You start this adventure with one action point and when you complete two encounters without taking an extended rest you gain another action point. PHB p. 259
You may spend an action point during your turn to take an additional action (PHB p. 286), but only once per encounter.
You dream of shaking earth and screams, the smell of rot and dark whispers. Burning eyes glare back at you in the dream. The vision changes with the smell of turned earth and wet leaves and a crushing weight on your chest. You feel warmth nearby and see a source of blurred, yellow light. Then something cracks loudly, followed by a shrill scream.
You wake with a start, still in your bedroll, and realize a thin, black root grasps you by your legs and torso. It’s pulling you toward a large chasm in the ground on one side of what appears to be a ransacked campsite under a looming hillside on all sides except the east. The warm light turns out to be a campfire in the dimness of dawn, crackling as it slowly dies. Other roots reach out through the camp.
You remember that someone else should be here, your travel companions from Vellumis. You recall being sent by the government of Lastwall to investigate strange activity on the Nirmathas-Lastwall border.
Another shrill scream draws your eye to a small form struggling with another vine. It’s a goblin in rather fine clothing and armour for his ilk. Around his neck hangs a wayfinder. His bulging eyes fall on you. “Please help poor Splug! Jhadar!” You and he are about 15 or 20 feet from the edge of the hole. It’s time to act. It’s time to roll initiative!
Actually it's slightly more advantageous for you to use Burning Hands first because you'll be able to catch the tainted root in B1 with your blast. You don't provoke an Opportunity Attack from using Close Attacks in melee. I'll assume you do this instead, unless you override of course.
Splug looks towards you for guidance delaying until initiative count 15.
Current Initiative Order
16 Jhadar
15 Splug
5 Tainted Roots
A fan of intense flame erupts forth from Jhadar's hands reducing the closest clump of roots to cinders. Please roll additional attacks against the other roots in the burst 5, damage is the same unless you crit.
After you resolve your turn, Splug cringes defensively, presenting a smaller target gaining a +2 bonus to his defences.
This distraction grants Jhadar an opening to use an at-will or charge attack as a free action.
Note: The corner of a tent does not block movement, but tent squares are difficult terrain. A creature inside a tent cannot be attacked unless its attacker is also inside the same tent.
The tainted root at E5 is reduced to ashes. The roots further away—although badly burnt—remain a threat.
Jhadar aims the tip of his staff towards C7 as a silvery bolt shoots forth, narrowly missing the corner of the tent and slicing the root on the other side in half!
Although the root at C7 had superior cover, your attack was still high enough to hit its Reflex.
If you'd like to attempt knowledge checks you can ascertain the following if you manage to beat DC 15:
Arcana:
You sense residual magic in the area. The chasm and the creepy roots are likely a result of this magic. You remember the burning eyes in your dream, and you suspect you’ll be facing someone or something that has necromantic powers.
Dungeoneering:
These black roots are natural roots tainted by some foul magic, and they’re mindless. They likely have a central control in some larger plantlike entity. Killing that creature is likely to render these roots harmless again.
Nature:
These black roots are natural roots tainted by some foul magic, and they’re mindless. They likely have a central control in some larger plantlike entity. Killing that creature is likely to render these roots harmless again.
The drag marks lead to the edge of the rift. The rift wall ends after about 10 feet down, but it opens into a wider area lit by a green light. The light shimmers on running water about 20 feet below. On the far side of the rift dangles a root that could allow easy climbing. You would need to jump about 10 feet to reach that root. Otherwise, the rift sides look rough, and there’s no reason to risk a jump to the other side of the rift, other than to make use of the root there.
Jhadar Kusika wrote:
How easy would it be to climb down?
Moderately difficult.
Spoiler:
DC 15 Athletics
If you decide to search the campsite:
(And because of your awesome Perception)
You manage to recover:
Thankfully the hanging root does not try to attack you, and in fact, seems quite sturdy.
Splug waits for you to descend first and then follows you below.
Athletics1d20 + 7 ⇒ (11) + 7 = 18
You’re in a large cave. Ambient green light allows you to see clearly. The chasm is above you now, an opening in the cave roof about 10 feet up. You’re in a luminous green stream of water that flows from a hole in the northern cave wall, and the cave slopes upward toward that direction. The current is pretty strong. Part of the cave to the west is obviously hewn stone, and another stream flows from that passage. From your vantage, you can’t see much of that tunnel.
With a squelching sound, a sickly-looking blue ooze surfaces and starts to approach. Movement in other parts of the cave indicates more creatures, including a couple of those black, mobile roots near the southern wall. The stream plunges into another cavern there, roiling fiercely.
You are standing next to a long, inanimate root dangling in the water, it looks like you could swing on it or hold onto it.
From your new position on the battlemap you see that to the north is a clearly artificial pipe, jutting from the wall and spewing water into this chamber. The pipe is carved to look as if a demonic frog is holding it, and the pipe itself looks big enough to enter. The frog’s eyes sparkle in the ambient light, which is brighter in this passage. Where the pipe spews water, a deeper, calmer pool has formed on leveler ground. It’s obvious that water within 3 squares of the pipe is difficult terrain but not a rushing stream hazard. Another vine, similar to the one you clambered down, dangles near the cave wall to the west (B9).
Although he is immobilized, Jhadar manages to free a hand to cast Thunderwave. A shockwave of sonic energy shatters the first root against the cavern wall at E12. The other root is damaged but is still standing.
You are now free of the grab and it is the oozes' turn.
The ooze at B9 moves to E10 and extends a pseudopod to slam you.
1d20 + 4 ⇒ (14) + 4 = 18vs. Fort
You take 3 acid damage and slide 2 squares to F12.
Jhadar is forced to give ground under an acidic onslaught. Another ooze gives pursuit and emerges from under the water at E11.
1d20 + 4 ⇒ (2) + 4 = 6vs. Fort.
Putting up a valiant defence, Jhadar holds his ground. From this position he can clearly see that the stream he is standing in flows into on open cavern (south of E14 and F14) with light at the other end.
Making its way from I7 to H9 the furthest ooze senses something clamber down the vine and readies a Standard Action to attack (as does the ooze at G8.
On Jhadar's turn, he'll shift F13 and use thunderwave northwards if it won't it Splug, if Splug is in the way he uses magic missile on the ooze that slammed him.
(I've altered my previous post, #33, in response to your tactics in #34)
Just as he's about to move back to cast a spell, Jhadar sees Splug shift out of the way and instead unleashes sonic fury against the enemies in front. The force of the shockwave scattering their remains like leaves on the wind.
The oozes stand helpless as Jhadar's firestorm vaporizes them.
You are now out of combat. You get an action point for reaching a milestone, and your total XP for the past two encounters is 300. Splug spends a healing surge, taking his health back to full.
Jhadar recuperates from the battle for a moment, spending a healing surge, before going to investigate the Frog's mouth tunnel with the light down its end.
The frog statue is on top of the water pipe. On closer inspection its eyes appear to be green jewels. The pipe looks big enough for you or Splug to climb into. Water flows steadily out of the pipe, into a rushing stream flowing roughly north to south through the cave. You can see the water disappear into the other cavern past E13/E14 (earlier that's where you noticed light down the end).
You manage to pry out the gems easily in two rounds, and now possess two green jewels worth 50 gp each.
Read this if you decide to travel down the tunnel:
Jhadar dives into the water and is swept with the current. You do your best to avoid the jagged rock lining the tunnel as you are hurtled along. Make an Athletics check.
Despite the strong current Jhadar manages to negotiate the stream unscathed.
Athletics1d20 + 7 ⇒ (16) + 7 = 23
Splug dives in after you and soon you both emerge in another natural cave illuminated by green light. A glowing green stream flows into the chamber at the northwest and flows out again through a gravel-filled opening in the east (that way is blocked).
Make Stealth and Perception checks (you may also try knowledge skills to assess the situation)
Read this if your Stealth check is higher than 11:
You notice the bats and the black plant-like pod before they notice you. You may act in the surprise round and may perform one standard action, enemies grant you combat advantage while surprised.
Near the pool along the southern wall, you spot a black, plant-like pod with writhing tendrils much like the tainted roots you’ve fought before. A chirping sound, barely audible above the water’s gurgling, draws your attention to sizable green bats hanging on the walls.
Your knowledge of dungeoneering tells you that the room and the creatures within are clearly tainted by magic, and the plant pod here is likely the source of the animated roots you’ve encountered.
From his hiding spot, Jhadar launches a magical bolt at the plant pod sitting on the shore of the glowing pool. The bolt of force chops a few tendrils off and cuts into its plant-like mass.
Splug acts during the surprise round, using his Standard action to charge from K1 to K6 at the bat hanging at L7.