fishing might offer a way to fill his belly without further depleting what rations he could scrounge from the wreckage on yesterday's beach. If he had to pick only one, he was betting on the armpitheatre.
"Whether we choose to take a boat or explore the island on foot, remember this: muggins here isn't going to carry a boat over land for you without good reason or compensation. I say we do one or the other, doesn't matter which to me."
Rhogal wakes up the next morening and does his normal routing, get something to eat, keep an inventory on what he has (small animals have stolen from him from time-to-time), and decide on his spells for the day.
He later speaks with Kwilgok
"Aye. No better way ta do my duty than to out an' search."
"As fer th' canoe... I ain't too keen on it, but I suppose it depends on where we're goin.' I'm curious, though, does the way to th' temple involve crossin' any body of water?"
He is the captain of the pirate ship the Stirge. He and his crew operate out of the Jahaka Anchorage, in the bay located on the western coast of Chult. As debonair as he is confident, Laskilar prefers the thrill of treasure hunting over raiding and pillaging other ships at sea. You have heard you father mention his name before, saying he had some grudge against Laskilar and would welcome the chance to settle it.
@Krodhen, regarding Jahaka Anchorage:
Jahaka Anchorage is a port settlement located in a secluded sea cave in the Jahaka Bay along the western shore of Chult. It serves as the secret anchorage for a group of pirates that raided ships in the waters surrounding Chult. The settlement is led by the captain of whichever ship was docked in the port. Fittingly, only one ship drops anchor at any given time. Your father used to set anchor at this port but run afoul of some of pirate crews that began searching for him there. He hasn't returned there in years.
The group wakes up in good spirits after an evening of merriment. They set about their own morning activities before Mudgraw catches up to them with the invitation to continue exploring Ahoyhoy. Although some seem intrigued by the invite, they all know that the island is calling on them to discover its secrets. Kwilgok's question refocus the party and they discuss where to go next and which mode of transportation to use.
Kwilgok explains that, should the group be interested in visiting the Mud Pits of Florrb first, the easiest way would be to follow the path from Ahoyhoy's north gate. Tortles enjoy the mud pools themselves and, as such, have made an easy path to the pits. Should the group leave now, they would reach the mud pits soon after lunch time. Should the group opt to first pay a visit to the Typhoon Palace instead, they should follow the mostly derelict but similarly constructed path leading from Ahoyhoy's south gate. It is a longer trek, one that might take the average hiker a full day to complete if they are willing to also walk during nighttime for a few hours. You would reach the temple in the middle of night if you were to leave now. Other locations, such as High Horn or the Shrine of Fangs are due further north and east of Ahoyhoy, respectively. However, there is no direct path to them. Kwilgok explains that you'd have brave the wilderness to reach those. The shrine is closer to Ahoyhoy than the palace, but High Horn is almost a full day north of the mud pits. Finally, there are the entire east and south sections of the island. Those are the least explored parts, but they are the only way to reach the Geonid Caves, should the party desire to explore those.
When the question about bodies of water pops up, Kwilgok says that there are many brooks, streams, pools, and ponds throughout the islands. These wouldn't necessary show on the map but are also less likely to require a canoe to overcome. There is a large lake in the southeast portion of the island and a boat is probably a good idea for tackling that obstacle. Otherwise, canoes are mostly used to travel along the coast as they are a faster alternative than walking. Of course, traveling inland with them is an additional complication. Its the price to pay for traveling along the coastline somewhat faster.
That made it for Kairus. "Land it is! If we check mud pits first, we can return here and tomorrow go to the Temple. What do you say?" So far it sounded like a nice walk in a paradise garden to see an exotic wander. No danger, just sightseeing and enjoyment!
Breaking his silent contemplation of the information gleaned last night Krodhen looks up and nods "A good option to get to know this place a little better, although those shipwrecks do pique my interest as well, but perhaps another time" He begins checking his gear and then finds some water to splash on his face, and then leans against the nearest pole waiting for the others to gather their things.
Hun raised a brow ridge haven't not expected Mr. Yully to have so readily agreed to the plan considering early aversion to sea gods. But without a word to that point, he just adds, "Mmph! Let's just get to the pits and then see how we feel going forward, alright? Not sure about the rest of you, but there's plenty enough island to explore, people to possible rescue, and... well honestly..." Hun pauses there for a moment, before simply shaking his head. "Let's get to the pit." With that, the kobold takes point on heading towards the northern gates as directed, only to slow down past it and let others easily over take him in the marching order.
This post has potentially manipulated dice roll results.
DM's Screen:
183911
3
After some further discussion, the group arrives at an agreement. They will refuse the offer for a canoe and traverse the road most traveled by the tortles, which links Ahoyhoy to the must pits. They each grab their belongings, say their farewells to the tortles they pass, and make their way to the north gate. Mudgraw is there to wish them good luck: "Enjoy your visit to the mud pits but don't underestimate the road. Although it is relatively safe compared to the jungle, you are still quite close to the wilderness." As they walk through the gate, Kwilgok waves goodbye while feeding Deadly Treasure in the background.
With map in hand, the morning sun on their skin, and a well-threaded path in front of them the group departs Ahoyhoy. The first couple of hours are quite enjoyable. It feels like a new adventure alongside companions who are mostly strangers but who all look capable on their own right. The weather is pleasant, the road makes it for easy navigation, and birds appears in the horizon, flying effortlessly and giving the scene an even stronger sense of tranquility. Information shared by the tortles indicates they should arrive at the mud pools sometime in the early afternoon.
Of course, the island has slightly different plans for the party. Once they are well into their trek, far enough from Ahoyhoy to make a return impractical and still too far from their destination, the more perceptive within the group (passive perception score of 13 or higher) notice that the birds in the sky have been ever present since they were first spotted. What's more, they are definitely closer now than they were earlier. In fact, they are close enough to begin circling the party in anticipation of a possible meal. Their crimson feathers make them look like they had just bathed in the blood of their previous prey. Their aggressive nature makes it clear they are a winged menace.
Mudgrawdid not lie (not that Kairus was suspecting him of it) - the peaceful walk suddenly became, well, less peaceful. Kairus lowered his instrument for a moment (he was playing a merry tune as they walked). "Is it me or those birds are really going to attack us?" Seemed like they were. Kairus sighed and instead of the sweet melody send towards the creatures an "angry" accord.
"Hope you can get them from here, big guy!" said he to Yulmiath's back watching the pretty birds ready to strike.
This post has potentially manipulated dice roll results.
DM's Screen:
14-1
(@Blue: After accounting for vertical distances and hypotenuses, Kairus has to move a little bit to target even the closest hawks. I am placing him at {O-48} {O-50}, as requested below.)
Wanting to hinder the approaching birds, Kairus moves a bit closer to the first couple that he can see and lets a harsh sound fly from his instrument.
The two birds within range begin flying a bit more erratically. They are both affected by the spell.
This post has potentially manipulated dice roll results.
The blood hawks swoop down and attack in pairs. They stay long enough at their target's faces for their partner to get in its attack while both are in melee with the PC. Then, each bird duo flies back up.
Kairus' curse on the birds helps the bard avoid the attacks initially. However, one stray beak still finds its mark. Krodhen's shield absorbs one attack well, but not a second. Rhogal is less fortunate and is unable to raises his defenses in time. One poke, in particular, hits a vein in his arm and blood goes everywhere. (Kairus takes 6 piercing damage; Krodhen takes 3 piercing damage; Rhogal takes 12 piercing damage.)
The birds fly back up. Here are their exact locations as of the end of their turn:
Blood Hawk#1 is at {U-43}, 45 feet off the ground;
Blood Hawk#2 is at {L-43}, 50 feet off the ground;
Blood Hawk#3 is at {V-46}, 45 feet off the ground;
Blood Hawk#4 (Bane) is at {R-52}, 35 feet off the ground;
Blood Hawk#5 (Bane) is at {M-52}, 35 feet off the ground;
Blood Hawk#6 is at {H-46}, 45 feet off the ground;
This post has potentially manipulated dice roll results.
Yulmiath stands his ground and takes a javelin from his pack. Sighting a likely target (bird at L,43), he squints his eyes as if it would somehow make the bird larger and the shot easier.
"Might be best to circle up and wait for them to come down to strike."
Ignoring his own advice, Yulmiath pulls back his arm, pictures where the bird might be, and snaps his arm forward to launch the javelin.
Attack: 18 Damage: 6
(OOC Have calculated the hypotenuse to be 46m using the handy dandy calculator, hopefully that's right. Am applying disadvantage due to the target being outside the javelin's normal range, would like to add 2 for bardic inspiration to the attack roll though.)
This post has potentially manipulated dice roll results.
(@Lerus: Do the Blood Hawks have something like flyby or a free disengage? If not, Kairus, Rhogal, and Kroden at least should have OAs, even if its only unarmed strikes.)
"Darn those flying fire rats! They shall rue this day!"Hun called out, angrily shaking his fist up at the birds! "But yes! Follow Mr. Yully's instruction, or find yourself picked away as surely as a wolf might take down the mighty Elk!"As he's saying this, and if he sees Rhogal hadn't tended to his own injuries, the Kobold would hustle over to the dwarf, presenting the face of his shield to dwarf.
"Go-go Healing Foam!" He commands, causing the many metallic plates and other bits making up the shield to shift about, allowing a small nozzle to extend out and start releasing a pink aerosol. Where the spray made contact with wounds, there's a bit of stinging sensation on contact. But one that quickly fades beneath a cooling one as foam builds up over the area, before then quickly dissolving and revealing a freshly healed wounds with only minor scarring.
After that, Hun would be well on his way. BUT, if Rhogal had saw to his own injuries, then Hun still huddled up behind Yulmaith with shield at the ready to deploy a vial of some flash freezing substance that would explode upon impact or proximity with his intended target.
Movement: To P-46(or minimum distance necessary to get within 'touch' distance of Rhogal, if not self-healed)
Action: Cast (1st level)Healing Foam on Rhogal, restoring 8 HP.
Movement(remaining): To M-46(or as close as possible to "Mr. Yully")
OR(if Rhogal self-healed prior to Hun's turn (excluding gaining temp HP), go with the below action)
Action:Ready to cast Frostbite at first Baned Birdie to enter melee with an ally, inflicting 6 Cold Damage and causing disadvantage on next attack.
Movement: To M-46(or as close as possible to Mr. Yully)
This post has potentially manipulated dice roll results.
Reaction
Seeing the raptors start to divebomb the group, Rhogal spreads his arms. This causes a cloud of spores to suddenly come into being.(Halo of Spores).
(All bloodhawks that come within 10 feet of Rhogal must make a DC 10 Con save or take 4 necrotic damage.)
Action
Reeling from the fierce pecking he got from the birds, he is sure that some spores got on them. He points at one of the hawks that attacked him (One that was affected by Halo of Spores, or the closest one if none or all were harmed), and calls out "Xylaria!" as finger-like mushrooms curl around the bird, sapping its vitality.
(@MB: Yes, no problem. The reaction attack roll become an 11 then. Also, I agree with the disadvantage on the in-turn attack roll.)
With his hands on the shaft of his greataxe, Yulmiathswings at the birds before they get out of range. Unfortunately, the birds are just a foot or so farther then he expected by the time the weapon reaches the apex of its arc.
Still wanting to bring down one of the birds who attacked him, the dragonborn then switches to a javelin he salvaged from the wreck and launches it at his selected target. If he missed by a foot a second earlier, now he misses by a full yard. It may be even hard to recover this javelin as Yulmiath wasn't particularly paying attention to where it went.
This post has potentially manipulated dice roll results.
DM's Screen:
2
(@Drache: I believe the DC for Halo of Spores is 13, no? It also only affects one target, correct?)
Although the others may not have noticed it, Rhogal foresaw the hawks' swooping attacks and unleashed a puff of invisible spores. One of them flies right through the puff and screeches in pain (Blood Hawk#3 takes 3 necrotic damage.)
Waiting just the right amount of time, Rhogal than calls for the inhaled spores to sprout into a particularly grim-looking type of fungi. The damaged bird is enveloped and becomes unable to fly, dropping to its death. (Blood Hawk#3 takes 8 necrotic damage and is DEFEATED.)
Yulmiath awakens on a beach and, for a moment, could swear he was surrounded by the wreckage of The Wagtail. Blinking himself awake in the morning sun he can see he is on another pristine beach with the sound of tortles going about their morning chores barely drowned out by the squawking of gulls and the lapping of the waves.
An amphitheatre might just be a fancy word for a fighting pit, which, if he's right, might offer a means to fill his purse while a spot of fishing might offer a way to fill his belly without further depleting what rations he could scrounge from the wreckage on yesterday's beach. If he had to pick only one, he was betting on the armpitheatre.
"Whether we choose to take a boat or explore the island on foot, remember this: muggins here isn't going to carry a boat over land for you without good reason or compensation. I say we do one or the other, doesn't matter which to me."
Rhogal wakes up the next morening and does his normal routing, get something to eat, keep an inventory on what he has (small animals have stolen from him from time-to-time), and decide on his spells for the day.
He later speaks with Kwilgok
"Aye. No better way ta do my duty than to out an' search."
"As fer th' canoe... I ain't too keen on it, but I suppose it depends on where we're goin.' I'm curious, though, does the way to th' temple involve crossin' any body of water?"
Extended Signature
@Krodhen, regarding Laskilar:
He is the captain of the pirate ship the Stirge. He and his crew operate out of the Jahaka Anchorage, in the bay located on the western coast of Chult. As debonair as he is confident, Laskilar prefers the thrill of treasure hunting over raiding and pillaging other ships at sea. You have heard you father mention his name before, saying he had some grudge against Laskilar and would welcome the chance to settle it.
@Krodhen, regarding Jahaka Anchorage:
The group wakes up in good spirits after an evening of merriment. They set about their own morning activities before Mudgraw catches up to them with the invitation to continue exploring Ahoyhoy. Although some seem intrigued by the invite, they all know that the island is calling on them to discover its secrets. Kwilgok's question refocus the party and they discuss where to go next and which mode of transportation to use.
Kwilgok explains that, should the group be interested in visiting the Mud Pits of Florrb first, the easiest way would be to follow the path from Ahoyhoy's north gate. Tortles enjoy the mud pools themselves and, as such, have made an easy path to the pits. Should the group leave now, they would reach the mud pits soon after lunch time. Should the group opt to first pay a visit to the Typhoon Palace instead, they should follow the mostly derelict but similarly constructed path leading from Ahoyhoy's south gate. It is a longer trek, one that might take the average hiker a full day to complete if they are willing to also walk during nighttime for a few hours. You would reach the temple in the middle of night if you were to leave now. Other locations, such as High Horn or the Shrine of Fangs are due further north and east of Ahoyhoy, respectively. However, there is no direct path to them. Kwilgok explains that you'd have brave the wilderness to reach those. The shrine is closer to Ahoyhoy than the palace, but High Horn is almost a full day north of the mud pits. Finally, there are the entire east and south sections of the island. Those are the least explored parts, but they are the only way to reach the Geonid Caves, should the party desire to explore those.
When the question about bodies of water pops up, Kwilgok says that there are many brooks, streams, pools, and ponds throughout the islands. These wouldn't necessary show on the map but are also less likely to require a canoe to overcome. There is a large lake in the southeast portion of the island and a boat is probably a good idea for tackling that obstacle. Otherwise, canoes are mostly used to travel along the coast as they are a faster alternative than walking. Of course, traveling inland with them is an additional complication. Its the price to pay for traveling along the coastline somewhat faster.
That made it for Kairus. "Land it is! If we check mud pits first, we can return here and tomorrow go to the Temple. What do you say?" So far it sounded like a nice walk in a paradise garden to see an exotic wander. No danger, just sightseeing and enjoyment!
Meili Liang Lvl 5 Monk
Dice
Yulmiath nods in agreement. "A sound plan."
Breaking his silent contemplation of the information gleaned last night Krodhen looks up and nods "A good option to get to know this place a little better, although those shipwrecks do pique my interest as well, but perhaps another time" He begins checking his gear and then finds some water to splash on his face, and then leans against the nearest pole waiting for the others to gather their things.
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
"Aye. I have no problems wit' that." Rhogal says. "Best way ta know somewhere is ta get lost in it!"
Extended Signature
Hun raised a brow ridge haven't not expected Mr. Yully to have so readily agreed to the plan considering early aversion to sea gods. But without a word to that point, he just adds, "Mmph! Let's just get to the pits and then see how we feel going forward, alright? Not sure about the rest of you, but there's plenty enough island to explore, people to possible rescue, and... well honestly..." Hun pauses there for a moment, before simply shaking his head. "Let's get to the pit." With that, the kobold takes point on heading towards the northern gates as directed, only to slow down past it and let others easily over take him in the marching order.
When you realize you're doing too much: Signature.
DM's Screen:
18 39 11
3
After some further discussion, the group arrives at an agreement. They will refuse the offer for a canoe and traverse the road most traveled by the tortles, which links Ahoyhoy to the must pits. They each grab their belongings, say their farewells to the tortles they pass, and make their way to the north gate. Mudgraw is there to wish them good luck: "Enjoy your visit to the mud pits but don't underestimate the road. Although it is relatively safe compared to the jungle, you are still quite close to the wilderness." As they walk through the gate, Kwilgok waves goodbye while feeding Deadly Treasure in the background.
With map in hand, the morning sun on their skin, and a well-threaded path in front of them the group departs Ahoyhoy. The first couple of hours are quite enjoyable. It feels like a new adventure alongside companions who are mostly strangers but who all look capable on their own right. The weather is pleasant, the road makes it for easy navigation, and birds appears in the horizon, flying effortlessly and giving the scene an even stronger sense of tranquility. Information shared by the tortles indicates they should arrive at the mud pools sometime in the early afternoon.
Of course, the island has slightly different plans for the party. Once they are well into their trek, far enough from Ahoyhoy to make a return impractical and still too far from their destination, the more perceptive within the group (passive perception score of 13 or higher) notice that the birds in the sky have been ever present since they were first spotted. What's more, they are definitely closer now than they were earlier. In fact, they are close enough to begin circling the party in anticipation of a possible meal. Their crimson feathers make them look like they had just bathed in the blood of their previous prey. Their aggressive nature makes it clear they are a winged menace.
ROLLING FOR INITIATIVE:
(Kairus is up first.)
Mudgrawdid not lie (not that Kairus was suspecting him of it) - the peaceful walk suddenly became, well, less peaceful. Kairus lowered his instrument for a moment (he was playing a merry tune as they walked). "Is it me or those birds are really going to attack us?" Seemed like they were. Kairus sighed and instead of the sweet melody send towards the creatures an "angry" accord.
"Hope you can get them from here, big guy!" said he to Yulmiath's back watching the pretty birds ready to strike.
Bane on those he can reach (Cha save DC15)
Bardic Inspiration on Yulmiath
Meili Liang Lvl 5 Monk
Dice
DM's Screen:
14 -1
(@Blue: After accounting for vertical distances and hypotenuses, Kairus has to move a little bit to target even the closest hawks. I am placing him at
{O-48}{O-50}, as requested below.)Wanting to hinder the approaching birds, Kairus moves a bit closer to the first couple that he can see and lets a harsh sound fly from his instrument.
The two birds within range begin flying a bit more erratically. They are both affected by the spell.
(Sure! Would it be possible to move between two of them to hit? somewhere on the line 50?)
Meili Liang Lvl 5 Monk
Dice
The blood hawks swoop down and attack in pairs. They stay long enough at their target's faces for their partner to get in its attack while both are in melee with the PC. Then, each bird duo flies back up.
-> Beak vs. Kairus (Bane): Attack: 15
Damage: 5-> Beak vs. Kairus (Bane): Attack: 22 Damage: 7
-> Beak vs. Rhogal: Attack: 11 Damage: 3
-> Beak vs. Rhogal: Attack: 20 Damage: 6
-> Beak vs. Krodhen: Attack: 18 Damage: 3
-> Beak vs. Krodhen: Attack: 23
Damage: 6Kairus' curse on the birds helps the bard avoid the attacks initially. However, one stray beak still finds its mark. Krodhen's shield absorbs one attack well, but not a second. Rhogal is less fortunate and is unable to raises his defenses in time. One poke, in particular, hits a vein in his arm and blood goes everywhere. (Kairus takes 6 piercing damage; Krodhen takes 3 piercing damage; Rhogal takes 12 piercing damage.)
The birds fly back up. Here are their exact locations as of the end of their turn:
(Yulmiath, Hun, Rhogal, and Krodhen are up next.)
Yulmiath stands his ground and takes a javelin from his pack. Sighting a likely target (bird at L,43), he squints his eyes as if it would somehow make the bird larger and the shot easier.
"Might be best to circle up and wait for them to come down to strike."
Ignoring his own advice, Yulmiath pulls back his arm, pictures where the bird might be, and snaps his arm forward to launch the javelin.
Attack: 18 Damage: 6
(OOC Have calculated the hypotenuse to be 46m using the handy dandy calculator, hopefully that's right. Am applying disadvantage due to the target being outside the javelin's normal range
, would like to add 2 for bardic inspiration to the attack roll though.)(@Lerus: Do the Blood Hawks have something like flyby or a free disengage? If not, Kairus, Rhogal, and Kroden at least should have OAs, even if its only unarmed strikes.)
"Darn those flying fire rats! They shall rue this day!" Hun called out, angrily shaking his fist up at the birds! "But yes! Follow Mr. Yully's instruction, or find yourself picked away as surely as a wolf might take down the mighty Elk!" As he's saying this, and if he sees Rhogal hadn't tended to his own injuries, the Kobold would hustle over to the dwarf, presenting the face of his shield to dwarf.
"Go-go Healing Foam!" He commands, causing the many metallic plates and other bits making up the shield to shift about, allowing a small nozzle to extend out and start releasing a pink aerosol. Where the spray made contact with wounds, there's a bit of stinging sensation on contact. But one that quickly fades beneath a cooling one as foam builds up over the area, before then quickly dissolving and revealing a freshly healed wounds with only minor scarring.
After that, Hun would be well on his way. BUT, if Rhogal had saw to his own injuries, then Hun still huddled up behind Yulmaith with shield at the ready to deploy a vial of some flash freezing substance that would explode upon impact or proximity with his intended target.
Movement: To P-46(or minimum distance necessary to get within 'touch' distance of Rhogal, if not self-healed)
Action: Cast (1st level)Healing Foam on Rhogal, restoring 8 HP.
Movement(remaining): To M-46(or as close as possible to "Mr. Yully")
OR(if Rhogal self-healed prior to Hun's turn (excluding gaining temp HP), go with the below action)
Action: Ready to cast Frostbite at first Baned Birdie to enter melee with an ally, inflicting 6 Cold Damage and causing disadvantage on next attack.
Movement: To M-46(or as close as possible to Mr. Yully)
When you realize you're doing too much: Signature.
Reaction
Seeing the raptors start to divebomb the group, Rhogal spreads his arms. This causes a cloud of spores to suddenly come into being.(Halo of Spores).
(All bloodhawks that come within 10 feet of Rhogal must make a DC 10 Con save or take 4 necrotic damage.)
Action
Reeling from the fierce pecking he got from the birds, he is sure that some spores got on them. He points at one of the hawks that attacked him (One that was affected by Halo of Spores, or the closest one if none or all were harmed), and calls out "Xylaria!" as finger-like mushrooms curl around the bird, sapping its vitality.
Dead man's fingers Attack: 21 Damage: 7
Extended Signature
Yulmiath's reaction: Moving quickly as the blood hawks swoop into attack, Yulmiath brings his great axe up and strikes.
Attack: 17 Damage: 8
Original die rolls: Attack: 8, Damage: 14
(If I may, I'll bardic inspiration this attack roll, 3.)
(@MB: Yes, no problem. The reaction attack roll become an 11 then. Also, I agree with the disadvantage on the in-turn attack roll.)
With his hands on the shaft of his greataxe, Yulmiath swings at the birds before they get out of range. Unfortunately, the birds are just a foot or so farther then he expected by the time the weapon reaches the apex of its arc.
Still wanting to bring down one of the birds who attacked him, the dragonborn then switches to a javelin he salvaged from the wreck and launches it at his selected target. If he missed by a foot a second earlier, now he misses by a full yard. It may be even hard to recover this javelin as Yulmiath wasn't particularly paying attention to where it went.
DM's Screen:
2
(@Drache: I believe the DC for Halo of Spores is 13, no? It also only affects one target, correct?)
Although the others may not have noticed it, Rhogal foresaw the hawks' swooping attacks and unleashed a puff of invisible spores. One of them flies right through the puff and screeches in pain (Blood Hawk#3 takes 3 necrotic damage.)
Waiting just the right amount of time, Rhogal than calls for the inhaled spores to sprout into a particularly grim-looking type of fungi. The damaged bird is enveloped and becomes unable to fly, dropping to its death. (Blood Hawk#3 takes 8 necrotic damage and is DEFEATED.)