Game Notes 08-21-2020 Going down Under
They were talking to the Mistledale Riders led by Jerrod.
Time Stop
The riders excuse themselves thank the party for the meal and ride
off about 3:00pm
They cast pass w/out trace and head down the stairs at 6
HP 22
-12 Val +2 -4 Luc +2 -15+2 Ro
Init: Luc 21, Water Mephit 19, Ro 16, Val 14, Danny 12, Loric 7
Round 1 - Breath weapon, Thorn Whip
Round 2 - It dives to the bottom of the pool. It will try to keep
track of the party and mess with them later.
Ro goes into the pool to get the mephit just swinging wildly trying
to connect. This is like attacking an invisible creature. They are
trying to drive the critter to one side toward the stream.
Round 3 - Pleads for its life!
They light a torch and search the pool.
Round 7 - It bolts up the stairs. Ro nails it as it flys away
They search the pool for 10 minutes and find nothing.
They reach the Assassin Vine!
HP 98
-6-37-28 Ro, -8-17-15 Dan, -6-2 Val,
Init: Ro 24, Danny 19, Val 16, Loric 11, Lu 9, Vine 7
Round 1 - It surprises them with an attack\
Round 2 - Hunters mark,
Round 3 - Ro move in to melee
Round 4 - They kill it
Hearing the ruckus, the ants move in to protect the hive.
Init: Dan 24, Loric 16, lu 15, Val 12, Rol 11, Ants
AC 14 - 2 Soldiers 3-65 Sleep
X4-66 HMark
Sleep
-9-23
Dan
- 27 Val
-27
Val
-20 Dan
-9-17 Ro
-22 Ro
4 - AC 13 - Workers
X1-29
X2-15
X 3-21
X -17 Sleep
- 9 Dan
-27
Va
-21 Lo
-27 Va
Round 1 - Dan-Hail of thorns, Lu Longstrider, Val E.Earth
Round 2 - The sleep those that aren't dead then attack them. #4
wakes up to die.
Round 3 - They kill the last of them.
Ro go toward G15 and sees something and approaches to investigate.
Ro is trapped behind the gate trap.
Lu makes 2 pick locks rolls to open the gate.
Lu finds the S. Door and they open it to see up into the bush at
area G3.
They Spike the S. Door closed and return to the G17a area
They get to G18 and take a couple of bottles with a rune on the
side.
Lu and Val search the pool. They find nothing and agree to come back
a different day while they continue to search the cave complex
They see the door to the G19 door.
Loric find the honey trove at G19.
Giant Ant 7Large beast,
unaligned
Armor Class 14 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
15 (+2) |
13 (+1) |
15 (+2) |
1 (-5) |
9 (-1) |
2 (-4) |
Senses blindsight 60 ft., passive Perception 9
Languages –
Challenge 2 (450 XP)
Keen Smell. The giant ant has advantage on Wisdom
(Perception
checks that rely on smell.
Actions
- Multiattack. The giant ant makes one bite attack
and one sting attack.
- Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled
(escape DC 12). Until this grapple ends, the target is restrained
and the giant ant can’t bite a different target.
- Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage plus 22 (4d10) poison
damage, or half as much poison damage with a successful DC 12 Constitution
saving throw.
Assassin Vine - Large plant, unaligned
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 5 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
20 (+5) |
10 (+0) |
16 (+3) |
2 (–4) |
13 (+1) |
9 (–1) |
Damage Resistances cold, fire
Damage Immunities lightning
Senses blindsight 30 ft., passive Perception
11
Languages —
Challenge 4 (1,100 XP)
- Multiattack. The assassin vine can make two melee
attacks: two slams or one slam and one constrict.
- Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage. The target is
grappled (escape DC 15) if the assassin vine isn’t already
grappling a creature. The grappled target is restrained until
the grapple ends.
- Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature grappled by the assassin vine. Hit: 18 (3d8 + 5)
bludgeoning damage.
Water Mephit Water Mephit CR 3
XP 800
N Small outsider (water)
Init +6; Senses darkvision
60 ft.; Perception +6
AC 17, touch 14, flat-footed 14 (+2 Dex,
+1 dodge, +3 natural,
+1 size)
hp 19 (3d10+3); fast healing 2 (works only while underwater)
Fort +2, Ref +5, Will +3
DR 5/magic
Speed 30 ft., swim 30 ft.
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone, effect based on
type, Reflex DC 13 for half)
Spell-Like Abilities (CL 6th)
1/day—summon (level 2, 1 mephit of the same type 25%), acid arrow 1/hour, stinking cloud 1/day (DC 15)
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly
+10, Perception +6, Stealth
+12
Languages Common, one appropriate elemental language (Aquan, Auran,
Ignan, or Terran)
Breath Weapon (Su) Each type of mephit can unleash a particular
breath weapon every 4 rounds as a standard action. The DC is
Constitution-based and includes a +1 racial bonus.
The breath weapon of a wate mephit is a cone of acid that deals 1d8
acid damage.
Water mephits are commonly found on the Plane of Water. These
mephits are constant jokesters.