This post has potentially manipulated dice roll results.
Lovely, I think recklessly raging at the brain dogs is something Jorin would totally do, and so he does, reckless attacks vs the nearest brain dog or dogs!
Action: Magic battle axe attack
First Attack: 11 Damage: 16
Second Attack: 26 Damage: 11
Bonus Action: moonblade Attack: 12 Damage: 15
+1 radiant dmg to the first attack that hits
Those we're all straight attack rolls with reckless canceling the disadvantage.
(Sorry, what I meant was that Jorin would not be careful around the wires due to Raging, so he does not have disadvantage. That means he will get another roll on that moonblade.
Repurposing Jorin's list of Perception rolls: 9, 2, 3, 7, 16)
Despite his Danger Sense, Jorin slashes through the set of wires (9 + 2 = 11 DEX save) near Pascal, and the other set of wires near Hildigrim (7 + 2 = 9). On the other hand, all 3 attacks will hit (16 + 9 = 25 for the moon blade).
The Good: the first axe swing finishes off B1 (near Pascal), Jorin moves near B3 and does 20 damage to that one (barely hanging on). Also, no one has to worry about the trip wires anymore.
The Bad: a whole bunch of bells go off (like bells over shop doors when people enter). Also, a pair of crossbows fire in the east, and another pair fire in the west.
east 1: At Pascal - Attack: 28 Damage: 14
east 2: At the Intellect Devourer (already dead)
west 1: At Jorin - Attack: 14 Damage: 9 (miss)
west 2: At Jorin - Attack: 19 Damage: 4
Pascal takes 14 piercing damage, and needs to make a CON save vs. DC 13 for poison damage. 22 for failure, 11 for success.
Jorin takes 2 piercing damage (rage reduced), and needs to make a CON save vs. DC 13 for poison damage. 22 for failure, 11 for success.
B3 is almost dead, and B4 is unharmed. (Other brain-dogs thoroughly crushed.) All tripwires are gone.
Drusk, Hildigrim, Pascal, and Quillary are up (in any order).
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.
B4 CON save vs. DC 11: 17
Drusk is a bit confused about all the brain-dogs being smite-ed, so his is glad for Hildigrim's help. ("That one is still alive.") Drusk swings his mace at B4. Attack: 14 Damage: 8 And barely misses!
(That is annoying. Between Drusk missing and the CON save, it still has 1 hp left. I will make one more attack at Spider-Quillary before I end combat, as it will be stomped to bits.)
Claw Attack: 10 Damage: 8 (hits, but Quillary can remain a spider)
Quillary saves vs. the mind attack (15 on the die), so no psychic damage.
Jorin's CON save vs. poison: 17 (succeeds in next post, took 11 poison damage from the crossbow trap)
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.
Current HP totals: Drusk (31/45), Q-Wolf-Spider (3/11), Jorin(28/63), Pascal (25/50). Hildigrim/Volo not damaged.
Drusk will cast a 1st level Cure Wounds on Pascal, and a 3rd level on Jorin.
Pascal healed 13, Jorin healed 22, and Drusk gets healed 8 due to Blessed Healer ability.
The party can decide if they ask for more cleric spell slots to be used, or start chugging those 5 (limited duration, 2d4+2) healing potions that Volothamp gave the party.
New HP totals: Drusk (39/45), Q-Wolf-Spider (3/11), Jorin(50/63), Pascal (36/50).
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)
Drusk votes for Pascal to drink 2 of those temp potions (4d4+4 healing), Jorin to drink 2, and Drusk and Q-Spider to each drink half the last potion (1d4+1 healing each).
(OOC: I know that RAW doesn't allow for half-potions, but it makes life simpler.)
But that is only one voice. The party decides what is best.
Rollback Post to RevisionRollBack
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)
Quillary waves off the potion until everyone has had theirs. If a non shape-changed person still needs healing, she will push the half potion towards them, and then limp back on to the ceiling to go forward again.
Rollback Post to RevisionRollBack
she/her Role-playing since that keep on those borderlands.
Looking around the corner of the south opening, Hildigrim sees that the 10' wide hallway goes east 20', then curves south. (Curving around like an "S" shape.)
In the center of that hallway, on both floor and (10' high) ceiling, there is a shallow groove in the stone, that follows the west-east hallway. (Where the hallway turns south, so does the groove on the floor and ceiling.)
Rollback Post to RevisionRollBack
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.
Jorin marvels at Pascal's mouth opening ability and throws back one for himself.
11
Unfortunately, he spills half of it while trying to unhinge his jaw like his scaley friend. He decides to keep the other one in reserve. When the group is ready to go, he'll assume his position in the front of the ground-bound group.
Jorin, Drusk, and Q-Spider remain a few HP down, but that is acceptable to them. There are still 2 of the near-expiration healing potions.
(Other than Q going from the ceiling to the side wall, any other actions or precautions? Or does the group right away head south-then-east along the hallway?)
Rollback Post to RevisionRollBack
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)
The party goes through the 5' opening to the south, and starts walking along the hallway to the east.
You hear the clang of iron bars sealing off that 5' opening.
There is the buzz of teleport magic, and mechanical clanking. A metal pillar (3' wide) is against the western wall of the hallway, stretching from floor to ceiling, fitting in the grooves you saw earlier. The pillar has the design of gnomish clockwork devices, but this one is far larger than the trinkets you are used to. The device moves rapidly down the hallway towards you. Spears extend, blades swing, creating a whirlwind of weapons that slash at everyone in the party.
Not exactly like this, but floor to ceiling, more weapons around it, moving down the hallway:
As it barrels down the hallway, everyone gets attacked (except Volo, who uses Hildigrim as cover):
Quillary - Attack: 24 Damage: 7 (hit, no longer a spider, down 1 hp)
The weapon pillar continues to the end of the hallway, goes south (following the grooves), and you can hear it moving west (still sweeping its weapons) in the neighboring hallway. Eventually, the noise ends.
You hear the same buzz of teleport magic near the western wall of the hallway...
(You have a round to do something before the weapon pillar comes back. You could run down the hallway, attack the pillar when it comes back (looks like it has a lot of HP), or maybe you have something else in mind.)
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)
Is Quillary down to 1hp in her regular form, like her for-real-one-more-hit-and-i'm-making-death-saves form?
(Sorry, I meant "1 hp less than her maximum". Took 4 damage, and 3 of it was absorbed by the spider form.)
Rollback Post to RevisionRollBack
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)
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Lovely, I think recklessly raging at the brain dogs is something Jorin would totally do, and so he does, reckless attacks vs the nearest brain dog or dogs!
Those we're all straight attack rolls with reckless canceling the disadvantage.
(Sorry, what I meant was that Jorin would not be careful around the wires due to Raging, so he does not have disadvantage. That means he will get another roll on that moonblade.
Repurposing Jorin's list of Perception rolls: 9, 2, 3, 7, 16)
Despite his Danger Sense, Jorin slashes through the set of wires (9 + 2 = 11 DEX save) near Pascal, and the other set of wires near Hildigrim (7 + 2 = 9). On the other hand, all 3 attacks will hit (16 + 9 = 25 for the moon blade).
The Good: the first axe swing finishes off B1 (near Pascal), Jorin moves near B3 and does 20 damage to that one (barely hanging on). Also, no one has to worry about the trip wires anymore.
The Bad: a whole bunch of bells go off (like bells over shop doors when people enter). Also, a pair of crossbows fire in the east, and another pair fire in the west.
Pascal takes 14 piercing damage, and needs to make a CON save vs. DC 13 for poison damage. 22 for failure, 11 for success.
Jorin takes 2 piercing damage (rage reduced), and needs to make a CON save vs. DC 13 for poison damage. 22 for failure, 11 for success.
B3 is almost dead, and B4 is unharmed. (Other brain-dogs thoroughly crushed.) All tripwires are gone.
Drusk, Hildigrim, Pascal, and Quillary are up (in any order).
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)
The bolt thuds into Pascal chest, who’s eyes go wide. He looks down, then back up, “Oh...”
He slowly, and haggardly moves his head toward Jorin, “C’mon really..?”
Con Save: 24
Pascal fights off the poison, but another shot like that would end him. Took out half my HP in one shot!
Pascal fires another bolt at B4! Attack: 22 Damage: 10 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
Quillary spider moves NW to leave room for someone she, then attacks B4.
Move: relocate to the NW
Action: attack B4 as spider. 23 to hit, for 8 piercing damage. Additionally, 3 poison damage or half on a DC 11 Con Save.
she/her
Role-playing since that keep on those borderlands.
Hildigrim calls Volo over to buzz B1 and fires at the evil little creature point blank. He then offers some helpful advice to Drusk.
+1 shortbow attack: 18; damage: 9 piercing damage
Sneak attack if appropriate: 6
Help Drusk
B4 CON save vs. DC 11: 17
Drusk is a bit confused about all the brain-dogs being smite-ed, so his is glad for Hildigrim's help. ("That one is still alive.") Drusk swings his mace at B4. Attack: 14 Damage: 8 And barely misses!
(That is annoying. Between Drusk missing and the CON save, it still has 1 hp left. I will make one more attack at Spider-Quillary before I end combat, as it will be stomped to bits.)
Claw Attack: 10 Damage: 8 (hits, but Quillary can remain a spider)
Quillary saves vs. the mind attack (15 on the die), so no psychic damage.
Jorin's CON save vs. poison: 17(succeeds in next post, took 11 poison damage from the crossbow trap)Combat over!
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 CON save 21
Jorin rips the arrow out of his thigh before the poisons gets to him, "Sorry my friend, " he says to Pascal, "these blades have a mind of thier own!"
Current HP totals: Drusk (31/45), Q-Wolf-Spider (3/11), Jorin(28/63), Pascal (25/50). Hildigrim/Volo not damaged.
Drusk will cast a 1st level Cure Wounds on Pascal, and a 3rd level on Jorin.
Pascal healed 13, Jorin healed 22, and Drusk gets healed 8 due to Blessed Healer ability.
The party can decide if they ask for more cleric spell slots to be used, or start chugging those 5 (limited duration, 2d4+2) healing potions that Volothamp gave the party.
New HP totals: Drusk (39/45), Q-Wolf-Spider (3/11), Jorin(50/63), Pascal (36/50).
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)
Drusk votes for Pascal to drink 2 of those temp potions (4d4+4 healing), Jorin to drink 2, and Drusk and Q-Spider to each drink half the last potion (1d4+1 healing each).
(OOC: I know that RAW doesn't allow for half-potions, but it makes life simpler.)
But that is only one voice. The party decides what is best.
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)
Quillary waves off the potion until everyone has had theirs. If a non shape-changed person still needs healing, she will push the half potion towards them, and then limp back on to the ceiling to go forward again.
she/her
Role-playing since that keep on those borderlands.
Pascal opens his mouth 180 degrees and pours the potion down his throat: 14 glug glug
Pascal sighs, “Ah. Much better.”
Pascal is at full now!
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
While the others are healing up, Hildigrim peeks around the wall to see what's next.
Looking around the corner of the south opening, Hildigrim sees that the 10' wide hallway goes east 20', then curves south. (Curving around like an "S" shape.)
In the center of that hallway, on both floor and (10' high) ceiling, there is a shallow groove in the stone, that follows the west-east hallway. (Where the hallway turns south, so does the groove on the floor and ceiling.)
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)
When we proceed, Quillary spider is going to shift from the ceiling (where there is a groove) to the left-hand wall, FYI
she/her
Role-playing since that keep on those borderlands.
Jorin marvels at Pascal's mouth opening ability and throws back one for himself.
11
Unfortunately, he spills half of it while trying to unhinge his jaw like his scaley friend. He decides to keep the other one in reserve. When the group is ready to go, he'll assume his position in the front of the ground-bound group.
Jorin, Drusk, and Q-Spider remain a few HP down, but that is acceptable to them. There are still 2 of the near-expiration healing potions.
(Other than Q going from the ceiling to the side wall, any other actions or precautions? Or does the group right away head south-then-east along the hallway?)
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's ready, fulling expecting more traps, and preparing for them as well as he can.
The party goes through the 5' opening to the south, and starts walking along the hallway to the east.
You hear the clang of iron bars sealing off that 5' opening.
There is the buzz of teleport magic, and mechanical clanking. A metal pillar (3' wide) is against the western wall of the hallway, stretching from floor to ceiling, fitting in the grooves you saw earlier. The pillar has the design of gnomish clockwork devices, but this one is far larger than the trinkets you are used to. The device moves rapidly down the hallway towards you. Spears extend, blades swing, creating a whirlwind of weapons that slash at everyone in the party.
Not exactly like this, but floor to ceiling, more weapons around it, moving down the hallway:
As it barrels down the hallway, everyone gets attacked (except Volo, who uses Hildigrim as cover):
The weapon pillar continues to the end of the hallway, goes south (following the grooves), and you can hear it moving west (still sweeping its weapons) in the neighboring hallway. Eventually, the noise ends.
You hear the same buzz of teleport magic near the western wall of the hallway...
(You have a round to do something before the weapon pillar comes back. You could run down the hallway, attack the pillar when it comes back (looks like it has a lot of HP), or maybe you have something else in mind.)
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)
Is Quillary down to 1hp in her regular form, like her for-real-one-more-hit-and-i'm-making-death-saves form?
(Sorry, I meant "1 hp less than her maximum". Took 4 damage, and 3 of it was absorbed by the spider form.)
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)