This post has potentially manipulated dice roll results.
Rand holds his breath, and walks right through the ash resisting the irritant and thrust his sword toward what would have been the last remaining zombie's heart.
Rand's sword thrust drops the last of the ash zombies! (Combat over - 125 XP each! 1,700 total =)Rand recognizes the skill with which the last zombie's armor was made - this must have been the Captain of the garrison here in Thundertree. The scale mail is more than masterwork - it must have magical properties to withstand the disaster and your attacks so well! (Final Christmas roll - +2 scale mail) A search of the garrison reveals nothing else of value or interest.
The light outside is beginning to fade - will you rest for the night, or push onward to another structure before it gets fully dark?
"This is one of the more defensible buildings we've seen, with arrow slits even, and it is getting late. Perhaps we can make shelter here for the night? I think we should move the zombies to the other side of the doors before we bar them. Perhaps, Bankur, you would be so kind as to perform last rites over them? I do not wish to revisit these newly made acquaintances of ours."
(Assuming the party concurs with staying here and taking a long rest...go ahead and hit the button on your character sheets to reset your HP, spells, abilities. Your original exploration plan had you going tot he keep on the hill next - that is also the place where the dragon was, according to the druid. Still going there in the morning?)
Bankur removes the zombie bodies from the house the party will be resting in (not thinking we want the rotted corpses next to us while we rest?), then does his best clerical work to make sure the zombies won't rise again.
(Got it. Will route you through the buildings at 2, then building 3, then 1, then the tower 7.)
After Bankur's blessings, the bodies remain dead - and outside! The night passes fairly peacefully - except for an awful sound heard shortly before dawn passing overhead and towards the keep on the hill. It sounded like a sheep having its guts ripped out...if it really is a dragon up there, then it might very well have been exactly that... So the next morning you skirt the hill and decide to clear the last few buildings before checking out that structure. Walking westwards, you come upon a couple of ruined, side-by-side cottages that look as though they might have been the homes of prosperous shopkeepers or well-off farmers in their time. Wind and weather have done their work here, though. All that remains are collapsed walls and piles of debris. Several young trees and vines have grown up in the midst of the ruins.
"Good points. Anyone got any fire spells ready? I got my tinderbox but that would take awhile. If anyone has some lantern oil on them we could wrap some rope around some sticks and make a few torches."
This post has potentially manipulated dice roll results.
Penumbra watches the bard produce a readymade tourch from his pack. "I need to rethink what I pack in my bag. I'm used to the streets of Neverwinter, whenever I needed fire I'd just 'borrow' a lamp."She pulls a small notebook out from a pocket and makes a quick note with a small piece of charcoal before replacing the book. With her shopping list updated she nocks an arrow and starts scanning the area for any movement.
This post has potentially manipulated dice roll results.
The torch lands in the middle of a thicket, crashing through the outer leaves and thin branches before getting caught about halfway in by thicker wood. There it begins to burn the plant, slowly spreading at first, until a 10' section of shrubbery is aflame and thick with dark smoke billowing to fill the destroyed cottage. You see a small twig blight running about in the shrubs, on fire and quickly burning up.
Although you are expecting the small plant creatures, the smoke and their natural ability to hide allow them to sneak up on you!
Surprise round: (1=Rand : 2=Salty Joe : 3=Bankur : 4=Penumbra)
Twig blight 1 on 1: Attack: 18 Damage: 2
Twig blight 2 on 2: Attack: 23 Damage: 4
Twig blight 3 on 1: Attack: 19 Damage: 3
Twig blight 4 on 4: Attack: 13 Damage: 4
Twig blight 5 on 2: Attack: 23 Damage: 5
After the five blights attack you, the ground erupts in grasping vines and roots, clutching at your legs and feet! (Make a DC12 Str saving throw or be restrained!)
This post has potentially manipulated dice roll results.
Bankur nods in agreement at Salty's observation. "Most fun! But now to rid ourselves of this last bustle in our hedgerow!"
Equipping his shield and drawing his mace, Bankur engages the closest plant monster, chopping down on it with a full force blow. Attack: 5 Damage: 4
As the mace sinks into the creature, Bankur takes a step back and utters a quick, sharp prayer to Ilmater. In response, a glowing, spectral mace appears in the air next to him and immediately chops down on the same creature.
Casting Spiritual Weapon and attacking the same blight, assuming it is still up after my first attack. Attack: 22 Damage: 5
Rand holds his breath, and walks right through the ash resisting the irritant and thrust his sword toward what would have been the last remaining zombie's heart.
(Attack: 15 Damage: 8)
Rand's sword thrust drops the last of the ash zombies! (Combat over - 125 XP each! 1,700 total =) Rand recognizes the skill with which the last zombie's armor was made - this must have been the Captain of the garrison here in Thundertree. The scale mail is more than masterwork - it must have magical properties to withstand the disaster and your attacks so well! (Final Christmas roll - +2 scale mail) A search of the garrison reveals nothing else of value or interest.
The light outside is beginning to fade - will you rest for the night, or push onward to another structure before it gets fully dark?
Love God. Love Others. Any Questions?
"This is one of the more defensible buildings we've seen, with arrow slits even, and it is getting late. Perhaps we can make shelter here for the night? I think we should move the zombies to the other side of the doors before we bar them. Perhaps, Bankur, you would be so kind as to perform last rites over them? I do not wish to revisit these newly made acquaintances of ours."
(Thanks, Rhanloi :) )
(Assuming the party concurs with staying here and taking a long rest...go ahead and hit the button on your character sheets to reset your HP, spells, abilities. Your original exploration plan had you going tot he keep on the hill next - that is also the place where the dragon was, according to the druid. Still going there in the morning?)
Love God. Love Others. Any Questions?
Lets save that for last?
I got alot a doods
(Agreed, I think the dragon should be last, if nothing else we don't want zombies or blights sneaking up on us while we deal with it.)
Bankur removes the zombie bodies from the house the party will be resting in (not thinking we want the rotted corpses next to us while we rest?), then does his best clerical work to make sure the zombies won't rise again.
(I agree on the plan to clear the keep last)
(Got it. Will route you through the buildings at 2, then building 3, then 1, then the tower 7.)
After Bankur's blessings, the bodies remain dead - and outside! The night passes fairly peacefully - except for an awful sound heard shortly before dawn passing overhead and towards the keep on the hill. It sounded like a sheep having its guts ripped out...if it really is a dragon up there, then it might very well have been exactly that... So the next morning you skirt the hill and decide to clear the last few buildings before checking out that structure. Walking westwards, you come upon a couple of ruined, side-by-side cottages that look as though they might have been the homes of prosperous shopkeepers or well-off farmers in their time. Wind and weather have done their work here, though. All that remains are collapsed walls and piles of debris. Several young trees and vines have grown up in the midst of the ruins.
Love God. Love Others. Any Questions?
"Looks like a good place for more Blights to hide. We could burn em out, but that might draw unwanted attention."
"If you are talking about the dragon I doubt it has forgotten the sound of my shatters. I say burn it down. We've killed most things to hide from."
I got alot a doods
"We lit the spider webs on fire before without ill consequences. I'm ok with trying that again."
"Good points. Anyone got any fire spells ready? I got my tinderbox but that would take awhile. If anyone has some lantern oil on them we could wrap some rope around some sticks and make a few torches."
Salty Joe Pulls out a torch from his backpack, lights it, and throws it into the foliage.
I got alot a doods
Penumbra watches the bard produce a readymade tourch from his pack. "I need to rethink what I pack in my bag. I'm used to the streets of Neverwinter, whenever I needed fire I'd just 'borrow' a lamp." She pulls a small notebook out from a pocket and makes a quick note with a small piece of charcoal before replacing the book. With her shopping list updated she nocks an arrow and starts scanning the area for any movement.
perception: 16
67 Throwing a torch into a the thicket has a 35% chance to catch anything on fire before it sputters out (65 or higher).
DM Screen:
Stealth: 17 Stealth 2: 15
Initiative:
Bankur Init: 2
Penumbra Init: 14
Rand Init: 19
Salty Joe Init: 10
Creature 1 Init: 19
Creature 2 Init: 17
Love God. Love Others. Any Questions?
The torch lands in the middle of a thicket, crashing through the outer leaves and thin branches before getting caught about halfway in by thicker wood. There it begins to burn the plant, slowly spreading at first, until a 10' section of shrubbery is aflame and thick with dark smoke billowing to fill the destroyed cottage. You see a small twig blight running about in the shrubs, on fire and quickly burning up.
Although you are expecting the small plant creatures, the smoke and their natural ability to hide allow them to sneak up on you!
Surprise round: (1=Rand : 2=Salty Joe : 3=Bankur : 4=Penumbra)
Twig blight 1 on 1: Attack: 18 Damage: 2
Twig blight 2 on 2: Attack: 23 Damage: 4
Twig blight 3 on 1: Attack: 19 Damage: 3
Twig blight 4 on 4: Attack: 13 Damage: 4
Twig blight 5 on 2: Attack: 23 Damage: 5
After the five blights attack you, the ground erupts in grasping vines and roots, clutching at your legs and feet! (Make a DC12 Str saving throw or be restrained!)
Round 1: Salty Joe -- Bankur -- Creature 2 -- Penumbra -- Rand -- Creature 1
Love God. Love Others. Any Questions?
Str Save 13
I got alot a doods
Salty pulls out his rapier, "Aint gonna lie, this has been a very fun landscaping job."
*Le Stab!* Attack: 7 Damage: 11
I got alot a doods
Strength save: 18
Bankur nods in agreement at Salty's observation. "Most fun! But now to rid ourselves of this last bustle in our hedgerow!"
Equipping his shield and drawing his mace, Bankur engages the closest plant monster, chopping down on it with a full force blow. Attack: 5 Damage: 4
As the mace sinks into the creature, Bankur takes a step back and utters a quick, sharp prayer to Ilmater. In response, a glowing, spectral mace appears in the air next to him and immediately chops down on the same creature.
Casting Spiritual Weapon and attacking the same blight, assuming it is still up after my first attack. Attack: 22 Damage: 5