(Good point. The party can go in any order. If combat erupts, I'll go back to initiative order.)
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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)
The hook horror that Hildigrim noticed earlier moves backwards, as Hildigrim moves towards it. It moves around a pillar of rock, and is now out of sight.
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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)
Hildigrim stops and scowls. He looks back at the others and mouths, "It retreated."
Hey, DM, I have an invisible mage hand question, and I can't find a satisfactory answer by Googling it. How does it work? If Hildi can't see the hand, how does he know where it is or what it's doing? I realize he's telling it what to do, but I also tell my computer mouse what to do, and sometimes I can't find the cursor, and it's not even invisible. Does he only know where it is if it's moving something that isn't invisible? What I'm wondering is if the wielder has some kind of sensory information coming from the hand. If he's using his invisible hand to open a door, can Hildi "feel" the hand in his mind and know that it has wrapped its fingers around the handle? Or is it more like unseen servant and so just completes tasks it's given? "Go open the door."? All of this is coming from me wondering if I can send my invisible mage hand around the corner to see if the creature is standing right there. I know there's a 30-foot limitation.
Quillary mutters something in her weird guttural language and taps the cat skull in her hair with her club, and a glow ripples down the club, leaving it darker and covered in soot (or spores?). She spins the club and hefts her shield.
(For the Mage Hand question, that is a very interesting train of thought, which I had to think about for some time. I don't think there is a definitive answer.
Short version: To keep things simple, Hildi can't move the hand to a place he can't sense, like out of sight behind a rock pillar. It occurs to me that Hildi could use Volo to extend the range of vision, but I don't think you want to send the owl flying around when there is more than 1 Hook Horror lurking in hiding.
Long version:
My own interpretation... Even though Mage Hand isn't technically targeting anything, I think it would follow the same rule, that you have to be able to sense where it is going.
Does he sense what the hand touches? I don't think so. More like, if he thinks "hold object" or if he thinks "crush object", the magic will respond accordingly, kind of like a computer program. So kind of like Invisible Servant, but with simpler AI to handle how it operates.
How does Hildi know where an invisible hand is? I like to imagine it is like VR goggles, that he "sees" his own Mage Hand even though it is invisible to others. Someone with Truesight would be able to see the spectral mage hand as well.
Now... having said that, there is also the "Rule of Cool": if a player has a creative idea, it should be rewarded, even if it can't completely work.)
Hildi steps forward a little more to try to see around the rock pillar. He notices that Hook Horror climbing the pillar towards the ceiling, to maintain its distance from the halfling. Hildi also hears more clicking and hooting nearby (from other Hook Horrors), so he quickly takes a step back to be closer to the rest of the party.
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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)
(Earlier, when I said the room was shaped like a peanut, I meant the hourglass shape of the peanut shell. The party entered from the east, just above the middle part.
The one hook horror that Hildi noticed is in the northern part of the cavern, close to the exterior wall. As far as the others... you don't know their numbers or location, as the sounds are echoing all around.)
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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)
This post has potentially manipulated dice roll results.
OOC: As for the mage hand, what you said makes sense.
Hildi takes a glance at the others, breathes in deeply, adjusts his grip on his bow, and runs into the next area to get a good shot at the hook horror! He then yells at Drusk the creature's location to help the cleric target it. "It's climbing up that pillar!"
Movement: Up to 25 feet to where he can see the climbing hook horror, but is away from it into a space that shouldn't provide cover for approaching creatures and isn't close to any other previously unseen creatures.
This post has potentially manipulated dice roll results.
(OOC: I'll try this without a map for now. If it is getting too confusing, speak up and I'll use a map.)
Hildigrim's arrow strikes the Hook Horror, that was caught off-guard by his sudden attack.
Drusk is also off-guard, but with Hildigrim's exhortation, steps to the base of the rock pillar, ready to strike with his mace. HH1 does come down, so Drusk gets a mace attack with Adv (from Hildi). Attack: 15 Damage: 5 (miss)
HH1 is at ground level, and attacks Drusk with its 2 hook attacks. Attack1: 23 Damage: 10 (miss) Attack2: 12 Damage: 13 (Drusk got hit)
At the screech of pain from HH1, another two hook horrors come out from their hiding spots in the north. They close on Hildigrim. HH2 is just out of melee range, its way temporarily blocked by the other hook horrors. HH3 attacks Hildigrim twice. Attack1: 15 Damage: 7 (miss) Attack2: 18 Damage: 15 (Hildigrim got hit)
Jorin, Pascal, and Quillary are up. (You are 10-15 feet away from any of the 3 hook horrors.) You can hear even more noises from the south, but they aren't visible (yet).
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.
Quillary grins and charges right behind Jorin, splitting to help Drusk with the hooked horror attacking him.
Move: Closing with HH1, next to Drusk. Action: Attack HH1 with Shillelagh'ed club. 21 to hit, for 12 magical bludgeoning damage. Reaction: Halo of Spores, deal 3 necrotic damage to one creature you can see when it moves into a space within 10 feet of you or starts its turn there, if it fails a CON saving throw (DC 15).
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
(OOC: I get the impression that JCandD is still around (account is active every day) but busy (hasn't posted anywhere in almost 2 months). I think we should act for Pascal for now.)
My question to the party is, what do you think Pascal would do? I'll make 3 suggestions, but mention other options if something comes to mind. (1) Noises from the south... Pascal tosses a Fireball in that direction, like a hand grenade (2) 3 hook horrors to the north... use a firebolt cantrip on the one attacking Hildigrim (3) use his magic brazier to summon a fire elemental for the fight
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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)
Are we still in initiative order?
(Good point. The party can go in any order. If combat erupts, I'll go back to initiative 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)
Bow at the ready, Hildigrim stealthily moves forward to get a better look.
Stealth: 10
Jorin crouches low with his weapons held up, ready to pounce as soon as Hildigrim kicks it off!
Quillary unlimbers her cudgel.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
The hook horror that Hildigrim noticed earlier moves backwards, as Hildigrim moves towards it. It moves around a pillar of rock, and is now out of sight.
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 stops and scowls. He looks back at the others and mouths, "It retreated."
Hey, DM, I have an invisible mage hand question, and I can't find a satisfactory answer by Googling it. How does it work? If Hildi can't see the hand, how does he know where it is or what it's doing? I realize he's telling it what to do, but I also tell my computer mouse what to do, and sometimes I can't find the cursor, and it's not even invisible. Does he only know where it is if it's moving something that isn't invisible? What I'm wondering is if the wielder has some kind of sensory information coming from the hand. If he's using his invisible hand to open a door, can Hildi "feel" the hand in his mind and know that it has wrapped its fingers around the handle? Or is it more like unseen servant and so just completes tasks it's given? "Go open the door."? All of this is coming from me wondering if I can send my invisible mage hand around the corner to see if the creature is standing right there. I know there's a 30-foot limitation.
lol!
OOC - Did the hook horror retreat away from the passage out of this chamber?
Quillary mutters something in her weird guttural language and taps the cat skull in her hair with her club, and a glow ripples down the club, leaving it darker and covered in soot (or spores?). She spins the club and hefts her shield.
Action: Cast Shillelagh on her club.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(For the Mage Hand question, that is a very interesting train of thought, which I had to think about for some time. I don't think there is a definitive answer.
Short version:
To keep things simple, Hildi can't move the hand to a place he can't sense, like out of sight behind a rock pillar. It occurs to me that Hildi could use Volo to extend the range of vision, but I don't think you want to send the owl flying around when there is more than 1 Hook Horror lurking in hiding.
Long version:
My own interpretation... Even though Mage Hand isn't technically targeting anything, I think it would follow the same rule, that you have to be able to sense where it is going.
Does he sense what the hand touches? I don't think so. More like, if he thinks "hold object" or if he thinks "crush object", the magic will respond accordingly, kind of like a computer program. So kind of like Invisible Servant, but with simpler AI to handle how it operates.
How does Hildi know where an invisible hand is? I like to imagine it is like VR goggles, that he "sees" his own Mage Hand even though it is invisible to others. Someone with Truesight would be able to see the spectral mage hand as well.
Now... having said that, there is also the "Rule of Cool": if a player has a creative idea, it should be rewarded, even if it can't completely work.)
Hildi steps forward a little more to try to see around the rock pillar. He notices that Hook Horror climbing the pillar towards the ceiling, to maintain its distance from the halfling. Hildi also hears more clicking and hooting nearby (from other Hook Horrors), so he quickly takes a step back to be closer to the rest of the party.
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)
What is the orientation of the horrors, us, and the cave?
(Earlier, when I said the room was shaped like a peanut, I meant the hourglass shape of the peanut shell. The party entered from the east, just above the middle part.
The one hook horror that Hildi noticed is in the northern part of the cavern, close to the exterior wall. As far as the others... you don't know their numbers or location, as the sounds are echoing all around.)
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)
OOC: As for the mage hand, what you said makes sense.
Hildi takes a glance at the others, breathes in deeply, adjusts his grip on his bow, and runs into the next area to get a good shot at the hook horror! He then yells at Drusk the creature's location to help the cleric target it. "It's climbing up that pillar!"
Movement: Up to 25 feet to where he can see the climbing hook horror, but is away from it into a space that shouldn't provide cover for approaching creatures and isn't close to any other previously unseen creatures.
Action: Shortbow Attack: 24 Damage: 8 piercing
Bonus: Help Drusk
1 arrow shot (25 left); Volo is still on Hildi's shoulder
(OOC: I'll try this without a map for now. If it is getting too confusing, speak up and I'll use a map.)
Hildigrim's arrow strikes the Hook Horror, that was caught off-guard by his sudden attack.
Drusk is also off-guard, but with Hildigrim's exhortation, steps to the base of the rock pillar, ready to strike with his mace. HH1 does come down, so Drusk gets a mace attack with Adv (from Hildi). Attack: 15 Damage: 5 (miss)
HH1 is at ground level, and attacks Drusk with its 2 hook attacks.
Attack1: 23 Damage: 10 (miss)
Attack2: 12 Damage: 13 (Drusk got hit)
At the screech of pain from HH1, another two hook horrors come out from their hiding spots in the north. They close on Hildigrim. HH2 is just out of melee range, its way temporarily blocked by the other hook horrors. HH3 attacks Hildigrim twice.
Attack1: 15 Damage: 7 (miss)
Attack2: 18 Damage: 15 (Hildigrim got hit)
Jorin, Pascal, and Quillary are up. (You are 10-15 feet away from any of the 3 hook horrors.) You can hear even more noises from the south, but they aren't visible (yet).
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 roars as he charges into the fray!
edit - not sure why the damage roller didn't go off on that second attack, 13
Quillary grins and charges right behind Jorin, splitting to help Drusk with the hooked horror attacking him.
Move: Closing with HH1, next to Drusk.
Action: Attack HH1 with Shillelagh'ed club. 21 to hit, for 12 magical bludgeoning damage.
Reaction: Halo of Spores, deal 3 necrotic damage to one creature you can see when it moves into a space within 10 feet of you or starts its turn there, if it fails a CON saving throw (DC 15).
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(OOC: I get the impression that JCandD is still around (account is active every day) but busy (hasn't posted anywhere in almost 2 months). I think we should act for Pascal for now.)
My question to the party is, what do you think Pascal would do? I'll make 3 suggestions, but mention other options if something comes to mind.
(1) Noises from the south... Pascal tosses a Fireball in that direction, like a hand grenade
(2) 3 hook horrors to the north... use a firebolt cantrip on the one attacking Hildigrim
(3) use his magic brazier to summon a fire elemental for the fight
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)
Fireball. Just enough over the top without quite going so far as to pull out the fire elemental (yet).
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Fireball sounds right.
(Beans! Sorry, yes, been busy with things!)
Pascal will fireball the thing in question while I try to catch up on what has happened!
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