This post has potentially manipulated dice roll results.
Rantel descends, looking around for any place that sunlight creeps through, wondering if the vines are just long roots, or actually vine plants. Everything else seems underground flora. And fauna. He peers at the skeletal figures, and gets quiet. He's curious about this garden. He whispers to the group: "How does this place work? There's a farm, with undead farmers? That means stability, and planning, and mouths of some kind to feed. Are we missing something?"
He moves slowly, keeping distance from the garden, and tries to stay quiet. But he's looking for anything else in the room he's missed. Signs of traffic? Anything odd by the breach into the cave system? How worked are the doorways to the NE and SE?
Rantel is the first to notice the well-worn tracks at the entrance to the cave system, a large-ish biped and two sets of something dog sized come in and out this way regularly and without making any effort to disguise their tracks.
There is no sign of sunlight anywhere, but the walls and ceilings here - and much of the floor for that matter - are covered in a fungus that gives off a faint purplish glow. It's the same light that crept up the shaft and could be seen in the throne room. The vines are vines, not roots, but strange and unlike anything you've seen before. They connect into the fungus garden at several points along the floor and then spread to cover most of the shaft above - almost as if they are trained and pruned to do so.
The doors to both the NE and SE appear to be similar to the ones upstairs, thick heavy wooden beams bound with iron. The area around both shows signs of regular use and traffic.
Rantel's sharp eyes make out something startling near the garden - the two sickly trees aren't trees at all - but rather stunted entlings of some sort. Whatever they are, they appear rooted in place but are surveying the room with malevolent eyes.
(Anything more about the breach/cave system he sees? And are the skeletons changing anything about their behavior?)
The tortle whispers to the group, after pointing out the tracks. "And those aren't trees. They're entlings, and they don't like us. I'm not sure if they see us yet. But that garden is going to be a fight. Any plans apart from a frontal assault?"
Rantel peers deeper into the cave system and sees it's clearly a natural formation that has intruded into the carefully carved room. It may be a way out of the dungeon or it may be how some of the denizens found their way into the Citadel.
The skeletons haven't noticed you all yet and continue their near mechanical ministrations of the fungus in the garden.
(How large is this large room? Any chance to kite the skeletons and creepy ents, in a merry chase? Or any place from which we could fire off ranged attacks safely, apart from the vines? I assume it’s all flat.)(I ask this as the odd wizard with few renewable ranged options.)
(room is large - 60x60 - you're about 15 feet from the NW corner. The skellies and the entlings are in the SW corner - so just about 50 ft away. No cover, it's a mushroom farm so nothing much taller than your knee or Bree's waist.)
Jane moves up to 30 feet to position herself within 30 feet of the tree thing that has not yet been targetted and tries to cast blindness on it (CON save DC 13)
This post has potentially manipulated dice roll results.
Tree Thingy Con save 4
Bree crouches down low behind Hogshead as he sprints forward, using the crashing armored form to obscure her own as she draws back her bow. As the beardless dwarf goes to swing the observant rogue releases her arrow and calls out to him 'Aim for the knees you big dummy'
Rantel's flames erupt around the base of one of the two trees as darkness falls on the other. The flames don't find purchase - yet.
Attack: 23 Damage: 4 Sneak 3 Bonus: Mastermind Help (advantage to Hogshead) Move: stay within 30 ft of Jane but towards the back
Jane | Hogshead | Skellies | Bree | Zerexius | Rantel | Trees
Summary and Action
@Hogshead reroll your first attack with advantage - then take R1 action - Bree dropped one of the Skellies
Hoghead looks around (Perception 16)
He sees the skeletons gardening and whispers to the team, "Do you want me to go smack those guys before they attack us?"
Rantel descends, looking around for any place that sunlight creeps through, wondering if the vines are just long roots, or actually vine plants. Everything else seems underground flora. And fauna. He peers at the skeletal figures, and gets quiet. He's curious about this garden. He whispers to the group: "How does this place work? There's a farm, with undead farmers? That means stability, and planning, and mouths of some kind to feed. Are we missing something?"
He moves slowly, keeping distance from the garden, and tries to stay quiet. But he's looking for anything else in the room he's missed. Signs of traffic? Anything odd by the breach into the cave system? How worked are the doorways to the NE and SE?
Investigation: 20
Stealth: 12
Rantel is the first to notice the well-worn tracks at the entrance to the cave system, a large-ish biped and two sets of something dog sized come in and out this way regularly and without making any effort to disguise their tracks.
There is no sign of sunlight anywhere, but the walls and ceilings here - and much of the floor for that matter - are covered in a fungus that gives off a faint purplish glow. It's the same light that crept up the shaft and could be seen in the throne room. The vines are vines, not roots, but strange and unlike anything you've seen before. They connect into the fungus garden at several points along the floor and then spread to cover most of the shaft above - almost as if they are trained and pruned to do so.
The doors to both the NE and SE appear to be similar to the ones upstairs, thick heavy wooden beams bound with iron. The area around both shows signs of regular use and traffic.
Rantel's sharp eyes make out something startling near the garden - the two sickly trees aren't trees at all - but rather stunted entlings of some sort. Whatever they are, they appear rooted in place but are surveying the room with malevolent eyes.
(Anything more about the breach/cave system he sees? And are the skeletons changing anything about their behavior?)
The tortle whispers to the group, after pointing out the tracks. "And those aren't trees. They're entlings, and they don't like us. I'm not sure if they see us yet. But that garden is going to be a fight. Any plans apart from a frontal assault?"
Jane whispers back. "I can try to blind them, but it will take a few seconds. I can only try one at a time."
"Do they have eyes you can blind" zerxius whispers back watching the 'gardiners'
Laissez les bons temps rouler
Rantel peers deeper into the cave system and sees it's clearly a natural formation that has intruded into the carefully carved room. It may be a way out of the dungeon or it may be how some of the denizens found their way into the Citadel.
The skeletons haven't noticed you all yet and continue their near mechanical ministrations of the fungus in the garden.
(Rantel's Nat20 coming in hot!)
(How large is this large room? Any chance to kite the skeletons and creepy ents, in a merry chase? Or any place from which we could fire off ranged attacks safely, apart from the vines? I assume it’s all flat.)(I ask this as the odd wizard with few renewable ranged options.)
(room is large - 60x60 - you're about 15 feet from the NW corner. The skellies and the entlings are in the SW corner - so just about 50 ft away. No cover, it's a mushroom farm so nothing much taller than your knee or Bree's waist.)
"Alright chumps," Hoghead whispers to the group "You guys figure it out. I'm going in."
Hoghead will dash 50 ft to the skeletons and use his Action Surge ability to make an attack on one of the skeletons Attack: 9 Damage: 6
Gimme some Initiative rolls folks!
Hogshead whisper gives you just enough warning to get off one round of action before the skellies and treelings react
Initiative: 23
Laissez les bons temps rouler
Rantel moves in Hogshead's footsteps, but he casts create bonfire under the closest treeling, or the one that's staring most malevolently.
2 on a failed DEX 15 save
Initiative: 7
Initiative 17
Jane's Initiative: 19
Zerxius positions himself to Janes left and waits
Laissez les bons temps rouler
Bree Initiative 16
Bree Stealth 15
Skellies Initiative17
Tree thingy Initiative 4
Dex save for Trees 7
Jane moves up to 30 feet to position herself within 30 feet of the tree thing that has not yet been targetted and tries to cast blindness on it (CON save DC 13)
Tree Thingy Con save 4
Bree crouches down low behind Hogshead as he sprints forward, using the crashing armored form to obscure her own as she draws back her bow. As the beardless dwarf goes to swing the observant rogue releases her arrow and calls out to him 'Aim for the knees you big dummy'
Rantel's flames erupt around the base of one of the two trees as darkness falls on the other. The flames don't find purchase - yet.
Attack: 23 Damage: 4 Sneak 3
Bonus: Mastermind Help (advantage to Hogshead)
Move: stay within 30 ft of Jane but towards the back
Jane | Hogshead | Skellies | Bree | Zerexius | Rantel | Trees
Summary and Action
@Hogshead reroll your first attack with advantage - then take R1 action - Bree dropped one of the Skellies