Lisa Notes 4-19-2020 - Into the wilderness of the Temple
Where are they going to go They wanted to go th=o Hillfar to get a new ade head ,but have solved that problem and so are free. Theuy weant top go to Hillsfar despite the rhoumers that elvers aren't premitted.
They continue on to hillsfar as a part of their adventure.
Not staying to the established trails they are out on their own.
They use the availablity of game and foraging to set their path and stay away from the normal paths.
The next day they want to eat more than just pig.  When they make camp that night they make a good camp and plan to spend then next day there.
That night they encounter a Shambling 1st watch at about 11:00 Shambling Mouned
Ro and Dan are on watch and they go off 20' into the forest to see whats up.D
They close on the sound of the monster. It;'s 60' away.
Init: Dan-19, Ro, 17, Lou-15, Ve-14, Shambler 9
HP 144
-21-30 Dan               -24-36 -32 Ro         -20-6 Lu           -11 Ve

Round 1 - Hunters mark, Rage
Round 2 - The shambler can't get to them at 30'!
Round 3 - Ro kills it!

The next day they get to the Grove
They get in but don't find out much.

Shambling Mound Large plant, unaligned
Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
18 (+4) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 5 (−3)
Skills Stealth +2
Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.