I wanted to check the action-mechanics of the Bane.
It can move 50' (from 04 to E7), animate a statue, have the statue do a full movement (25'), and an attack... all in the same round? Or if it can animate a statue from a distance, the animation still allows full movement and an Action on the round it happens? If that is how it is, then so be it.
(I am just making sure I didn't lose another spell concentration if I don't have to.)
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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)
I wanted to check the action-mechanics of the Bane.
It can move 50' (from 04 to E7), animate a statue, have the statue do a full movement (25'), and an attack... all in the same round? Or if it can animate a statue from a distance, the animation still allows full movement and an Action on the round it happens? If that is how it is, then so be it.
(I am just making sure I didn't lose another spell concentration if I don't have to.)
After the battle is over, we can come back to this and I will explain my reasoning for confirming this is how I rule it works. I don't want to explain now, because I would give something away that might still come into play.
To elaborate a little bit more, this is something your characters may have noticed during the battle; when you destroy one of the petrified drow, a dusty cloud in a roughly humanoid form briefly stays behind where the stone form crumbles away. Then,
Another statue begins to animate,
The dusty humanoid cloud disappears into the stone and earth of the cavern.
(Not always in that order. Sometimes one before the other, other times vice versa).
You also notice that for some reason, Ogremoch's Bane seems to limit itself, or be limited to controlling 6 statues at a time.
Okay, that helps. I thought the cloud was actively going from a destroyed statue to a fresh one. (Not saying you said that, but that was the idea that formed in my head.)
Also means, in hindsight, the wind wall should have been cast right on top of the statues, to damage or destroy as many as possible before animation. The barrier doesn't work if the magic just seeps up from the floor.
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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)
Okay, that helps. I thought the cloud was actively going from a destroyed statue to a fresh one. (Not saying you said that, but that was the idea that formed in my head.)
Also means, in hindsight, the wind wall should have been cast right on top of the statues, to damage or destroy as many as possible before animation. The barrier doesn't work if the magic just seeps up from the floor.
I’m pretty sure we found earlier that it kept the cloud from passing by.
I’m pretty sure we found earlier that it kept the cloud from passing by.
I used to think that. But in post 3949, Kerrec mentioned that a new statue animates, and the leftover dust cloud just sinks into the ground. If the cloud doesn't actually need to travel (above ground) to a new statue, then the wind wall doesn't hinder it in any way.
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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)
It doesn't make sense, but the module does say that older wind type spells does affect the cloud. Wind Wall is a newer spell that didn't exist when Out of the Abyss was written, so they don't mention it.
However, I did want the spell to 'mess with' Ogremoch's Bane since the module says "A Gust of Wind spell or similar magic can forcibly move the cloud" and Wind Wall is definitely a 'similar' spell. So I implemented it as a complication that makes Ogremoch's Bane's life difficult. It causes Ogremoch's Bane to lose an entire turn trying to manifest next to that barrier. Not very easy to explain why, but your party has noticed the spell had a noticeable effect on the creature.
That is also the reasoning for the focusing of attacks on Orubis.
How about we just say that trying to occupy statues when wind wall is next to them, causes Ogremoch's Bane to be flung about? Like a giant cartoon vacuum.
Nope, just straight up looked at the wrong attack rolls when I was flipping back and forth between character sheet and posts
Were you looking at the attack rolls vs. Beegred? Out of 4 attacks, rolled a 19 and a 20, with maximum damage (12 on 2d6) on the critical.
(Yes, I'm whining again, but the die roller is still annoying me.)
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)
I wanted to check the action-mechanics of the Bane.
It can move 50' (from 04 to E7), animate a statue, have the statue do a full movement (25'), and an attack... all in the same round?
Or if it can animate a statue from a distance, the animation still allows full movement and an Action on the round it happens?
If that is how it is, then so be it.
(I am just making sure I didn't lose another spell concentration if I don't have to.)
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)
After the battle is over, we can come back to this and I will explain my reasoning for confirming this is how I rule it works. I don't want to explain now, because I would give something away that might still come into play.
To elaborate a little bit more, this is something your characters may have noticed during the battle; when you destroy one of the petrified drow, a dusty cloud in a roughly humanoid form briefly stays behind where the stone form crumbles away. Then,
(Not always in that order. Sometimes one before the other, other times vice versa).
You also notice that for some reason, Ogremoch's Bane seems to limit itself, or be limited to controlling 6 statues at a time.
And someone has tried physically attacking the cloud form to no effect, right?
Okay, that helps. I thought the cloud was actively going from a destroyed statue to a fresh one.
(Not saying you said that, but that was the idea that formed in my head.)
Also means, in hindsight, the wind wall should have been cast right on top of the statues, to damage or destroy as many as possible before animation.
The barrier doesn't work if the magic just seeps up from the floor.
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)
I’m pretty sure we found earlier that it kept the cloud from passing by.
Paladin - warforged - orange
I used to think that.
But in post 3949, Kerrec mentioned that a new statue animates, and the leftover dust cloud just sinks into the ground.
If the cloud doesn't actually need to travel (above ground) to a new statue, then the wind wall doesn't hinder it in any way.
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)
Wimd wall helped draw them closer instead of just throwing rocks though.
It doesn't make sense, but the module does say that older wind type spells does affect the cloud. Wind Wall is a newer spell that didn't exist when Out of the Abyss was written, so they don't mention it.
However, I did want the spell to 'mess with' Ogremoch's Bane since the module says "A Gust of Wind spell or similar magic can forcibly move the cloud" and Wind Wall is definitely a 'similar' spell. So I implemented it as a complication that makes Ogremoch's Bane's life difficult. It causes Ogremoch's Bane to lose an entire turn trying to manifest next to that barrier. Not very easy to explain why, but your party has noticed the spell had a noticeable effect on the creature.
That is also the reasoning for the focusing of attacks on Orubis.
How about we just say that trying to occupy statues when wind wall is next to them, causes Ogremoch's Bane to be flung about? Like a giant cartoon vacuum.
BTW, it's still Skameros's turn.
So on the map - there are red circle statues, white circle statues and one with a skull on it? does that mean anything to us?
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Ahh ok thank you for clarifying that :)
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
So you are deliberately attempting to hit the non-animated statue at G8?
Yes
If we can destroy them, it can’t occupy them, I’d think
Paladin - warforged - orange
Are you mixing up your characters? Orubis has 18 AC. None of those attacks should have hit?
Nope, just straight up looked at the wrong attack rolls when I was flipping back and forth between character sheet and posts
Paladin - warforged - orange
Were you looking at the attack rolls vs. Beegred?
Out of 4 attacks, rolled a 19 and a 20, with maximum damage (12 on 2d6) on the critical.
(Yes, I'm whining again, but the die roller is still annoying me.)
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)
Skameros's die luck has infected you. :)
That's unfortunate - I had hoped it wasn't contagious :P
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword