Game Notes - 04-29-2020 - Morning in the Grove
He gives them a tour of the grove and talks to them of the other
gods the statues represent. They are told what the fountain powers
are. They are led to the cloister and go to sleep.
Lethyhanso Retharhe Lethy
is a name he will respond to if it is used.
They get together after putting their stuff in the rooms they get
together.
That night dreams are had. Valantha the druid dreams of Rillifane
Rallathil.
She is first up the next day and she waits for the rest to wake up.
Every morning Lethy visits each of the statues and sprinkles the
collection bowls with cleric made water and food. When he gets to
Corellon, there is a burst of golden light that travels from that
statue to all the others.
The Tome of Corellon is to bring people together.
They Are told about Myth Dranor magics, monsters and are shon the
t.pot circle and told it goes to the Coredllon temple In MD.
They get their stuff, drink from the fountain of animal speech
and head into the forest. Valantha wants to meditate on her
conversion to Rillifane Rallathil and the others want to keep her
safe.
No Enc. midday
hey return to their cap of the night before and it begins to rain as
soon as they get there. Volantha goes off by herself nearby Ro keeps
track of her.
Danny, Lu fix up their camp for rain lean-to and such then they go
looking for food.
Grathkin is a root veg that is pale purple has a thick skin and
tastes lie a sweet potato.
They go rabbit (as a rat!) hunting. Pass without trace, following
the prints. They kill with their arrows.
Next they find a deer which they also kill and bring it back to the
camp just befor dusk. No enc.
They make a fire and begin cooking rabbit stew and venison steaks.
Danny found gallowbrush and uses herbalism to figure out how to make
the potion from the plant. It takes all day. They are skinning the
deer for the hide and smoking some of the meat.
Random enc in camp with 3 of 4. Panther stalking them looking for
venison.
It gets close enough to rush the camp and steal a large chunk of
meat (left hid quarter) and run off.
Panther - HP 32
Init: Ro-17, Dan-16, Lu-9, Panther-7
Ro-10,12 Dan-11,7
Val joins them as she was in a panic about the death of the panther,
but is reassured at the fact it was stealing food from them (not a
sport kill!).
They change their plans to extend their stay for another day to get
the first parts of skinning and the panther.
The next morning another encounter with a pack of vultures.
They are intimidated to fly away.
No further encounters that day and they get up the following morning
ready? to go back to the grove.
Time Stop
Vulture
Medium beast,
unalignedArmor Class 10
Hit Points 5 (1d8 + 1)
Speed 10 ft., fly 50 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
7 (-2) |
10 (+0) |
13 (+1) |
2 (-4) |
12 (+1) |
4 (-3) |
Skills Perception
+3
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Keen Sight and Smell: The vulture has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Pack Tactics: The vulture has advantage on an attack roll against a
creature if at least one of the vulture’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
Beak: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
2 (1d4) piercing damage.Appearance
This dark-feathered vulture has a bald neck and head, and its long,
hooked beak is caked with carrion.
Panther
Medium beast, unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
14 (+2) |
15 (+2) |
10 (+0) |
3 (−4) |
14 (+2) |
7 (−2) |
Skills Perception +4, Stealth +6
Senses passive Perception 14
Languages --
Challenge 1/4 (50 XP)
Keen Smell. The panther has advantage on Wisdom (Perception) checks
that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn, that
target must succeed on a DC 12 Strength saving throw or be knocked
prone. If the target is prone, the panther can make one bite attack
against it as a bonus action.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d4 + 2) slashing damage.
Deer
Medium beast,
unaligned
Armor Class 13
Hit Points 4 (1d8)
Speed 50 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
11 (+0) |
16 (+3) |
11 (+0) |
2 (-4) |
14 (+2) |
5 (-3) |
Senses passive Perception 12
Languages —
Challenge 0 (10 XP)
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
2 (1d4) piercing damage.
The elegant creature raises it head revealing a pair of soft eyes.
It has a tawny brown hide and small black hooves
Rabbit Tiny beast, unaligned
Armor Class 10
Hit Points 1 (1d4 − 1)
Speed 20 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
2 (−4) |
11 (+0) |
9 (−1) |
2 (−4) |
10 (+0) |
4 (−3) |
Senses darkvision 30 ft., passive Perception 10
Languages --
Challenge 0 (10 XP)
Keen Smell. The rat has advantage on Wisdom (Perception) checks that
rely on hearing.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit:
1 piercing damage.