
Sir Gorum |

int: 1d20 - 1 ⇒ (2) - 1 = 1
Survival: 1d20 ⇒ 11
Religion: 1d20 + 1 ⇒ (13) + 1 = 14
Knowing nothing of this area, Gorum follows the others cautiously trying to keep up with Shaw’s superior tracking abilities
Sensing her tense up as she has experiences her vision, Gorum mistakes it for a warning. Drawing his blade quickly, he sets a stance for fighting.
”You got me there. I was expecting claws from the dark forest, not visions.” the Paladin sheeths his blade, ”Seems like she is still looking after you Shae. I don’t know if that’s a good thing or a bad thing though. That’d be like Gruumsh showing up to give me a hand all of a sudden. “

Giuseppe di Firenze |
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At Io's amazing explanation, Gio asks, How do you know dis? All dis talk of di fae... I will not lie, it is... unnerving.
Cue Io's family explanation. ^_^
I see... the swordsman muses, then at Mender's comment, What do we know about dis Seldarine? What would her servants look like? It is best to know your enemy...

GM Infinity |

Over the next few hours, Sha'Lea stays quite hot on the trail...other mysterious not-so-natural occurrences correcting her course at times. At one point you are completely clueless again, wandering around getting sweaty...but stumble upon the discarded wax casing to a wheel of cheese and pick up the trail once more.
After 5 hours, what feels like maybe 10 miles, you finally get a clear sign. A little walking stick with a knapsack matching the description you were given leaning up against the tree. What should be a tranquil bower however has a feeling of menace...
Sha, Quen, and Ionnis hear the unmistakable sound of a shovel digging earth nearby, they can even spot the outline of a small humanoid, perhaps one of the boys...
Quen only, you hear the sound of steel boots clinking around nearby, and think you spot a trail of blood suddenly gush from a tree of all places...
If you are going to stealth mode, roll. Also active perception may be rolled.

Sha’ Lea |

Shae immediately goes into stealth mode, not trusting this place at all. She takes a long look around, checking for other danger, before she crouches down, and starts moving toward the shape. She gets ready to take it down if it can be interrogated.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21

Giuseppe di Firenze |

Wisdom (Perception): 1d20 + 3 ⇒ (8) + 3 = 11
Dexterity (Stealth): 1d20 + 3 ⇒ (11) + 3 = 14
Whispering to Sha'Lea, What is that? Is that a fae?

Ionnis |

Stealth: 1d20 + 5 ⇒ (3) + 5 = 8 ....can't have the rogue not be stealthy; lucky:
Stealth: 1d20 + 5 ⇒ (10) + 5 = 15
Io creeps forward looking more closely at the shoveler.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Sha’ Lea |

Shae whispers back
I'm not sure, but I'm planning for the worst. Stay ready. I want to try and take it down for interrogation if we need to...

Giuseppe di Firenze |

Gio looks at Mender for just a second before turning back, Huh... I guess it would stand that di Elf-kind would have deir own gods... I never thought of it before.

GM Infinity |

Gorum advances the stealthy party slowly forward...the creature becoming more defined in darkvision. It looks like an elderly man, or crooked little gnome. But Gorum suddenly falls right through the forest floor sending leaves flying! (Shallow pit, you take no damage but are prone)
"Eh? Hehehe...down on luck and down and out, these heavy boots will sort you out! Click, click!" the creature turns, drawing a wicked oversized sickle...
The rolls determine surprise targets for round 1. Using passives for non-rollers. Io missed seeing the other hidden creature by 1. Surprise means you don't act in the first round (but can take reactions after your initiative count). Sha, Io, and Giu are successfully hidden and will remain so until Round 2, and can take advantage on their attacks.
Init:
Mend: 1d20 + 2 ⇒ (3) + 2 = 5
Giu: 1d20 + 3 ⇒ (3) + 3 = 6
Io: 1d20 + 3 ⇒ (5) + 3 = 8
Gor: 1d20 + 0 ⇒ (17) + 0 = 17
Quen: 1d20 + 1 ⇒ (5) + 1 = 6
Sha: 1d20 + 3 ⇒ (15) + 3 = 18
Enemies: 1d20 + 1 ⇒ (12) + 1 = 13
Round 1:
Sha (hidden), Gor (prone) [surprised]
Redcap, Vegepygmies
Io (hidden), Giu(hidden), Quen, Mend [surprised]
At the same, a trio of snarling dog-like creatures burst from the bushes behind you! This strange plant matter lacks a clearly defined dog-head, covered in a thousand nasty thorns protruding from a fungal surface.
Mind light for Giu and Io, its darkness under canopies but dim elsewhere. Attacking a monster in darkness would negate your hidden advantage. Remember its an action to open the hood on a lantern or get a torch going.
Map will take a sec, will do enemy rolls once thats done...

GM Infinity |

Map up. Since you guys cant hide in dark from darkvision, I put you in bushes instead for heavy obscurement.
Thorny G vs Quen: 1d20 + 3 ⇒ (14) + 3 = 17
Piercing: 2d6 + 1 ⇒ (4, 5) + 1 = 10
Thorny B vs Mend: 1d20 + 3 ⇒ (20) + 3 = 23
Piercing: 2d6 + 1 ⇒ (5, 1) + 1 = 7
Thorny Y vs Gor: 1d20 + 3 ⇒ (18) + 3 = 21
Thorny Y vs Gor, adv: 1d20 + 3 ⇒ (17) + 3 = 20
Piercing: 2d6 + 1 ⇒ (4, 3) + 1 = 8
Caught off guard from the side, its hard to mount a quick defense against the snarling living thorn bushes.
Sha and Gorum are up to start round 2. Gorum is prone.

Giuseppe di Firenze |

I deliberately didn't, probably should have...

Giuseppe di Firenze |

Technically, the hood down means only 5 ft of dim light, not total concealment, so I probably would have disadvantage on my Stealth, maybe?
Stealth, disadvantage maybe?: 1d20 + 3 ⇒ (12) + 3 = 15 Still pretty good.
Giuseppe quietly arms his shield Action Surge then moves to whatever thorny dog is still up, raises the lantern hood and places it on the ground...
Action and interact with object. Will draw sword next round.
Come at me, you foul beasties!

GM Infinity |

Vegepygmies...also called mold folk, moldies, or mold men, are a rare and dangerous kind of fungus creature. They grow in places that are warm and wet...hunting for flesh to develop new spores upon. These in particular seem to have grown upon dogs...or perhaps large beavers.
These creatures are thought to be related to russet mold, a reddish-brown mold that closely resembles rust in appearance...thought to originate away from Toril. While the mold itself is highly poisonous, the vegepygmies it spawns are not. They share similar intolerances for cold, fire, and necrosis.

Giuseppe di Firenze |
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I am not going to roll, because there is absolutely no reason for Gio to know this...

Giuseppe di Firenze |
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There is that, but it is also that I want Gio to be learning about the world... I feel like the other party members are his teachers as much as they are his friends. He was an urchin on the streets of Athkatla, not some learned noble scion, though he plays at being one...

Sir Gorum |
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Arcane: 1d20 - 1 ⇒ (3) - 1 = 2
”UMPH!” Gorum falls face first into the shallow pit. Shaking his head at the indignity he begins to push himself up when a bush come alive and stabs him with its thorny vine. ”Ouch!” Now angry, he throws himself into a standing position and draws his blade. ”What in the nine hells is that?!” he asks regarding the strange bush animal. Shrugging, he swings his blade in a wide arc hoping to turn the beast into kindling.
Wide Arc Greataxe: 1d20 + 5 ⇒ (10) + 5 = 15
Chopping Slashing: 1d12 + 3 ⇒ (8) + 3 = 11

Sha’ Lea |

Shae darts out of the brush, leaping into a strike with the butt end of her staff, and then a downward knife kick to the head of the one standing in front of Quen.
Staff: 1d20 + 5 ⇒ (19) + 5 = 24
Advantage: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Kick: 1d20 + 5 ⇒ (13) + 5 = 18
Advantage: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

GM Infinity |

Cover and shadow were an extension of the monk's arsenal; the ancient teachings viewed them as an offensive weapon rather than just a terrain feature to exploit. The efficacy of that philosophy was clearly evident, as her simple spring attack could rival any trained soldier's assault.
Thorny G: AC 14, hp 16/27
Enemies up...

GM Infinity |

The thorny mass on Quen immediately turns to face this new threat from behind, and Sha'Lea watches with horror as the wounds she inflicted only moments ago suture and bind themselves over...It Regens 5 hp
The broken jaw which was dangling loosely becomes hinged properly again, properly enough to bite...
Bite Sha'Lea: 1d20 + 3 ⇒ (4) + 3 = 7
...but the martial artist was too nimble for even the slightest thorny snag.
Caught in the middle, Mender continued his defense against the strange creature...
Bite Mender: 1d20 + 3 ⇒ (10) + 3 = 13
...but as the thorny's maw closed around his forearm, some kind of magic force scintillated into view, protecting him against any penetration.
Finally, Gorum was getting tag teamed by one of the dog creatures and the strange humanoid...one foot in the pit.
Bite Gorum: 1d20 + 3 ⇒ (13) + 3 = 16
He shrugs off the plant matter as if fails to get anywhere facing the wall of iron that constitutes the paladins armor.
Then the humanoid makes a running leap at Gorum, his heavy iron boots noisy but obviously not slowing the strange fey down any...he leaps at the last moment, the boots flung like a cannonball fired from a ship (with the creature along for the ride)...
Gor, make a Dex save DC 14 or take...
Bludgeoning: 3d10 + 4 ⇒ (4, 4, 4) + 4 = 16 + prone
As Giuseppe opens his lantern, the color on the creature is revealed...it wears a bright red cap, mistaken for a streak of blood earlier...
Round 2:
Sha, Gor
Redcap, Vegepygmies
Giu, Io (hidden), Quen, Mend <--UP

Giuseppe di Firenze |

On my turn.
Giuseppe draws his blade, striking at Green (if still alive) or Blue (if Green is dead)!
Longsword: 1d20 + 4 ⇒ (9) + 4 = 13
If a hit, damage: 1d8 + 4 ⇒ (7) + 4 = 11

Ionnis |

Io uses his dash + movement to run up to yellow, Rapier attack: 1d20 + 5 ⇒ (18) + 5 = 23 defending Groum with a slash to the thorny creature's torso.
damage: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (3) = 11
I've got this one! he calls out to his friend, so that Groum can focus his attention int to ID the redcap: 1d20 ⇒ 14 on that malevolent redcap.

GM Infinity |
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GM Infinity |

Ionnis frolics across the forest battlefield at a charged pace, sticking the sinister fearie wearing boots in its fat belly...
Redcap AC 13, 34/45 hp
Round 2:
Sha, Gor
Redcap, Vegepygmies
Giu, Io, Quen, Mend <--UP
Sha and Gor also can go ahead to top round 3

Giuseppe di Firenze |
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I think that Io attacked the Thorny. ^_^

Giuseppe di Firenze |

^_^

Sir Gorum |

Dex: 1d20 ⇒ 10
The vegiepigmy would have hit as well. AC is 16 currently. Either way, the Red Cap drops me
Pleased with himself on the solid chop from his axe, Gorum is disappointed when he sees the brambles stitch closed. His disappointment does not last long however as both the bush creature and the the solid iron boots of the Redcap convince him that a nap would be in order.
Slashing Damage: 1d12 + 3 ⇒ (10) + 3 = 13 smite Radiant: 2d8 ⇒ (1, 5) = 6]

.Mender |

Mender skirts around the creature next to him and places himself next to both the blue and green two squares directly south of Sha.
He then calls down thunder.
Thunderclap: both blue and green; DC 13 Con save or take: 1d6 ⇒ 3 Thunder damage. The sonic boom sound echoes out 100'.

GM Infinity |

ThornyB Con vs Mender: 1d20 + 1 ⇒ (2) + 1 = 3
ThornyG Con vs Mender: 1d20 + 1 ⇒ (4) + 1 = 5
Acorns shatter and countless woodlands creatures run for the hills (run for their life) at the aasimar's powerful calling. The fungal dogs dip their heads, burying holes where ears might be into the grounds as if trying to scratch something loose.
Sha and Quen up. Map updated, yellow circle is bright light radius from Giu's lantern. Beyond is dim light. Gorum 0 hp.

Sha’ Lea |

Shae continues her assault on her target, calling out to Quen
Go, tend to Gorum! He's hurt! I'll take care of this one!
She then slams the butt of her staff down onto the thing's head, followed by a brutal knife hand chop aimed at it's temple. Or, where a temple would be on a normal creature...
Staff: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Knife Hand: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Or, at least she tries to...

Giuseppe di Firenze |

Quen, you do realize that guidance only affects skill checks, right?Not attack rolls. You have a party member that is down and dying.

.Mender |

Sorry, I missed that Gorum is down. I'll throw him a healing die as my unused bonus action, if that's alright Infiinity.
Healing Light: 1d6 ⇒ 4

GM Infinity |

The redcap and his veggie companion turned their attention to Io and Giuseppe after the halforc had fallen, the mean sickle nearly the size of the crescent moon in the sky....it attacks furiously, with a speed you have never witnessed outside perhaps Sha'Leas most focused moments...Bugger gets 3 attacks...
Attack 1: 1d20 + 6 ⇒ (19) + 6 = 25
Slashing: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Attack 2: 1d20 + 6 ⇒ (11) + 6 = 17
Slashing: 2d4 + 4 ⇒ (3, 1) + 4 = 8
Attack 3: 1d20 + 6 ⇒ (9) + 6 = 15 Good thing you Action Surged arming your shield
The thorny dog snuffles curiously as more of its wounds heal over...nips at Ionnis' foot, sneezes and attacks...
Bite: 1d20 + 3 ⇒ (4) + 3 = 7
...but the nimble rogue dodges just as the maw snaps shut.
In the back of the line, the troubles are the same...dark dangers in the forest at night...
Bite Sha: 1d20 + 3 ⇒ (15) + 3 = 18
Piercing: 2d6 + 1 ⇒ (1, 3) + 1 = 5
Bite Mender: 1d20 + 3 ⇒ (7) + 3 = 10
Giu down to 1 hp...reminder healing pots and inspiration got refreshed. Focusing attacks on the redcap also might be worthwhile for party. Other defensive options on map exist like using the hard tree trunks for cover (+2 ac).
Party Status:
Mender 10 /17
Giuseppe 1 /20
Ionnis 15 /15
Gorum'drek 4 /22
Quen 7 /17
Sha 12 /17