The stocks of grass snag and respond by wrapping themselves around whatever parts of her body that they attach themselves to. A lancing, burning sensation radiates from various contact points, even working their way through articulation points in her armor. They stick to her like velcro, as the barbs work their way into her flesh.
DM: Joy takes 3 Necrotic Damage, but suffers no additional ill effect, as the ghostgrass is not rooted to anything that would allow it to Restrain her. Magical healing will force the barbs out immediately.
The paladin lets out a cry of pain and annoyance as the grass clings to her, dropping her sword and focusing the best she can to heal herself and force out as many barbs as possible.
Lay on Hands, +2 HP
"Ugh, t-there. We need to get moving or they'll leave us in the dust...er, sediment."
Joy gives a sigh of slight relief as she picks her sword back up and sheaths it. She notices the cut grass still lingering, shifting slightly in the tide. Not wanting anyone else in her party to stumble into it...and getting an idea, she tries to collect some in her pouches, not particularly dissuaded by the pain.
As Joy reaches out her hand to grab the stocks of seagrass, they nip her again, searing her nerves with neurotoxin.
DM: Joy takes 2 points of Necromantic Damage and (RP only) feels like her hands are on fire until she receives another magical healing.
She fights through the pain and stuffs three stocks of the pain-inducing ghostgrass into a pouch and makes it to the other side of the cavern in the process.
DM: Everyone else will need a Dexterity Saving Throw, DC 12, to follow Riven carefully around the ghostgrass.
Ylis keeps a little bit of distance at says, "Prancing ponies, toasty toesies." and casts [spells]Create Bonfire[spells] on the patch of ghostweed. DC 13 Dex save vs 8 Fire damage
She's not sure if it'll work but it's worth a try.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
As the Fellowship follow Riven along the rope, Ylis starts a magical fire on the ghostgrass. It fails to ignite, but it does burn. After a few moments, the impossible underwater blaze burns away the ghostgrass and the party is able to move freely.
Fortunately, the less dexterous members of the party were saved by the spell before they suffered any ill effects.
Vazo'yn nods his approval to Ylis's clever thinking as he quickly swims through the now#safe passageway, glad not to have had to find out the hard way just how ghostfire got its ominous name. He stays behind the group to go last, ensuring Riven's rope is retrieved in case they need it later.
DM: If desired, Riven can retroactively RP some algae harvesting.
The Fellowship follow Vazo'yn as he propels himself deeper into the winding tunnel. The tunnel opens into yet another cavernous space. Rays of moonlight shine through a wide crack in the ceiling, which sits 10 ft above the water level. One side of the chamber is covered in the crumbled and muddy remains of a landslide.
As the Fellowship swims into this area, ripples course through the water as more rocky debris begins to slide toward them. The entrance is immediately closed off with the rocks of the cave-in and the other side where the exit is also sees a cave-in. Then a cascade of heavy stones rain down on the party, the large stones tumbling at a curiously slow rate, which somehow just makes it feel more terrifying. Smokey mud radiates out from the stones and makes the water murky and difficult to see through as the place darkens, the moonlight from the wide crack being choked off.
DM: Everyone please make a Dexterity Saving Throw, DC 14. On success, half-damage will be applied. :O
The silt begins to settle around the group and thankfully, the glow of their own light source helps to illuminate, but the sediment in the water still makes it difficult to see the entire chamber from any one spot. The Fellowship begins a painful process of rolling stones off of their battered bodies.
Joy miraculously manages to avoid the larger rocks and deflect some of the damage with her shield, though the pain radiating through her hands flares up even more when her grip tightens. She immediately begins trying to free herself and help the others, breathing heavily from the exertion.
"Gal...or Maggie...did they...set this up too?" Her jaw tightens at the thought. Stupid pranks are one thing, but this could get someone killed.
As Randa swam through the rocks began to fall and she was immediately eleven years old again climbing the pass at the very southern edge of the Ashkeeper Peaks when the overhang gave way and sent her tumbling amongst rock, mud and dirt into the ravine....she began to panic, feeling the weight bearing down on her she screamed into the water clawing at the stone as it drove her toward the bottom.....
Lucky dex save: 3
Joy realizes her mistake just a moment too late, bracing herself to get hit by the cut grass.
The stocks of grass snag and respond by wrapping themselves around whatever parts of her body that they attach themselves to. A lancing, burning sensation radiates from various contact points, even working their way through articulation points in her armor. They stick to her like velcro, as the barbs work their way into her flesh.
DM: Joy takes 3 Necrotic Damage, but suffers no additional ill effect, as the ghostgrass is not rooted to anything that would allow it to Restrain her. Magical healing will force the barbs out immediately.
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The paladin lets out a cry of pain and annoyance as the grass clings to her, dropping her sword and focusing the best she can to heal herself and force out as many barbs as possible.
Lay on Hands, +2 HP
"Ugh, t-there. We need to get moving or they'll leave us in the dust...er, sediment."
Joy gives a sigh of slight relief as she picks her sword back up and sheaths it. She notices the cut grass still lingering, shifting slightly in the tide. Not wanting anyone else in her party to stumble into it...and getting an idea, she tries to collect some in her pouches, not particularly dissuaded by the pain.
Dex save 1: 7
Dex save 2: 17
As Joy reaches out her hand to grab the stocks of seagrass, they nip her again, searing her nerves with neurotoxin.
DM: Joy takes 2 points of Necromantic Damage and (RP only) feels like her hands are on fire until she receives another magical healing.
She fights through the pain and stuffs three stocks of the pain-inducing ghostgrass into a pouch and makes it to the other side of the cavern in the process.
DM: Everyone else will need a Dexterity Saving Throw, DC 12, to follow Riven carefully around the ghostgrass.
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DM: Berk succeeds with a natural 20, for a 22 total.
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Ylis keeps a little bit of distance at says, "Prancing ponies, toasty toesies." and casts [spells]Create Bonfire[spells] on the patch of ghostweed. DC 13 Dex save vs 8 Fire damage
She's not sure if it'll work but it's worth a try.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Randa keeps pace with Riven trying to use her light to lead the others through safely...
Dex Save- 10
As the Fellowship follow Riven along the rope, Ylis starts a magical fire on the ghostgrass. It fails to ignite, but it does burn. After a few moments, the impossible underwater blaze burns away the ghostgrass and the party is able to move freely.
Fortunately, the less dexterous members of the party were saved by the spell before they suffered any ill effects.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
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Vazo'yn nods his approval to Ylis's clever thinking as he quickly swims through the now#safe passageway, glad not to have had to find out the hard way just how ghostfire got its ominous name. He stays behind the group to go last, ensuring Riven's rope is retrieved in case they need it later.
DM: If desired, Riven can retroactively RP some algae harvesting.
The Fellowship follow Vazo'yn as he propels himself deeper into the winding tunnel. The tunnel opens into yet another cavernous space. Rays of moonlight shine through a wide crack in the ceiling, which sits 10 ft above the water level. One side of the chamber is covered in the crumbled and muddy remains of a landslide.
As the Fellowship swims into this area, ripples course through the water as more rocky debris begins to slide toward them. The entrance is immediately closed off with the rocks of the cave-in and the other side where the exit is also sees a cave-in. Then a cascade of heavy stones rain down on the party, the large stones tumbling at a curiously slow rate, which somehow just makes it feel more terrifying. Smokey mud radiates out from the stones and makes the water murky and difficult to see through as the place darkens, the moonlight from the wide crack being choked off.
DM: Everyone please make a Dexterity Saving Throw, DC 14. On success, half-damage will be applied. :O
The silt begins to settle around the group and thankfully, the glow of their own light source helps to illuminate, but the sediment in the water still makes it difficult to see the entire chamber from any one spot. The Fellowship begins a painful process of rolling stones off of their battered bodies.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
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Randa Dex Save- 8
Joy dex save: nat 20-3= 17
Joy miraculously manages to avoid the larger rocks and deflect some of the damage with her shield, though the pain radiating through her hands flares up even more when her grip tightens. She immediately begins trying to free herself and help the others, breathing heavily from the exertion.
"Gal...or Maggie...did they...set this up too?" Her jaw tightens at the thought. Stupid pranks are one thing, but this could get someone killed.
Athletics: 9; Inspiration re-roll: 16
As Randa swam through the rocks began to fall and she was immediately eleven years old again climbing the pass at the very southern edge of the Ashkeeper Peaks when the overhang gave way and sent her tumbling amongst rock, mud and dirt into the ravine....she began to panic, feeling the weight bearing down on her she screamed into the water clawing at the stone as it drove her toward the bottom.....
DM: Got home to roll some damage. 8 Bludgeoning Damage on failure, 4 Bludgeoning Damage on success.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
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