oh wow, that is crazy! I usually don't mouse over the results but perhaps i should. That's actually totally wrong, Jorin has a +2 to stealth and i have put in +12 for Pass Without a Trace, unless i fat fingered it really badly.
(Obviously a glitch in the generated web page pointer to where the Die Roller results are stored. Hoping that the support team will find it useful to have a concrete example of this kind of bug.)
The tunnel that opens up through the crumbling wall of the antechamber is illuminated by a single brazier. After going 15’ east, you see the light 20’ to your south, where it becomes a 20’ x 25’ room (also crumbling and irregular shaped from decay). Standing by the brazier is another man in leather armor and fanatic’s robes, but his posture makes you think he is more experienced than the other 4 villagers from the previous fight.
He seems bored (no signs that he is aware of your group 20’ away, concealed in the shadows by swirling magical spores), but he is not distracted by gambling either.
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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)
OOC > I assume we are still in the tunnel? Is enough of the room obscured to us that there may be more people we cannot see?
(You don't have the best angle, crouched low against the side walls to avoid being seen. You can't tell how much of the room is in the corners on either side of the north wall.
If you think of the room like an apple, and the passage you are in like the stem, then you can't see the top parts of the apple to the sides of the stem. If you think the room is more like a teardrop shape, then you are seeing everything.
Having said that, if you think this ruined room is rectangular shaped, given the amount of debris and rubble lining the walls, there probably isn't a lot of free space in the corners you can't see.)
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)
This post has potentially manipulated dice roll results.
(I’ve had a lot of time to consider how to reconcile Quillary’s impulsiveness with her very high Wisdom, and I’ve finally decided it’s just cause she’s seen the other side and is not afraid.)
Quillary gives Jorin a little push forward, then reaches for the man, saying a few words, and spores swirl next to him, forming a spectral hand of sorts, reaching for him.
Action: cast Chill Touch on the man. 15 to hit, for 5 necrotic damage
This post has potentially manipulated dice roll results.
(Everyone roll initiative. While he didn't hear you coming, the guy was still on guard duty, so no surprise awarded. Can't make things too easy. You soon enough find out that he is alone. He used to have 4 subordinates and 2 grells working for him, but they don't seem to be around. The party snuck to within 25', so you can reach him this round. If your init is higher, go ahead and post your action.)
Cultist initiative: 15
Drusk init: 15
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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 assume Quillary's action has been taken, she won't move, or take a bonus action, and he's not close enough for her halo of spores reaction, though if he closes within 10' they will attack him.)
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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.
This post has potentially manipulated dice roll results.
Yay for halfling luck!
Sensing Quillary's movement, Hildigrim's little feet dash forward. Robes often mean magic, and he doesn't want to clump together with the others, so he moves as far away as he can (25') without getting too near the man. Volo flutters into the air and flies by the target as Hildigrim draws back his bowstring and releases an arrow.
Attack: 14 Damage: 9
Sneak attack: 11
Then, noticing something about how the man carries himself, Hildi points out a small weakness in the man's personal defenses to Jorin.
This post has potentially manipulated dice roll results.
(Now post 5537 has "manipulated dice rolls" even though it wasn't edited. Strange, strange, strange...)
Both Quillary and Hildigrim hit the cultist, who is much sturdier than his (dead) underlings in the other room.
He casts Spiritual Weapon so it attacks Hildigrim (bonus action), then a Sacred Flame at Quillary (action).
Quillary: DEX save vs. DC 11, or take 5 radiant damage
Hildigrim being attacked: Attack: 9 Damage: 2
The cultist notices his heavy wounds, and moves 5' south and down a spiral set of stairs (that you couldn't see from your angle, 25' away).
Jorin goes next, then Drusk. (With Jorin's 40 ft of movement, he can get within melee range of the cultist. If you chose to do this, after completing your attack rolls, also do an Acrobatics check vs. DC 12, or take 1d6 from stumbling and falling down the steps after the attack.)
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)
Jorin is just able to strike the cult fanatic with the 1st blow (leather armor has limited protection), and the cultist falls and tumbles down the stairs. (The stairs go 20' down, curving slightly from SW to W in direction.) Jorin bounces down the stairs and lands, ready for a 2nd swing, but it is unnecessary. He picks up the dead cultist and heads back up the stairs.
At the botton, there was a rough hewn passage going west, but the passage is dark. Jorin could only see a short distance, from the indirect lighting from the brazier above.
When Jorin gets back up to the others (dumping the dead cultist on the floor), Drusk gives him a raised eyebrow. "You only have a few Rages left, yes? Don't run out before we get to any big fights. It would be a shame if you got worked up every time a stray cat gives you a jump-scare."
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)
"May I?" Hildigrim asks. He begins searching the cultist's body, hoping for some wizardly goodies, though he doesn't have much hope as the magic he witnessed was more spiritual than arcane.
(I confirm that is what I see, too.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
I see 23 as well.
And Hildigrim will also follow.
Stealth: 13
(Add 10 to that, Hildi! WOO!)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
oh wow, that is crazy! I usually don't mouse over the results but perhaps i should. That's actually totally wrong, Jorin has a +2 to stealth and i have put in +12 for Pass Without a Trace, unless i fat fingered it really badly.
(Obviously a glitch in the generated web page pointer to where the Die Roller results are stored. Hoping that the support team will find it useful to have a concrete example of this kind of bug.)
The tunnel that opens up through the crumbling wall of the antechamber is illuminated by a single brazier. After going 15’ east, you see the light 20’ to your south, where it becomes a 20’ x 25’ room (also crumbling and irregular shaped from decay). Standing by the brazier is another man in leather armor and fanatic’s robes, but his posture makes you think he is more experienced than the other 4 villagers from the previous fight.
He seems bored (no signs that he is aware of your group 20’ away, concealed in the shadows by swirling magical spores), but he is not distracted by gambling either.
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 > I assume we are still in the tunnel? Is enough of the room obscured to us that there may be more people we cannot see?
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(You don't have the best angle, crouched low against the side walls to avoid being seen. You can't tell how much of the room is in the corners on either side of the north wall.
If you think of the room like an apple, and the passage you are in like the stem, then you can't see the top parts of the apple to the sides of the stem.
If you think the room is more like a teardrop shape, then you are seeing everything.
Having said that, if you think this ruined room is rectangular shaped, given the amount of debris and rubble lining the walls, there probably isn't a lot of free space in the corners you can't see.)
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’ve had a lot of time to consider how to reconcile Quillary’s impulsiveness with her very high Wisdom, and I’ve finally decided it’s just cause she’s seen the other side and is not afraid.)
Quillary gives Jorin a little push forward, then reaches for the man, saying a few words, and spores swirl next to him, forming a spectral hand of sorts, reaching for him.
Action: cast Chill Touch on the man. 15 to hit, for 5 necrotic damage
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(Everyone roll initiative.
While he didn't hear you coming, the guy was still on guard duty, so no surprise awarded. Can't make things too easy.
You soon enough find out that he is alone. He used to have 4 subordinates and 2 grells working for him, but they don't seem to be around.
The party snuck to within 25', so you can reach him this round.
If your init is higher, go ahead and post your action.)
Cultist initiative: 15
Drusk init: 15
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)
Quillary's initiative: 21
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(I assume Quillary's action has been taken, she won't move, or take a bonus action, and he's not close enough for her halo of spores reaction, though if he closes within 10' they will attack him.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin Initiative: 4
edit: Quillary pushes Jorin forward and, taking him by surprise, he trips over a small rock.
Initiative: 17
Yay for halfling luck!
Sensing Quillary's movement, Hildigrim's little feet dash forward. Robes often mean magic, and he doesn't want to clump together with the others, so he moves as far away as he can (25') without getting too near the man. Volo flutters into the air and flies by the target as Hildigrim draws back his bowstring and releases an arrow.
Attack: 14 Damage: 9
Sneak attack: 11
Then, noticing something about how the man carries himself, Hildi points out a small weakness in the man's personal defenses to Jorin.
(Now post 5537 has "manipulated dice rolls" even though it wasn't edited. Strange, strange, strange...)
Both Quillary and Hildigrim hit the cultist, who is much sturdier than his (dead) underlings in the other room.
He casts Spiritual Weapon so it attacks Hildigrim (bonus action), then a Sacred Flame at Quillary (action).
The cultist notices his heavy wounds, and moves 5' south and down a spiral set of stairs (that you couldn't see from your angle, 25' away).
Jorin goes next, then Drusk.
(With Jorin's 40 ft of movement, he can get within melee range of the cultist. If you chose to do this, after completing your attack rolls, also do an Acrobatics check vs. DC 12, or take 1d6 from stumbling and falling down the steps after the 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)
Quillary’s Dex Save bs DC 11: 7
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin will absolutely do that, blood pumping and rage...raging!
Jorin is just able to strike the cult fanatic with the 1st blow (leather armor has limited protection), and the cultist falls and tumbles down the stairs.
(The stairs go 20' down, curving slightly from SW to W in direction.)
Jorin bounces down the stairs and lands, ready for a 2nd swing, but it is unnecessary. He picks up the dead cultist and heads back up the stairs.
At the botton, there was a rough hewn passage going west, but the passage is dark. Jorin could only see a short distance, from the indirect lighting from the brazier above.
When Jorin gets back up to the others (dumping the dead cultist on the floor), Drusk gives him a raised eyebrow.
"You only have a few Rages left, yes? Don't run out before we get to any big fights. It would be a shame if you got worked up every time a stray cat gives you a jump-scare."
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)
"May I?" Hildigrim asks. He begins searching the cultist's body, hoping for some wizardly goodies, though he doesn't have much hope as the magic he witnessed was more spiritual than arcane.
Quillary glances about this new room, as Hildi loots the corpse. “Now do we go break that lock, or should we explore a little further?”
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.