So I am running Storm Kings thunder (SKT) and I have made the elves a actual quest line which involved them getting attacked by the orcs and the party had the choice of intervening. So the reward is some magic items that can help them in their journey.
Currently the party are around 8-16 life each with only a little healing left and no chance to rest for this encounter. They are in a tree house that is on fire but they dont know that yet. Below them are around 15 orcs and 3 Orogs fighting 12 Elves (scout statblock). Without the party intervention the elfs will die and with that treehouse on fire they cant stay up and attack at ranged. They may be able to for a few turns. There are also a few fires in the village and on the grass. I want this to play in effect and raise a need to find a way to stop the fire. I havent looked at the party for any way of them putting out fire and its on them to figure it out. I am wondering if these mechanics of a Grove fire would seem interesting at all and if I should buff it or nerf it. What ways do you thing that the party can put it out. I think the most useful spell they have is Gust and Mold Earth. I put a stream nearby but its up to the party to think of how to use it. I am fine if the party run away. If they run away they get less loot/XP but keep their lives.
Here are the mechanics
Grove fire
Heat Damage. Being next to 5 ft of a burning object needs a Con Save 12 + or take 1d6 damage, Half on a succesful save
Catching on Fire. if in the fire players are set on fire and the fire counts as alchamist fire for damage and putting out.
Smoke inhalation. Smoke is 10 feet from any source of fire and provides light concelment +2 ac and anyone in it must make a Con Save each round or be forced to cough and has disadvantage on any and all attacks and ability checks for that round.
Stopping the fire. The fire can be stopped by using many cantrips or going to a nearby stream and wetting the area around or by spells or stopping the fire by spreading. Without any help the fire will turn into a forest fire and burn down the forest area forcing the elves and players to leave.
Fire Spreading. Give the fire Initiative 5 on its turn count. roll a d12. On a 11 or 12 the fire starts spreading. roll a d8 for the direction it spreads. It spreads 10 in that direction on the beginning of its next turn. If it reaching the edge of the forest it wont stop easily.
So I am running Storm Kings thunder (SKT) and I have made the elves a actual quest line which involved them getting attacked by the orcs and the party had the choice of intervening. So the reward is some magic items that can help them in their journey.
Currently the party are around 8-16 life each with only a little healing left and no chance to rest for this encounter. They are in a tree house that is on fire but they dont know that yet. Below them are around 15 orcs and 3 Orogs fighting 12 Elves (scout statblock). Without the party intervention the elfs will die and with that treehouse on fire they cant stay up and attack at ranged. They may be able to for a few turns. There are also a few fires in the village and on the grass. I want this to play in effect and raise a need to find a way to stop the fire. I havent looked at the party for any way of them putting out fire and its on them to figure it out. I am wondering if these mechanics of a Grove fire would seem interesting at all and if I should buff it or nerf it. What ways do you thing that the party can put it out. I think the most useful spell they have is Gust and Mold Earth. I put a stream nearby but its up to the party to think of how to use it. I am fine if the party run away. If they run away they get less loot/XP but keep their lives.
Here are the mechanics
I need a good signature :s