Grymar rushes forward and grabs hold of Kalhalla, pulling by the shoulders to pull him out of there. He shouts out, “Can anyone burn ‘em? Wave a torch at ‘em. Blast em with flame, somethin! C’mon ya biggun!” Grymar pulls him out and away from the not so fun guys.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Lehmani shakes her head, nearly paralyzed with fear as she cast a Sacred Flame on the closest mushroom and falls back as far as she can while still maintaining line of sight of the swarm.
There's nothing she has prepared for this occasion, but one thought does occur to her. "I can manage, perhaps, one more spell today. I can use it to protect someone as I've protected Kalhala. They can go in and retrieve him. It's a big risk though, and not certain it will have any effect against those spores..."
Rollback Post to RevisionRollBack
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Grymar and Zubien - Between the both of you, you're able to pull Kalhala back, but in doing so you had to enter the cloud of spores. Please make DC 10 WIS Saving Throws.
Lehmani - The sacred flame hits the mass of mushrooms and you see a fraction of them crisp and burn away, but it is a drop in the ever growing ocean of fungus.
Kalhala - You can make another DC 10 WIS Save at the end of your turn (Just a straight roll, no ADV this time).
Grymar - The effect doesn't inflict Poison damage nor the Poisoned condition, so I'd say it does not count as Poison. You are incapacitated and your speed is halved. You may attempt another WIS Save at the end of your next turn.
Berkarak sees the trouble more clearly and reaches in (if possible!), grabs the nearest lethargic-looking of the group, and pulls them back as far as possible.
Rolls:
If necessary, a Wisdom save. I rolled twice. Take the first if straight, or the highest/lowest if I have Adv/Disadvantage. 22, 10
Zubien - You breathe in some of the spores as you exert yourself hauling Kalhala away from the mushrooms. You feel a drowsiness wash over you but manage to center yourself and fight it off. I rolled a WIS Save for you in your character sheet which you passed.
Berkarak - Grymar looks almost ready to fall asleep where he stands while Zubien appears unaffected. You're able to resist the soporific effect of the spores and guide Grymar away from the oncoming crush of fungus.
Kalhala - You give a mighty sneeze and spatter the cave wall with spore-snot, feeling much better after. You see the wave of mushrooms is still approaching and skedaddle away.
He takes a sudden inhalation with a cough, startled by being pulled by Berkerak, then wakes up and stands, moving back 12.5 feet and points at the proliferation, saying behind him, “Thanks for tha, Berkie, all of a sudden everythin went dark! How do we stop em multiplying!” If he can, he casts infestation on the lead one heading down that passageway. (DC 13 con save or take 5 points of poison damage and move in a random direction.)
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Not having a way to stop the proliferation, Kalhala looks around desperately, worrying that the entire cavern was going to fill up. "There are so many directions to go! Which way??"
He runs across to the tunnel and looks down it, seeing if there is anything of use or help or anything...
Lehmani, not seeing Berkarak split off with Grymar calls to the others... "Is that a door up ahead!? Perhaps we can get on the other side of it." If the others agree, she'll make a dash for that door in the northern passage.
Rollback Post to RevisionRollBack
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Berkarak - You're able to haul Grymar further south at half speed.
Grymar - You make the save at the end of your turn, you can move up to half your speed if you'd like.
Kalhala - It is pitch black in the cavern and you can't see much in the flickering light of a torch.
Lehmani - The animal stink that has been ever-present in this area grows as you near the door. You hear something moving around beyond it before the sound of multiplying mushrooms is eclipsed by that of an angry beast. Whatever it is sounds big and angry. You hear it snuffling at the cracks where the door doesn't quite sit flush against the rough stone and watch as the door suddenly shudders as the creature slams into it.
Round 3
The mushrooms proliferate. The angry animal makes angry animal noises.
Lehmani doesn't waste breath agreeing with Zubien. If it looks like the beast is about to break through, Lehmani will simply run in the other direction, heading off to the west. If it looks like it needs a little help, she'l take a whack at the door with her mace before she runs.
Attack: 17
Damage: 6
Rollback Post to RevisionRollBack
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Lehmani, Zubien, and Kalhala - Lehmani's mace crashes down on the crude locking mechanism for the door, splintering it and drawing another furious roar from the creature beyond. Zubien runs north while Lehmani darts straight away from the door. With a crash, the door is smashed open by an angry brown bear. It sees Lehmani fleeing and gives chase! Zubien tucks himself into the hollow to the north and turns to see the wooden door go flying past followed by a large brown shape. In the darkness of the hollow the bear misses Zubien, but Zubien also misses two reptilian shapes that suddenly detach themselves from the walls nearby and attack!
SURPRISE ATTACKS
Troglodyte A lashes out violently at Zubien, jaws snapping mere inches from his face and claws slashing at him. The troglodyte manages to connect on one of its swipes, dealing 3 points of slashing damage.
Zubien barely has time to recover from that attack when he feels the jaws of the second Troglodyte clamp down upon his shoulder. The claws of the troglodyte rips away at his back as well. Zubien takes an additional 12 points of slashing damage from this assault.
Kalhala, Berkarak, and Grymar are up!
Note: I'm assuming Kalhala has the torch, this area is still pitch black if no other lighting is present. Grymar and Berkarak wouldn't be able to hear or perceive anything on the other side of the mushroom swarm.
Lehmani will keep running west as he invokes her Thaumaturgy to amplify the sound of her voice. Using the spell, she bellows, "Zubien and Kalhala! Follow my voice! Grymar and Berkak, if you can hear me, keep running! Things just got a whole lot worse!"
Rollback Post to RevisionRollBack
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
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Grymar rushes forward and grabs hold of Kalhalla, pulling by the shoulders to pull him out of there. He shouts out, “Can anyone burn ‘em? Wave a torch at ‘em. Blast em with flame, somethin! C’mon ya biggun!” Grymar pulls him out and away from the not so fun guys.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Lehmani shakes her head, nearly paralyzed with fear as she cast a Sacred Flame on the closest mushroom and falls back as far as she can while still maintaining line of sight of the swarm.
There's nothing she has prepared for this occasion, but one thought does occur to her. "I can manage, perhaps, one more spell today. I can use it to protect someone as I've protected Kalhala. They can go in and retrieve him. It's a big risk though, and not certain it will have any effect against those spores..."
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Zubien will help pull Kalhalla clear and away from the swarm. "Retreat may be our only option at this point."
Grymar and Zubien - Between the both of you, you're able to pull Kalhala back, but in doing so you had to enter the cloud of spores. Please make DC 10 WIS Saving Throws.
Lehmani - The sacred flame hits the mass of mushrooms and you see a fraction of them crisp and burn away, but it is a drop in the ever growing ocean of fungus.
Kalhala - You can make another DC 10 WIS Save at the end of your turn (Just a straight roll, no ADV this time).
Grymar wisdom save : 9 (if it counts as poison, he has adv on the save).
A wizard is never late, nor is he early, he arrives precisely when he means to.
Grymar - The effect doesn't inflict Poison damage nor the Poisoned condition, so I'd say it does not count as Poison. You are incapacitated and your speed is halved. You may attempt another WIS Save at the end of your next turn.
"Thhhaank yooouu." Kalhala manages to say as Zubien and Grymar help pull him away from the shrooms.
WIS save 18!
And he shakes off his condition, only to see Grymar fall to it.
Berkarak sees the trouble more clearly and reaches in (if possible!), grabs the nearest lethargic-looking of the group, and pulls them back as far as possible.
Rolls:
If necessary, a Wisdom save. I rolled twice. Take the first if straight, or the highest/lowest if I have Adv/Disadvantage. 22, 10
Zubien - You breathe in some of the spores as you exert yourself hauling Kalhala away from the mushrooms. You feel a drowsiness wash over you but manage to center yourself and fight it off. I rolled a WIS Save for you in your character sheet which you passed.
Berkarak - Grymar looks almost ready to fall asleep where he stands while Zubien appears unaffected. You're able to resist the soporific effect of the spores and guide Grymar away from the oncoming crush of fungus.
Kalhala - You give a mighty sneeze and spatter the cave wall with spore-snot, feeling much better after. You see the wave of mushrooms is still approaching and skedaddle away.
Round 2
The mushrooms proliferate.
The party is up!
Map:
Berkarak continues to pull Grymar as far as he can, using the Dash action if necessary.
Grymar makes a wisdom save : 20
He takes a sudden inhalation with a cough, startled by being pulled by Berkerak, then wakes up and stands, moving back 12.5 feet and points at the proliferation, saying behind him, “Thanks for tha, Berkie, all of a sudden everythin went dark! How do we stop em multiplying!” If he can, he casts infestation on the lead one heading down that passageway. (DC 13 con save or take 5 points of poison damage and move in a random direction.)
A wizard is never late, nor is he early, he arrives precisely when he means to.
Not having a way to stop the proliferation, Kalhala looks around desperately, worrying that the entire cavern was going to fill up. "There are so many directions to go! Which way??"
He runs across to the tunnel and looks down it, seeing if there is anything of use or help or anything...
Lehmani, not seeing Berkarak split off with Grymar calls to the others... "Is that a door up ahead!? Perhaps we can get on the other side of it." If the others agree, she'll make a dash for that door in the northern passage.
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Zubien agrees, "Make for the door, perhaps we can close it and keep them little buggers out."
Berkarak - You're able to haul Grymar further south at half speed.
Grymar - You make the save at the end of your turn, you can move up to half your speed if you'd like.
Kalhala - It is pitch black in the cavern and you can't see much in the flickering light of a torch.
Lehmani - The animal stink that has been ever-present in this area grows as you near the door. You hear something moving around beyond it before the sound of multiplying mushrooms is eclipsed by that of an angry beast. Whatever it is sounds big and angry. You hear it snuffling at the cracks where the door doesn't quite sit flush against the rough stone and watch as the door suddenly shudders as the creature slams into it.
Round 3
The mushrooms proliferate. The angry animal makes angry animal noises.
The party is up!
Map:
Zubien suggests, "Perhaps we release what is behind the door while we get to the north and hope it runs south into the mushrooms."
Lehmani doesn't waste breath agreeing with Zubien. If it looks like the beast is about to break through, Lehmani will simply run in the other direction, heading off to the west. If it looks like it needs a little help, she'l take a whack at the door with her mace before she runs.
Attack: 17
Damage: 6
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Zubien nods, turns and heads west and up into the nook in the north
Lehmani, Zubien, and Kalhala - Lehmani's mace crashes down on the crude locking mechanism for the door, splintering it and drawing another furious roar from the creature beyond. Zubien runs north while Lehmani darts straight away from the door. With a crash, the door is smashed open by an angry brown bear. It sees Lehmani fleeing and gives chase! Zubien tucks himself into the hollow to the north and turns to see the wooden door go flying past followed by a large brown shape. In the darkness of the hollow the bear misses Zubien, but Zubien also misses two reptilian shapes that suddenly detach themselves from the walls nearby and attack!
SURPRISE ATTACKS
Troglodyte A lashes out violently at Zubien, jaws snapping mere inches from his face and claws slashing at him. The troglodyte manages to connect on one of its swipes, dealing 3 points of slashing damage.
Zubien barely has time to recover from that attack when he feels the jaws of the second Troglodyte clamp down upon his shoulder. The claws of the troglodyte rips away at his back as well. Zubien takes an additional 12 points of slashing damage from this assault.
Kalhala, Berkarak, and Grymar are up!
Note: I'm assuming Kalhala has the torch, this area is still pitch black if no other lighting is present. Grymar and Berkarak wouldn't be able to hear or perceive anything on the other side of the mushroom swarm.
Maps:
Lehmani will keep running west as he invokes her Thaumaturgy to amplify the sound of her voice. Using the spell, she bellows, "Zubien and Kalhala! Follow my voice! Grymar and Berkak, if you can hear me, keep running! Things just got a whole lot worse!"
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"