Grimnir is whispering to his group. "Those lobster-like creatures, did you see ? It seems they had the same red fungal tendrils on their heads as Sarith.. I don't like that. Those myconids seems to have lost their way, a bit like the fish-creatures we saw at the DarkLake, or the Derros lately..."
After a few second of silent , he adds: "Before heading into the place where we are not supposed to be, what do you think of helping the Hunting Circle? Having them on our side could be advantage if things are turning bad here..."
After some discussion you agree to go back and help Loobamub at the Circle of Hunters. You wind your way back towards the circle, through the tall stalks of fungi and squat mushrooms surrounding a central marshy lake. Loobamub is near where you met them earlier, and Valrish asks about the creatures he needed hunted. Loobamub is more than happy to offer descriptions of the two different things that need taking care of.
1) A Grick Alpha has nested near one of the main hunting paths creating a hazard for Myconid that walk nearby. If you're able to kill it, you can take it to Basidia for composting.
2) Within the grove, a Shambling Mound has taken up residence, churning up the soil and making it inhospitable for growing. It's easy enough to avoid, but would be better if removed completely. It is somewhere near the circle of growers, but is hard to spot as it tends to blend in the with its surroundings.
I don't know. Hunting a powerful, well-camouflaged enemy in its native territory almost never turns out well. On the other hand, that applies to both of them, and the grick is likely to be tougher and have minions. Wait--I have an idea.
"I agree. We should deal with the mound first, then go after the gricks--probably after a long rest."
Don't want to have to deal with a shambling mound by myself, after all.
"And for the gods' sakes, Loobamup, you're scavengers, not hunters!"
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Grimnir is flexing his muscles. "Good, a bit of exercise ! Gricks are no problems I think, unless they are like 10 of them. I'm happy to head for the mount first."
" Loobamup, do you anything that could help us clearing out the area for you ? Potions..... Magic mushrooms ?"added Grimnir with a big smile. "I found one that double my size !"
I don't know. Hunting a powerful, well-camouflaged enemy in its native territory almost never turns out well. On the other hand, that applies to both of them, and the grick is likely to be tougher and have minions. Wait--I have an idea.
"I agree. We should deal with the mound first, then go after the gricks--probably after a long rest."
Don't want to have to deal with a shambling mound by myself, after all.
"And for the gods' sakes, Loobamup, you're scavengers, not hunters!"
Loobamub looks down at Belwar, "Then it's a good thing you are here to do the hunting, little softer." He chuckles to himself at his own joke.
Grimnir is flexing his muscles. "Good, a bit of exercise ! Gricks are no problems I think, unless they are like 10 of them. I'm happy to head for the mount first."
" Loobamup, do you anything that could help us clearing out the area for you ? Potions..... Magic mushrooms ?"added Grimnir with a big smile. "I found one that double my size !"
"A mushroom that changes your size? How interesting. We have nothing like that here. We only harvest and compost what we need to survive. Can't stand too much excitement after all. Basidia is the potions expert, though it takes here some time to prepare them. You should speak with her if you want something of that nature. Now... about these creatures..." Loobamub proceeds to show draw a map for you to the Grick's cave, and advises what area of the grove to look for the Shambling Mount. The myconid warns you that the shambler will be hidden, so you will have to look very carefully, or it may surprise you.
You decide on finding the Shambler first as it's nearby. You head to the area of the grove that Loobamub pointed out, and begin searching for it.
(OOG Everyone please roll an Investigation or Nature check. And then to save time, go ahead and roll initiative too. I'll use the rolls to determine how you encounter the Shambling Mount. Feel free to describe yourself doing something as well. Depending on what you do, may affect the fight.)
This post has potentially manipulated dice roll results.
Oorr will start scouting staying 20 feet from the ground, trying to discern a weird mound of earth. Zippy will stay on top of the mushrooms, jumping from one to the other. Nature 9 Initiative 4
This post has potentially manipulated dice roll results.
Grimnir is lighting up his mace. A green light flame burns around the weapon, giving a strange color to the rocks. Preparing himself for the battle, Grimnir grabs one of his Bigwig mushroom, ready to eat it, and keep an eye out for something moving in the environment. OOC: I have 1 Bigwig left only after this one
You head into the grove's most forested area, directed by Loobamub to the place the shambler (as they call it) was last seen. You don't have to look for long, as you find the shambler in the middle of moving across the central pond of the grove, reaching for a new area to harvest fungal growth from.
Belwar is the first to see it, noting its movement and deducting the best possible angles and magics to attack it with. Belwar also spots that the shambling mound has apparently picked up an errant myconid sprout who was getting a drink of water (it does not appear to be Stool or Rumpadump). It has engulfed the sprout, and will digest it soon if the sprout is not released. Muffled notes of panic emit from the shambling mound's back.
Oorr gets a bird's eye view of the land, noting that there isn't much cleared area on this side of the pond. Movement within the tall stalks of fungus will be difficult. There appears to be small patch of fungus, about 10 feet square that the mound could be lured to, making it easier to target. Otherwise it will reach the cover of the taller mushrooms very soon. He also spots the sprout engulfed by the shambler.
Grimnir and Valrish don't notice the sprout inside the shambling mound at first, but are able to reach the outskirts of area it is heading to.
(OOG First round is a surprise round, so use advantage as necessary. You can use this to attack or devise some other strategy given the situation.)
This post has potentially manipulated dice roll results.
Oorr notices the shambling mound and the sprout engulfed by it. He firstly makes a combined attack with Zippy. Then, the first flying, the second jumping, they both will stay on the small patch of fungi, where the mound would be an easier target for the group.
This post has potentially manipulated dice roll results.
The creature seems to not have seen the dwarf. In a instant, Grimnir decides to use this advantage and hit with his full attack, putting back his mushroom in his pocket. Running like a gazelle (which is a weird comparison for a dwarf), Grimnir reach the Shambling Mound and delivers a multitude of blows. His green-flame mace swings twice, followed by an succession of slam with his left hand (Flurry of Blows, 1ki point)
Mace 1: 25 damage 5 + 1 Fire damage Mace 2: 19 damage 6 + 1 Fire damage Flurry of Blows 1: 15 damage 4 Flurry of Blows 2: 17 damage 6
As his two mace swings in the air, the fists connect with the creature. One of the hits connects with the what seemed to be the knee of the creature and locks for a few seconds. OOC: Grimnir is trying his Stunning Strike (1 ki point): CON Save 13 of Stunned till the end of my NEXT turn !
After the blows, Grimnir falls back as much as he can (probably something like 10ft)
Valrish roars with rage, leaping at the shambling mound, dawnbringer shining in his two handed grip. The mass of vegetation manages to dodge the first swing, but twigs and leaves are burned away in the light of the longsword as Valrish comes around for a second attack. Eldeth provides ranged support with her crossbow, managing to stick a bolt into a gnarled root in the mound.
"All right, let's rescue that myconid. Go get 'em, Your Majesty."
I position a 2nd-level shatter above the shambling mound and shape it to protect my allies, the stray myconid, and even That Which Must Not Be Described. 11 damage. I need a good single-target spell.
Derendil has a go at shredding the mound. 24 and 8 to hit; 19 damage.
Grimnir is whispering to his group. "Those lobster-like creatures, did you see ? It seems they had the same red fungal tendrils on their heads as Sarith.. I don't like that. Those myconids seems to have lost their way, a bit like the fish-creatures we saw at the DarkLake, or the Derros lately..."
After a few second of silent , he adds: "Before heading into the place where we are not supposed to be, what do you think of helping the Hunting Circle? Having them on our side could be advantage if things are turning bad here..."
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
"It winds well to me."
After some discussion you agree to go back and help Loobamub at the Circle of Hunters. You wind your way back towards the circle, through the tall stalks of fungi and squat mushrooms surrounding a central marshy lake. Loobamub is near where you met them earlier, and Valrish asks about the creatures he needed hunted. Loobamub is more than happy to offer descriptions of the two different things that need taking care of.
1) A Grick Alpha has nested near one of the main hunting paths creating a hazard for Myconid that walk nearby. If you're able to kill it, you can take it to Basidia for composting.
2) Within the grove, a Shambling Mound has taken up residence, churning up the soil and making it inhospitable for growing. It's easy enough to avoid, but would be better if removed completely. It is somewhere near the circle of growers, but is hard to spot as it tends to blend in the with its surroundings.
"It seems the Mound is the closer and most immediate threat. I say we deal with it first."
I don't know. Hunting a powerful, well-camouflaged enemy in its native territory almost never turns out well. On the other hand, that applies to both of them, and the grick is likely to be tougher and have minions. Wait--I have an idea.
"I agree. We should deal with the mound first, then go after the gricks--probably after a long rest."
Don't want to have to deal with a shambling mound by myself, after all.
"And for the gods' sakes, Loobamup, you're scavengers, not hunters!"
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Grimnir is flexing his muscles. "Good, a bit of exercise ! Gricks are no problems I think, unless they are like 10 of them. I'm happy to head for the mount first."
" Loobamup, do you anything that could help us clearing out the area for you ? Potions..... Magic mushrooms ?" added Grimnir with a big smile. "I found one that double my size !"
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Loobamub looks down at Belwar, "Then it's a good thing you are here to do the hunting, little softer." He chuckles to himself at his own joke.
"A mushroom that changes your size? How interesting. We have nothing like that here. We only harvest and compost what we need to survive. Can't stand too much excitement after all. Basidia is the potions expert, though it takes here some time to prepare them. You should speak with her if you want something of that nature. Now... about these creatures..." Loobamub proceeds to show draw a map for you to the Grick's cave, and advises what area of the grove to look for the Shambling Mount. The myconid warns you that the shambler will be hidden, so you will have to look very carefully, or it may surprise you.
You decide on finding the Shambler first as it's nearby. You head to the area of the grove that Loobamub pointed out, and begin searching for it.
(OOG Everyone please roll an Investigation or Nature check. And then to save time, go ahead and roll initiative too. I'll use the rolls to determine how you encounter the Shambling Mount. Feel free to describe yourself doing something as well. Depending on what you do, may affect the fight.)
Oorr will start scouting staying 20 feet from the ground, trying to discern a weird mound of earth. Zippy will stay on top of the mushrooms, jumping from one to the other.
Nature 9
Initiative 4
Valrish scouts through the forest of mushrooms, shining Dawnbringer on his path to see better. (Bright light at 30 ft and dim at an extra 30 ft.)
Nature: 17
Investigation: 19
Initiative: 14
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Grimnir is lighting up his mace. A green light flame burns around the weapon, giving a strange color to the rocks.
Preparing himself for the battle, Grimnir grabs one of his Bigwig mushroom, ready to eat it, and keep an eye out for something moving in the environment.
OOC: I have 1 Bigwig left only after this one
Nature: 12
Initiative: 12
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
I cast mage armor, just in case.
Investigation: 25
Initiative: 6
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Shambling Mound Initiative: 4; Stealth 7
You head into the grove's most forested area, directed by Loobamub to the place the shambler (as they call it) was last seen. You don't have to look for long, as you find the shambler in the middle of moving across the central pond of the grove, reaching for a new area to harvest fungal growth from.

Belwar is the first to see it, noting its movement and deducting the best possible angles and magics to attack it with. Belwar also spots that the shambling mound has apparently picked up an errant myconid sprout who was getting a drink of water (it does not appear to be Stool or Rumpadump). It has engulfed the sprout, and will digest it soon if the sprout is not released. Muffled notes of panic emit from the shambling mound's back.
Oorr gets a bird's eye view of the land, noting that there isn't much cleared area on this side of the pond. Movement within the tall stalks of fungus will be difficult. There appears to be small patch of fungus, about 10 feet square that the mound could be lured to, making it easier to target. Otherwise it will reach the cover of the taller mushrooms very soon. He also spots the sprout engulfed by the shambler.
Grimnir and Valrish don't notice the sprout inside the shambling mound at first, but are able to reach the outskirts of area it is heading to.
(OOG First round is a surprise round, so use advantage as necessary. You can use this to attack or devise some other strategy given the situation.)
Round 1
17 - Oorr/Zippy
16 - Grimnir/Jimjar
12 - Valrish/Eldeth
06 - Belwar/Derendil
04 - Shambling Mound (HP: 136/136)
Oorr notices the shambling mound and the sprout engulfed by it. He firstly makes a combined attack with Zippy. Then, the first flying, the second jumping, they both will stay on the small patch of fungi, where the mound would be an easier target for the group.
Oorr (Heavy Crossbow): Attack: 21 Damage: 8
Zippy (Bite): Attack: 11 Damage: 19
The creature seems to not have seen the dwarf. In a instant, Grimnir decides to use this advantage and hit with his full attack, putting back his mushroom in his pocket. Running like a gazelle (which is a weird comparison for a dwarf), Grimnir reach the Shambling Mound and delivers a multitude of blows. His green-flame mace swings twice, followed by an succession of slam with his left hand (Flurry of Blows, 1ki point)
Mace 1: 25 damage 5 + 1 Fire damage
Mace 2: 19 damage 6 + 1 Fire damage
Flurry of Blows 1: 15 damage 4
Flurry of Blows 2: 17 damage 6
As his two mace swings in the air, the fists connect with the creature. One of the hits connects with the what seemed to be the knee of the creature and locks for a few seconds.
OOC: Grimnir is trying his Stunning Strike (1 ki point): CON Save 13 of Stunned till the end of my NEXT turn !
After the blows, Grimnir falls back as much as he can (probably something like 10ft)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Con save: 16
Jimjar hidden between rocks and mushrooms, let fly 2 arrows at the creature.
Shortbow 1: 17 damage 4
Shortbow 1: 12 damage 6
Sneak attack: + 10
After the attack, Jimjar sees a large rock on his right and try to disappear behind it (bonus action stealth : 20)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Valrish roars with rage, leaping at the shambling mound, dawnbringer shining in his two handed grip. The mass of vegetation manages to dodge the first swing, but twigs and leaves are burned away in the light of the longsword as Valrish comes around for a second attack. Eldeth provides ranged support with her crossbow, managing to stick a bolt into a gnarled root in the mound.
Round 1
17 - Oorr/Zippy
16 - Grimnir/Jimjar
12 - Valrish/Eldeth
06 - Belwar/Derendil
04 - Shambling Mound (HP: 76/136)
"All right, let's rescue that myconid. Go get 'em, Your Majesty."
I position a 2nd-level shatter above the shambling mound and shape it to protect my allies, the stray myconid, and even That Which Must Not Be Described. 11 damage. I need a good single-target spell.
Derendil has a go at shredding the mound. 24 and 8 to hit; 19 damage.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)