The party travels for a couple hours in long unused tunnels and quickly run into a hazzard... Rodolfo notices four gas spores floating in the tunnel ahead, ominously looking like the beholders they spawned from.
OOPS, that was meant for the main thread.
You've already encountered these before. You know they explode from the slightest damage and leave clouds of dangerous spores behind. Since there are 4 of them, if you choose to kill them from range, you will be left with 80 feet of toxic cloud to cross afterwards.
Are there side caverns or loops formed by the passages?
Rather than explode them and risk spore illness running through the clouds... Could Beegred try to lure them out of the way, have the rest of the party run forward (once the gas spores are not in front), and then hopefully the halfling will run around them without setting them off.
(What are gas spores attracted to? Meat? Noises, smells?)
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Beegred is not very good at History, Survival, or Nature.
But the Underdark is his favored terrain, so he would like to "Help" someone else with their plans (mention possible difficulties, or ways to use the terrain in our favor).
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
I say we put all our chips on Narstin and his +6 in Survival.
We are like city-slickers getting lost hiking in the forest. The next best option behind Narstin is Beegred with a (non-proficient) +2 in Survival. (This is why Eldath the NPC scout was so valuable to our group.)
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Nice roll! It seems Narstin's deity provides him with some knowledge.
The Gas Spores have no sensory abilities. They seem to be able to sense other creatures within 30 feet (blindsight). They are extremely slow to move (10 ft fly/hover speed). Their sole purpose seems to be to infect other creatures, causing their death and more Gas Spores spawn from the corpses. They do this in two ways; by violently 'exploding' at the slightest damage and releasing a cloud of spores that can infect others, or by stinging with the feelers that trail underneath them to the ground. The cloud of gas spores are significantly more dangerous (DC 15) than the stings (DC10). Once infected, without further intervention, a creature has about half a day depending on their constitution before the poison kills them.
Narstin also knows that the Gas Spores could harbor memories from the Beholder that originally spawned them. Those that are infected inherit the memories.
As for the situation, RNG decided that you're in a passage wide enough for two to walk side by side, so 10 feet across. Gas Spores are large creatures, so they can't be avoided. If you want to lure them into other passages via some method, then I will rule that you waste 1d6 hours per Gas Spore doing so.
I found what happened in the previous encounter, post 1505 in the main thread. I think that was the best solution.
Kill the gas spores (with cantrips)
Take whatever cover we can and/or go prone, cover the ears
Toss a torch to burn the cloud to ash. (Hopefully not too much damage from the blast)
Repeat steps 2 and 3 as necessary
The alternative is step 1 (kill them), run through the cloud, and hope that 3 or less people get poisoned/infected. (That is how many 2nd level spell slots Narstin has for Lesser Restoration.)
(EDIT: I did not think about Glabbagool. I'm not sure how it fits into a strategy against these gas spores.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
The Gas Spores hover in the air, with feelers dangling down to the ground. I would allow the party to walk beneath the Gas Spores. Then the mechanics of the creature dictate that they make an attack with a +0 modifier to try and hit you as you pass. (I guess this would be one attack of opportunity if you move past them. Use that how you want... they are 20 feet apart)
IF you get hit, then the DC for the feeler attack to do damage is DC 10 CON save versus the cloud which you won't be able to avoid, DC 15.
I did allow the torch thing already, so by precedent I'll allow it again. But it's 1 torch per cloud. Or an equivalent spell.
How high is the ceiling? Rodolfo has Levitate. If the party can find a large flat rock, maybe it could be slid (air hockey style) underneath a gas spore, pushed to the ceiling by the levitating rock, then popped by Narstin's Sacred Flame.
Up to the group how to handle this. Just throwing out ideas as they come to me.
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Rodolfo can't levitate an object. But he can take out all of them at once with a single spell. Doesn't help much though - there's no benefit in killing them in any specific order as far as I can see.
What we might attempt though is to run through as a group, limiting the number of attacks of opportunity. Rodolfo can help enhance/equalize the running speed of some people.
Rodolfo can Levitate an object. But I overlooked that he had Gust.
I'd say Narstin and Rodolfo blow them up with ranged attack cantrips (unless you feel like using a spell slot on Magic Missile), and see if Gust can clear a path through the poison cloud.
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
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So long rest then travel? Narstin navigates, with Jimjar's help?
(I may be posting sporadically tomorrow. My daughter is feverish and will probably have to stay home.)
Sure sounds good to me
Tabaxi with a penchant for shenans. He will....shenan again...
Long rest completed, no issue. Day 44 begins.
The party travels for a couple hours in long unused tunnels and quickly run into a hazzard... Rodolfo notices four gas spores floating in the tunnel ahead, ominously looking like the beholders they spawned from.
OOPS, that was meant for the main thread.
You've already encountered these before. You know they explode from the slightest damage and leave clouds of dangerous spores behind. Since there are 4 of them, if you choose to kill them from range, you will be left with 80 feet of toxic cloud to cross afterwards.
Are there side caverns or loops formed by the passages?
Rather than explode them and risk spore illness running through the clouds... Could Beegred try to lure them out of the way, have the rest of the party run forward (once the gas spores are not in front), and then hopefully the halfling will run around them without setting them off.
(What are gas spores attracted to? Meat? Noises, smells?)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Well, lets see what your characters can figure out. Roll, either History, Survival or Nature.
Group check, so 2 rolls total. Either 1 person with advantage, or two individuals.
Beegred is not very good at History, Survival, or Nature.
But the Underdark is his favored terrain, so he would like to "Help" someone else with their plans (mention possible difficulties, or ways to use the terrain in our favor).
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
-1's on history and nature and +1 on survival - not much help here
Tabaxi with a penchant for shenans. He will....shenan again...
I say we put all our chips on Narstin and his +6 in Survival.
We are like city-slickers getting lost hiking in the forest. The next best option behind Narstin is Beegred with a (non-proficient) +2 in Survival. (This is why Eldath the NPC scout was so valuable to our group.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Has Rodolfo encountered these as well? Were the spheres dangerous?
Sounds like best option is advantaged survival roll from narstin?
Survival: 15
Nice roll! It seems Narstin's deity provides him with some knowledge.
The Gas Spores have no sensory abilities. They seem to be able to sense other creatures within 30 feet (blindsight). They are extremely slow to move (10 ft fly/hover speed). Their sole purpose seems to be to infect other creatures, causing their death and more Gas Spores spawn from the corpses. They do this in two ways; by violently 'exploding' at the slightest damage and releasing a cloud of spores that can infect others, or by stinging with the feelers that trail underneath them to the ground. The cloud of gas spores are significantly more dangerous (DC 15) than the stings (DC10). Once infected, without further intervention, a creature has about half a day depending on their constitution before the poison kills them.
Narstin also knows that the Gas Spores could harbor memories from the Beholder that originally spawned them. Those that are infected inherit the memories.
Gas Spore
As for the situation, RNG decided that you're in a passage wide enough for two to walk side by side, so 10 feet across. Gas Spores are large creatures, so they can't be avoided. If you want to lure them into other passages via some method, then I will rule that you waste 1d6 hours per Gas Spore doing so.
Maybe Glabbagool is hungry still
Tabaxi with a penchant for shenans. He will....shenan again...
Glabbagool and the Gas Spores are about the same size.
I found what happened in the previous encounter, post 1505 in the main thread. I think that was the best solution.
The alternative is step 1 (kill them), run through the cloud, and hope that 3 or less people get poisoned/infected. (That is how many 2nd level spell slots Narstin has for Lesser Restoration.)
(EDIT: I did not think about Glabbagool. I'm not sure how it fits into a strategy against these gas spores.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Further explanation:
The Gas Spores hover in the air, with feelers dangling down to the ground. I would allow the party to walk beneath the Gas Spores. Then the mechanics of the creature dictate that they make an attack with a +0 modifier to try and hit you as you pass. (I guess this would be one attack of opportunity if you move past them. Use that how you want... they are 20 feet apart)
IF you get hit, then the DC for the feeler attack to do damage is DC 10 CON save versus the cloud which you won't be able to avoid, DC 15.
I did allow the torch thing already, so by precedent I'll allow it again. But it's 1 torch per cloud. Or an equivalent spell.
OR I would consider other solutions.
How high is the ceiling? Rodolfo has Levitate. If the party can find a large flat rock, maybe it could be slid (air hockey style) underneath a gas spore, pushed to the ceiling by the levitating rock, then popped by Narstin's Sacred Flame.
Up to the group how to handle this. Just throwing out ideas as they come to me.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
popping spore = gas cloud
if we're gonna do that can't Rodolfo just magic missile them and we toss torches if we have any? or other flamey spells
Tabaxi with a penchant for shenans. He will....shenan again...
Rodolfo can't levitate an object. But he can take out all of them at once with a single spell. Doesn't help much though - there's no benefit in killing them in any specific order as far as I can see.
What we might attempt though is to run through as a group, limiting the number of attacks of opportunity. Rodolfo can help enhance/equalize the running speed of some people.
Rodolfo does have both Gust and Prestidigitation cantrips though..
Rodolfo can Levitate an object. But I overlooked that he had Gust.
I'd say Narstin and Rodolfo blow them up with ranged attack cantrips (unless you feel like using a spell slot on Magic Missile), and see if Gust can clear a path through the poison cloud.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)