Session 4: The Grove
- Monsieur Rose
- Rider of Rohan
- Posts: 6582
- Joined: Thu Oct 22, 2015 4:26 pm
Re: The Grove
Sky
Just about to pull her crossbow, Sky hears Hargrem. "Oh. Right. We're saving them. You know that was just something I said to the shaman so that he would help us, right?" Sky shrugs. "I mean, whatever. This works too."
She calls to Erky. "Hey! Can you talk to these guys? We mean them no harm, apparently. Can you get directions and the layout of the area?"
Just about to pull her crossbow, Sky hears Hargrem. "Oh. Right. We're saving them. You know that was just something I said to the shaman so that he would help us, right?" Sky shrugs. "I mean, whatever. This works too."
She calls to Erky. "Hey! Can you talk to these guys? We mean them no harm, apparently. Can you get directions and the layout of the area?"
Re: The Grove
Goblins
Before Erky can be convinced to serve as translator, the four goblins he was meant to address begin throwing handful of fungus pieces at Kelben, in the front. "Huun alkhuul!" the largest of the foursome shouts.
"Ummm, they're saying 'go away!'" Erky shares sheepishly.
---
Actions?
---
Date: 15 Flamerule 1489
Time: 07:36 (Sunrise: 05:56, Sunset: 20:07)
Temp: 56°F
Conditions: Cool.
Light Sources:
Marching Orders
Scout
Before Erky can be convinced to serve as translator, the four goblins he was meant to address begin throwing handful of fungus pieces at Kelben, in the front. "Huun alkhuul!" the largest of the foursome shouts.
"Ummm, they're saying 'go away!'" Erky shares sheepishly.
---
Actions?
---
Date: 15 Flamerule 1489
Time: 07:36 (Sunrise: 05:56, Sunset: 20:07)
Temp: 56°F
Conditions: Cool.
Light Sources:
- Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 15 Flamerule @ 8:33)
- Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
- Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 15 Flamerule @ 14:01)
- GreyWolfVT | Kelben | Rock Gnome | Rogue (3) | NG | HD (1d8): 3, 2 | HP: 24-16 = 8+6 = 14+2 = 16+5 = 21 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Gnomish, Thieves’ Cant
Spell Slots: None
Features:- 1st: Sneak Attack (2d6)
2nd: Cunning Action
3rd: Roguish Archetype: Scout
- 1st: Sneak Attack (2d6)
- Languages: Common, Gnomish, Thieves’ Cant
- Monsieur Rose | Sky | Tabaxi | Bard (3) | CN | HD (1d8): 3, 2 | HP: 21 | AC: 14 | SP: 30' | Initiative: +4 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Infernal
Spell Slots: 1st: 4, 3, 2nd: 2, 1
Spells Known: 6 Cantrips Known: 2 (Minor Illusion, Vicious Mockery)
Features:- 1st: Bardic Inspiration: 3 (Rest: Long)
2nd: Jack of All Trades, Song of Rest
3rd: Expertise (Deception, Persuasion), Bard College: College of Lore
- 1st: Bardic Inspiration: 3 (Rest: Long)
- Languages: Common, Infernal
- Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (3) | CG | HD (1d6): 3 | HP: 19 | AC: 12 (Mage Armor: 15) | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
- Languages: Common, Draconic, Elvish, Abyssal
Spell Slots: 1st: 4, 3, 2nd: 2
Spells Known: 4- 1st: Detect Magic, Mage Armor, Magic Missile
- 2nd: Scorching Ray
Breath Weapon: 1 (DC: 11 | Damage 2d6; save for half) (Rest: Short)
Features:- 1st: Sorcerous Origin: Wild Magic
- 1st: Wild Magic Surge, Tides of Chaos: 1, 0 (Rest: Long)
3rd: Metamagic
- Languages: Common, Draconic, Elvish, Abyssal
- Shaede | Hargrem | Human (Variant) | Cleric (3) | NG | HD (1d8): 3 | HP: 24 | AC: 18 | SP: 30' | Initiative: +2 | Perception: 15 | Darkvision: No | Inspiration: Yes
- Languages: Gnomish, Common, Celestial
Spell Slots: 1st: 4, 3, 2, 2nd: 2
Spells Known: 6- 1st: Bane, Healing Word, Inflict Wounds, Sanctuary, Shield of Faith
- 2nd: Aid
- Life Domain Spells (Automatically Prepared)
- 1st: Bless, Cure Wounds
- 2nd: Lesser Restoration, Spiritual Weapon
Features:- 1st: Divine Domain: Disciple of Life
2nd: Channel Divinity (Rest: Short) (Turn Undead: 1, Preserve Life: 1)
3rd: None
- Languages: Gnomish, Common, Celestial
Marching Orders
Scout
- Kelben
- Hargrem
Kelben
Sky
Klilxuac
Erky
- Kelben | Hargrem
Erky
Klilxuac | Sky
- None
-- Games --
- DM: In Development
- GreyWolfVT
- Wants a special title like Scott
- Posts: 34067
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Central Vermont
- Contact:
Re: The Grove
Kelben puts a arm before his face to try and shield from the fungus being thrown at him and leaves the room. "Well that was rude, but I expect no less of a goblin at least they didn't attack. Lets try a different door."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- Scott308
- Guy Who Gamed With The Famous People
- Posts: 7443
- Joined: Thu Oct 02, 2014 3:13 am
- Location: Oregon, WI
Re: The Grove
Qelgrax Klilxuac
Withdrawing from the room, the sorcerer replies to Kelben. If they only wish for us to leave, I am happy to comply. We now know what is in this room in case things take a sudden turn.
Withdrawing from the room, the sorcerer replies to Kelben. If they only wish for us to leave, I am happy to comply. We now know what is in this room in case things take a sudden turn.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
https://www.extra-life.org/participant/Scott Peterson
https://www.extra-life.org/participant/Scott Peterson
- GreyWolfVT
- Wants a special title like Scott
- Posts: 34067
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Central Vermont
- Contact:
Re: The Grove
Kelben nods agreement and replies back "You make a good point next door shall we?"
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- GreyWolfVT
- Wants a special title like Scott
- Posts: 34067
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Central Vermont
- Contact:
Re: The Grove
Kelben turns towards the East door "This ones closer lets check this one next."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: The Grove
Arboretum
The eastern door, in similar state and condition as the southern door, is opened by Kelben once everyone is assembled into their position.
This eastern door opens into a similar octagon-shaped room. Scattered throughout this new area are vegetative growths that are scorched, and appear to be dead. Fungus sprouts from the floor and walls throughout.
There do not appear to be any other exits.
---
Actions?
---
Date: 15 Flamerule 1489
Time: 07:37 (Sunrise: 05:56, Sunset: 20:07)
Temp: 56°F
Conditions: Cool.
Light Sources:
Marching Orders
Scout
The eastern door, in similar state and condition as the southern door, is opened by Kelben once everyone is assembled into their position.
This eastern door opens into a similar octagon-shaped room. Scattered throughout this new area are vegetative growths that are scorched, and appear to be dead. Fungus sprouts from the floor and walls throughout.
There do not appear to be any other exits.
---
Actions?
---
Date: 15 Flamerule 1489
Time: 07:37 (Sunrise: 05:56, Sunset: 20:07)
Temp: 56°F
Conditions: Cool.
Light Sources:
- Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 15 Flamerule @ 8:33)
- Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
- Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 15 Flamerule @ 14:01)
- GreyWolfVT | Kelben | Rock Gnome | Rogue (3) | NG | HD (1d8): 3, 2 | HP: 24-16 = 8+6 = 14+2 = 16+5 = 21 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Gnomish, Thieves’ Cant
Spell Slots: None
Features:- 1st: Sneak Attack (2d6)
2nd: Cunning Action
3rd: Roguish Archetype: Scout
- 1st: Sneak Attack (2d6)
- Languages: Common, Gnomish, Thieves’ Cant
- Monsieur Rose | Sky | Tabaxi | Bard (3) | CN | HD (1d8): 3, 2 | HP: 21 | AC: 14 | SP: 30' | Initiative: +4 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Infernal
Spell Slots: 1st: 4, 3, 2nd: 2, 1
Spells Known: 6 Cantrips Known: 2 (Minor Illusion, Vicious Mockery)
Features:- 1st: Bardic Inspiration: 3 (Rest: Long)
2nd: Jack of All Trades, Song of Rest
3rd: Expertise (Deception, Persuasion), Bard College: College of Lore
- 1st: Bardic Inspiration: 3 (Rest: Long)
- Languages: Common, Infernal
- Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (3) | CG | HD (1d6): 3 | HP: 19 | AC: 12 (Mage Armor: 15) | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
- Languages: Common, Draconic, Elvish, Abyssal
Spell Slots: 1st: 4, 3, 2nd: 2
Spells Known: 4- 1st: Detect Magic, Mage Armor, Magic Missile
- 2nd: Scorching Ray
Breath Weapon: 1 (DC: 11 | Damage 2d6; save for half) (Rest: Short)
Features:- 1st: Sorcerous Origin: Wild Magic
- 1st: Wild Magic Surge, Tides of Chaos: 1, 0 (Rest: Long)
3rd: Metamagic
- Languages: Common, Draconic, Elvish, Abyssal
- Shaede | Hargrem | Human (Variant) | Cleric (3) | NG | HD (1d8): 3 | HP: 24 | AC: 18 | SP: 30' | Initiative: +2 | Perception: 15 | Darkvision: No | Inspiration: Yes
- Languages: Gnomish, Common, Celestial
Spell Slots: 1st: 4, 3, 2, 2nd: 2
Spells Known: 6- 1st: Bane, Healing Word, Inflict Wounds, Sanctuary, Shield of Faith
- 2nd: Aid
- Life Domain Spells (Automatically Prepared)
- 1st: Bless, Cure Wounds
- 2nd: Lesser Restoration, Spiritual Weapon
Features:- 1st: Divine Domain: Disciple of Life
2nd: Channel Divinity (Rest: Short) (Turn Undead: 1, Preserve Life: 1)
3rd: None
- Languages: Gnomish, Common, Celestial
Marching Orders
Scout
- Kelben
- Hargrem
Kelben
Sky
Klilxuac
Erky
- Kelben | Hargrem
Erky
Klilxuac | Sky
- None
-- Games --
- DM: In Development
- GreyWolfVT
- Wants a special title like Scott
- Posts: 34067
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Central Vermont
- Contact:
Re: The Grove
Kelben walks back out of the room and heads to the northern door next and opens it.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- Monsieur Rose
- Rider of Rohan
- Posts: 6582
- Joined: Thu Oct 22, 2015 4:26 pm
Re: The Grove
Sky
"Ok. 0 for 2. North it is."
"Ok. 0 for 2. North it is."
- Scott308
- Guy Who Gamed With The Famous People
- Posts: 7443
- Joined: Thu Oct 02, 2014 3:13 am
- Location: Oregon, WI
Re: The Grove
Qelgrax Klilxuac
Yes, but now we know what is, or is not, in these other areas, and knowledge is power.
Yes, but now we know what is, or is not, in these other areas, and knowledge is power.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
https://www.extra-life.org/participant/Scott Peterson
https://www.extra-life.org/participant/Scott Peterson
Re: The Grove
Garden
The northern door, just as the southern and eastern door before it, is opened by Kelben once everyone is assembled into their position.
The area beyond reminds you very much of the bugbear gardens left a short while ago.
Nodules of luminescent fungus hang from the ceiling and walls, and grow in clumps on the flagstone floor. The light illuminates portions of grand relief carvings on the stone walls that aren’t covered with the fungus. These carvings depict dragons in various stages of raining fire down upon terrified people.
Half of the large chamber's floor is covered with soil and compost, which allows a variety of feeble plants to grow.
A bench, with simple gardening implements, stands in the far northeast corner, alongside what looks like a crude, wooden wheelbarrow. Aside from the door you entered through, there are two other thick stone doors -- one straight across in the northern wall, and one in the eastern wall, in an area that juts out from the otherwise straight chamber.
Both doors, like all others in the area, are closed, but not locked. Due to their sturdy nature, no sounds can be heard coming from beyond any of them.
Aside from the wheelbarrow and desk with gardening implements, nothing else of obvious value or interest is found in the room.
---
Actions?
---
Date: 15 Flamerule 1489
Time: 07:39 (Sunrise: 05:56, Sunset: 20:07)
Temp: 56°F
Conditions: Cool.
Light Sources:
Marching Orders
Scout
The northern door, just as the southern and eastern door before it, is opened by Kelben once everyone is assembled into their position.
The area beyond reminds you very much of the bugbear gardens left a short while ago.
Nodules of luminescent fungus hang from the ceiling and walls, and grow in clumps on the flagstone floor. The light illuminates portions of grand relief carvings on the stone walls that aren’t covered with the fungus. These carvings depict dragons in various stages of raining fire down upon terrified people.
Half of the large chamber's floor is covered with soil and compost, which allows a variety of feeble plants to grow.
A bench, with simple gardening implements, stands in the far northeast corner, alongside what looks like a crude, wooden wheelbarrow. Aside from the door you entered through, there are two other thick stone doors -- one straight across in the northern wall, and one in the eastern wall, in an area that juts out from the otherwise straight chamber.
Both doors, like all others in the area, are closed, but not locked. Due to their sturdy nature, no sounds can be heard coming from beyond any of them.
Aside from the wheelbarrow and desk with gardening implements, nothing else of obvious value or interest is found in the room.
---
Actions?
---
Date: 15 Flamerule 1489
Time: 07:39 (Sunrise: 05:56, Sunset: 20:07)
Temp: 56°F
Conditions: Cool.
Light Sources:
- Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 15 Flamerule @ 8:33)
- Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
- Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 15 Flamerule @ 14:01)
- GreyWolfVT | Kelben | Rock Gnome | Rogue (3) | NG | HD (1d8): 3, 2 | HP: 24-16 = 8+6 = 14+2 = 16+5 = 21 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Gnomish, Thieves’ Cant
Spell Slots: None
Features:- 1st: Sneak Attack (2d6)
2nd: Cunning Action
3rd: Roguish Archetype: Scout
- 1st: Sneak Attack (2d6)
- Languages: Common, Gnomish, Thieves’ Cant
- Monsieur Rose | Sky | Tabaxi | Bard (3) | CN | HD (1d8): 3, 2 | HP: 21 | AC: 14 | SP: 30' | Initiative: +4 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Infernal
Spell Slots: 1st: 4, 3, 2nd: 2, 1
Spells Known: 6 Cantrips Known: 2 (Minor Illusion, Vicious Mockery)
Features:- 1st: Bardic Inspiration: 3 (Rest: Long)
2nd: Jack of All Trades, Song of Rest
3rd: Expertise (Deception, Persuasion), Bard College: College of Lore
- 1st: Bardic Inspiration: 3 (Rest: Long)
- Languages: Common, Infernal
- Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (3) | CG | HD (1d6): 3 | HP: 19 | AC: 12 (Mage Armor: 15) | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
- Languages: Common, Draconic, Elvish, Abyssal
Spell Slots: 1st: 4, 3, 2nd: 2
Spells Known: 4- 1st: Detect Magic, Mage Armor, Magic Missile
- 2nd: Scorching Ray
Breath Weapon: 1 (DC: 11 | Damage 2d6; save for half) (Rest: Short)
Features:- 1st: Sorcerous Origin: Wild Magic
- 1st: Wild Magic Surge, Tides of Chaos: 1, 0 (Rest: Long)
3rd: Metamagic
- Languages: Common, Draconic, Elvish, Abyssal
- Shaede | Hargrem | Human (Variant) | Cleric (3) | NG | HD (1d8): 3 | HP: 24 | AC: 18 | SP: 30' | Initiative: +2 | Perception: 15 | Darkvision: No | Inspiration: Yes
- Languages: Gnomish, Common, Celestial
Spell Slots: 1st: 4, 3, 2, 2nd: 2
Spells Known: 6- 1st: Bane, Healing Word, Inflict Wounds, Sanctuary, Shield of Faith
- 2nd: Aid
- Life Domain Spells (Automatically Prepared)
- 1st: Bless, Cure Wounds
- 2nd: Lesser Restoration, Spiritual Weapon
Features:- 1st: Divine Domain: Disciple of Life
2nd: Channel Divinity (Rest: Short) (Turn Undead: 1, Preserve Life: 1)
3rd: None
- Languages: Gnomish, Common, Celestial
Marching Orders
Scout
- Kelben
- Hargrem
Kelben
Sky
Klilxuac
Erky
- Kelben | Hargrem
Erky
Klilxuac | Sky
- None
-- Games --
- DM: In Development
- Scott308
- Guy Who Gamed With The Famous People
- Posts: 7443
- Joined: Thu Oct 02, 2014 3:13 am
- Location: Oregon, WI
Re: The Grove
Qelgrax Klilxuac
East? asks the sorcerer, as he takes a look at the feeble plants.
East? asks the sorcerer, as he takes a look at the feeble plants.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
https://www.extra-life.org/participant/Scott Peterson
https://www.extra-life.org/participant/Scott Peterson
Re: The Grove
Hargrem
The cleric walked into the room and looked around. The gardening operation was massive, and he was unsure what could be produced on such a large scale operation. He looked to the dragonborn. "Recognize any of this? What are they doing down here?" he asked.
When two ways forward presented themselves, Hargrem threw in his opinion as well. "I'm feeling lucky today. Let us go East."
The cleric walked into the room and looked around. The gardening operation was massive, and he was unsure what could be produced on such a large scale operation. He looked to the dragonborn. "Recognize any of this? What are they doing down here?" he asked.
When two ways forward presented themselves, Hargrem threw in his opinion as well. "I'm feeling lucky today. Let us go East."
Re: The Grove
Garden
Before moving on the new eastern door, Klilxuac takes a moment to study the feeble plants populating the current garden area. There appear to be a few different species, all of which are sickly with blighted leaves. A few traces of faded purple color present themselves against the otherwise dominant pale color on one of the species, but even they are essentially lifeless. The stems of all, despite being in a general feeble condition, contain thorns and feel as if they were once woody and more sturdy.
After the botanical exercise has been completed, the group continues to nearest door along the eastern wall.
Kelben efforts to open the sturdy stone door which reveals a room sharing many of the same properties as the previously ignored area in the same eastern direction -- an octagon-shaped room filled with scorched vegetative growth, which includes more of the same flowers just examined. Fungus sprouts from the floor and walls throughout, and the room wreaks of compost.
Three skeletons, wielding shovels and rakes, work the floor in an attempt to collect the scorched plants scattered throughout into collective piles.
A small woody formation -- one of the twig blights -- is spotted near the center of the room, seemingly overlooking the skeletal gardeners.
All attention turns to the now opened door.
There do not appear to be any other exits from this new area.
---
Actions?
---
Date: 15 Flamerule 1489
Time: 07:40 (Sunrise: 05:56, Sunset: 20:07)
Temp: 56°F
Conditions: Cool.
Light Sources:
Marching Orders
Scout
Before moving on the new eastern door, Klilxuac takes a moment to study the feeble plants populating the current garden area. There appear to be a few different species, all of which are sickly with blighted leaves. A few traces of faded purple color present themselves against the otherwise dominant pale color on one of the species, but even they are essentially lifeless. The stems of all, despite being in a general feeble condition, contain thorns and feel as if they were once woody and more sturdy.
After the botanical exercise has been completed, the group continues to nearest door along the eastern wall.
Kelben efforts to open the sturdy stone door which reveals a room sharing many of the same properties as the previously ignored area in the same eastern direction -- an octagon-shaped room filled with scorched vegetative growth, which includes more of the same flowers just examined. Fungus sprouts from the floor and walls throughout, and the room wreaks of compost.
Three skeletons, wielding shovels and rakes, work the floor in an attempt to collect the scorched plants scattered throughout into collective piles.
A small woody formation -- one of the twig blights -- is spotted near the center of the room, seemingly overlooking the skeletal gardeners.
All attention turns to the now opened door.
There do not appear to be any other exits from this new area.
---
Actions?
---
Date: 15 Flamerule 1489
Time: 07:40 (Sunrise: 05:56, Sunset: 20:07)
Temp: 56°F
Conditions: Cool.
Light Sources:
- Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 15 Flamerule @ 8:33)
- Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
- Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 15 Flamerule @ 14:01)
- GreyWolfVT | Kelben | Rock Gnome | Rogue (3) | NG | HD (1d8): 3, 2 | HP: 24-16 = 8+6 = 14+2 = 16+5 = 21 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Gnomish, Thieves’ Cant
Spell Slots: None
Features:- 1st: Sneak Attack (2d6)
2nd: Cunning Action
3rd: Roguish Archetype: Scout
- 1st: Sneak Attack (2d6)
- Languages: Common, Gnomish, Thieves’ Cant
- Monsieur Rose | Sky | Tabaxi | Bard (3) | CN | HD (1d8): 3, 2 | HP: 21 | AC: 14 | SP: 30' | Initiative: +4 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Infernal
Spell Slots: 1st: 4, 3, 2nd: 2, 1
Spells Known: 6 Cantrips Known: 2 (Minor Illusion, Vicious Mockery)
Features:- 1st: Bardic Inspiration: 3 (Rest: Long)
2nd: Jack of All Trades, Song of Rest
3rd: Expertise (Deception, Persuasion), Bard College: College of Lore
- 1st: Bardic Inspiration: 3 (Rest: Long)
- Languages: Common, Infernal
- Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (3) | CG | HD (1d6): 3 | HP: 19 | AC: 12 (Mage Armor: 15) | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
- Languages: Common, Draconic, Elvish, Abyssal
Spell Slots: 1st: 4, 3, 2nd: 2
Spells Known: 4- 1st: Detect Magic, Mage Armor, Magic Missile
- 2nd: Scorching Ray
Breath Weapon: 1 (DC: 11 | Damage 2d6; save for half) (Rest: Short)
Features:- 1st: Sorcerous Origin: Wild Magic
- 1st: Wild Magic Surge, Tides of Chaos: 1, 0 (Rest: Long)
3rd: Metamagic
- Languages: Common, Draconic, Elvish, Abyssal
- Shaede | Hargrem | Human (Variant) | Cleric (3) | NG | HD (1d8): 3 | HP: 24 | AC: 18 | SP: 30' | Initiative: +2 | Perception: 15 | Darkvision: No | Inspiration: Yes
- Languages: Gnomish, Common, Celestial
Spell Slots: 1st: 4, 3, 2, 2nd: 2
Spells Known: 6- 1st: Bane, Healing Word, Inflict Wounds, Sanctuary, Shield of Faith
- 2nd: Aid
- Life Domain Spells (Automatically Prepared)
- 1st: Bless, Cure Wounds
- 2nd: Lesser Restoration, Spiritual Weapon
Features:- 1st: Divine Domain: Disciple of Life
2nd: Channel Divinity (Rest: Short) (Turn Undead: 1, Preserve Life: 1)
3rd: None
- Languages: Gnomish, Common, Celestial
Marching Orders
Scout
- Kelben
- Hargrem
Kelben
Sky
Klilxuac
Erky
- Kelben | Hargrem
Erky
Klilxuac | Sky
- None
-- Games --
- DM: In Development
- GreyWolfVT
- Wants a special title like Scott
- Posts: 34067
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Central Vermont
- Contact:
Re: The Grove
Kelben backpedals out of the room "Undead gardeners and those twig blight things the shaman told us of." he says as he exits the room.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: The Grove
Hargrem
With surprise, the cleric saw the undead tending the garden. But, the glimpse was fleeting as the gnome turned around and closed the door. "Good call. This is not the door we seek. Let's get out of here." Hargrem agreed with Kelben's first assessment and unnecessary danger brings unnecessary risk. Let the dead have their plants.
With surprise, the cleric saw the undead tending the garden. But, the glimpse was fleeting as the gnome turned around and closed the door. "Good call. This is not the door we seek. Let's get out of here." Hargrem agreed with Kelben's first assessment and unnecessary danger brings unnecessary risk. Let the dead have their plants.
Re: The Grove
It seems like the obvious choice, but I really need you guys to dictate the action and not make me force it.
Is the plan to head through the north door then?
Is the plan to head through the north door then?
-- Games --
- DM: In Development
- Monsieur Rose
- Rider of Rohan
- Posts: 6582
- Joined: Thu Oct 22, 2015 4:26 pm
Re: The Grove
Sky
"Undead again? Seems odd, right? Goblins and undead. Maybe they have some sort of time-share thing going on." Sky then starts laughing wildly. "I just imagined what they were thinking. 'Ugh. A gnome this time? What? He just shut the door? Who does that?' Let's do that again next time!"
She moves to the north door and opens it.
"Undead again? Seems odd, right? Goblins and undead. Maybe they have some sort of time-share thing going on." Sky then starts laughing wildly. "I just imagined what they were thinking. 'Ugh. A gnome this time? What? He just shut the door? Who does that?' Let's do that again next time!"
She moves to the north door and opens it.
- GreyWolfVT
- Wants a special title like Scott
- Posts: 34067
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Central Vermont
- Contact:
Re: The Grove
Kelben moves to the north door opening it if it is not locked.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling