"I think Karib joined the Order. He and I were the only ones in Elturel. We met up with Merric, Carlon and Jamna after Baldur's Gate. Carlon's a Harper. Or, at least he has the symbol tattooed on his arm. I'm not sure about Merric and Jamna."
"Aye, I'm a Harper," Carlon confirms, revealing the symbol he has tattooed on his inner arm. "And I'm not a Harper," Jamna adds. "But I am equally interested in where the stolen goods are going, and why in the hells they're being taken so damned far away from where they were stolen."
The Mere of Dead Men is a snarled, confusing maze, but the trail you follow is fortunately marked clearly enough to follow without much trouble. The tangled marsh you walk upon, however, is not as helpful (difficult terrain). The ground is what passes for dry in the mere: even "solid ground" is soggy, with water very near the surface. The humanoid prints can be plainly seen wherever the path crosses wet ground, clear enough to see the feet that aren't covered with boots have clawed ends. Much of the path is through mucky, cold, knee-deep water, much to Jamna's chagrin, the diminutive gnome struggling through many portions. On these stretches where the ground is not visible, blaze marks are cut into trees, keeping you on the right trail.
After four hours of this, the trail passes into a heavy fog, slowing progress even further. A chill passes through the humid air here, and the trees begin to press closer - thankfully, because had they not, the blaze marks might be too far away to see. As you mercifully reach some drier ground in the fog, however, Rogram suddenly falls behind. As you look behind to see him stuck, as if held in place by some invisible web, Hono walks directly into the same situation, being held fast by whatever sticky substance has wrapped around him.
By hour four, Rogram has begun grumbling to himself about the state of the path and the fog in an almost incessant stream of low Dwarvish curses. It's when the cursing ends abruptly that the rest look back to see him trying to look about, hardly able to move his limbs, and looking very confused. "What — what am I caught in?" He attempts to reach his sword.
Hono, realizing that he is getting stuck somehow in the muck, starts to think this was more then simply muck like restraint. He starts to raise with the fire floating about it to his mouth and start to take a deep breath and looks as if he was going to try and blow the flame out. Yet he doesn't... Hono decided to keep that card up his sleeve a little longer as he didn't want to set a becon off for those they pursue or possibly pursuing them. Hono instead maybe see what the others come up with before bring out the firey hammer to get them out. "It appears the muck has gotten to myself as well."
Rachael quickly freezes in place, not wishing to fall into whatever Rogram and Hono have encountered. "Stay alert!" she calls out as she rapidly looks around to try to find the source of whatever is happening. (Perception: 17)
This post has potentially manipulated dice roll results.
Merric listens from his place towards the front of the party as the others share their allegiances. He nods at Rogram as his name is mentioned. “I am bound to no one save the King, but the elves of the Misty Forest are friends to both the Alliance and the Enclave. We all share an interest in unraveling the secrets behind the cult.”
He tilts his head appreciatively at Hono, realizing his connection with the enclave. Merric spends the next few hours focused on the trail, staying alert for dangers from the swamp. He hears Racheal call out as Rogram and Hono become stuck in the muck and mire, and he turns and holds up a hand. “Stay still, struggling will only make it worse.” He pulls a rope from his backpack and uncoils it as he tries to determine what is holding the pair.
"Above!" Jamna calls out, drawing attention upward. Skittering legs appear first in the treeline, before the full girth of the giant spiders' abdomens enter view through the fog. Rogram and Hono are able to free themselves from the webs they had walked into, hidden by the fog just as Carlon's voice quietly and direly adds, "Not just above."
Four of the creatures in total descend into view, surrounding you and closing in on their prey. As if the webs they'd already placed weren't bad enough, more extend from their mouths, globs of the thick, sticky substance covering Rogram and Merric, restraining them to the ground.
The creatures' mandibles click audibly, their legs stretching upward as high as ten feet above the ground as they approach, hungry and cautious.
Round 1 Order: Giant Spiders Players <=====
Placement: Rogram and Merric are restrained. All combatants are within movement range of one another.
Rolls:
Web vs. Hono: 14 Web vs. Rogram: 18 Web vs. Karib: 15 Web vs. Merric: 21
"Well you are a little disappointing but I suppose you will have to do." A smile starts to slip onto Hono's face as his pupils turned red and appear as though they start to flicker like flames. He has up the flame he had been playing with in his hand in front of his face and blows into it. The flame begins to stream away from Hono zipping above the spiders (looking to end within 10 feet of as many of the spiders as we can and not being within 10 feet of friends, Hono himself can be close). All of a sudden the stream of fire starts bursts alight into a floating firey snake like being, flames facing out from all around it. (Dex save throw for all 10 feet from Wildspirit DC 14 or 6 fire damage). Once in existence, Hono curls his fingers back (BA: command the Wildspirit) the snake shoots back and above the party and dives right into the middle of them (wildspirt uses Fiery Teleportation: The spirit and each willing creature of your choice within 5 ft. of it teleport up to 15 ft. to unoccupied spaces you can see. Each creature within 5 ft. of the space that the spirit left must succeed on a DEX saving throw, DC:14, or take 4 fire damage.) Moving all from thier potential sticky situations to a new location. "Good to see you again old friend." The spirit uses the rest of its movement to go up. Hono himself slips behind the others after the move.
Grabbing her shield and warhammer, Rachael moves in towards the nearest of the large spiders (up to 40 ft. movement). As she reaches it, she gives out a battle cry, and her face transforms to a bear-like muzzle with large, sharp teeth. She makes two swings of her weapon. (Warhammer Attack: 15, Damage: 11 bludgeoning) (Warhammer Attack: 21, Damage: 10 bludgeoning)
(OOC - Bonus Action: Rage, Form of the Beast: Bite - Round 1 of 10)
Karib turned as Rogram exclaimed then looks around in apprehension as the spiders emerge from the mist.
Moving quickly toward Rogram. He stands as best he can between the nearest spider and the trapped young half-dwarf as a sword appears floating in the air, striking a wounded spider from above as the sound of a bell can be heard in the distance.
@DM: It looks like Karib has used a lot of spells. I assume that's not correct? We woke up and investigated the tunnel, IIRC?
Spiritual weapon attacking any wounded spider, if none wounded, then the one near Rogram: Attack 12; Damage 8. Toll the dead (hopefully a wounded spider): Wis save 16 or take 8 (unwounded) or 19 if already wounded.
Merric begins to struggle against the thick webs when he is suddenly ripped free by a fiery snake. He has but a moment of shock as he watches the spirit rise to the sky, then throws his hands up at his companions. “No, wait! Do not harm them!”
He turns to the spiders and embracing the woodland magic that allows him to speak with animals calls out in a chittering, clicking voice. “Wait! Do not strike! We mean you no harm. We are not your enemy, or your next meal. We simply wish to pass through your territory.”
OOC: Thank you for the conditional posts. Happy to assume that Merric and Rogram are within the radius of the snake as it appears. The flames will damage the webs enough to break them free, but unfortunately also means they'll have to make the DEX saves to avoid the damage themselves.
Karib did have an extra 1st level and 2nd level spell spent on his sheet for some reason, so I corrected that. I believe he has now used two 2nd level spells, Locate Object in the roadhouse, and now Spiritual Weapon.
Rolls:
Merric DEX Save (Disadvantage: Restrained): 11 Rogram DEX Save (Disadvantage: Restrained): 5
Giant Spider DEX Save: 11 Giant Spider WIS Save: 13
Merric Persuasion (Disadvantage: Hostile): 14
Carlon's Shortsword vs. Giant Spider: 11, 6 Jamna's Shortsword vs. Giant Spider: 8, 17 | Damage: 12piercing
Web vs. Merric: 14 Web vs. Karib: 9 Bite vs. Rogram: 24 | Rogram CON Save: 10 | Damage:7 piercing + 10 poison
The foggy mire is suddenly alight as Hono's snakelike spirit appears awash in flame. The web easily gives way to the heat, as does a layer of skin as Merric and Rogram are freed from their restraints. Rachael crashes through the flame, her warhammer leading the way as it smashes away a spider's mandibles when it closes in to bite and bats away a limb, the leg cracking under the hammer's impact. In a flash, Jamna wades in the shallows where the spider shrinks back from Rachael's wrath, darting unseen beneath the spider's belly, where she drags her blade upward, carving through its body, then diving out from beneath it as it falls dead. Nearby, where Hono's snake dives, Karib's weapon and bell resound, the magic seeming to drain the essence of the spider severely enough that it disrupts the web that shoots from its mouth toward the cleric. The creature limps toward its aggressors while Rogram and Carlon meet its companions on the opposite side of the swamp's dry ground. Their opponent leaps rapidly, belying its size, avoiding the stabs of Carlon's sword. Rogram finds more luck, his blade sweeping through a leg and nicking a limb of the other, but he pays for the strike when fangs drive into his arm. As he pulls it back, he feels the intense sting of the spider's venom working its way through his body.
Merric's words reach the ears of all within the fray, but the damage done, on top of the spiders' appetite, has them worked into a frenzy, and the persuasion falls on deaf ears. The only response is a thick glob of webbing that a spider spits toward the ranger, which he is able to sidestep in time.
Round 2 Order: Giant Spiders Players <=====
Placement: Rogram and Carlon are engaged in melee combat with two giant spiders. All combatants are within movement range of one another.
Health: The spider near Hono's Wildfire Spirit is severely wounded. The two spiders fighting Carlon and Rogram are each lightly wounded.
Karib curses as his first blow misses, but seeing the creature now near death he strikes again with the glowing forge-hammer. He scans the field and turns is attention to the most wounded remaining creature as the sound of a bell tolls once more.
"Hang in there, lad" he says to Rogram, worried about the effects of the spider bite.
Spiritual Weapon vs most wounded one: Attack 28, Damage: 11 Toll the dead vs spider near Rogram if wounded, I think all are?: Wis Save 16 or take 22
OOC: DM, did you account for the fact that Rogram gets advantage on saves against poison and resistance against poison damage? Also, I don't see that he is poisonED, but I'll roll a disadvantage roll just in case he is.
Rogram hisses a dwarven curse and he pulls away from the spider's bite. Screwing up his face, the half-dwarf lunges at the creature with his sword.
Attack: 18 (or 13 if at disadvantage)
He then chants one of his mother's healing spells, hoping to knit back some of his own wounds.
OOC: I did not account for that! Thank you for reminding me Rogram has the stats of a dwarf, and not a human. His health is corrected now (not including this upcoming round's healing word), and your assumption is correct re: the poisoned condition. He took poison damage, but does not have the condition.
I'll give some extra time for Merric, Hono and Rachael's actions.
Hono peaks around the others and throws his little flame from his hand at the most bloodied remaining spider "They don't look like the conversing type."
"Aye, I'm a Harper," Carlon confirms, revealing the symbol he has tattooed on his inner arm. "And I'm not a Harper," Jamna adds. "But I am equally interested in where the stolen goods are going, and why in the hells they're being taken so damned far away from where they were stolen."
The Mere of Dead Men is a snarled, confusing maze, but the trail you follow is fortunately marked clearly enough to follow without much trouble. The tangled marsh you walk upon, however, is not as helpful (difficult terrain). The ground is what passes for dry in the mere: even "solid ground" is soggy, with water very near the surface. The humanoid prints can be plainly seen wherever the path crosses wet ground, clear enough to see the feet that aren't covered with boots have clawed ends. Much of the path is through mucky, cold, knee-deep water, much to Jamna's chagrin, the diminutive gnome struggling through many portions. On these stretches where the ground is not visible, blaze marks are cut into trees, keeping you on the right trail.
After four hours of this, the trail passes into a heavy fog, slowing progress even further. A chill passes through the humid air here, and the trees begin to press closer - thankfully, because had they not, the blaze marks might be too far away to see. As you mercifully reach some drier ground in the fog, however, Rogram suddenly falls behind. As you look behind to see him stuck, as if held in place by some invisible web, Hono walks directly into the same situation, being held fast by whatever sticky substance has wrapped around him.
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By hour four, Rogram has begun grumbling to himself about the state of the path and the fog in an almost incessant stream of low Dwarvish curses. It's when the cursing ends abruptly that the rest look back to see him trying to look about, hardly able to move his limbs, and looking very confused. "What — what am I caught in?" He attempts to reach his sword.
Hono, realizing that he is getting stuck somehow in the muck, starts to think this was more then simply muck like restraint. He starts to raise with the fire floating about it to his mouth and start to take a deep breath and looks as if he was going to try and blow the flame out. Yet he doesn't... Hono decided to keep that card up his sleeve a little longer as he didn't want to set a becon off for those they pursue or possibly pursuing them. Hono instead maybe see what the others come up with before bring out the firey hammer to get them out. "It appears the muck has gotten to myself as well."
Rachael quickly freezes in place, not wishing to fall into whatever Rogram and Hono have encountered. "Stay alert!" she calls out as she rapidly looks around to try to find the source of whatever is happening. (Perception: 17)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Hono tries to see what is holding him.
Perception: 20
"I have a way out of this but... it's not very subtle. So if no one else has any suggestions, I can get us moving again. "
Merric listens from his place towards the front of the party as the others share their allegiances. He nods at Rogram as his name is mentioned. “I am bound to no one save the King, but the elves of the Misty Forest are friends to both the Alliance and the Enclave. We all share an interest in unraveling the secrets behind the cult.”
He tilts his head appreciatively at Hono, realizing his connection with the enclave. Merric spends the next few hours focused on the trail, staying alert for dangers from the swamp. He hears Racheal call out as Rogram and Hono become stuck in the muck and mire, and he turns and holds up a hand. “Stay still, struggling will only make it worse.” He pulls a rope from his backpack and uncoils it as he tries to determine what is holding the pair.
Nature: 11.
"Above!" Jamna calls out, drawing attention upward. Skittering legs appear first in the treeline, before the full girth of the giant spiders' abdomens enter view through the fog. Rogram and Hono are able to free themselves from the webs they had walked into, hidden by the fog just as Carlon's voice quietly and direly adds, "Not just above."
Four of the creatures in total descend into view, surrounding you and closing in on their prey. As if the webs they'd already placed weren't bad enough, more extend from their mouths, globs of the thick, sticky substance covering Rogram and Merric, restraining them to the ground.
The creatures' mandibles click audibly, their legs stretching upward as high as ten feet above the ground as they approach, hungry and cautious.
Round 1 Order:
Giant Spiders
Players <=====
Placement:
Rogram and Merric are restrained.
All combatants are within movement range of one another.
Rolls:
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"Well you are a little disappointing but I suppose you will have to do." A smile starts to slip onto Hono's face as his pupils turned red and appear as though they start to flicker like flames. He has up the flame he had been playing with in his hand in front of his face and blows into it. The flame begins to stream away from Hono zipping above the spiders (looking to end within 10 feet of as many of the spiders as we can and not being within 10 feet of friends, Hono himself can be close). All of a sudden the stream of fire starts bursts alight into a floating firey snake like being, flames facing out from all around it. (Dex save throw for all 10 feet from Wildspirit DC 14 or 6 fire damage). Once in existence, Hono curls his fingers back (BA: command the Wildspirit) the snake shoots back and above the party and dives right into the middle of them (wildspirt uses Fiery Teleportation: The spirit and each willing creature of your choice within 5 ft. of it teleport up to 15 ft. to unoccupied spaces you can see. Each creature within 5 ft. of the space that the spirit left must succeed on a DEX saving throw, DC:14, or take 4 fire damage.) Moving all from thier potential sticky situations to a new location. "Good to see you again old friend." The spirit uses the rest of its movement to go up. Hono himself slips behind the others after the move.
OOC: Does that include Rogram? Am I no longer restrained?
(That was my intention but the radious isn't very big and I don't know if there is a chance of webs being were we move to)
Grabbing her shield and warhammer, Rachael moves in towards the nearest of the large spiders (up to 40 ft. movement). As she reaches it, she gives out a battle cry, and her face transforms to a bear-like muzzle with large, sharp teeth. She makes two swings of her weapon.
(Warhammer Attack: 15, Damage: 11 bludgeoning)
(Warhammer Attack: 21, Damage: 10 bludgeoning)
(OOC - Bonus Action: Rage, Form of the Beast: Bite - Round 1 of 10)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
If Rogram isn't freed by Hono's wildfire spirit:
Athletics at disadvantage to free myself: 20 and nat 1
In case Rogram is freed:
Rogram moves to the nearest spider(s) and swings at it/them with his sword.
Using the same first d20 roll of a dirty 20, damage: 6
If two or more of the spiders are within melee, he'll use slashing flourish to hit all of them: 1
Karib turned as Rogram exclaimed then looks around in apprehension as the spiders emerge from the mist.
Moving quickly toward Rogram. He stands as best he can between the nearest spider and the trapped young half-dwarf as a sword appears floating in the air, striking a wounded spider from above as the sound of a bell can be heard in the distance.
@DM: It looks like Karib has used a lot of spells. I assume that's not correct? We woke up and investigated the tunnel, IIRC?
Spiritual weapon attacking any wounded spider, if none wounded, then the one near Rogram: Attack 12; Damage 8.
Toll the dead (hopefully a wounded spider): Wis save 16 or take 8 (unwounded) or 19 if already wounded.
Merric begins to struggle against the thick webs when he is suddenly ripped free by a fiery snake. He has but a moment of shock as he watches the spirit rise to the sky, then throws his hands up at his companions. “No, wait! Do not harm them!”
He turns to the spiders and embracing the woodland magic that allows him to speak with animals calls out in a chittering, clicking voice. “Wait! Do not strike! We mean you no harm. We are not your enemy, or your next meal. We simply wish to pass through your territory.”
DM Screen:
4/27-h
22/29-ro
22/23-ro
OOC: Thank you for the conditional posts. Happy to assume that Merric and Rogram are within the radius of the snake as it appears. The flames will damage the webs enough to break them free, but unfortunately also means they'll have to make the DEX saves to avoid the damage themselves.
Karib did have an extra 1st level and 2nd level spell spent on his sheet for some reason, so I corrected that. I believe he has now used two 2nd level spells, Locate Object in the roadhouse, and now Spiritual Weapon.
Rolls:
The foggy mire is suddenly alight as Hono's snakelike spirit appears awash in flame. The web easily gives way to the heat, as does a layer of skin as Merric and Rogram are freed from their restraints. Rachael crashes through the flame, her warhammer leading the way as it smashes away a spider's mandibles when it closes in to bite and bats away a limb, the leg cracking under the hammer's impact. In a flash, Jamna wades in the shallows where the spider shrinks back from Rachael's wrath, darting unseen beneath the spider's belly, where she drags her blade upward, carving through its body, then diving out from beneath it as it falls dead. Nearby, where Hono's snake dives, Karib's weapon and bell resound, the magic seeming to drain the essence of the spider severely enough that it disrupts the web that shoots from its mouth toward the cleric. The creature limps toward its aggressors while Rogram and Carlon meet its companions on the opposite side of the swamp's dry ground. Their opponent leaps rapidly, belying its size, avoiding the stabs of Carlon's sword. Rogram finds more luck, his blade sweeping through a leg and nicking a limb of the other, but he pays for the strike when fangs drive into his arm. As he pulls it back, he feels the intense sting of the spider's venom working its way through his body.
Merric's words reach the ears of all within the fray, but the damage done, on top of the spiders' appetite, has them worked into a frenzy, and the persuasion falls on deaf ears. The only response is a thick glob of webbing that a spider spits toward the ranger, which he is able to sidestep in time.
Round 2 Order:
Giant Spiders
Players <=====
Placement:
Rogram and Carlon are engaged in melee combat with two giant spiders.
All combatants are within movement range of one another.
Health:
The spider near Hono's Wildfire Spirit is severely wounded.
The two spiders fighting Carlon and Rogram are each lightly wounded.
Rogram is wounded.
Merric is lightly wounded.
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Karib curses as his first blow misses, but seeing the creature now near death he strikes again with the glowing forge-hammer. He scans the field and turns is attention to the most wounded remaining creature as the sound of a bell tolls once more.
"Hang in there, lad" he says to Rogram, worried about the effects of the spider bite.
Spiritual Weapon vs most wounded one: Attack 28, Damage: 11
Toll the dead vs spider near Rogram if wounded, I think all are?: Wis Save 16 or take 22
OOC: DM, did you account for the fact that Rogram gets advantage on saves against poison and resistance against poison damage? Also, I don't see that he is poisonED, but I'll roll a disadvantage roll just in case he is.
Rogram hisses a dwarven curse and he pulls away from the spider's bite. Screwing up his face, the half-dwarf lunges at the creature with his sword.
Attack: 18 (or 13 if at disadvantage)
He then chants one of his mother's healing spells, hoping to knit back some of his own wounds.
Bonus: healing word at 1st level: +5 to Rogram
OOC: I did not account for that! Thank you for reminding me Rogram has the stats of a dwarf, and not a human. His health is corrected now (not including this upcoming round's healing word), and your assumption is correct re: the poisoned condition. He took poison damage, but does not have the condition.
I'll give some extra time for Merric, Hono and Rachael's actions.
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Rachael hurries now towards the spider attacking Rogram, again striking with her warhammer.
(Warhammer Attack: 23, Damage: 9 bludgeoning)
(Warhammer Attack: 15, Damage: 11 bludgeoning)
(OOC - Rage, Form of the Beast: Bite - Round 2 of 10)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Hono peaks around the others and throws his little flame from his hand at the most bloodied remaining spider "They don't look like the conversing type."
Produce Flame: 12 to hit for 11 fire damage
Hono looks up to the Wildspirit a d nods his head towards the spiders, the spirit spits a streak of fire towards the same spider as Hono.
Flame Seed: 24 to hit for 8 damage