Seeing his friends under duress, Hildigrim rests the point of his rapier against Faerl's exposed throat and says loudly enough to (hopefully) be heard by the four attackers. "If you want to get paid, you'll cease your attacks." He then shifts his spell to the nearest of the four men to hear his surface thoughts.
This post has potentially manipulated dice roll results.
Q-owl suffers some unholy microwaving, but is still flying.
(Hildigrim does have 1 level of exhaustion, so his Intimidation/bluff check is DC 8.) Splint mail thugs Insight checks vs. DC 8: 20 , 5 Also a WIS save vs. Detect Thoughts DC 13: 8
Hildigrim is able to read the mind of Thug1, about Lord Viallis and how the thugs know him. (I'll post it at the end of combat.)
(Splint) Thug2 tosses down his sword. Thug1 scolds him, "Pick it up and kill him. He is only trying to delay us." Thug2 picks up his sword, but that is his action during that turn.
Thug1 doesn't want a mage poking around his brain. Even though Hildi already has everything he needs, Thug1 doesn't know that. INT check: 1 (Hildigrim should roll an INT check, with disadvantage from exhaustion. If he rolls lower, the spell is ended.)
Quillary is up. And Jorin should roll another WIS save vs. DC 11 at the end of his turn, to try to end the single Hold Person spell. (Quillary and Jorin are simultaneous in initiative, so Jorin won't have an Action this turn even if Q breaks the cultist's concentration.)
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.
Owillary swoops down on the thugs in front of Jorin, trying to distract them from hitting him, and this time stays within melee range (to make good on that offer).
Move: To the guys in front of Jorin, who I think are the splint guys? Action: non-lethal strike with talons at a splint armored goon, 12 to hit, for 6 damage
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
This post has potentially manipulated dice roll results.
The cultists (leather clad goons) continue having their spiritual weapons attack Drusk and Hildigrim.
Attack vs. Drusk: 8 Damage: 2 (miss)
Attack vs. Hildigrim: 6 Damage: 7 (miss)
Hearing Jorin roaring, the startled C1 will cast another Hold Person on Jorin. Jorin rolls a WIS save vs. DC 11 or be paralyzed (again).
C2 will try another Sacred Flame at the giant owl. Quillary-owl rolls a DEX save vs. DC 11 or take 6 radiant damage.
Drusk will attack C1 with his mace again, and move his Spiritual Weapon to C1.
Mace Attack: 12 Damage: 5 (miss)
SW Attack: 19 Damage: 10 (hit)
(Since Drusk hits, I will roll a concentration check. Maybe it won't matter what Jorin does for his save.) CON save vs. DC 10: 9
Before Jorin has a chance to check if he is paralyzed or not, the cultist looses his concentration when the magic smiley bowling ball comes down on his head.
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 scowls as his bluff falls flat. "Very well," the halfling says, charging the nearest baddie. Wishing he was holding his dagger in his off hand instead of his wand, he asks Volo for more assistance as he prepares to attack non-lethally once again.
Attack: 17 Damage: Unable to parse dice roll.
After swinging his weapon, Hildi points his wand at the man nearest Jorin and gives his friend a little helpful advice.
Despite Hildigrim's fatigue and a strong mental resistance from Thug1, Hildi's mind is still stronger. (The Detect Thoughts spell is still active, if necessary. But I don't think he will need to use it again.)
Hildigrim has his choice of targets. Since he already invaded the mind of Thug1, and the guy already took some early hits from Jorin, that seems like a good target. With Volo's distraction, Hildigrim is just able to hit Thug1. And since Jorin is nearby and not paralyzed... Additional Sneak Damage (3d6) for 13. (Ouch!)
Start of a new round...
Both (leather armor) cultists have taken a hit, but only light damage. Drusk is in melee with Cultist1. The two thugs in splint armor are next to Jorin. Thug2 is undamaged. Thug1 has taken 54 damage in total, and is having trouble standing.
Thug1 will attack Hildigrim (who just hit him for 26 damage and poked around his mind). Thug2 attacks Jorin again.
Attack1 vs H: 18 Damage: 4 (hit)
Attack2 vs H: 6 Damage: 5 (miss)
Attack1 vs J: 15 Damage: 6 (hit, 4 damage after rage reduction)
Attack2 vs J: 22 Damage: 8 (miss)
Quillary and Jorin are up. Jorin has Help on his first 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)
She will continue to batter and scratch at the splint armor thugs (there really should be some dynamic for an 8' owl in your face with all the wings and buffeting and whatnot).
Action: attack a splint armored thug. 19 to hit, for 11 slashing
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
2 more points of radiant damage for the giant owl, who is pretty clumsy, apparently. A bunch of singed feathers flutter away, ominously turning to ash as they gain distance from the owl. She's starting to deconstruct, as more and more motes and bits are floating free of the battered owl shape.
Jorin built up a head of steam from being hit while paralyzed, and unleashes it now. The radiant burst (6 damage) is enough to knock out Thug1, but that doesn't stop Jorin from following through with the battleaxe (16 damage), shattering the splint armor and the bones in the guy's sword arm. (Thug1 is unconscious but still alive.)
Jorin turns to Thug2. The moon-blade is blocked, but that only gets Jorin mad enough to bash the guy 3 more times for 37 damage.
Thug2 is ready to fight, even after that barrage. He then gets clocked by the Quillary-owl for 11 more damage. Thug2 remains standing, but looks woozy.
One of the problems with cultists is their feeble grasp of reality. "We are the Chosen Ones! Our god-above-gods will guide us to victory over the likes of you scum!" Cultist1 will try another Hold Person on Jorin, while Cultist2 will try the same spell on Hildigrim. Jorin and Hildigrim roll a WIS save vs. DC 11 or be paralyzed. (You get to make another save at the end of your turn.)
The two spiritual weapons will target Drusk and Quillary-owl.
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)
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)
Ya, i made the edit "huzzah" and when i hit submit, it gave the little loading icon for several seconds, at which point i refreshed the page, which didn't doing anything, so i closed the tab and opened it again to see the roll had changed as the warning message was applied.
(Yeah, that doesn’t help. Which isn’t your fault, but that is normally a safe thing to do. Editing on a brand new line after the last die roll script.)
For the current locations, Jorin is in melee with Thug2, and Drusk is in melee with Cultist1. Everyone is is nearby, but has freedom on who to attack next. (Except Hildigrim, only if he failed the Hold Person save.)
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)
Hildigrim feels the tendrils of magic begin to freeze his muscles, but then his lucky stone, which he keeps in his pocket, pushes back the magic. Hildigrim exhales in an audible sound of pent-up struggle. He narrows his eyes, but grins a little as he marches up to the nearest thug (whichever is engaged with Drusk or Jorin) and once again applies non-lethal force in an attempt to incapacitate. "Volo, if you please," he thinks to his owl.
Attack with advantage: 21 Damage: 8
Sneak attack: 3
Rollback Post to RevisionRollBack
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Owl Dex saves (+2) vs DC 11: 10 and 6
Both fail (10 and 6) as Owillary wheels in the air, struck by one column of radiant energy and then dodging straight into the other.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Seeing his friends under duress, Hildigrim rests the point of his rapier against Faerl's exposed throat and says loudly enough to (hopefully) be heard by the four attackers. "If you want to get paid, you'll cease your attacks." He then shifts his spell to the nearest of the four men to hear his surface thoughts.
Q-owl suffers some unholy microwaving, but is still flying.
(Hildigrim does have 1 level of exhaustion, so his Intimidation/bluff check is DC 8.)
Splint mail thugs Insight checks vs. DC 8: 20 , 5
Also a WIS save vs. Detect Thoughts DC 13: 8
Hildigrim is able to read the mind of Thug1, about Lord Viallis and how the thugs know him. (I'll post it at the end of combat.)
(Splint) Thug2 tosses down his sword.
Thug1 scolds him, "Pick it up and kill him. He is only trying to delay us."
Thug2 picks up his sword, but that is his action during that turn.
Thug1 doesn't want a mage poking around his brain. Even though Hildi already has everything he needs, Thug1 doesn't know that.
INT check: 1
(Hildigrim should roll an INT check, with disadvantage from exhaustion. If he rolls lower, the spell is ended.)
Quillary is up. And Jorin should roll another WIS save vs. DC 11 at the end of his turn, to try to end the single Hold Person spell.
(Quillary and Jorin are simultaneous in initiative, so Jorin won't have an Action this turn even if Q breaks the cultist's concentration.)
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)
Owillary swoops down on the thugs in front of Jorin, trying to distract them from hitting him, and this time stays within melee range (to make good on that offer).
Move: To the guys in front of Jorin, who I think are the splint guys?
Action: non-lethal strike with talons at a splint armored goon, 12 to hit, for 6 damage
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
More eye ball twitching! WIS Save: 13
Huzzah! Jorin roars to life, spittle flying in the face(s) of all the near by living creatures.
(How can my post have manipulated dice results when it hasn't been edited? C'mon DDB.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
The cultists (leather clad goons) continue having their spiritual weapons attack Drusk and Hildigrim.
Hearing Jorin roaring, the startled C1 will cast another Hold Person on Jorin.
Jorin rolls a WIS save vs. DC 11 or be paralyzed (again).C2 will try another Sacred Flame at the giant owl.
Quillary-owl rolls a DEX save vs. DC 11 or take 6 radiant damage.
Drusk will attack C1 with his mace again, and move his Spiritual Weapon to C1.
(Since Drusk hits, I will roll a concentration check. Maybe it won't matter what Jorin does for his save.) CON save vs. DC 10: 9
Before Jorin has a chance to check if he is paralyzed or not, the cultist looses his concentration when the magic smiley bowling ball comes down on his head.
Hildigrim is up.
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 thank god lol)
INT check (not save): 18
Hildigrim scowls as his bluff falls flat. "Very well," the halfling says, charging the nearest baddie. Wishing he was holding his dagger in his off hand instead of his wand, he asks Volo for more assistance as he prepares to attack non-lethally once again.
Attack: 17 Damage: Unable to parse dice roll.
After swinging his weapon, Hildi points his wand at the man nearest Jorin and gives his friend a little helpful advice.
Despite Hildigrim's fatigue and a strong mental resistance from Thug1, Hildi's mind is still stronger.
(The Detect Thoughts spell is still active, if necessary. But I don't think he will need to use it again.)
Hildigrim has his choice of targets. Since he already invaded the mind of Thug1, and the guy already took some early hits from Jorin, that seems like a good target.
With Volo's distraction, Hildigrim is just able to hit Thug1. And since Jorin is nearby and not paralyzed... Additional Sneak Damage (3d6) for 13. (Ouch!)
Start of a new round...
Both (leather armor) cultists have taken a hit, but only light damage. Drusk is in melee with Cultist1.
The two thugs in splint armor are next to Jorin. Thug2 is undamaged. Thug1 has taken 54 damage in total, and is having trouble standing.
Thug1 will attack Hildigrim (who just hit him for 26 damage and poked around his mind). Thug2 attacks Jorin again.
Quillary and Jorin are up. Jorin has Help on his first 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)
Jorin has, quite frankly, had enough.
Jorin will direct these attacks first at Thug1 and then at Thug2.
Edit: the +6 up there is for radiant damage to the first attack that connected.
Owillary's Dex Save vs DC 11 Sacred Flame: 3
She will continue to batter and scratch at the splint armor thugs (there really should be some dynamic for an 8' owl in your face with all the wings and buffeting and whatnot).
Action: attack a splint armored thug. 19 to hit, for 11 slashing
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
2 more points of radiant damage for the giant owl, who is pretty clumsy, apparently. A bunch of singed feathers flutter away, ominously turning to ash as they gain distance from the owl. She's starting to deconstruct, as more and more motes and bits are floating free of the battered owl shape.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin built up a head of steam from being hit while paralyzed, and unleashes it now. The radiant burst (6 damage) is enough to knock out Thug1, but that doesn't stop Jorin from following through with the battleaxe (16 damage), shattering the splint armor and the bones in the guy's sword arm. (Thug1 is unconscious but still alive.)
Jorin turns to Thug2. The moon-blade is blocked, but that only gets Jorin mad enough to bash the guy 3 more times for 37 damage.
Thug2 is ready to fight, even after that barrage. He then gets clocked by the Quillary-owl for 11 more damage. Thug2 remains standing, but looks woozy.
One of the problems with cultists is their feeble grasp of reality. "We are the Chosen Ones! Our god-above-gods will guide us to victory over the likes of you scum!"
Cultist1 will try another Hold Person on Jorin, while Cultist2 will try the same spell on Hildigrim.
Jorin and Hildigrim roll a WIS save vs. DC 11 or be paralyzed. (You get to make another save at the end of your turn.)
The two spiritual weapons will target Drusk and Quillary-owl.
Hildigrim and Drusk are up.
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)
"My friends, these fools are testing the resiliency of my commitment to non-lethality."
Wis Save: 5
Huzzah!
edit 2: Oh Lame, it was a 14! Definitely something wonky going on with the die roller
(OOC: I'll take your word that it was originally a 14, so Jorin passes.
Do you remember what edit you made the first time? Every bit of evidence might help us to figure out how to avoid this bug later on.)
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)
Ya, i made the edit "huzzah" and when i hit submit, it gave the little loading icon for several seconds, at which point i refreshed the page, which didn't doing anything, so i closed the tab and opened it again to see the roll had changed as the warning message was applied.
(Yeah, that doesn’t help.
Which isn’t your fault, but that is normally a safe thing to do. Editing on a brand new line after the last die roll script.)
For the current locations, Jorin is in melee with Thug2, and Drusk is in melee with Cultist1. Everyone is is nearby, but has freedom on who to attack next. (Except Hildigrim, only if he failed the Hold Person save.)
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)
WIS save: 11
Hildigrim feels the tendrils of magic begin to freeze his muscles, but then his lucky stone, which he keeps in his pocket, pushes back the magic. Hildigrim exhales in an audible sound of pent-up struggle. He narrows his eyes, but grins a little as he marches up to the nearest thug (whichever is engaged with Drusk or Jorin) and once again applies non-lethal force in an attempt to incapacitate. "Volo, if you please," he thinks to his owl.
Attack with advantage: 21 Damage: 8
Sneak attack: 3