(OOC: Did @Charwoman_Gene post an update about goodberries before the last long rest? I couldn't find the post saying how many berries she created and distributed before we finished the last Long Rest (the night with the troglodytes and drake fight).
Goodberries might not be ideal for the current situation. If Liarin is carrying the berries, and she'd have to transform out of her brown bear Wild Shape to distribute the berries unless she carries them in some sort of pouch that doesn't transform with her. The other problem is that you can only heal 1 HP per round with a Goodberry. Thus, it takes a full minute to heal 10 HP. If Jarvis and the others come running right away, we might only have a couple of rounds before they arrive. That's why I mentioned Avery's Second Wind if you want to start the next fight with more HP. Or his potion of healing.)
(OOC: Thanks! That's the post I was looking for, and I started to think that I imagined it! 😜 I guess I searched for goodberry and berries but not goodberries on D&DB. Its search function apparently doesn't handle wildcards or stemming!)
You all head south in your usual configuration and come out of the tunnel into a large, lofty room with a ceiling 15' over the floor. Supporting the wet earth above you are six stout columns of unadorned wood. A large pool of mud has gathered in the centre of the room, and no light brightens this dark place. The only other exit is to the south. No noise of incoming enemies at the moment.
This post has potentially manipulated dice roll results.
Theldrin quietly suggests the party move forward towards the southern exit. If everyone agrees he will examine the passageway as the party gets near, listening intently for any sounds of someone approaching.
Theldrin quietly suggests the party move forward towards the southern exit. If everyone agrees he will examine the passageway as the party gets near, listening intently for any sounds of someone approaching.
Perception: 17
Xanrym agrees. Or, at least, he thinks that they should move to the south exit from the chamber and see where it leads. Looking at the current room, Xanrym says, "There could be worse places to fight. An easy path back to the the swamp and just one other entrance to cover. A few columns to hide behind. We just have to avoid the mud." He eyes the mud suspiciously to ensure that there's no movement there. Perception14
As Theldrin checks that passageway, Xanrym sets down his lantern on the south side of one of the columns and then hides on the north side of one of the columns. Stealth8
(OOC: the dice roller triggered again when I edited the post, so I just the original values in here.)
You all move to the south end of the room while Xanrym noisily squelches through the mud in the centre. Theldrin looks through the door and finds a passageway leading east and west. To the east the corridor stays dark. But to the west you notice a faint light coming from around a corner.
The entry hall is 70ft by 50ft. So absolutely massive.
(OOC: OK. Much bigger than I realized! With a party of 5, a 70'x50' chamber may be more space than we want to cover. Of course, it's difficult for Avery and Liarin to fight side-by-side if we're in a 10'-wide hallway and Liarin is wild-shaped as a size Large creature, like a Brown Bear or a Dire Wolf.)
You all move to the south end of the room while Xanrym noisily squelches through the mud in the centre. Theldrin looks through the door and finds a passageway leading east and west. To the east the corridor stays dark. But to the west you notice a faint light coming from around a corner.
When nothing attacks, Xanrym picks up his lantern and moves to join them at the south exit. He's still trying to stay closer to the front of the line so that he can cast heroism on Avery just before their next fight.
Xanrym volunteers to sneak up the hall to the corner with the light if the others think that's useful, but he still thinks it's better if the party could choose a spot that they can defend and then let the cultists come to them.
For example, just one idea, we could confront Jarvis and the reinforcements just as they get to the southern entrance to the mud chamber, Liarin springing out of the room to ensure that they can't use the passageway to the east and Avery blocking their way into the mud room, like this:
______| |______ | | | mud | | pool | | Xn Th Tos | |_____,Av,_____| __________LB____
That way, the cultists can't swarm Xanrym, Theldrin, and Toska unless they get past Avery. Liarin and Avery could face melee with two cultists each, but all of those cultists would be exposed to spells / ranged attacks from the other three party members. And if Jarvis brings a large number of guards, they'll be backed up behind the 4 guards who are trying to fight their way past Liarin and Avery.
Good plan but could leave Liarin vulnerable to attack from behind. We could also wait in ambush against the walls on both sides of the doorway, waiting for them to come into the room.
A couple of good plans here. This room might make a good spot for an ambush. But, you don't actually know the Naga's Teeth's plan is to come after you. Xanrym could sneak ahead and do some recon, but if he got into trouble then you'd have to deal with that situation.
A couple of good plans here. This room might make a good spot for an ambush. But, you don't actually know the Naga's Teeth's plan is to come after you. Xanrym could sneak ahead and do some recon, but if he got into trouble then you'd have to deal with that situation.
So, more like this? (Imagine the periods as the corners of the 10' squares. I'm not sure how much of the room the mud pool occupies.)
If we wait or lure them into the room, Avery and Liarin can be hidden on either side of the door and then move to block them from coming into the room. The same setup works if Xanrym goes up the corridor to the west where it turns north. Maybe Theldrin and Avery move through the south exit into the hallway for a moment so that they can support Xanrym if he runs into the cultists. (He'll be just 30ft down the hall, so Avery could close and attack in 1 round.) If Xanrym sees anyone up the north corridor, he could try to lure them back into the mud pool room, where the rest of the party can pounce on them. If it's all clear, I guess he can wave the others forward, and we can try going north up that tunnel.
This post has potentially manipulated dice roll results.
Xanrym leaves his lantern in the chamber with the mud pool and moves through the south exit into the hallway. He stays there for a round, looking to the west and listening, trying to determine whether the light or sounds seem to be getting closer. While he stands there, he gets out a bag of caltrops and a flask of oil.
Theldrin - You don’t see any light sources towards the south. But the tunnel does seem to open up into a large chamber.
Avery - Toska will cast Cure Wounds on you, heading you for 3 damage.
Avery feels slightly better, but appreciative.
(OOC: Did @Charwoman_Gene post an update about goodberries before the last long rest? I couldn't find the post saying how many berries she created and distributed before we finished the last Long Rest (the night with the troglodytes and drake fight).
Goodberries might not be ideal for the current situation. If Liarin is carrying the berries, and she'd have to transform out of her brown bear Wild Shape to distribute the berries unless she carries them in some sort of pouch that doesn't transform with her. The other problem is that you can only heal 1 HP per round with a Goodberry. Thus, it takes a full minute to heal 10 HP. If Jarvis and the others come running right away, we might only have a couple of rounds before they arrive. That's why I mentioned Avery's Second Wind if you want to start the next fight with more HP. Or his potion of healing.)
(OOC: Here's the post)
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/188817-world-of-greyhawk-against-the-cult-of-the-reptile?comment=1761
(OOC: Thanks! That's the post I was looking for, and I started to think that I imagined it! 😜 I guess I searched for goodberry and berries but not goodberries on D&DB. Its search function apparently doesn't handle wildcards or stemming!)
You all head south in your usual configuration and come out of the tunnel into a large, lofty room with a ceiling 15' over the floor. Supporting the wet earth above you are six stout columns of unadorned wood. A large pool of mud has gathered in the centre of the room, and no light brightens this dark place. The only other exit is to the south. No noise of incoming enemies at the moment.
Theldrin quietly suggests the party move forward towards the southern exit. If everyone agrees he will examine the passageway as the party gets near, listening intently for any sounds of someone approaching.
Perception: 19
(OOC: How large is the room with the 6 columns and the pool of mud?)
Xanrym agrees. Or, at least, he thinks that they should move to the south exit from the chamber and see where it leads. Looking at the current room, Xanrym says, "There could be worse places to fight. An easy path back to the the swamp and just one other entrance to cover. A few columns to hide behind. We just have to avoid the mud." He eyes the mud suspiciously to ensure that there's no movement there. Perception 14
As Theldrin checks that passageway, Xanrym sets down his lantern on the south side of one of the columns and then hides on the north side of one of the columns. Stealth 8
(OOC: the dice roller triggered again when I edited the post, so I just the original values in here.)
The entry hall is 70ft by 50ft. So absolutely massive.
You all move to the south end of the room while Xanrym noisily squelches through the mud in the centre. Theldrin looks through the door and finds a passageway leading east and west. To the east the corridor stays dark. But to the west you notice a faint light coming from around a corner.
(OOC: OK. Much bigger than I realized! With a party of 5, a 70'x50' chamber may be more space than we want to cover. Of course, it's difficult for Avery and Liarin to fight side-by-side if we're in a 10'-wide hallway and Liarin is wild-shaped as a size Large creature, like a Brown Bear or a Dire Wolf.)
When nothing attacks, Xanrym picks up his lantern and moves to join them at the south exit. He's still trying to stay closer to the front of the line so that he can cast heroism on Avery just before their next fight.
Xanrym volunteers to sneak up the hall to the corner with the light if the others think that's useful, but he still thinks it's better if the party could choose a spot that they can defend and then let the cultists come to them.
For example, just one idea, we could confront Jarvis and the reinforcements just as they get to the southern entrance to the mud chamber, Liarin springing out of the room to ensure that they can't use the passageway to the east and Avery blocking their way into the mud room, like this:
That way, the cultists can't swarm Xanrym, Theldrin, and Toska unless they get past Avery. Liarin and Avery could face melee with two cultists each, but all of those cultists would be exposed to spells / ranged attacks from the other three party members. And if Jarvis brings a large number of guards, they'll be backed up behind the 4 guards who are trying to fight their way past Liarin and Avery.
Good plan but could leave Liarin vulnerable to attack from behind. We could also wait in ambush against the walls on both sides of the doorway, waiting for them to come into the room.
A couple of good plans here. This room might make a good spot for an ambush. But, you don't actually know the Naga's Teeth's plan is to come after you. Xanrym could sneak ahead and do some recon, but if he got into trouble then you'd have to deal with that situation.
Avery will move out of the door but off to the side, watching
So, more like this? (Imagine the periods as the corners of the 10' squares. I'm not sure how much of the room the mud pool occupies.)
If we wait or lure them into the room, Avery and Liarin can be hidden on either side of the door and then move to block them from coming into the room. The same setup works if Xanrym goes up the corridor to the west where it turns north. Maybe Theldrin and Avery move through the south exit into the hallway for a moment so that they can support Xanrym if he runs into the cultists. (He'll be just 30ft down the hall, so Avery could close and attack in 1 round.) If Xanrym sees anyone up the north corridor, he could try to lure them back into the mud pool room, where the rest of the party can pounce on them. If it's all clear, I guess he can wave the others forward, and we can try going north up that tunnel.
Xanrym leaves his lantern in the chamber with the mud pool and moves through the south exit into the hallway. He stays there for a round, looking to the west and listening, trying to determine whether the light or sounds seem to be getting closer. While he stands there, he gets out a bag of caltrops and a flask of oil.
Perception? 8
(OOC: That works, if they give chase we'll try to get some AoO's for Liarin and Avery as they follow us into the room)
Theldrin drops his Light spell and follows behind Xanrym.
The light to the west is not getting closer.
Does Xanrym continue to try and scout the area ahead or are you going to wait here in the hope that the Naga's Teeth will come to you?