Sneaking into the Ruined Temple

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Re: Sneaking into the Ruined Temple

#221 Post by Scott308 »

Durrant Winterflame - Human Magic User

Seeing how little damage his first spell did, the mage is put into a difficult situation. His only other offensive spell requires him to touch the plant, which would likely be a suicide mission. He does have a few other tricks up his sleeves, but against a plant that doesn't need to see to attack, they would be even less effective. The mage stands there, wringing his hands, unsure how he can help his teammates. Then- a lit candle appears over his head as inspiration strikes! Stepping forward, the diminutive mage pulls the stopper on his waterskin, splashing the blessed water on the plant in an attempt to neutralize its acidic sap.
Last edited by Scott308 on Sat Jan 11, 2025 4:01 am, edited 1 time in total.
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: Sneaking into the Ruined Temple

#222 Post by Howman »

Olleg, Dwarf

Continuing his assault against the main plant, Olleg strikes with his bastard sword.

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Re: Sneaking into the Ruined Temple

#223 Post by Straither »

Sneaking in the Temple Ruin.

Fawkes is still a few rounds behind catching up with the group.

The giant Sundew drosera is a sticky problem though a solution that's the key word, could be near at hand. The rags of clothing, remnants of ragged garb worn by its last victim, continue to burn in smoky flames upon its surface, -1hp before being snuffed out by excretions of the retardant sap.

Vennar feels the acidic sap of the clinging tendril burn ever deeper, spreading in streaks beneath his armour to mutilate flesh and wither his shirt undergarments. -1hp

He tries again to crush the tendril into mush but this time his strike misses. Olleg advances to strike out too but he finds the multitude of triggered pseudopod tendrils parry his attack away. Galadria runs to do her bit, drawing mace and trying to bludgeon the tentacle still attached to fellow cleric Vennar but also strikes without success.

Goran repositions himself, manoeuvring down the stairs and into the NW corner of the room to flank the Sundew. Only one of his arrows pierces the creature's outer rubbery layer which cushions the impact of any normal missile projectiles, -2hp. It can do nothing however about the Magic Missile summoned by Edel, -6hp.

Brick ignores the burning and choking sensations that afflict him, -1hp stepping towards the plant and hacking through the tendril attached to him and stabbing into the main stem body with a mighty strike. -10hp . He can tear away the gagging frond as the excretion's stickiness suddenly dilutes.

Mortaris visible now since he goes on the offensive. He tries mildly offensive gestures, tickling the tendril with the point of his dagger. (with three tendrils attached you are hindered by -1 to hit and thus your modified attack resolves as a zero). Offensive words and spells are muffled behind the tendril gagging his mouth and nose. Acid burns his legs, his torso, his face, -3hp . It is a critical time for him as he staggers about, caught in a trio of coiling tendrils that draw him inexorably towards the plant's central mass.
with not being able to breathe, the MM describes suffocating in 2-4 rounds. I think to adjudicate this by rolling a 1d4 and lowering Constitution by the rolled amount until '0' Constitution equates to dying or sooner if lowering Constitution temporarily affects HP with low Con providing a minus to overall health tallies. I will use this same principle for drowning or being gassed and see how it works out practically.

Mortar: Constitution affected by being unable to breathe: [1d4]=4 -4 Constitution

this brings you to 8 Con, which is actually the 'minimum allowed for Gnomes. So though this suffocating may only be a temporary effect, to go any lower may cause you to lose -1 Constitution permanently as a penalty should you recover.
Durrant, frets, not sure what positive action to take, contemplating on any arcane spells within his repertoire or any non- martial tricks that might be effective. He thinks, his intelligence clicking through numerous strategies and actions.

Jacupo sees his redeemer in trouble. The cleric of Boash rushes forth to try and wrestle loose the tendril that gags the gnome. His hands burn, -1hp as he tries to save Mortar But the covering over his nose and mouth is too tightly sealed and the sap is both acidic and glue like. "It's stuck too fast. Either cut these tendril or dilute the sap to free him." he shouts. It is the sudden epiphany that inspires Durrant to action. Remembering his druid blessed freshwater skin and some of its imbued traits.
So a typical waterskin holds four pints of liquid, and I am fine with Durrant being able to pour out the waterskin in its entirety to create the same effect as a Pure Water (druid 1st level spell) but purifying as if you were 4th level (so 64 cubic feet of unclean) or using it to negate a similar volume of acid, pool of oil, nullify a font of unholy water or other creative uses.
.

Risking all to save others, he rushes forth, dodging a flying tendril and ducking under Brick's frame to reach the plant and begin to baptise the creature with an outpouring of water purification and acid reflux.

Rogger, Esther keep to the stairs, warding the rear corridor and alcove of barrels.

Galadria: mace melee [1d20]=3 [1d6]=6

With soaking up so much damage from the characters combined assaults, -38hp, plus the gallons of blessed water poured upon it the Giant Sundew does something remarkable for a 'sentient' plant. In its awareness of the chamber surrounds and the potential for getting chopped into pieces, it initiates an instinctive defence, suddenly bursting out a cloud of inky spores that fill the chamber and flight of stairs. Those buzzing gnats and swarming flies are suddenly laid to rest, pitter-pattering upon the flagstones or flying straight into the walls as they lose ability to fly. The attractive sweet and heady atmosphere first noted in the room is now clotted with hallucinogenic pollen which as characters breathe in, it begins to effect their metabolism with a stupefying mind glaze.

All characters in the room need to make a Save vs Poison to shake free of this effect. Those successful may commit to actions as normal, those suffering the effects become disoriented and unable to make intelligible decisions for the next round.

Vennar has an enchanted medallion which gives him a measure of invulnerability in such environmental conditions, no Save required.

Sundew stupefaction duration: [1d4]=1

After spewing this cloudy burst, the plant begins to make another defensive move. This time rather than trigger sappy tendrils at the party, it elects to shoot several upwards. They barely stick upon the rafters of the ceiling, ripping panels of wood and chunks of plaster out of place and exposing a larger gap in the ceiling. The giant Sundew then uproots the thin stalks that anchor it between the stone blocks of wall behind and these slowly reach out to grip upon the rough surface of the wall, crawling in inches towards the sagging roof above. The creature is on the move, albeit very slowly. It is creating a narrow gap in the derelict ceilings in order to escape that way.

However, it has secured a firm grip upon one victim and not wanting to be cheated of its feast, drags the unfortunate Mortar with it whilst he is still coiled among three tendrils.

Not anymore. As the Sundew withdraws into the ceiling corner, Mortar is dragged by Durrant and with the last outpouring, he is anointed and soaked, the sticky sap becoming slippery as soap and the acid burns become neutralised. The tendrils lose grip, even from Vennar and they flop uselessly like bedraggled ropes.

next actions please everyone!

Vennar acts as normal, everyone else provide a Saving throw vs Poison. Fail and you wander disoriented, succeed and act as normal.
Health status & conditions:

Galadria: 16/17hp
Vennar: 12/19hp
Fawkes: 10/17hp
Goran: 16/16hp
Olleg: 31/33hp
Brick: 15/18hp
Mortar: 1/10hp
Durrant: 7/7hp
Edel: 11/11hp (14/14hp with Pallas the Owl:
3/3hp)
Esther: 3/3hp.
Jacupo: 9/15hp
Rogger: 5/10hp

Armour Class:

Fawkes: 7/7/7
Galadria: 3/4/4
Vennar: 0/4/1 (1/5/2 minus shield)
Goran: 3/7/3
Olleg: 4/6/6
Brick: 2/3/3
Mortar: 8/10/8
Durrant: 9/9/9
Edel: 7/7/7
Pallas the owl: 7/7/7
Esther 10/10/10
Jacupo 9/9/9
Rogger 10/10/10

7.03am:
Illumination: dim lantern in chamber, infravision.

Spells Available:

Galadria: DE cantrip, any 3/4 x 1st, 1/2 x 2nd lvl
Vennar: DE cantrip, any 4/4 x 1st, 3/3 x 2nd lvl
Fawkes: DE cantrip, any 2/2 x 1st lvl

Jacupo: DE cantrip, any 3/4 x 1st lvl, 2/2 x 2nd lvl.
Rogger: DE cantrip, any 2/2 x 1st.

Mortar: DM & RM, any 4/4 x 1st, 2/3 x 2nd
Durrant: DM, RM & Kn, any 3/4 x 1st, 2/3 x 2nd
Edel: DM & RM, any 3/4 x 1st, 3/3 x 2nd.
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Re: Sneaking into the Ruined Temple

#225 Post by Edeldhur »

Edel

Save vs Poison (vs 14): [1d20]=17

The wizard manages to shake off the effects of the insidious spores somehow - "Fascinating creature" - and he pauses a mere moment to admire the creature - "But if it escapes, it will remain a threat to us. We need to kill it. Attack with ranged weapons or magic"

Casting another Magic Missile [2d4+2]=5+2=7
Straither wrote: Sat Jan 11, 2025 10:28 amVennar feels the acidic sap...

Acid burns...

acidic and glue like...

"...cut these tendril or dilute the sap..."
@Straither: These words (and my Chemistry background got me thinking :D) - vinegar is a basic solution. And basic solutions counter acid solutions. If the sap is acidic, we should be able to use vinegar to counter it. Not sure how it is in game terms, but that is how acids and bases work in real life at least hehe. Could Edel be aware of this fact?

Vinegar vs Plant stuff (Int 17)? [1d20]=10

I guess that means yes?

"The vinegar should neutralize the acid sap from the plant" - he informed his companions.
Last edited by Edeldhur on Sat Jan 11, 2025 4:03 pm, edited 1 time in total.
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Re: Sneaking into the Ruined Temple

#226 Post by Rex »

Brick

Save vs Poison (13) [1d20]=2

"Cough, save, gag, Mortar."
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Re: Sneaking into the Ruined Temple

#227 Post by gurusql »

Vennar

Vennar will cast Cure Light Wounds on the wounded gnome.

Cure Light Wounds [1d8]=3
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Re: Sneaking into the Ruined Temple

#228 Post by Howman »

Olleg, Dwarf

Unfazed by the sundew's hallucinogenic spores, Olleg attempts another strike against the plant.

Frustrated by his continued failure to damage the sundew, Olleg begins loudly cursing at the plant as it slowly flees.
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Re: Sneaking into the Ruined Temple

#229 Post by OGRE MAGE »

Save vs. Poison (14) [1d20]=6

Mortar seems far more confused than he normally is as he wanders the chamber babbling with no idea how lucky he is to still be breathing.

“Smelly rags stinging face. Time to drink some spoiled wine? Brick? Brick! No time for tug-of-war with sticky worms.”
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Re: Sneaking into the Ruined Temple

#230 Post by Stirling »

Fawkes

Will hurry to catch up, exclaiming "You seem to have had a barrel of fun here." as he surveys the giant Sundew room from the top of the stairs.

"Some skeleton gardeners are a minute behind me, climbing up from the cellar. I couldn't Turn them away, they follow after me." he points down the corridor behind.

He readies his Macuahuitl club, ready to break any bones of the Undead.
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Re: Sneaking into the Ruined Temple

#231 Post by Straither »

Sneaking in the Temple Ruin.

A few characters temporarily succumb to the stupefying glaze that the Sundew spores affect them with. They wander the room and stairs in a disoriented manner but the condition is mild and soon they return to their normal selves. By then the horror of the carnivorous plant's acidic feasting is over.

Edel triggers another Magic Missile which splits the Sundew into slithers, -7hp ending all further attacks from now non-stick tendrils and any chance for it to escape. The plant wilts into a soggy and sundered mess in the corner.

Olleg slips again, the footing underneath his boots greasy with sap and pooling water. He misses with his sword. But he can poke the plant afterwards for good measure, spying under the mass of roots and stem several hundred undissolved glinting coins and a bony hand, the last remnants of a previous victim.

Vennar blesses the injured Mortar and retrieved his dropped shield. +3hp, Durrant dumps out the waterskin, washing any remaining stickiness away. Despite some mage advice, there is no need to roll out a barrel of vinegary wine to release stuck victims.

Save vs. Poison (14): [1d20+2]=13+2=15 Durrant's roll
Savings Throws vs Sundew spore poison: Galadria [1d20]=13 Esther [1d20]=19 Jacupo [1d20]=10 Rogger [1d20]=4 only Rogger affected.

All is quiet. The swarm of gnats and flies drowned in the water outpouring that covers the floor. Apart from the alcove of barrels and the blitzed Sundew body there is nothing else in the bare chamber.

Looking up into the top corner, the Sundew tore some rafters down but not enough to escape through or to make a serious hole in the ceiling. The shadow of figures passing over the thin cracks and the stomp of footsteps indicate either a patrol overhead or even the ghoul pack returning from their graveyard burrows. After a tense moment the sound of steps recede.

Fawkes finally appears, catching up with the team. He announces he has disturbed several skeleton gardeners who follow after, they are climbing up out of the ant nest cellar. They are just a round behind and staying to search the room or gather the spread of coins may mean they reach the room while you remain in it.

You can try to avoid combat by continuing through the secure door first approached by Vennar or ready for another encounter. With five clerics in the party, divine favour is surely weighted on your side.

Actions everyone.
Health status & conditions:

Galadria: 16/17hp
Vennar: 12/19hp
Fawkes: 10/17hp
Goran: 16/16hp
Olleg: 31/33hp
Brick: 15/18hp
Mortar: 4/10hp
Durrant: 7/7hp
Edel: 11/11hp (14/14hp with Pallas the Owl:
3/3hp)
Esther: 3/3hp.
Jacupo: 9/15hp
Rogger: 5/10hp

Armour Class:

Fawkes: 7/7/7
Galadria: 3/4/4
Vennar: 0/4/1
Goran: 3/7/3
Olleg: 4/6/6
Brick: 2/3/3
Mortar: 8/10/8
Durrant: 9/9/9
Edel: 7/7/7
Pallas the owl: 7/7/7
Esther 10/10/10
Jacupo 9/9/9
Rogger 10/10/10

7.05am:
Illumination: dim lantern in chamber, infravision.

Spells Available:

Galadria: DE cantrip, any 3/4 x 1st, 1/2 x 2nd lvl
Vennar: DE cantrip, any 3/4 x 1st, 3/3 x 2nd lvl
Fawkes: DE cantrip, any 2/2 x 1st lvl

Jacupo: DE cantrip, any 3/4 x 1st lvl, 2/2 x 2nd lvl.
Rogger: DE cantrip, any 2/2 x 1st.

Mortar: DM & RM, any 4/4 x 1st, 2/3 x 2nd
Durrant: DM, RM & Kn, any 3/4 x 1st, 2/3 x 2nd
Edel: DM & RM, any 2/4 x 1st, 3/3 x 2nd
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Re: Sneaking into the Ruined Temple

#232 Post by Ythgar »

Goran the Gatherer

Ever curious - greed has nothing to do with it - Goran investigates the coins and skeletal hand that had been within the animated plant. With only one arrow left, he hopes to find some sort of serviceable missile.

Once done with that task, he steps back into the nearest Halfling sized inky shadow.
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Re: Sneaking into the Ruined Temple

#233 Post by Rex »

Brick

Brick cleans any remaining sap off himself, armor, and weapons. When he spots the skeletons he will move to shield the others but holds a defensive position to give the Clerics time to act.
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Re: Sneaking into the Ruined Temple

#234 Post by Stirling »

Fawkes

He can't see Brick as he is still invisible, so I guess he hears the warrior give a few orders to get battle ready.

I will slink behind the barrels in the alcove,

Fawkes: Hide in Shadows attempt vs 15% [1d100]=7

"Let them pass me by and we get them on the stairs."
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Re: Sneaking into the Ruined Temple

#235 Post by Edeldhur »

Edel

The elf retreats into the room where the sundew laired, so as not to be at the front if there is further combat, but also because he is likewise curious about the coins and skeletal hand.
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Re: Sneaking into the Ruined Temple

#236 Post by Howman »

Olleg, Dwarf

"Skeletons, eh, Master Fawkes? Bring 'em on, I say!" shouts Olleg, his blood still running hot from the encounter with the sundew. Moving to take a defensive position at the front of the group, Olleg sheathes his bastard sword and draws his trusty war hammer. "Time to crack some skulls!" he growls, at no one in particular.
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Re: Sneaking into the Ruined Temple

#237 Post by OGRE MAGE »

Mortar seems a little embarrassed after his combat failings, understanding he needs to take things easier from now on. He remains near the back of the room when the ambush is planned, staying clear of any swordplay or turning attempts.

"I planned my spells for slavers, dammit. I'm fairly useless fighting against plantlife and the undead."

He is silently glad to have such powerful big people around him during times like these.
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Re: Sneaking into the Ruined Temple

#238 Post by Scott308 »

Durrant Winterflame - Human Magic User,

"Hey, that invisibility spell worked really well- at least, until you ran into something that doesn't rely on sight, anyway. But you're right, we're not built for getting up close when swords are swinging. Durrant stands well clear of where the action is soon to occur.
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: Sneaking into the Ruined Temple

#239 Post by Straither »

Sneaking in the Temple Ruin.

Fawkes crouches behind the trio of barrels, using the opened lid to cover his bald head and shield him from eyeless view. The skeleton crew give only the most casual of glances in the alcove, hurrying instead towards the lantern light in the chamber ahead. As they reach the stairs, the see a doughty dwarven warrior beckoning all-comers, flanked either side by priests waiting to dish out some eternal rest. (Olleg, Rogger & Galadria). The skeletons jabber, raise their hoes, spades, pruning hooks and leap among them, ignoring the thrust forth holy symbol and vainly threatening words of Jacupo's Turn Undead attempt. Brick wades among them unseen, angling for the most opportune strike.

Turn Skeletons attempt: [1d20]=4

Goran finds no sheltering spot to hide in. He can crouch by the sundered Sundew and reach out to grab a handful of gold coins. The interesting boney hand comes away freely from beneath the tangled roots of the plant. Upon each of the six (!) fingers is a white-gold ring inset with an ornamental gemstone. He holds the grizzly hand up by the wrist bone to inspect and is almost taken by surprise as it suddenly flexes into life and springs forth to try and grab him around the throat. Only superior dexterity and reflexes saves him from being asphyxiated. The hand crawls over his shoulder as he flinches away.

Skeleton Hand: throat grab vs Goran [1d20]=11 [1d4]=3

Edel, Mortar, Durrant & Esther keep backs to the wall, leaving the combat to the martial types. Their eyes flicker between the arrival of the skeletons, to the creepy murderous hand and the spilled gold under the Sundew's mass.

Vennar, retrieved his shield and by the door, opens it to check the way ahead and to spot any alerted guards patrolling. The next corridors are thankfully void of people and remain dark, silent and musty. Not quiet as eerily full of Barrowmaze dread but the cleric stats watchful. To the right of the door, a narrow corridor extends twenty feet and ends in another closed crypt door that has been decorated with horseshoes nailed to the panels. Straight ahead, the corridor extends into the dark probably a hundred feet with the only visible adjoining corridor being one to the right hand about twenty feet away. Satisfied no visible threats are present nearby, Vennar can close the portal and assist in the imminent conflict.

Actions Everyone Please

Brick & Fawkes get surprise attack bonuses to hit, others attack or spell actions as normal.

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Re: Sneaking into the Ruined Temple

#240 Post by Stirling »

Fawkes

Leaps out from behind the barrels once the last of the skeletons pass by, raising his obsidian razor-bladed Macuahuitl to strike these Undead foes into bony splinters...

Fawkes: Macuahuitl melee [1d20+5]=6+5=11 [2d4+1]=5+1=6 (double damage)

Lacklustre attack again! :roll:
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