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Temple Ruins Near Luskan.

Posted by GMFor group archive 4
GM
GM, 478 posts
Wed 22 Jan 2020
at 06:34
  • msg #50

Re: Temple Ruins Near Luskan

When Fergan stands, the plant drops down off the wall. Saran ready action firebolts but misses.

Everybody roll initiative.

If you beat or tie 13, go. It is 15’ away from both of you (two empty squares between you and the plant). It appears to be a mass of swinging vines, like a verdant lovecraftian tentacle monster.

It has an AC of 12.
Fergan
player, 237 posts
Wed 22 Jan 2020
at 17:09
  • msg #51

Re: Temple Ruins Near Luskan

In reply to GM (msg # 50):

Made Initiative w unmod 19. Failed attack with unmod 4
Saran Helder
player, 251 posts
Wed 22 Jan 2020
at 18:52
  • msg #52

Re: Temple Ruins Near Luskan

initiative: 16

Saran shouts an incantation and waves his hands, sending three radiant bolts at the monster, and then backs up the stairs 15 ft.

Dmg 6.

ooc: Somehow rolled a 1 on all three of the d4s.  I try to be cool about randomness, but I really wonder if this dice roller hates me.
GM
GM, 479 posts
Wed 22 Jan 2020
at 19:50
  • msg #53

Re: Temple Ruins Near Luskan

The magical bolts strike the swinging vines, but each only seem to do minor damage, blasting away peripheral creepers.

In a 15' radius around the plant monster, grasping vines, grasses and roots push out from cracks in the floor. Fergan roll strength check, DC 12 or be restrained. Area is considered difficult terrain (for non-plant creatures).

It then closes the distance between it and Fergan (moving 10').

Lampwick, sticking by Saran's side shoots an arrow which embeds into the center of mass of the plant (7 dam).
Fergan
player, 238 posts
Wed 22 Jan 2020
at 19:58
  • msg #54

Re: Temple Ruins Near Luskan

In reply to GM (msg # 53):

I am restrained
GM
GM, 480 posts
Wed 22 Jan 2020
at 21:32
  • msg #55

Re: Temple Ruins Near Luskan

Fergan's turn.

quote:
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.


You can use your action to attempt another str check (DC 12).
Fergan
player, 239 posts
Wed 22 Jan 2020
at 22:42
  • msg #56

Re: Temple Ruins Near Luskan

In reply to GM (msg # 55):

Crit success Strength check.

IIRC, I can still move without provoking an AoO, which I do. I want to kite the thing around the room and out the door (up the stairs?) if possible while staying far enough away to require a double move on its part under the assumption it moves at 10'.
GM
GM, 481 posts
Wed 22 Jan 2020
at 23:04
  • msg #57

Re: Temple Ruins Near Luskan

Fergan:
IIRC, I can still move without provoking an AoO, which I do.

Why? You used your action to break free, and are adjacent to it, if you move beyond its reach (10ft) you would provoke an OA. Am I missing something?
GM
GM, 482 posts
Wed 22 Jan 2020
at 23:07
  • msg #58

Re: Temple Ruins Near Luskan

However, I do like to reward crits, so let's say you get a free disengage. It has a movement of 10' so you can def kite, it but you'll have to move around the large room.

Between you kiting it and Saran and Lampwick you all make short work with EB, Firebolt, and arrows.
Fergan
player, 240 posts
Thu 23 Jan 2020
at 00:55
  • msg #59

Re: Temple Ruins Near Luskan

GM:
Fergan:
IIRC, I can still move without provoking an AoO, which I do.

Why? You used your action to break free, and are adjacent to it, if you move beyond its reach (10ft) you would provoke an OA. Am I missing something?


I didn't clock that it's reach was 10'. I thought I was 10' away with 5' reach.

Idiot thing. Good to know, however, that they are slow.

I check to see if it has any stuff and then search the room. You can roll as appropriate.

Telepathically: Want to rest a bit so you can re-summon your familiar? I could use the time to gain another spell slot

OOC: Can I use another cue to signal telepathy?
Saran Helder
player, 252 posts
Thu 23 Jan 2020
at 01:43
  • msg #60

Re: Temple Ruins Near Luskan

summoning Spot will take 11 minutes.  A short rest will get me a 1st level spell slot back. But, since I can get two slots back, let's just go with the 11 minutes.
Fergan
player, 241 posts
Thu 23 Jan 2020
at 01:55
  • msg #61

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 60):

Ok.
Fergan
player, 242 posts
Thu 23 Jan 2020
at 04:15
  • msg #62

Re: Temple Ruins Near Luskan

Fergan:
I check to see if it has any stuff and then search the room. You can roll as appropriate.

GM
GM, 483 posts
Thu 23 Jan 2020
at 20:21
  • msg #63

Re: Temple Ruins Near Luskan

You could do a short rest but not use arcane recovery, since Fergan gets a slot back every short rest. Up to you though.
Saran Helder
player, 253 posts
Thu 23 Jan 2020
at 21:14
  • msg #64

Re: Temple Ruins Near Luskan

In that case it is up to Fergan.
Fergan
player, 243 posts
Thu 23 Jan 2020
at 23:11
  • msg #65

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 64):

Let's rest. We both benefit.
GM
GM, 484 posts
Thu 23 Jan 2020
at 23:20
  • msg #66

Re: Temple Ruins Near Luskan

Big mistake!
GM
GM, 485 posts
Fri 24 Jan 2020
at 03:16
  • msg #67

Re: Temple Ruins Near Luskan

Ok, you rest like a couple pussies and search the room. It is mostly organic debris. Near the east end of the room you find a couple desiccated bodies wearing chainmail and carrying swords and shields. They have matching tabards, but they look burned and dark with decay. To the east down the stairs the room continues and you see rubble at the far end.

At the far end Fergan spots faint movement and the shuffling of decayed cloth. It looks like there might be two humanoid figures down below. (Crit perception)

Saran finds a potion of healing on one of the bodies and 20gp between the two.
Saran Helder
player, 254 posts
Fri 24 Jan 2020
at 06:59
  • msg #68

Re: Temple Ruins Near Luskan

Initiative 27 (nat 20)
Fergan
player, 244 posts
Sat 25 Jan 2020
at 00:43
  • msg #69

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 68):

In the event that it matters, and also as a way to ping Joe while Allan is distracted, I had planned on sending Paul (the spider) along the ceiling to scope the sitch upon seeing the shuffling, but Joe asked for initiative before I could respond.
GM
GM, 487 posts
Sat 25 Jan 2020
at 17:05
  • msg #70

Re: Temple Ruins Near Luskan

Ok, what does Saran do? I assume Fergan conveys what he sees. I am not seeing that they are definitely hostile, but you hear fight music start up in the background.
Fergan
player, 245 posts
Sat 25 Jan 2020
at 17:54
  • msg #71

Re: Temple Ruins Near Luskan

In reply to GM (msg # 70):

Yeah. Telepathically communicate the visual, in case Saran recognizes anything about the shuffling
Saran Helder
player, 255 posts
Sun 26 Jan 2020
at 03:41
  • msg #72

Re: Temple Ruins Near Luskan

Halt or be blasted!

Ready action firebolt if they don't halt.
GM
GM, 488 posts
Sun 26 Jan 2020
at 04:53
  • msg #73

Re: Temple Ruins Near Luskan

Fergan.
Fergan
player, 246 posts
Sun 26 Jan 2020
at 17:08
  • msg #74

Re: Temple Ruins Near Luskan

In reply to GM (msg # 73):

With a brief look of alarm to Saran, Fergan casts light at max range down the stairwell to where he saw the movement and (if monsters) moves  back to max range while maintaining line of sight
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