4 - Harvesting the Honeysuckle Grove

by lichbrush

## Cast

Greg Hansen - Dungeon Master

Coldlikebryce- Arlo

Zymox22 - Lake

James- Jonathon Robinson

Temhr- Churu

## Recap

### Encounter 1: In Town

Rose Thistlewood sent the brave adventurers to gather blooms from the honeysuckle plant in the grove in the swamp, it is an ingredient to make a poultice that cures a fever that occasionally ails people here north of the mists. Tells the adventurers the blooms are intoxicating. Witha tells them they need to keep their senses about them and tells them a story of an adventurer that fell asleep in the grove. Normally the poultice would be for sale but for now it's being held for only those with the fever.

### Day 1

slow pace head west

DC 10: Navigation Passed

*ENTERS SWAMP*

DC 10 foraging – 3 fails 1 pass

### Day 2

slow pace head south

DC 20 Navigation failed

#### Encounter 2: 6 Crocodiles

As they Moved at a slow pace the party were given perception checks. They notice these floating “logs” that they are going by are odd somehow and then identify them as crocodiles. The party circles up and attempts to turn around and push back the ones behind them. The crocodiles behind them leap out and attack. Jonathon wrestles a crocodile under control, the other bites and grabs Arlo before being slaughtered by the group. The other 4 crocodiles retreat. They attempt to butcher the crocodile getting 6 pounds of usable rations [note: the ration scavenging rules seem to have changed since then].

#### Encounter 3: Trapped Owlbear

The party comes across a owlbear caught in a hunting snare. Lake attempts to cast speak with animals but the creature does not respond. It responds poorly to lizardfolk, roaring and thrashing around a little. They feed it some crocodile meat and examine the simple snare. They cut away the snare and then the owlbear ran off.

#### Encounter 4: Unicorn's Rest

The party stumbles across a strange clearing with a stone fountain, the stones are old and moss-covered. Arlo casts detect magic and the magic aura seems weak and muddled. Lake scouts forward. The clearing is unnervingly silent. The fountain appears to be carved from one large rock, light sounds of flute and drums can be heard. There is a congealed heart contaminating the fountain. Lake pokes the heart with his walking stick but it just made it dissolve more. Arlo attempts to determine what kind of heart this is, it appears to be a goblin heart, though the contamination is more than would be natural.

Churu sends his unseen servant to remove the goblin heart from the pool and throws it beyond the edge of the clearing. The water appears to begin to clear up. The unseen servant scrubs the basin. Churu makes a wisdom saving throw(17). He feels the unclean water affecting him even through the unseen servant but shrugs it off. The sounds of music become clearer. Sylvan runes become clear in the edge of the fountain. Churu plays along with the music and is granted a blessing that he will be under the effects of the bless spell for the next two days. Lake drinks the water and feels invigorated and gains 12 temp hp that last for one day. Arlo attempts to discern the runes, it is a poem, references to the unicorn's rest and healing. Drinking from the fountain the next morning grants 2d12 temporary HP for the day.

No Foraging Rolls requested

### Day 3

slow pace head west

DC 20 Navigation failed

#### Encounter 5: The Honeysuckle Grove [Unrand]

In the late afternoon the party comes over a rise in the marsh and see a dip down into a valley, at the opposite end of the valley the trees grow thicker they are covered in patches of vines with orange, yellow and white flowers. The party looks around for threats and only finds small wildlife. They begin to push into the valley and see that on the edges the flowers are not yet in full bloom. As they get deeper in the valley they make dc 14 constitution saving throws (20, 8, 6, 20). The air is sweet and relaxing, and the failures become easily distracted and cannot continue to act in a helpful way. The two who passed collect blooms before leading the group back out (10\*ability check with a 2 and an 8 for 100 blooms).

#### Encounter 6: The Honeysuckle Grove Attempt 2 [Unrand]

The party attempts covering their faces with improvised masks made from extra clothes and a blanket. Churu stuffs his with an unpleasant smell. As they make their way back in they feel a bit lightheaded but not enough to get distracted. After 10 or 15 minutes the sound of running water can be heard and they head that direction and find a small stream coming from a spring. Around this area the vines grow the thickest. They gain advantage on their saving throw but if they failed previously they would roll at disadvantage (DC 14 again). Only Jonathon succeeds and the rest pass out into the vines. Jonathon notices movement on the far side of the area near the stream.

#### Encounter 7: The Lizardfolk

Jonathon attempts to tuck away his friends out a view, and as he goes back to pick some flowers (get 50 more with a 5 at disadvantage) a tall (7 feet tall) lizardfolk with a flowing robe along with 2 more lizardfolk in ceremonial gowns. In the tall one's hand is a long twisted knife, some kind of ritual dagger. Jonathon tries to talk to them but they just hiss back. The two small lizardfolk advance towards him as he scrambles up a tree. The lizardfolk stare up at Jonathon. They spot his friends and head over towards them, Jonathon fires a warning shot with his short bow. The lizardfolk redouble their focus on Jonathon and begin starting to chop down the tree. Jonathon leaps out of the tree on top of them. Jonathon slays one and injures the other before climbing back up the tree severely injured. The remaining one turns back to the tall shaman and the shaman incants a spell as the ritual dagger in its hand changes color, and touches the shorter lizardfolk as a ball of flame appears in the shorter one's hand. Jonathon hits it with a couple more arrows as it cannot seem to accurately fire its flames at Jonathon. After a couple of missed shots Jonathon leaps back down slicing off the Lizardfolk's head and stabbing the shaman. The shaman then turns himself into an enormous crocodile. Jonathon runs but the crocodile comes after it faster. Jonathon finds a good tree to climb up to get away (DC 15 survival). The shaman turns back to a lizard folk and begins to walk away. Jonathon drags his companions out of the grove and they wake up in 4 hours.

No Foraging Rolls requested

### Day 4

Half a day of picking followed by returning to the unicorn's rest

No navigation rolled.

#### Encounter 8: More Lizardfolk

The party begins picking blooms from the edge of the grove (disadvantage for not going in deeply) 10, 6, 10 for 260 more blooms in the first two hours then 8, 12, 8 for 140 for a half of a second shift. After a couple hours Jonathon hears more lizardfolk picking their way through the valley, seeming to be a search party. The group abandons their work and leaves.

No Foraging Rolls requested

### Day 5

slow pace towards Farfield Keep

DC 20 Navigation failed

No Foraging Rolls requested

### Day 6

slow pace towards Farfield Keep

DC 20 Navigation passed