Can't cast a spell at us if they can't see us, so hold attacks for when they come out. But Merkas just heard make them blind and he told Blinky he needs darkness so that became a darkness spell.
As a player was hoping the treasure from the room showing up in this room and a black sphere showing up would cause a panic that the deathlock had come here and cast their Hunger of Hadar spell in the room, but my intimidation roll was terrible so they would see through it.
Regrettably, that bluff wouldn't work without some kind of compulsion magic and at least some thaumaturgy as well. Hunger of Hadar is a very different spell. It isn't just darkness. It's a portal to a plane of darkness, where you are forceably teleported on top of Hadar: a mysterious, ice-cold, eldritch horror with acidic tentacles. Your darkness spell just creates darkness, and wouldn't make the floors and walls writhe with deadly tentacles, there wouldn't be bone-chilling whispers in your ear that slowly drive you mad over time. The bluff would be on par with turning the lights off in the kitchen and saying "Oh no, the power is out because of an earthquake!" while everyone else is just sitting there watching a show in a perfectly stable living room.
I wish there was a way to put a time-release on spells and stockpile them to create one simultaneous burst of spells to create the illusion you're going for. Hold Spell used to be a feature like that, but still had several limitations. Frankly, it's a feature that low-level illusionists definitely need. If you wish to try a compound illusion like that in the future, let me know your plan first, and I might allow it. I'll probably require a skill check or two to make it function as intended, but I idea amused enough by the idea to want to see how it plays out.
I’m well aware it was a terrible idea, but it is keeping with Merkas so I went for it as the character, as the player it’s completely about blocking multiple spells that require a creature to be seen but also not relying on them to fail a dc for colour spray.
It's not that terrible, actually. If I hadn't rolled with disadvantage on the attack, Sera could've died. Ne-haredowell, might survive the attack, but but losing two casters in round 1 would've been an enormous problem, especially since one of them is the party's healer. The other roll result was a 19. And the sphere is so big in that chamber, that the other cult members really can't do much against your party until they can dispel the Darkness spell. Hence, why Cult Fanatic Blue is shuffling around in the dark.
I know where the sacks are, but I'm rolling Insight checks to see if Cult Fanatic Blue can remember which one might have a scroll to dispel the darkness. Even if he finds the right sack, he still has to find his way out of the darkness and make himself vulnerable to attacks while searching the sack for the correct scroll, then cast it. The Darkness spell lasts 10 minutes, and you've effectively taken every single cult member (except the cult leader) out of commission for attacks.
The cult leader isn't squishy. Y'all are definitely in danger. Nare-copy couldn't identify her. That's an indication of the Hit Dice the cult leader has. Just dealing with her will be a massive undertaking. Dealing with the mooks as well would've been highly problematic. You kinda levelled the playing field with it. Well played! ☺️I also underestimated the strategy, but after doing a couple hours of research, I decided that the only way for me to play as actual cult members would play right now is for the cult to either play defensively, escape, or dispel that pesky Darkness spell.
You know what, Hrothbert_Neruca, I'm gonna give you Heroic Inspiration. Whether you meant for it to be or not, it was a truly inspired attack. Anyone in that spell is basically disarmed, and anyone who leaves the spell range is in grave danger of a beheading.
Regrettably, that bluff wouldn't work without some kind of compulsion magic and at least some thaumaturgy as well. Hunger of Hadar is a very different spell. It isn't just darkness. It's a portal to a plane of darkness, where you are forceably teleported on top of Hadar: a mysterious, ice-cold, eldritch horror with acidic tentacles. Your darkness spell just creates darkness, and wouldn't make the floors and walls writhe with deadly tentacles, there wouldn't be bone-chilling whispers in your ear that slowly drive you mad over time. The bluff would be on par with turning the lights off in the kitchen and saying "Oh no, the power is out because of an earthquake!" while everyone else is just sitting there watching a show in a perfectly stable living room.
I wish there was a way to put a time-release on spells and stockpile them to create one simultaneous burst of spells to create the illusion you're going for. Hold Spell used to be a feature like that, but still had several limitations. Frankly, it's a feature that low-level illusionists definitely need. If you wish to try a compound illusion like that in the future, let me know your plan first, and I might allow it. I'll probably require a skill check or two to make it function as intended, but I idea amused enough by the idea to want to see how it plays out.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
I’m well aware it was a terrible idea, but it is keeping with Merkas so I went for it as the character, as the player it’s completely about blocking multiple spells that require a creature to be seen but also not relying on them to fail a dc for colour spray.
Loyalty Begets Honour
It's not that terrible, actually. If I hadn't rolled with disadvantage on the attack, Sera could've died. Ne-haredowell, might survive the attack, but but losing two casters in round 1 would've been an enormous problem, especially since one of them is the party's healer. The other roll result was a 19. And the sphere is so big in that chamber, that the other cult members really can't do much against your party until they can dispel the Darkness spell. Hence, why Cult Fanatic Blue is shuffling around in the dark.
I know where the sacks are, but I'm rolling Insight checks to see if Cult Fanatic Blue can remember which one might have a scroll to dispel the darkness. Even if he finds the right sack, he still has to find his way out of the darkness and make himself vulnerable to attacks while searching the sack for the correct scroll, then cast it. The Darkness spell lasts 10 minutes, and you've effectively taken every single cult member (except the cult leader) out of commission for attacks.
The cult leader isn't squishy. Y'all are definitely in danger. Nare-copy couldn't identify her. That's an indication of the Hit Dice the cult leader has. Just dealing with her will be a massive undertaking. Dealing with the mooks as well would've been highly problematic. You kinda levelled the playing field with it. Well played! ☺️I also underestimated the strategy, but after doing a couple hours of research, I decided that the only way for me to play as actual cult members would play right now is for the cult to either play defensively, escape, or dispel that pesky Darkness spell.
You know what, Hrothbert_Neruca, I'm gonna give you Heroic Inspiration. Whether you meant for it to be or not, it was a truly inspired attack. Anyone in that spell is basically disarmed, and anyone who leaves the spell range is in grave danger of a beheading.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
I was thinking of converting my bottle of oil into a Molotov cocktail, but I think it only covers 5 feet of space.. which is like one square?
Character: Hastos, Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread