The Shambling Mound shudders from the crack of sound that surrounds it. The brambles and vines around the captured myconid slacken and then let loose as the mushroom figure drops lifeless to the ground. The shambler starts to move away, but before it gets far it falls inert to the ground, its movement ceasing. The leaves, twigs and fungus that it consists of turns a ruddy brown, and it starts to crack and peel, as if dead.
After a moment's pause, a faint whimper is heard from the fallen myconid sprout.
Grimnir runs towards the myconid and try to help it. " Oorr, do you still have some of your goodberries ? This one could use it I think..." "How are you little one? What are you doing here alone?"
"Zippy, stay with me and attack the creature if it dares to move."
Oorr will fly over the sprout and cast Cure Wounds (1st level).
Cure Wounds: 3
The myconid sprout opens its eyes, and let's loose some rapport spores as it looks up at Oorr. "Th...th...thank you," they say meekly."I shouldn't have st...str...strayed so far form the circle."The sprout stands up and shakes off some of the dead leaves and fungus, before rushing away to find its circle again.
"Shambling mounds are known to be able to feign death, then come back once danger has passed." I start casting molecular dissonance.
Not convinced of the shambler's demise, Belwar continues casting spells at it. The leaves and fungi scatter into particles as the molecular dissonance rips it apart piece by atomically small piece. The browned vegetation begins to turn black as the spells eats towards the heart of the creature, exposing a mass of pulsating vines, twigs, branches and mushrooms bundled together in a tightly knit core at its center.
With a roar that sounds like dry branches clattering together, the shambling mound leaps from the ground towards the deep gnome, no longer able to sustain the guise of death on the floor of the grove. With one final cast, Belwar unlocks the very fabric of life holding the core of the mound together. The heart separates in an explosion of infinite tiny specs that drift over Belwar, mildly irritating the gnome, but thankfully doing no worse damage. No visible trace is left of the shambling mound.
Loobamub is surprised to see you back so quickly. "You are mighty hunters indeed. Perhaps this next task will be no problem as well."The myconid gives you directions just outside the grove and tells you how to recognize the grick cave. They then warn you that it will not be easy to sneak up on the creature as it watches everything that passes through the cavern, waiting to strike.
You head out into the underdark once more. After maybe an hour of travel, you cross a fungal patch where several myconid are tending the fungi. You spot the cave towards the back of the cavern, exactly as Loobamub described. There doesn't appear to be anyway to approach it without being seen.
You have to give the Grick some credit. It's set itself up in a location that's very hard to sneak up on. The cave entrance opens to a wide cavern, where the walls funnel travelers and creatures down a path that leads right by the cave itself. There is no apparent overhang, ledge, or outcropping of rock that isn't visible from the cave, so the Grick will almost certainly see whoever is coming. In other words, no good location to wait out the Grick and jump it when it appears. You do however recognize that drawing it out of the cave will put it on much more even ground with you than going into the cave will be. Fighting in tight quarters with a Grick Alpha is not advisable.
Oorr's torch lights up the inside of the cavern. Immediately, a large tentacled creature rears back from the light, screeching and spreading it's four tentacles out in alarm. A gnashing beak snaps at the flames as it backs away. Its attention quickly diverts to the eight legged creature invading its space, and it leaps forward to attack.
(OOG No special surprise round this time, but you all have good visibility on the Grick. As we start the fight, it has engaged Zippy at the front of the cave. The rest of you are further back in the cavern.)
The Grick Alpha dodges out of the way of the bonfire that sprouts up, and then reaches to slam into Zippy with its tail, followed by trying to pull the steeder into its beak with its tentacles.
Tail attack on Zippy: Attack: 13 Damage: 14 Tentacles attack on Zippy: Attack: 9 Damage: 23
The Grick crushes zippy and in one swift motion pulls him in and bites down on the limp steeder with its beak. An audible crunch echoes throughout the cavern. Dropping the unconscious body of Zippy, the Grick turns to face the rest of its attackers.
(OOG Zippy went unconscious on the tentacle attack, and then suffers one death saving throw failure from the beak attack.)
OOC: posting now before going to bed (can edit if big things hapenning with Valrish/Oorr)
With Zippy lying on its back, Grimnir shout: "Pick up someone your size you ugly beast !" He rushes towards the large creature and gives two swings with his enflamed mace, followed by a fist attack in the eyes Mace 1: 24 damage 8 + 1 Fire damage >> (rolling with advantage, I'm assuming Valrish is in melee and I'm flanking) Mace 2: 21 damage 4 + 1 Fire damage Bonus attack: 21 damage 5
With the last hit, Grimnir is trying to hit a nerve to stun the creature: (1 ki point - CON save DC13 or Stun until the end of my next turn) After this deluge of hits, Grimnir falls back and get 20ft away from the Grick Jimjar keep his distance and release 2 arrows at the beast. Shortbow 1: 12 damage 4 Shortbow 1: 8 damage 6 Sneak Attack if possible: + 4 (I'm assuming Valrish will be in melee range with the Grick)
The Shambling Mound shudders from the crack of sound that surrounds it. The brambles and vines around the captured myconid slacken and then let loose as the mushroom figure drops lifeless to the ground. The shambler starts to move away, but before it gets far it falls inert to the ground, its movement ceasing. The leaves, twigs and fungus that it consists of turns a ruddy brown, and it starts to crack and peel, as if dead.
After a moment's pause, a faint whimper is heard from the fallen myconid sprout.
(OOG You are out of combat.)
Grimnir runs towards the myconid and try to help it.
" Oorr, do you still have some of your goodberries ? This one could use it I think..."
"How are you little one? What are you doing here alone?"
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
"Shambling mounds are known to be able to feign death, then come back once danger has passed." I start casting molecular dissonance.
"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)
"Oh..."
Grimnir, trying to protect the poor myconid, look at the Shambling mound to see any sign of it being alive
Perception: 8
"it looks pretty dead to me..."
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
"Zippy, stay with me and attack the creature if it dares to move."
Oorr will fly over the sprout and cast Cure Wounds (1st level).
Cure Wounds: 7
The myconid sprout opens its eyes, and let's loose some rapport spores as it looks up at Oorr. "Th...th...thank you," they say meekly. "I shouldn't have st...str...strayed so far form the circle." The sprout stands up and shakes off some of the dead leaves and fungus, before rushing away to find its circle again.
"You are... welcome."
Oorr, in all his years of life, would have never thought to end up save fungi in the Underdark.
Not convinced of the shambler's demise, Belwar continues casting spells at it. The leaves and fungi scatter into particles as the molecular dissonance rips it apart piece by atomically small piece. The browned vegetation begins to turn black as the spells eats towards the heart of the creature, exposing a mass of pulsating vines, twigs, branches and mushrooms bundled together in a tightly knit core at its center.
With a roar that sounds like dry branches clattering together, the shambling mound leaps from the ground towards the deep gnome, no longer able to sustain the guise of death on the floor of the grove. With one final cast, Belwar unlocks the very fabric of life holding the core of the mound together. The heart separates in an explosion of infinite tiny specs that drift over Belwar, mildly irritating the gnome, but thankfully doing no worse damage. No visible trace is left of the shambling mound.
Oorr, pleased by the teamwork, says: "We better go back to Loobamup, then starting the search for the Grick."
Loobamub is surprised to see you back so quickly. "You are mighty hunters indeed. Perhaps this next task will be no problem as well." The myconid gives you directions just outside the grove and tells you how to recognize the grick cave. They then warn you that it will not be easy to sneak up on the creature as it watches everything that passes through the cavern, waiting to strike.
You head out into the underdark once more. After maybe an hour of travel, you cross a fungal patch where several myconid are tending the fungi. You spot the cave towards the back of the cavern, exactly as Loobamub described. There doesn't appear to be anyway to approach it without being seen.
"You all, behind me. Zippy, go up there at the entrance but do not get inside."
Oorr will then light up a torch and toss it inside the cave. Hopefully, they will be able to spot the Grick.
Oorr Initiative 11
Oorr Perception 14
Valrish starts to brighten Dawnbringer, keeping himself at a safe distance from the entrance to the cave.
Initiative: 18
Perception: 5
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Grimnir follow the lead, lighting up his mace.
»keep your eyes on the ceiling, these things are good at hiding. »
initiative: 3
PErception: 13
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
Investigation for ambush sites: 26
Initiative: 21
"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)
You have to give the Grick some credit. It's set itself up in a location that's very hard to sneak up on. The cave entrance opens to a wide cavern, where the walls funnel travelers and creatures down a path that leads right by the cave itself. There is no apparent overhang, ledge, or outcropping of rock that isn't visible from the cave, so the Grick will almost certainly see whoever is coming. In other words, no good location to wait out the Grick and jump it when it appears. You do however recognize that drawing it out of the cave will put it on much more even ground with you than going into the cave will be. Fighting in tight quarters with a Grick Alpha is not advisable.
Grick Alpha Initiative: 12
Oorr's torch lights up the inside of the cavern. Immediately, a large tentacled creature rears back from the light, screeching and spreading it's four tentacles out in alarm. A gnashing beak snaps at the flames as it backs away. Its attention quickly diverts to the eight legged creature invading its space, and it leaps forward to attack.

(OOG No special surprise round this time, but you all have good visibility on the Grick. As we start the fight, it has engaged Zippy at the front of the cave. The rest of you are further back in the cavern.)
Round 1
21 Belwar/Derendil
12 Grick Alpha
10 Valrish/Eldeth
07 Oorr/Zippy
03 Grimnir/Jimjar
Let's lead off with a nice create bonfire for 8.
I'll have Derendil hang back in case of flanking by the alpha's minions.
"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)
Dex Saving Throw: 20
The Grick Alpha dodges out of the way of the bonfire that sprouts up, and then reaches to slam into Zippy with its tail, followed by trying to pull the steeder into its beak with its tentacles.
Tail attack on Zippy: Attack: 13 Damage: 14
Tentacles attack on Zippy: Attack: 9 Damage: 23
The Grick crushes zippy and in one swift motion pulls him in and bites down on the limp steeder with its beak. An audible crunch echoes throughout the cavern. Dropping the unconscious body of Zippy, the Grick turns to face the rest of its attackers.
(OOG Zippy went unconscious on the tentacle attack, and then suffers one death saving throw failure from the beak attack.)
Round 1
21 Belwar/Derendil
12 Grick Alpha
10 Valrish/Eldeth
07 Oorr/Zippy
03 Grimnir/Jimjar
OOC: posting now before going to bed (can edit if big things hapenning with Valrish/Oorr)
With Zippy lying on its back, Grimnir shout: "Pick up someone your size you ugly beast !"
He rushes towards the large creature and gives two swings with his enflamed mace, followed by a fist attack in the eyes
Mace 1: 24 damage 8 + 1 Fire damage >> (rolling with advantage, I'm assuming Valrish is in melee and I'm flanking)
Mace 2: 21 damage 4 + 1 Fire damage
Bonus attack: 21 damage 5
With the last hit, Grimnir is trying to hit a nerve to stun the creature: (1 ki point - CON save DC13 or Stun until the end of my next turn)
After this deluge of hits, Grimnir falls back and get 20ft away from the Grick
Jimjar keep his distance and release 2 arrows at the beast.
Shortbow 1: 12 damage 4
Shortbow 1: 8 damage 6
Sneak Attack if possible: + 4 (I'm assuming Valrish will be in melee range with the Grick)
CRITIC with my MACE !!! Add 2
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