This post has potentially manipulated dice roll results.
In quick succession, the four clay jars shatter on the ground at various points between Hordkhen and Delirious. The first two explode in a web of sticky goo, the second two explode in an explosion of exploding.
Glue Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.
Fire Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or take 1d8 fire damage (half as much damage on a successful saving throw). Bomb 1: 6 Bomb 2: 8
Delirious adeptly dodges the sticky stuff, and one of the blasts of fire, but catches one fully. (10 damage total)
Hordkhen dodges the first bout of goo, 8, 1, 18 but gets stuck in the second. He also fails to dodge one fire bomb (Disadvantage on the last DEX Save, now that he's restrained: 1 This was a 10, I think everything before this roll remained true.) and shield himself from the other. Nope. (14 damage total)
Delirious: 17, Kamag: 15, Place': 16 Forgot the rules on posting new dice rolls to an old post, but I recorded the real values before it messed up.
This post has potentially manipulated dice roll results.
run over and and shout with an echoing roar as the shout manifests itself into a Spirit Gorilla (bear totem everyone gets 8 temp hp and has advantage on str checks and saving throws) and use my action to free Hordkhen str check 0 adv 4
my real action is to turn into a Elk
move to position myself as tank and spread out (can't see map)
i gave myself 21 temp hp 13 from being an elk +8 from totem
This post has potentially manipulated dice roll results.
Round 1: Bomb Chuckers and Darkness
Kod rips the glue from Hordkhen and frees him from restraint.
Kamag gets 30' closer to the pit, lights a torch and tosses it closer. Now that he is about 10' from the edge, he notices a ladder going down, and from this angle can see to the back of it. It's about 10' deep but he can't see the creatures throwing bombs, they must be up against the ledge.
Place', however, does get close enough to see that the bomb chuckers are kobolds. He can't relay that information, though, unless anyone can speak elk. Everyone is within range to receive the benefits of his totem and gains some vigor.
Four more clay bombs fly through the air to the same location. This time, Kod is within the area of effect along with Delirious and Hordkhen. Just like before, 2 are glue bombs and 2 are firebombs. After chucking the bombs, the four Kobolds run to the back of the pit along the wall, and can now be seen by Kamag, who I suppose could relay that information. Delirious: 21, 12, 9, 8 All saves passed! Delirious is not restrained and takes half damage from each firebomb. Kod: 7, 16, 18, 21 Hordkhen: 19, 19, 12, 1 Kod and Hordkhen both get stuck in the glue and make their saves for the firebombs at disadvantage now: Kod: 23, 16 Hordkhen: 19, 9 Firebombs: #1 2, #2 4 None of the damage dips anyone below temp HP, though.
Hordkhen, Lyria, Delirious are up. Hordkhen and Kod are currently restrained. anyone trying to break out of the glue does so with advantage due to Place's totem.
This post has potentially manipulated dice roll results.
Delirious readies his bow and moves toward the edge of the drop-off where the clay bombs are being thrown up. If there are two standing next to each other he starts with them, if not then the one that looks ready to throw a bomb next. Also, if there happens to be a pile of bombs I may target let me know.
This post has potentially manipulated dice roll results.
Hordkhen, singed and still struggling with bits of glue, charges awkwardly to the stairs and down as fast as he can, to reveal the assailants to the party. He loads his crossbow, and takes a deep breath; thinking "Oxen shit bastards hurling weapons from the shadows, I need to reveal their numbers and positions.."
This post has potentially manipulated dice roll results.
Hordkhen must try to break free of the glue again, before moving, since he became restrained from the second volley as well. 23 Unfortunately, his athleticism is no match for the second glue bomb, and he cannot move. (I believe that is your turn, unless you have a bonus action you want to do, like Second Wind, or take an Action Surge. Also, the clay-pot-bombs were coming from the smaller East pit in the cavern, not the Southern area with the stairs. The gate at the bottom of the stairs has not yet been unlocked and Delirious is holding the key for it.)
Lyria easily removes Kod's glue restraints. She notices a pattern of weak points in the sticky goop and rips it apart. (That was your action and 5' of movement, you still have 25' left if you want.)
Delirious, as is his usual response, starts firing arrows. He walks up to the edge of the East pit and notes four kobolds lined up perfectly along the far wall. With no visible piles of bombs, he simply lets two arrows fly and two kobolds on the North end go down.
Hordkhen has a couple more options if he choses, Lyria has more movement, Kod is up and no longer restrained, Kamag and Place' are up as well.
This post has potentially manipulated dice roll results.
Round 2: Bomb Chuckers and Darkness
Kod charges to the edge of the East pit and climbs down the ladder, using Dash to reach melee with the two bomb-chucking kobolds. (not raging?)
Kamag also climbs down the ladder but waits back a step. (You could hold an action or even reach melee to attack)
Place'-Elk can't really use ladders, so he leaps down to where the kobolds are. Athletics: 19 He lands in a beautiful display of majesty and flawlessly continues his charge, uninterrupted, toward the kobolds. Unfortunately he misses as the kobold steps aside and Place's antlers strike the cave wall.
Suddenly, several whipping sounds come from the darkness of the Southern part of the cavern, past the locked gate in the area 15' down from where you are. Three brown, sticky tendrils shoot out of the darkness at Lyria, Hordkhen and Delirious. Hordkhen and Delirious notice the source immediately, but Lyria cannot see past the torchlight. Place', Kod and Kamag are out of the line of sight of this whole occurrence and would only notice Delirious being attacked by a tendril, but not the source. Delirious and Hordkhen:
Your vision follows the tendrils back to a stalagmite that until just now, seemed like a normal stalagmite, but a single eye opens on the side facing you, and a drooling, hissing mouth opens just below it. It has 3 flailing tentacles not currently in use, for a total of 6. It's about 50' away, but moves 10' closer while you watch it.
You all hear, "YUMMIES! Fresh food!" As the three of you still atop the Northern ridge are accosted by sticky tentacles. Lyria: 8 Hordkhen: 23 Delirious: 15 The tendril cannot get a hold on Horkhen through the glue that already has him held fast, but both Lyria and Delirious get wrapped up by the tentacles... and subsequently dragged off the edge of the ridge toward the source, each taking 6 damage from the fall while the tendrils continue to drag you in... You are both considered grappled and restrained. Also, while enveloped in the grasp of this thing, you feel weaker, and have disadvantage on STR checks and saves. The tendrils appear thin enough to be cut through or broken. Lyria, Delirious and Hordkhen can make a Nature check. Lyria's will be at a higher DC since she can only see the tendril and then got dragged into darkness.
Meanwhile, the two kobolds attack Kod and Place' with daggers. Kod: Attack: 15 Damage: 5 Hit. Place': Attack: 16 Damage: 5 Hit.
Hordkhen, Lyria and Delirious are up... but you're all restrained one way or another and it takes an action to get out. You do have other options like things that don't take STR, or attack rolls, or DEX... but you know... not much. However, you're still within Place's STR totem, so that would cancel out the disadvantage.
Light Source: Torch near the Eastern drop-off.
Initiative: 22-Kod 30/32 +2 Temp 15-Kamag 15/15 +8 Temp 14-Place' 18/24+13/13 Elk +3 Temp 13-Tendril-Thing 12-Kobolds 1) 2) 12-Hordkhen 21/28 +3 Temp (Restrained by glue, DC 11 STR check to break free) 11-Lyria 18/20 +4 Temp (Grappled, Restrained, Dis on STR checks and saves, by Tendril, DC 15 to escape Athletics or Acrobatics) 08-Delirious 18/28 +1 Temp (Grappled, Restrained, Dis on STR checks and saves, by Tendril, DC 15 to escape Athletics or Acrobatics)
Grappled: A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
Restrained: A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.
For a moment Kod looks more adolescent than warrior and says ”we need to leave"
Then shit starts.
Initiative. 22
11 Initiative, looking worn out.
Rainbow....... Mooo....
Dex. 12. Init. 2
Dex saves: 21 15 20 23
In quick succession, the four clay jars shatter on the ground at various points between Hordkhen and Delirious. The first two explode in a web of sticky goo, the second two explode in an explosion of exploding.
Glue Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.
Fire Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or take 1d8 fire damage (half as much damage on a successful saving throw).
Bomb 1: 6 Bomb 2: 8
Delirious adeptly dodges the sticky stuff, and one of the blasts of fire, but catches one fully. (10 damage total)
Hordkhen dodges the first bout of goo, 8, 1, 18 but gets stuck in the second. He also fails to dodge one fire bomb (Disadvantage on the last DEX Save, now that he's restrained: 1 This was a 10, I think everything before this roll remained true.)
and shield himself from the other.Nope. (14 damage total)Delirious: 17, Kamag: 15, Place': 16 Forgot the rules on posting new dice rolls to an old post, but I recorded the real values before it messed up.
Kod, Kamag, and Place' are up!
Initiative:
22-Kod 30/32
15-Kamag 15/15
14-Place' 18/24
12-Bomb Chuckers
12-Hordkhen (Restrained) 10/28
11-Lyria 18/20
08-Delirious 18/28
-We are all just one failed saving throw away from someone else's fantasy...
Kamag abandons all precept of stealth and moves in closer to the source of the pots. He lights his torch and tosses it towards the eastern drop off.
Perception 6
Kod runs over to free Hordkhen.
Str. 19.
+ 3 if athletics.
run over and and shout with an echoing roar as the shout manifests itself into a Spirit Gorilla (bear totem everyone gets 8 temp hp and has advantage on str checks and saving throws) and
use my action to free Hordkhen str check 0 adv 4my real action is to turn into a Elk
move to position myself as tank and spread out (can't see map)
i gave myself 21 temp hp 13 from being an elk +8 from totem
Chronomancy!!!
Round 1: Bomb Chuckers and Darkness
Kod rips the glue from Hordkhen and frees him from restraint.
Kamag gets 30' closer to the pit, lights a torch and tosses it closer. Now that he is about 10' from the edge, he notices a ladder going down, and from this angle can see to the back of it. It's about 10' deep but he can't see the creatures throwing bombs, they must be up against the ledge.
Place', however, does get close enough to see that the bomb chuckers are kobolds. He can't relay that information, though, unless anyone can speak elk. Everyone is within range to receive the benefits of his totem and gains some vigor.
Four more clay bombs fly through the air to the same location. This time, Kod is within the area of effect along with Delirious and Hordkhen. Just like before, 2 are glue bombs and 2 are firebombs. After chucking the bombs, the four Kobolds run to the back of the pit along the wall, and can now be seen by Kamag, who I suppose could relay that information.
Delirious: 21, 12, 9, 8 All saves passed! Delirious is not restrained and takes half damage from each firebomb.
Kod: 7, 16, 18, 21
Hordkhen: 19, 19, 12, 1
Kod and Hordkhen both get stuck in the glue and make their saves for the firebombs at disadvantage now:
Kod: 23, 16 Hordkhen: 19, 9
Firebombs: #1 2, #2 4
None of the damage dips anyone below temp HP, though.
Hordkhen, Lyria, Delirious are up. Hordkhen and Kod are currently restrained. anyone trying to break out of the glue does so with advantage due to Place's totem.
Initiative:
22-Kod 30/32 +5 Temp (Restrained)
15-Kamag 15/15 +8 Temp
14-Place' 18/24+13/13 Elk +8 Temp
12-Kobolds
12-Hordkhen (Restrained) 10/28 +3 Temp (Restrained)
11-Lyria 18/20 +8 Temp
08-Delirious 18/28 +5 Temp
Bear Totem: everyone gets 8 temp hp and has advantage on str checks and saving throws. Expires on round 11 at end of Place's turn.
-We are all just one failed saving throw away from someone else's fantasy...
Lyria moves forward to free Kod from his "sticky" situation. 20
*With flawless grace, savagery and seemingly in a single stroke
Rainbow....... Mooo....
Delirious readies his bow and moves toward the edge of the drop-off where the clay bombs are being thrown up. If there are two standing next to each other he starts with them, if not then the one that looks ready to throw a bomb next. Also, if there happens to be a pile of bombs I may target let me know.
Longbow Attack: 20 Damage: 7
Hoard breaker Attack: 24 Damage: 5
Hordkhen, singed and still struggling with bits of glue, charges awkwardly to the stairs and down as fast as he can, to reveal the assailants to the party. He loads his crossbow, and takes a deep breath; thinking "Oxen shit bastards hurling weapons from the shadows, I need to reveal their numbers and positions.."
Second wind for HP whilst stuck:
5
Hordkhen must try to break free of the glue again, before moving, since he became restrained from the second volley as well. 23 Unfortunately, his athleticism is no match for the second glue bomb, and he cannot move. (I believe that is your turn, unless you have a bonus action you want to do, like Second Wind, or take an Action Surge. Also, the clay-pot-bombs were coming from the smaller East pit in the cavern, not the Southern area with the stairs. The gate at the bottom of the stairs has not yet been unlocked and Delirious is holding the key for it.)
Lyria easily removes Kod's glue restraints. She notices a pattern of weak points in the sticky goop and rips it apart. (That was your action and 5' of movement, you still have 25' left if you want.)
Delirious, as is his usual response, starts firing arrows. He walks up to the edge of the East pit and notes four kobolds lined up perfectly along the far wall. With no visible piles of bombs, he simply lets two arrows fly and two kobolds on the North end go down.
Hordkhen has a couple more options if he choses, Lyria has more movement, Kod is up and no longer restrained, Kamag and Place' are up as well.
Initiative:
22-Kod 30/32 +5 Temp
15-Kamag 15/15 +8 Temp
14-Place' 18/24+13/13 Elk +8 Temp
12-Kobolds
1)
2)
12-Hordkhen 21/28 +3 Temp (Restrained)
11-Lyria 18/20 +8 Temp
08-Delirious 18/28 +5 Temp
-We are all just one failed saving throw away from someone else's fantasy...
Kamag shouts "Two filthy kobolds ate arrows, two left to kill!!", then moves to the bottom of the ladder and takes up a defensive posture.
OOOOOOOWWWAAAAAAHHHHHHHH I Charge a kobold Atk 24 dmg 7 additional dmg from Charge 6 and DC 13 Str saving throw or knocked prone
i end my turn by positioning myself as an obstacle or main target to all enemies.
Chronomancy!!!
Kod slightly disoriented charges a kobold and swings.
Atk 10. Dmg. 6. Lightning dmg 3
If he can't reach a kobold dash 30 ft closer and end turn.
Round 2: Bomb Chuckers and Darkness
Kod charges to the edge of the East pit and climbs down the ladder, using Dash to reach melee with the two bomb-chucking kobolds. (not raging?)
Kamag also climbs down the ladder but waits back a step. (You could hold an action or even reach melee to attack)
Place'-Elk can't really use ladders, so he leaps down to where the kobolds are. Athletics: 19 He lands in a beautiful display of majesty and flawlessly continues his charge, uninterrupted, toward the kobolds. Unfortunately he misses as the kobold steps aside and Place's antlers strike the cave wall.
Suddenly, several whipping sounds come from the darkness of the Southern part of the cavern, past the locked gate in the area 15' down from where you are. Three brown, sticky tendrils shoot out of the darkness at Lyria, Hordkhen and Delirious. Hordkhen and Delirious notice the source immediately, but Lyria cannot see past the torchlight. Place', Kod and Kamag are out of the line of sight of this whole occurrence and would only notice Delirious being attacked by a tendril, but not the source.
Delirious and Hordkhen:
Your vision follows the tendrils back to a stalagmite that until just now, seemed like a normal stalagmite, but a single eye opens on the side facing you, and a drooling, hissing mouth opens just below it. It has 3 flailing tentacles not currently in use, for a total of 6. It's about 50' away, but moves 10' closer while you watch it.

You all hear, "YUMMIES! Fresh food!" As the three of you still atop the Northern ridge are accosted by sticky tentacles.
Lyria: 8
Hordkhen: 23
Delirious: 15
The tendril cannot get a hold on Horkhen through the glue that already has him held fast, but both Lyria and Delirious get wrapped up by the tentacles... and subsequently dragged off the edge of the ridge toward the source, each taking 6 damage from the fall while the tendrils continue to drag you in... You are both considered grappled and restrained. Also, while enveloped in the grasp of this thing, you feel weaker, and have disadvantage on STR checks and saves. The tendrils appear thin enough to be cut through or broken.
Lyria, Delirious and Hordkhen can make a Nature check. Lyria's will be at a higher DC since she can only see the tendril and then got dragged into darkness.
Meanwhile, the two kobolds attack Kod and Place' with daggers.
Kod: Attack: 15 Damage: 5 Hit.
Place': Attack: 16 Damage: 5 Hit.
Hordkhen, Lyria and Delirious are up... but you're all restrained one way or another and it takes an action to get out. You do have other options like things that don't take STR, or attack rolls, or DEX... but you know... not much. However, you're still within Place's STR totem, so that would cancel out the disadvantage.
Light Source: Torch near the Eastern drop-off.
Initiative:
22-Kod 30/32 +2 Temp
15-Kamag 15/15 +8 Temp
14-Place' 18/24+13/13 Elk +3 Temp
13-Tendril-Thing
12-Kobolds
1)
2)
12-Hordkhen 21/28 +3 Temp (Restrained by glue, DC 11 STR check to break free)
11-Lyria 18/20 +4 Temp (Grappled, Restrained, Dis on STR checks and saves, by Tendril, DC 15 to escape Athletics or Acrobatics)
08-Delirious 18/28 +1 Temp (Grappled, Restrained, Dis on STR checks and saves, by Tendril, DC 15 to escape Athletics or Acrobatics)
Grappled: A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
Restrained: A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving throws.
-We are all just one failed saving throw away from someone else's fantasy...
9 str get out of tendril.
Rainbow....... Mooo....
Athletics to get out of Tendril: 22
"This ugly looking rock is trying to eat us! Hurry up with those kobolds. We can come back for the anus. We can come back for the anus!"
Hordkhen struggles against the glue, spitting and cursing. (Rolled a 24 on the character sheet by bumping the screen, not rerolling that shit)
In a surge of action he rushes to Lyria and slices at the tendril holding her: longsword 18 dmg 5