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"These Gremlins, are Spriggans of the Fellknight, they aren't much on their own with their small size but now it seems like they are being ordered"
"The Fey-mound may look different to you all, but as for where it is, I would look to the south west a bit for help with that answer"
"The Earrings and the statuette I don't think have any abilities"
oddly enough after the fight it just pushes you all right along, like here is the loot and poof next scene
after answering what they can, both of them stand and make their way west
while taking a bit to rest as you haven't had much chance to yet before running off to this fight
Kala: 1d20 + 9 ⇒ (12) + 9 = 21
Navi: 1d20 + 10 ⇒ (17) + 10 = 27
Wymarc: 1d20 + 4 ⇒ (9) + 4 = 13
Oondeen: 1d20 + 5 ⇒ (15) + 5 = 20
White Rose: 1d20 + 5 ⇒ (17) + 5 = 22
Elena: 1d20 + 7 ⇒ (2) + 7 = 9
come the morning you can hear a very very loud commotion coming from the south west
Massive footsteps shake the forest floor, and then a loud thud rattles the nearby trees. One of them suddenly crashes to the ground in a cloud of dust and debris. With a groan, it rolls over and starts to right itself. Two large, bleary eyes blink open. “More visssh... vish-uh... visitors ta the forest?” it slurs in a deeply drunken, booming voice. Then, its eyes narrow in anger. “Why, I’ll drive yuh right inta the earth for what yuh done!” It stands upright and takes an errant, off-balance swing with a giant, gnarled fist, shattering a nearby treetop in a spray of bark and twigs. “Yuh won’t be foolin’ me again! Now stand still!”
Kala: 1d20 + 1 ⇒ (12) + 1 = 13
Navi: 1d20 + 6 ⇒ (20) + 6 = 26
Wymarc: 1d20 + 7 ⇒ (18) + 7 = 25
Oondeen: 1d20 + 9 ⇒ (11) + 9 = 20
White Rose: 1d20 + 3 ⇒ (5) + 3 = 8
Elena: 1d20 + 6 ⇒ (9) + 6 = 15*
GM: 1d20 - 1 ⇒ (16) - 1 = 15
~~Round 1~~
Bold to Act
Navi
Wymarc
Oondeen
Elena
Red?
Kala
WRD
put into initiative for the creatures actions, enjoy

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Yep, it's Call Truce time. Or will be, if no one starts stabbing before my turn.
"Friend, we are visitors to this forest, but not the ones who caused your troubles. In fact, we have our own difficulties to deal with, and I suspect the cause is related. Please, let us speak, and perhaps we can find a way to help each other."
Diplomacy, DC 30 + Cha mod: 1d20 + 34 ⇒ (1) + 34 = 35

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Oondeen takes a back seat to WRD, literally stepping behind her. She readies an attack in case that doesn't work.

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Attempt to identify drunk living tree before taking actions...
Know: Nature: 1d20 + 9 ⇒ (13) + 9 = 22

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"Uh..." Kala just stares for a bit, wondering just how much alcohol it would take for such a large creature to get that drunk.

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Knowing something is off, Wymarc will keep his bow in hand but will not fire…
Going Total Defense, current AC: 23

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Navi, you would know it as a treant, so close for learning something on it
Wymarc, kala, oondeen and navi can give a perception if they wish

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Perception: 1d20 - 2 ⇒ (10) - 2 = 8
"Huh?"

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The DC is 10+ creature's CR to identify. Did I succeed or not? If so, I get Alignment & creature type, as well as 1 piece of info.
Perception: 1d20 + 13 ⇒ (3) + 13 = 16

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Knowledge (nature): 1d20 + 6 ⇒ (17) + 6 = 23
Perception: 1d20 + 14 ⇒ (5) + 14 = 19

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had to check on something sorry navi, was done a bit different when I was doing it originally
Navi does know that this is a Treant, and usually Neutral Good, and not very good against fire
Kala does know the same, but also learns 1 other information from it
Wymarc, you can see that there are several gourds hanging from him, as a possibility to his current state

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Noting the gourds, Wymarc murmurs to the others, ”This tall fella is drunk, methinks; been drinking whatever’s in those gourds…”

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Elena has Strong-willed from Spellbreaker, making her roll twice and take the best from will saves vs mind affecting effects.
Elena lets the more savvy members of the party deal with the creature. She auto aids another for Diplomacy for +4 if needed.

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Kala would want to know the treant's resistances.

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Resistance DR 10/slashing
1d100 ⇒ 97
The Treant animates 2 trees and directs them to attack however they are not in range yet
“Rise up, world! Shake off yer dreams ’fore the nightmares reach us! If’n they wanna play with nature, we’ll show ’em all!”
those that hear Wymarc saying the Treant is drunk, if anyone has a way to flush it out of his system, or to remove poisons/toxins would know how to treat it
~~Round 1~~
Bold to Act
Navi
Wymarc
Oondeen
Elena
Red?
Kala
WRD - will get to that in a moment

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"We mean no harm, we are here to help!" Elena holds back from drawing her sword, hoping White Rose can change his mind. Elena has an antitoxin and also a scroll of lesser restoration. Would that help?

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Those that hear Wymarc saying the Treant is drunk, if anyone has a way to flush it out of his system, or to remove poisons/toxins would know how to treat it.
I have delay poison prepared and was thinking of exactly doing that.
A bit dumbfounded by the drunk treant, Navi considers trying to help the poor guy in some way.

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As white rose speaks, the treant looks at the group and tells the trees to return, before hiccuping and falling over with no answer beyond that from the treant
I'll pull us out of combat, but he is still drunk till treated

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Elena sheaths her sword and move to assist Navi and offer to use to scroll of lesser restoration in case that might help.

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Navi moves forward to help the treant.
"Oh, you poor thing. You're drunk as a skunk. Here. Let me help you."
She gives the treant some water to drink (or soak up in its roots?) and tries to lessen the effect of the alcohol.
Heal: 1d20 + 8 ⇒ (1) + 8 = 9
Yowch. I think I made it worse.

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Navi, thought you were gonna cast delay poison on it?
I discovered delay poison doesn't get rid of the poison if it's already in the system. Edit: wait! It lasts for 7 hours. He'll definitely be sober before the spell wears off. I was a bit confused.
Realizing Navi may have done more harm than good by trying to treat the treant, she asks Gozreh for a blessing and casts delay poison on the treant.

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Elena will try to complement with more mundane healing.
Needs lots of liquid.
Heal: 1d20 + 5 ⇒ (3) + 5 = 8

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White Rose has had a hangover or two in her diplomatic career, but never quite drank enough wine to knock out an entire tree. Where's my 10-pound alchemist's kindness when I need it? she muses as she watches over the others.
I thought delay poison just changed when the effects of the poison started. Which would still mean we'd be well away when he felt drunk again.

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Very happy that she doesn't have to burn down the treant to get it to stop, Oondeen searches through her pouches before remembering that she used her last dose of alchemist's kindness at Hewbert's retirement party in Absalom. Good times, even if he only had the one hand left to raise a glass.

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oddly enough the module calls for it as a success condition for passing
Does not seem like there is enough water currently to offset the alcohol from the gourds

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"Uh-ohhhh. We tried to help you, mister. Don't get all angry now."
Navi's eyes widen in slight fear. She takes a few steps back, worried that the treant is going to flip into a drunken rage.

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Oondeen is happy to help heal the giant tree, but is at a loss otherwise.
Heal: 1d20 - 2 ⇒ (17) - 2 = 15
Oooh, she actually succeeded at something!

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Cautiously, Kala approaches the treant, gently speaking: "Uh, hello. I can fill up your gourds for you. With pure water." She casts Create Water to show the treant what she means.
If he allows her to fill any of his gourds with water, she'll wait until he's distracted, then cast Purify Food and Drink on his body in the hopes that the spell will counteract some of the copious alcohol in him.

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Navi tries to assist Oondeen.
"Welp. He didn't seem to get any sober when I tried. Lemme give you a hand there..."
Navi casts create water and aids Oondeen.
"Hold still, mister treant. Quit squirming around."
Heal: 1d20 + 8 ⇒ (6) + 8 = 14

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Maybe he just needs to puke it? Get it out of his system?
Elena aids Oondeen again hoping to get the sentient tree sober up a bit.
Heal aid for +4: 1d20 + 5 ⇒ (11) + 5 = 16

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its not so much of filling up the gourds but the rush of water through his system that starts to flush out the fermented substance through the Treants body
Once lucid again, he will answer some questions that he is able to
far longer than any other.”
“Yuh mean those brambly spriggans? Runty little burrs! A blight on the land, they be! Their presence means the Fellnight fey broke free o’ the faengard barrin’ ’em from other planes.”
where it be.”
Vinroot carries four gourds of nodrim with him and enough mash to make four more draughts with a successful Craft (alchemy) check. As he hands all four to Kala and the Group

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White Rose discusses the situation with the treant, eventually gathering all the information it has available, and try to get more details about both the locations it mentioned and the locations the party will need to visit.
She also suggests Kala purify any gourds we find on our way.

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"Dead Man's Drop doesn't sound like a nice place. Well, anyway, what do these gourds of nodrim do? I've never heard of nodrim."
(I can't find it on AoN or anywhere).

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Elena holds back a chuckle at the mention of him not being drunk just a minute ago.
"No, that doesn't sound too nice. If he is right, we better get the druid's help before we head in that direction. The dryad gave us a flower to see past the glamour of a mound, right? Would that be it?"

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"I definitely think the more help the better. I don't mind setting things on fire, but forest creatures tend to frown on that."

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"Um... Pretty sure we'd frown on that if we get trapped by a forest fire."
Vinroot carries four gourds of nodrim with him and enough mash to make four more draughts with a successful Craft (alchemy) check. As he hands all four to Kala and the Group
@GM Sapphire Fox: Was there more to that post?

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"Well, anyway, what do these gourds of nodrim do? I've never heard of nodrim."
Wymarc shrugs. ”From the looks of the tree dude, I’d assume they for making spirits, and strong spirits at that…pity, might’ve made the wedding party even more fun had they had some of those…perhaps we shouldn’t purify all of ‘em…”

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"Um... How would they affect the spriggans? Could we try to trick them into drinking it? Or would that make them worse? It's prob'ly a bad idea. Nevermind. Forget I said anything." Kala trails off, muttering.

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after a bit of rest from the treant and making a bit of headway with traveling:
Sunlight filters into this clearing, burning away the mist to illuminate a perfectly round hill dotted with fairy-cap mushrooms. Nearby, a small creek slowly trickles through a pond buffered by outcroppings of large black rock. The air hangs still, and even the sounds of forest animals seem absent.

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Elena brings out the flowers that were given by the dryad to see if that makes a change. She walks around the perimeter of the hill to check for anything that would signal a hidden entrance.
Perception: 1d20 + 11 ⇒ (12) + 11 = 23

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"Huh, strangely quiet out here, isn't it?"
Are we looking for the druid right now?
Perception: 1d20 - 2 ⇒ (9) - 2 = 7
"Nothing interesting here though. Shall we move along?"

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Wymarc points to the perfectly round hill with the fairy-cap mushrooms. ”Perhaps that’s the fey mound the dryad mentioned; we should take the flower she gave us to that mound as she said it would allow us to see him. And I assume ‘him’ to be the Druid…”

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"It all looks so... Smurfy."

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Kala hangs back a bit, all senses alert for signs of an ambush. This sudden silence in the forest has her wary.
She's about 10 feet behind the group.
Perception: 1d20 + 14 ⇒ (15) + 14 = 29

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"It's so serene. The lack of sounds from the forest creatures is a bit disconcerting, though."
Navi cautiously approaches the hill and calls out a greeting and their peaceful intentions in Druidic.

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yes the druid is the next stop with it
when you use the flower:
Three massive monoliths of eldritch stone rise from this circular hill, etched in ancient runes glittering with powerful magic.
reveals that each stone corresponds to one of the three planes involved in the process (the Material Plane, the First World, and the Shadow Plane). A sister site also exists in the First World and, together, they project the Fellnight Realm into closer proximity with the Shadow Plane.
A solidly built cabin stands among the forest trees next to a small garden of herbs, just a few feet from the trail leading to its door.

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”The Druid would be in the cabin, I presume…”
Wymarc heads warily towards the cabin, his eyes peeled…
Perception: 1d20 + 17 ⇒ (18) + 17 = 35