If the party is going for a pincer-maneuver, I'm not sure it's a good idea for Hewelathan and Temphalic to be within 30' of Gorash since the guy could drop a fireball on the cultists... who are presumably supposed to pass between the locations of Korba/Gorash and Hewelathan/Temphalic. In other words... to get close enough to use pass without trace on Korba and Gorash, you'd be putting yourselves within the radius of a fireball.
Hewelathan was thinking that we could hide closer together to leverage pass without trace. Once the cultists moved past those two groups and (presumably) noticed one of the less stealth party members ahead, the two groups in back could spread out (to avoid AoE spells) and attack. He was also hoping that Tamphalic would be able to drop a Web or something on the cultists before they had a chance to do anything. Weren't we trying to avoid Fireball because that would alert Zolgu and the others?
If the party is going for a pincer-maneuver, I'm not sure it's a good idea for Hewelathan and Temphalic to be within 30' of Gorash since the guy could drop a fireball on the cultists... who are presumably supposed to pass between the locations of Korba/Gorash and Hewelathan/Temphalic. In other words... to get close enough to use pass without trace on Korba and Gorash, you'd be putting yourselves within the radius of a fireball.
Hewelathan was thinking that we could hide closer together to leverage pass without trace. Once the cultists moved past those two groups and (presumably) noticed one of the less stealth party members ahead, the two groups in back could spread out (to avoid AoE spells) and attack. He was also hoping that Tamphalic would be able to drop a Web or something on the cultists before they had a chance to do anything. Weren't we trying to avoid Fireball because that would alert Zolgu and the others?
Strategy is up to you... that said, I was under the impression that you were going for a sort of triangle formation for your three groups so as to block retreat from as many directions as possible and/or make yourselves less vulnerable to AoE attacks from the bad guys.
Also... fireball isn't exactly the only thing that would draw attention... there's pretty much no way you're going to be able to fight in total silence, and that's assuming that the cultists don't intentionally start yelling to get the attention of their co-conspirators.
Strategy is up to you... that said, I was under the impression that you were going for a sort of triangle formation for your three groups so as to block retreat from as many directions as possible and/or make yourselves less vulnerable to AoE attacks from the bad guys.
Correct. Less to pen them in -- we don't have a large enough group to do that -- but more to avoid being an easy target for a big AoE spell in case one or more of the cultists is a spell caster. There are certain "emanation" spells that could be a problem when we're surrounding the enemy, but it's probably safer than making a nice line or arc in front of them!
If there's an obvious "aisle" through the cavern, then maybe Hewelathan can find a hidden spot within 30 feet of Korba and Tamphalic. If it's more open, then yeah, the party will be more haphazardly scattered.
(OOC: Theater of the mind, so I'll leave it to you to figure out what distances and positions make sense based on the general plan.)
Also... fireball isn't exactly the only thing that would draw attention..
(OOC: Ha! I had the same thought when you mentioned fireball being audible to Zolgu and the others. I figured that any fight would probably be heard, and at least fireball might end the fight faster. Then again, that's maybe not the best choice if the enemy is already caught in a Web.)
I'll go ahead and say that the cave is more open rather than having an obvious aisle. There is a point where the cavern narrows near the mouth of the cave, but there isn't really any cover to hide behind up there.
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I guess Tamphalic has his staff ready to cast web on those cultists coming around right when they are in the middle of the pack?
Dc15 dex saves.
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"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Nickeline calls for a burst of holy flame on one of the cultists caught up in Tamphalic's web.
OOC:
Action: Cast Sacred Flame on Cultist 2 --> 6 radiant damage on a failed DC 14 Dex save (made at disadvantage b/c they're restrained) Movement: 25 ft. closer to cultists
Cultist 2 takes 6 Radiant damage. The portly cultist is shocked out of his stupor by the two attacks, and his eyes burn with rage at the realization that he was not only duped, but also magically manipulated!
The leader of the group of cultists curses as he sees the enemy.
"The Accursed Ones are here! Brothers, they must perish that Sserah may rise again in her full glory!" he exclaims.
The Cultist Squad Leader uses his turn to cast blight on Nickeline, trying to take out the holy warrior quickly... Nickeline, make a DC 15 Con save or take 36 necrotic damage (half-damage on a success)
The other three cultists each make an attack against one of their enemies (the three cultists are doing necrotic damage).
Death Cultist 1 vs. Temphalic Attack: 8 Damage: 3
Death Cultist 2 vs. Korba Attack: 13 Damage: 10
Death Cultist 3 vs. Gorash Attack: 18 Damage: 10
Our heroes are up now (starting with whoever is going to run Gorash)!
This post has potentially manipulated dice roll results.
Gorash: Round 1
Gorash wasn't hidden well enough, and despite his mage armor, one of the cultists catches him right in the middle of the chest with a necrotic blast. The half-orc wizard makes a warding gesture at the last moment. Seeing the cultists grouped up and not near any of his allies, Gorash decides to "make it count." He casts a spell, and a ball of fire explodes in the midst of the cultists.
Reaction: Arcane Ward, triggered by taking damage He magically creates a protective barrier around himself, reducing the damage by 15, to a minimum of 0. Movement: If Gorash can get to half-cover without moving closer to the cultists, he'll move to half-cover. Otherwise, he stays where he is. Action: Cast spell (LVL 3 slot) Fireball at a spot within 150 ft range. Each cultist must roll a DC 12 DEX save or take 43 (fire) damage (or 21.5 (fire) damage on a successful save).
The arcane ward absorbs all of the damage from the necrotic blast, and Gorash takes no damage.
Action: Cast spell (LVL 3 slot) Fireball at a spot within 150 ft range. Each cultist must roll a DC 12 DEX save or take 23 (fire) damage (or 11.5 (fire) damage on a successful save).
Don't forget that the 2 restrained cultists have disadvantage on their DEX saves.
The fireball should also burn away the webs, so the cultists are no longer restrained after Gorash's turn. When the webs burn, they deal an additional 3 (fire) damage to each of the cultists.
Hewelathan was thinking that we could hide closer together to leverage pass without trace. Once the cultists moved past those two groups and (presumably) noticed one of the less stealth party members ahead, the two groups in back could spread out (to avoid AoE spells) and attack. He was also hoping that Tamphalic would be able to drop a Web or something on the cultists before they had a chance to do anything. Weren't we trying to avoid Fireball because that would alert Zolgu and the others?
Strategy is up to you... that said, I was under the impression that you were going for a sort of triangle formation for your three groups so as to block retreat from as many directions as possible and/or make yourselves less vulnerable to AoE attacks from the bad guys.
Also... fireball isn't exactly the only thing that would draw attention... there's pretty much no way you're going to be able to fight in total silence, and that's assuming that the cultists don't intentionally start yelling to get the attention of their co-conspirators.
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Correct. Less to pen them in -- we don't have a large enough group to do that -- but more to avoid being an easy target for a big AoE spell in case one or more of the cultists is a spell caster. There are certain "emanation" spells that could be a problem when we're surrounding the enemy, but it's probably safer than making a nice line or arc in front of them!
If there's an obvious "aisle" through the cavern, then maybe Hewelathan can find a hidden spot within 30 feet of Korba and Tamphalic. If it's more open, then yeah, the party will be more haphazardly scattered.
(OOC: Theater of the mind, so I'll leave it to you to figure out what distances and positions make sense based on the general plan.)
(OOC: Ha! I had the same thought when you mentioned fireball being audible to Zolgu and the others. I figured that any fight would probably be heard, and at least fireball might end the fight faster. Then again, that's maybe not the best choice if the enemy is already caught in a Web.)
I'll go ahead and say that the cave is more open rather than having an obvious aisle. There is a point where the cavern narrows near the mouth of the cave, but there isn't really any cover to hide behind up there.
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I guess Tamphalic has his staff ready to cast web on those cultists coming around right when they are in the middle of the pack?
Dc15 dex saves.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Dex saves -
Leader: 19
Death Cultist 1: 18
Death Cultist 2: 6
Nickeline is up!
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Cultist 2 is currently restrained. The Leader and Cultist 1 are not restrained but are still in difficult terrain.
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(OOC: @Mister_Whisker - Did you forget one cultist when rolling the DEX saves? The initiative order lists "Death Cultists (x3).")
...I did. Oops.
Cultist 3 Dex save: 3
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Nickeline calls for a burst of holy flame on one of the cultists caught up in Tamphalic's web.
OOC:
Action: Cast Sacred Flame on Cultist 2 --> 6 radiant damage on a failed DC 14 Dex save (made at disadvantage b/c they're restrained)
Movement: 25 ft. closer to cultists
Cultist 2 Dex save: 2
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Cultist 2 takes 6 Radiant damage. The portly cultist is shocked out of his stupor by the two attacks, and his eyes burn with rage at the realization that he was not only duped, but also magically manipulated!
The leader of the group of cultists curses as he sees the enemy.
"The Accursed Ones are here! Brothers, they must perish that Sserah may rise again in her full glory!" he exclaims.
The Cultist Squad Leader uses his turn to cast blight on Nickeline, trying to take out the holy warrior quickly... Nickeline, make a DC 15 Con save or take 36 necrotic damage (half-damage on a success)
The other three cultists each make an attack against one of their enemies (the three cultists are doing necrotic damage).
Death Cultist 1 vs. Temphalic
Attack: 8 Damage: 3
Death Cultist 2 vs. Korba
Attack: 13 Damage: 10
Death Cultist 3 vs. Gorash
Attack: 18 Damage: 10
Our heroes are up now (starting with whoever is going to run Gorash)!
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(OOC: That's some sort of ranged attack, like Eldritch Blast but doing necrotic damage instead of force?)
(OOC: Is the tooltip wrong? Or did you forget to roll with disadvantage from being restrained?)
Sigh... yep, I forgot. Maybe I'm getting old... or haven't had enough coffee yet.
Second attack roll for Cultist 3
21
And yes, these attacks are basically Eldritch Blast but dealing necrotic damage.
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(OOC: At this point, is there a clear 20-ft radius circle that covers all four cultists and no party members?)
Yep... you could dump a fireball on the cultists if you want to.
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Gorash: Round 1
Gorash wasn't hidden well enough, and despite his mage armor, one of the cultists catches him right in the middle of the chest with a necrotic blast. The half-orc wizard makes a warding gesture at the last moment. Seeing the cultists grouped up and not near any of his allies, Gorash decides to "make it count." He casts a spell, and a ball of fire explodes in the midst of the cultists.
Reaction: Arcane Ward, triggered by taking damage
He magically creates a protective barrier around himself, reducing the damage by 15, to a minimum of 0.
Movement: If Gorash can get to half-cover without moving closer to the cultists, he'll move to half-cover. Otherwise, he stays where he is.
Action: Cast spell (LVL 3 slot) Fireball at a spot within 150 ft range.
Each cultist must roll a DC 12 DEX save or take 43 (fire) damage (or 21.5 (fire) damage on a successful save).
The arcane ward absorbs all of the damage from the necrotic blast, and Gorash takes no damage.
Don't forget that the 2 restrained cultists have disadvantage on their DEX saves.
The fireball should also burn away the webs, so the cultists are no longer restrained after Gorash's turn. When the webs burn, they deal an additional 3 (fire) damage to each of the cultists.
Nickeline Con save against Blight: 16 (pass) —> 18 necrotic damage
CSL Dex save: 20
Death Cultist 1 Dex Save: 9
Death Cultist 2 Dex save: 5
Death Cultist 3 Dex save: 5
And each of the cultists take the 6 bonus damage from the burning web.
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