Session 4: The Grove

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Re: The Grove

#101 Post by dmw71 »

Initiative Order
  • 18: Erky
  • 17: Sky
  • 13: Klilxuac, Bugbear
  • 10: Kelben
  • 3: Hargrem
---

Round 3
Erky remains in hiding while Sky, recovering from her recent brush with near-death, pulls out a bit of fleece from her pouch and begins softly singing a ballad. Still feeling the phantom pain in her said, she looks to inflict her own brand of phantasmal pain upon her tormentor.

A moment later, Fomok begins patting at his waist where his pouch is. "No!" he roars, angrily. "That mine. You bring that back!"

Klilxuac, taking advantage of the distraction, quickly sends three bolts of arcane energy streaking toward their angry foe. The beast howls in pain with each successive strike... before ultimately being struck down as Kelben abandons his bow and rushes at the bugbear, jabbing it in its gut with his rapier.

"Is my potion...." Fomok gasps, the falls dead. The 'potion' Fomok referred to is a small glass vial filled with the familiar red liquid of a potion of healing. The bugbear, with dirt mixed into its fur, and his sickle-bladed glaive, was likely a gardener. Aside from the potion and a ring formed of a thorny vine knotted on itself worn on its right pinky finger, it did not carry any other valuables.



Now, with the threat alleviated, the group is afforded the luxury of actually taking in their new surroundings.
Garden Galleries.jpg
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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 containing simple gardening implements stands along the west wall.

Aside from the door you entered through, there are three other thick stone doors -- one in the northern wall, one in the southern wall, and the third in a little alcove area on the east side of the room. All the doors are closed, but not locked. No sounds can be heard coming from beyond any of them; likely due to their thickness and solid stone composition.

Aside from some various gardening implements cast about and leaning against and on the table on the western wall, nothing else of obvious value or interest is found in the room.

---



Actions?


---


Date: 15 Flamerule 1489
Time: 06:21 (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 @ 7:01)
Known Conditions/Spells in Effect:
  • 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)
Character Status ---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
    Erky
10-foot
  • Kelben | Hargrem
    Erky
    Klilxuac | Sky
Rolls
  • None

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Re: The Grove

#102 Post by GreyWolfVT »

Kelben takes the ring off the defeated bugbear and the potion. "Hey Hargrem you should hold this." he says holding out the potion to the cleric. Alright well that was fun don't you think so Sky?" he asks with a half smile.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
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"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
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Re: The Grove

#103 Post by Monsieur Rose »

Sky

Sky looks at Kelben. "Fun. Right. That thing hurt!" She walks over to the glaive and kicks it away. "Let's check one of these doors for a place to sit for a moment. I want to lick my wounds."
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Re: The Grove

#104 Post by Scott308 »

Qelgrax Klilxuac

Nice job distracting him, Sky! We're lucky he was by himself. Even a minor enemy helping him could have changed the outcome.
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.

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Re: The Grove

#105 Post by Shaede »

Hargrem

The cleric seemed to be lost in thought after the whole affair with the bugbear. It seemed his was in a whole nother dimension during the fight, as Tymora led his hand and healed his allies. Finally, he snapped out of his dreams of easier times aboard a ship in some dar off ocean with the hot sun pouring down upon him surrounded by the salt air. "Umm, uh. What in the world happened?" he asked the others, and saw the dead lump of bear meat on the ground.

They were handing him a potion, but he held up his hand. "No, I think Sky or Kelben need it more than I. My god will heal those through my hands, but maybe I can't get to everyone at once. It will help me, if one of you makes use of it saving my healing energy."

When sky asked to take a rest, Hargrem looked back behind him into the small room. "That place is as good as any, I'd say. We know it is empty."
ok, I'm back from a Caribbean cruise! Let's do this! And thanks Dave for running Hargrem. You did wonderfully.
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Re: The Grove

#106 Post by Monsieur Rose »

Sky

"Thanks. My gut wishes that I put more effort into the first spell. I misjudged him. Sorry, Kelben." She will take the healing potion. "I've got some tricks of my own, Hargrem. But every little bit helps."

Sky looks at the little room, then back out at the large expanse. "Eh. Seems a bit cramped, but if you all don't mind then it's fine by me. Or we press on further. Up to you."

Sky sits and starts licking her paws clean of blood while she waits.
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Re: The Grove

#107 Post by Scott308 »

Qelgrax Klilxuac

Well, the room may be small, but it doesn't appear to be very heavily used. There are two doors, but we can try blocking them shut. I don't have any need for a rest quite yet, but I am fine with doing so so that others may recover from their wounds.
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.

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Re: The Grove

#108 Post by GreyWolfVT »

Kelben a bit miffed replies "Uh ookkayy. I guess Sky can take it then. Here." he says slowly handing the potion to Sky. "We aren't able to take a potion if we are the front line fighters though but anyway back to business. Yes I like your idea Qelgrax I certainly could use a rest after that last fight."
“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

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Re: The Grove

#109 Post by dmw71 »

Rest
The group retreats into the small, pass-through room and settle on Sky taking possession of the healing potion found on the bugbear. There, in the mighty cramped quarters, the group barricades both doors and is able to successfully complete a short rest.

Klilxuac's 'light' spell pitters out near the end of the rest, but the sorcerer is able to recast it before the group sets out again.
Rest.jpg
Rest.jpg (12.97 KiB) Viewed 738 times

The group is now faced with the decision on how to proceed, with the three solid stone doors leading from the bugbear's garden:
Exits.jpg
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The stone doors that Sky, Klilxuac, and Kelben investigate are thick, solid stone and are largely sound-proof, so no one is able to get a sense of what may lie beyond any of them. This fact may also be behind the lack of attention the previous combat seemed to draw.


---

Monsieur Rose, please make sure to add the potion to your character sheet, if you haven't already.

Okay, you are able to successfully complete a short rest, and as such, are able to spend hit dice to recover and missing hit points. I see Kelben is down 10 hit points, and Sky 13.
Short Rest wrote:"A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll."


Please list the rolls for any hit points spent recovering here, and also let me know what the plans are once the group is ready to get moving again.



Actions?


---


Date: 15 Flamerule 1489
Time: 07:33 (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)
Known Conditions/Spells in Effect:
  • 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)
Character Status ---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
    Erky
10-foot
  • Kelben | Hargrem
    Erky
    Klilxuac | Sky
Rolls
  • None

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Re: The Grove

#110 Post by GreyWolfVT »

Kelben will listen at his door to see if he can manage to hear anything on the other side.

Ability/Skill/Stat Check Rolls [1d20] = 5

my bad i hadn't updated my sheet on DnDBeyond for the damage and healing during the bugbear fight. Should be matching what you have now Dave.
“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

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
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Re: The Grove

#111 Post by Scott308 »

Qelgrax Klilxuac

I think the southern door would be our best option. It seems more likely to lead away from the main part of this area. I'd prefer not having any more bugbear surprises when we are speaking with Belak, so if we can find them before that, it would be best.
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
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Re: The Grove

#112 Post by dmw71 »

Pick a Door
Now fresh off a rest, the group is faced with three possible exits to pursue. Believing it will be the one most likely to lead away from the main part of this grove area, Klilxuac suggests the group explore the southern door first.
South.jpg
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Kelben listens at this southern door, but its condition has not changed and it is still essentially sound-proofed.

It does not appear to be trapped.


---

As I mentioned how sound does not travel through these doors twice, I used Kelben's roll to check traps instead.


I still haven't heard anything about this, so I will leave this here until either the injured parties have acted, or until the first encounter (whichever happens first):
dmw71 wrote:"Okay, you are able to successfully complete a short rest, and as such, are able to spend hit dice to recover and missing hit points. I see Kelben is down 10 hit points, and Sky 13...

... Please list the rolls for any hit points spent recovering here, and also let me know what the plans are once the group is ready to get moving again."




Actions?


---


Date: 15 Flamerule 1489
Time: 07:34 (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)
Known Conditions/Spells in Effect:
  • 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)
Character Status ---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
    Erky
10-foot
  • Kelben | Hargrem
    Erky
    Klilxuac | Sky
Rolls
  • None

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Re: The Grove

#113 Post by Monsieur Rose »

Sky

Sky will use her Song of Rest during the nap, allowing others to get an additional 1d6 hp back. Does Sky also get that bonus?"South sounds good to me. At least you have a reason, I was just going to do Eeny-meeny-miney-dum."
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Re: The Grove

#114 Post by dmw71 »

Monsieur Rose wrote:Sky will use her Song of Rest during the nap, allowing others to get an additional 1d6 hp back. Does Sky also get that bonus?
As long as she spends a hit die, yes, she would.

The player should feel free to make this extra 1d6 roll.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
P.S. Nice hit die roll!

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Re: The Grove

#115 Post by Monsieur Rose »

Sky

Thanks!
Song of rest 1d6: [1d6] = 6
:lol: That works.
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Re: The Grove

#116 Post by GreyWolfVT »

Kelben opens the door but takes a deep breath before doing so.
“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

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Re: The Grove

#117 Post by dmw71 »

GreyWolfVT wrote:Kelben opens the door but takes a deep breath before doing so.
So, you're not going to spend a hit dice to recover some hit points and take advantage of Sky's spell ability?
Last edited by dmw71 on Wed Jan 16, 2019 6:29 pm, edited 1 time in total.
Reason: Edit: Class ability, but not a spell.

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Re: The Grove

#118 Post by GreyWolfVT »

dmw71 wrote:
GreyWolfVT wrote:Kelben opens the door but takes a deep breath before doing so.
So, you're not going to spend a hit dice to recover some hit points and take advantage of Sky's spell ability?
Sure I will why not.

Bardic Inspiration [1d6] = 5
“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

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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Re: The Grove

#119 Post by dmw71 »

South
Kelben is still dealing with a hint of lingering pain from the viscous bugbear skewering, but feels significantly improved. Everyone else is feeling fully restored.

The group elects to pursue the furthest door, along the southern wall. Kelben listens at it, and fails to hear anything. He searches for traps, and deems it to be safe.

Once everyone is ready, the gnome takes a deep breath, then turns the handle and opens the door.

Luminescent mist blurs the edges of the large, octagonal chamber beyond. The humid air reeks with rot. Nodules of glowing fungus dot the stone walls and ceiling, as well as the caps of toadstools and mushrooms, small polyps, puffballs, and lichen also found dispersed throughout the area.

This apparent arboretums hold small samples of traditional Underdark ecosystems.

Aside from the door you just opened, there are no other visible exits from the room.
South.jpg
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Your arrival interrupts the progress of a foursome of goblins whom appear to have been picking and collecting fungus.



---

Ed, for your benefit (since you're also playing in other 5e games), when you take a short rest, you're able to spend hit dice to recover hit points. That rule is worth a quick read.


Actions?


---


Date: 15 Flamerule 1489
Time: 07:35 (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)
Known Conditions/Spells in Effect:
  • 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)
Character Status ---

Marching Orders
Scout
  • Kelben
5-foot
  • Hargrem
    Kelben
    Sky
    Klilxuac
    Erky
10-foot
  • Kelben | Hargrem
    Erky
    Klilxuac | Sky
Rolls

-- Games --
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-- 2025 --
Unseen Servant Con!
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.
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Re: The Grove

#120 Post by Shaede »

Hargrem

As the cleric joined the others after their uninterrupted down time, his thoughts kept turning to this place. It was strange indeed, but a growing concern was starting to fill his mind. "This tree needs to be preserved," he thought to himself. "There is much good it could do for the people."

Shaking his own postulations from his mind, he joined the rogue as he opened the door. Pouring through the open door, he saw more goblins and more harvesting ongoing. "These goblins seem to be slaves. Let's free them," he said to the others.
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