Quillary taps her club to the cat skull she wears on her head in a now familiar ritual to cast Shillelagh, before we open the door. (I assume the arcane lock has been removed?)
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she/her Role-playing since that keep on those borderlands.
("After the lock is removed" means any magical or physical locks have been opened.)
With the storm-cellar doors open, there is a 5' wide stairwell that goes down 20', then ends. There is a door on the left, behind which you can hear things (plural) moving. The door at the bottom of the stairs is closed, but not locked or trapped.
Besides Hildigrim's Dancing Lights, you also have illumination from Jorin's moon-touched sword (bright light in 15' radius, dim light to 30' radius).
(Tell me the marching order, and what you want to do next.)
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Hildigrim will be last. He'll follow the others in. He'll send Volo to rest on the shoulder of the first in so he can know where to put the lights once the door is opened. Or is that too much?
Quillary is fine to go in first, of course, but I suspect someone else might want to do it. If so, she'll go second, following Jorin. I'd put Drusk third, then. If that's the order, she'll open the door for Jorin, so he can have both axes out.
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she/her Role-playing since that keep on those borderlands.
This post has potentially manipulated dice roll results.
Buncha initiative rolls
SM: 6 SD: 23 R: 6
D: 20 H: 24 J: 3 P: 13 Q: 23
In the middle of the room is a Shambling Mound. To the left is an angry zombie-type, that looks like a Revenant. To the right, shrinking away from the bright light of Jorin's sword, is a Shadow Demon.
The door to the cellar is between Quillary and Drusk, so right now Pascal and Hildigrim do not have access to the room. They have seen what is in the room (through Volo's eyes, and peering around the corner).
(OOC: You can post out of order if you want, to speed things up, but it will still resolve in init order... The revenant has not sworn vengeance on anyone in the group, so its nastier abilities will not apply. This is still a very dangerous encounter, so don't hold back.)
Hildigrim is up. (Then Drusk, then the shadow demon.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
Volo takes off from Jorin's shoulder, surprising the human, but soon after, Hildigrim comes slipping by everyone into the room and stopping five feet further in the room (five feet north of Jorin) with an arrow drawn. Volo begins dive bombing the Shadow Demon to distract it, and Hildigrim fires an arrow.
How much does Hildi know (straight rolls) about shadow demons (16), shambling mounds (16), and revenants (13)?
+1 shortbow attack: 23; damage: 6 piercing damage
Sneak attack if appropriate: 7
He then points at the supposed revenant and yells at Quillary, "If that is a revenant, hit it with fire or radiant, but not with necrotic, psychic or poison."
This post has potentially manipulated dice roll results.
(Hildigrim: Moving through occupied spaces takes an extra 5' of movement. Moving to north of Jorin would require 45' of movement. What he can do is move to the space where Drusk used to be, as he is leaving it. From there, shoot an arrow at the Shadow Demon.
The question is, does he want to stay there, or move to the space between the revenant and Quillary. If he stays in the spot south of Quillary, then his Help action has to apply to someone attacking the Shadow Demon, because he can't see the revenant unless he keeps moving.)
There is a limit to what Hildigrim can remember in a split second. But he suggests to the others: no lightning (heals shambling mound, shadow demon immune), and the revenant regenerates unless it takes fire or radiant damage.
Drusk will move to the spot N of the revenant. Use the Dodge action. Use his bonus action to summon his Spiritual Weapon to attack the Shambling Mound.
Attack: 10 Damage: 10 (miss)
The Shadow Demon can't get out of Jorin's sword bright light. It moves straight south to attack Jorin (with disadvantage). (It was hit by Hildigrim for 11 damage, no sneak attack.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
(Shadow Demons are AC 13, so that hits... Jorin gets a 2nd swing from his recently gained Extra Attack.)
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
OOC > Doesn't "Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours" let Hildi move through friendly character spaces without movement penalty, if we are all larger than him? I expect that is what DDP was thinking.
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she/her Role-playing since that keep on those borderlands.
This post has potentially manipulated dice roll results.
"Uh," Quillary says, "What? Fine!" She reacts to Hildi's shouted instructions by calling out in her guttural language and touching the cat skull on her head, then bringing that hand down in a sweeping gesture. A shaft of moonlight descends on the revenant, causing it to smoke slightly.
Action: Cast Moonbeam on the revenant's location with a 3rd level slot, for 15 radiant damage to anything that enters the light or starts its turn there, or half dmg on a DC 15 Con Save. Reaction: Revenant is within 10' so Con Save vs DC 15 or 3 necrotic damage from Halo of Spores
Notes: Moonbeam lasts this round and nine more, unless she takes damage and fails a Concentration Con save.
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she/her Role-playing since that keep on those borderlands.
OOC > Doesn't "Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours" let Hildi move through friendly character spaces without movement penalty, if we are all larger than him? I expect that is what DDP was thinking.
(OOC: I used to think the same way, but was corrected.
This is the section in the PHB on "Moving Around Other Creatures":
You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.
So Halfling Nimbleness let's you move through the space of a creature that is one size larger. But it still counts as difficult terrain.)
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
Revenant saves - CON vs moonbeam: 15, CON vs spores: 14 (wow, +7 and still failed both)
(Pascal to go. If he goes into the room, he will likely be melee attacked. He could move 1 east, fire a bolt or something at the Shadow Demon, then step back up the stairs to the west. Up to him.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
OOC: Well, poo. I always thought it meant it wasn't difficult terrain. We'll do what you said, staying where Drusk was, and he could see the revenant through Volo's eyes, right?
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Quillary taps her club to the cat skull she wears on her head in a now familiar ritual to cast Shillelagh, before we open the door. (I assume the arcane lock has been removed?)
she/her
Role-playing since that keep on those borderlands.
("After the lock is removed" means any magical or physical locks have been opened.)
With the storm-cellar doors open, there is a 5' wide stairwell that goes down 20', then ends. There is a door on the left, behind which you can hear things (plural) moving. The door at the bottom of the stairs is closed, but not locked or trapped.
Besides Hildigrim's Dancing Lights, you also have illumination from Jorin's moon-touched sword (bright light in 15' radius, dim light to 30' radius).
(Tell me the marching order, and what you want to do next.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Hildigrim will be last. He'll follow the others in. He'll send Volo to rest on the shoulder of the first in so he can know where to put the lights once the door is opened. Or is that too much?
Pascal 3rd, send in the melees before me!
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Quillary is fine to go in first, of course, but I suspect someone else might want to do it. If so, she'll go second, following Jorin. I'd put Drusk third, then. If that's the order, she'll open the door for Jorin, so he can have both axes out.
she/her
Role-playing since that keep on those borderlands.
Buncha initiative rolls
SM: 6 SD: 23 R: 6
D: 20 H: 24 J: 3 P: 13 Q: 23
In the middle of the room is a Shambling Mound. To the left is an angry zombie-type, that looks like a Revenant. To the right, shrinking away from the bright light of Jorin's sword, is a Shadow Demon.
The door to the cellar is between Quillary and Drusk, so right now Pascal and Hildigrim do not have access to the room. They have seen what is in the room (through Volo's eyes, and peering around the corner).
Initiative Order: (Hildigrim, Drusk), (shadow demon), (Pascal, Jorin, Quillary), (revenant, shambling mound)
(OOC: You can post out of order if you want, to speed things up, but it will still resolve in init order... The revenant has not sworn vengeance on anyone in the group, so its nastier abilities will not apply. This is still a very dangerous encounter, so don't hold back.)
Hildigrim is up. (Then Drusk, then the shadow demon.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
OoC - ugh, sorry guys...it's been an insanely busy week. You were right to assume Jorin went in first!
Volo takes off from Jorin's shoulder, surprising the human, but soon after, Hildigrim comes slipping by everyone into the room and stopping five feet further in the room (five feet north of Jorin) with an arrow drawn. Volo begins dive bombing the Shadow Demon to distract it, and Hildigrim fires an arrow.
How much does Hildi know (straight rolls) about shadow demons (16), shambling mounds (16), and revenants (13)?
+1 shortbow attack: 23; damage: 6 piercing damage
Sneak attack if appropriate: 7
He then points at the supposed revenant and yells at Quillary, "If that is a revenant, hit it with fire or radiant, but not with necrotic, psychic or poison."
(Hildigrim: Moving through occupied spaces takes an extra 5' of movement. Moving to north of Jorin would require 45' of movement. What he can do is move to the space where Drusk used to be, as he is leaving it. From there, shoot an arrow at the Shadow Demon.
The question is, does he want to stay there, or move to the space between the revenant and Quillary. If he stays in the spot south of Quillary, then his Help action has to apply to someone attacking the Shadow Demon, because he can't see the revenant unless he keeps moving.)
There is a limit to what Hildigrim can remember in a split second. But he suggests to the others: no lightning (heals shambling mound, shadow demon immune), and the revenant regenerates unless it takes fire or radiant damage.
Drusk will move to the spot N of the revenant. Use the Dodge action. Use his bonus action to summon his Spiritual Weapon to attack the Shambling Mound.
The Shadow Demon can't get out of Jorin's sword bright light. It moves straight south to attack Jorin (with disadvantage). (It was hit by Hildigrim for 11 damage, no sneak attack.)
The rest of the party can post their turn now.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Jorin roars at the Shadow demon and returns the attack with an axe blow!
(Shadow Demons are AC 13, so that hits... Jorin gets a 2nd swing from his recently gained Extra Attack.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Oh yes, thank you for the reminder!
2nd Battleaxe Attack: 17 Damage: 8
Oh yes, thank you for the reminder!
2nd Battleaxe Attack: 11 Damage: 8
OOC > Doesn't "Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours" let Hildi move through friendly character spaces without movement penalty, if we are all larger than him? I expect that is what DDP was thinking.
she/her
Role-playing since that keep on those borderlands.
"Uh," Quillary says, "What? Fine!" She reacts to Hildi's shouted instructions by calling out in her guttural language and touching the cat skull on her head, then bringing that hand down in a sweeping gesture. A shaft of moonlight descends on the revenant, causing it to smoke slightly.
Action: Cast Moonbeam on the revenant's location with a 3rd level slot, for 15 radiant damage to anything that enters the light or starts its turn there, or half dmg on a DC 15 Con Save.
Reaction: Revenant is within 10' so Con Save vs DC 15 or 3 necrotic damage from Halo of Spores
Notes: Moonbeam lasts this round and nine more, unless she takes damage and fails a Concentration Con save.
she/her
Role-playing since that keep on those borderlands.
(OOC: I used to think the same way, but was corrected.
This is the section in the PHB on "Moving Around Other Creatures":
So Halfling Nimbleness let's you move through the space of a creature that is one size larger. But it still counts as difficult terrain.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
OOC > And now I stand corrected. Wow. That's gonna change some things in my IRL game!
she/her
Role-playing since that keep on those borderlands.
Revenant saves - CON vs moonbeam: 15, CON vs spores: 14 (wow, +7 and still failed both)
(Pascal to go. If he goes into the room, he will likely be melee attacked. He could move 1 east, fire a bolt or something at the Shadow Demon, then step back up the stairs to the west. Up to him.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
If Pascal can, I would like to summon a Flaming Sphere at 3rd level near the revenant and the Shambling Mound.
If I am able to, then the appropriate creatures need to make a DC 14 Dex save vs 16 fire damage.
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
OOC: Well, poo. I always thought it meant it wasn't difficult terrain. We'll do what you said, staying where Drusk was, and he could see the revenant through Volo's eyes, right?