Jorin sags and looks down at his feet, "I know your magic would not hurt me, and I should trust you. Forgive my moment of cowardice. If Jorin of the Bodt is to be an unseen axe, then let it be so."
(Drusk will go along with what you 3 decide. Let me know when you are comfortable with a plan, with enough details that I don't execute it the wrong way, and I'll advance the action then.)
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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)
Not that I want to give the DM ideas, but if Hildi gets pounced upon all by his lonesome, it could go poorly. This is his player talking, not him. He's more than willing (and a little foolhardy) to do it.
(On another forum, someone was talking about putting Invisibility on the cleric with Spirit Guardians. If there is a good enough Stealth roll, the enemies will have a hard time figuring out why they are taking damage, and where would be safe.
As much as I appreciate a clever evil idea like that, it would be annoying to the DM, so we aren't doing that. :-)
I'll state what I think the plan is.
Plan (??): Drusk casts Spirit Guardians (10 min concentration duration) Hildigrim casts Invisibility on Jorin (1 hour concentration duration, ends when Jorin attacks) Joring rolls Stealth twice (will have advantage on any foes that use eye-sight) and moves ahead to a convenient ambush spot On Drusk's initiative, Drusk moves forward to get the sentry in the spell effect. For now, Dodge (to keep the spell going longer). The round after, check if any sentries come out of hiding, or if any cultists can be affected by the spell. Everyone else can decide if they want to charge forward and/or attack, or if they want to wait for all the enemies to come out of hiding.
If you are okay with this, roll Initiative. If something needs correcting, mention it before you roll Initiative. )
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.
(That is going to be interesting if any of the foes don't use sight, because the un-advantage Stealth roll was 8. Find out, soon enough.)
Drusk init: 6
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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.
Hildigrim cast Invisibility on Jorin. Then the party gives him 20 seconds to carefully move ahead. You don't hear any cries of alarm, so you assume he moved forward successfully.
The room to the west still needs some stonework, but is largely a finished room, 10' x 20'. There are 4 cultists inside, all wearing leather armor. Three of them (2-4) are reciting passages from parchments (not complete spell, but phrases). The last one (C1) is dressed better, with stiff posture while the others are heads-down.
Everyone else is too far north to notice, but when you get into the room, there is a wall of iron bars blocking off the east side of the passage.
For Jorin only:
As far as you know, you were not discovered. You discover cell bars blocking off a small room to the east, which contains 6 prisoners. It is too dark to make out more than that.
You also notice that the trainee-cultist closest to the cell (C4) has a strong resemblance to Old Fargo the innkeeper, although much younger (an adult, but recently adolescent).
On your turn you can give a short shout as a free action to let the others know about something important, but it will require your Action if it is more than a few words. For example, you could tell Drusk not to get any closer to the prison cell, or for the party not to attack C4, but an explanation would require more words However, you would remain invisible, if you don't cast a spell or make an attack.
Drusk had already cast Spirit Guardians, then moved south to get a better view of the room. (He is looking around in case there are more prisoners.) He is Dodge-ing.
The angelic, merry spirits swirl around Drusk to a range of 15'. (They were already instructed to ignore the rest of the party.) A few of them start bashing on a spot on the wall. A Grick lets out a shriek, emerging from its hiding position along the rough stone corridor. A grick is a human-sized rock worm, with four barbed octopus-like tentacles unfurling to reveal its hungry, snapping beak. (These things have regular senses, not Blindsight, so Invisibility works on them.) A second one emerges south of the room.
G1 actions:
WIS save for half-damage on Spirit Guardians, or take 11 radiant. Save roll vs DC 15: 15
Attack with tentacles on Drusk. Attack: 6 Damage: 4
If the tentacles hit, it also gets a beak attack. Attack: 11 Damage: 8
Jorin, Quillary, and Hildigrim are up. Then the cultists and gricks, then Drusk to end the round. I realize the area is cramped. It will take another 5' of movement to squeeze past an ally.
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.
Jorin will burst from his invisible cover, shouting, "Prisoners to the east!" and attack the better dressed cultist, thinking he may be some sort of leader.
Movement: To melee range of C1
Bonus Action: I know Drusk said to pace myself but I just can't help but to RAGE
Action: Attacks on C1 (i think only the first attack gets adv from invisibility?)
For the record, Hildi can move through the space of any creature that is of a size larger than he is without it costing an extra 5'. However, he's happy where he is as long as he can see the grick. If he can't, he'll move to where he can. He sends Volo fluttering forward to cause a distraction while he draws and readies an arrow. As soon as the grick is thoroughly distracted by the tiny owl, the halfling releases his arrow.
Attack: 26 Damage: 11
Then, remembering something he has read about gricks in the past, Hildigrim hollers at Jorin something helpful.
This post has potentially manipulated dice roll results.
Quillary rushes forward, touching her cat skull and canting words. She squeezes past Drusk to stand just next to the grick, and points her incantation at the cluster of cultists. The ground itself fountains up in the middle of them, tossing them hither, and even thither. Her spores swirl and advance on the grick next to her.
Move: to square south of the northern grick Action: cast Erupting Earth in the middle of the cultists, but not catching her, Jorin, or (alas) either grick. Those four take 16 bludgeoning damage, or half on a Dex save vs DC 16. Also, ground is now difficult terrain. Reaction: when the northern grick starts its turn, it must make a Con save vs DC 16 or suffer 4 necrotic damage from spores.
OOC > I mean, if we're all going overboard... at least Spirit Guardians has a long duration.
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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.
For the record, Hildi can move through the space of any creature that is of a size larger than he is without it costing an extra 5'.
(That's not true. I thought the same thing for a long time, but when I re-read the rules, I was mistaken.
It always costs extra movement to move through another creature's space. Remember that another creature’s space is difficult terrain for you.
What "Halfling Nimbleness" lets you do is move through a hostile creatures space, even if it wants to stop you. You can move through the space of any creature that is of a size larger than yours.
There is nothing in that statement that offsets the difficult terrain movement rule.)
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 gave the Cult Fanatic a few more hp so he would survive Jorin's attack, but Quillary's spell made that moot.)
Jorin appears out of thin air to strike the Cult Fanatic, getting an even better hit when his enraged face is fully visible.
The leader is hanging on by a thread. The 3 pupils reach for their daggers, when the floor beneath them erupts like a geyser, showering the 4 humans with rock fragments. All 4 go down. (Even if they made their saves, they all had less than 14 hp.)
The northern Grick takes 18 damage from Hildigrim's arrow, striking at the soft tissue inside its beak. The jaws snap down on the arrow in anger, breaking it, but the Grick's slowed movements betray that is has been hurt badly.
Grick CON save vs DC 16 spores: 8
(More in the next post...)
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)
Drusk's Spirit Guardians race towards the northern Grick, but Quillary's spores are faster. Between the earlier spirit attack and Hildi's potent arrow, the spores are able to finish off the weakened creature.
The southern Grick attacks Jorin. (Only apply the beak attack if the tentacle hits.)
Tentacle Attack: 24 Damage: 16
Beak Attack: 5 Damage: 3
With Jorin's warning of nearby prisoners, Drusk stays where he is, and casts Sacred Flame at the last foe standing (the southern Grick). It will take 6 radiant if it fails the save. DEX save vs. DC 15: 18
The grick dodged the holy microwaves. Jorin was hit by the earlier tentacle attack (critical), taking 8 damage after Rage-reduction.
Jorin, Quillary, and Hildigrim are up. (Only the southern Grick is left.)
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 sags and looks down at his feet, "I know your magic would not hurt me, and I should trust you. Forgive my moment of cowardice. If Jorin of the Bodt is to be an unseen axe, then let it be so."
(Drusk will go along with what you 3 decide. Let me know when you are comfortable with a plan, with enough details that I don't execute it the wrong way, and I'll advance the action then.)
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)
Not that I want to give the DM ideas, but if Hildi gets pounced upon all by his lonesome, it could go poorly. This is his player talking, not him. He's more than willing (and a little foolhardy) to do it.
Jorin is ok with being invisible, and GuiltySparc thinks both plans are pretty good.
(On another forum, someone was talking about putting Invisibility on the cleric with Spirit Guardians. If there is a good enough Stealth roll, the enemies will have a hard time figuring out why they are taking damage, and where would be safe.
As much as I appreciate a clever evil idea like that, it would be annoying to the DM, so we aren't doing that. :-)
I'll state what I think the plan is.
Plan (??):
Drusk casts Spirit Guardians (10 min concentration duration)
Hildigrim casts Invisibility on Jorin (1 hour concentration duration, ends when Jorin attacks)
Joring rolls Stealth twice (will have advantage on any foes that use eye-sight) and moves ahead to a convenient ambush spot
On Drusk's initiative, Drusk moves forward to get the sentry in the spell effect. For now, Dodge (to keep the spell going longer). The round after, check if any sentries come out of hiding, or if any cultists can be affected by the spell.
Everyone else can decide if they want to charge forward and/or attack, or if they want to wait for all the enemies to come out of hiding.
If you are okay with this, roll Initiative.
If something needs correcting, mention it before you roll Initiative. )
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)
Oh man, i was thinking spirit guardians OR invisible, not both. Both is a great idea! I'm good with this plan. Here some rolls!
Quillary is on board with the plan. She will hang back with Drusk, for the moment, but in front of him to protect him should he be attacked.
Initiative: 12
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(That is going to be interesting if any of the foes don't use sight, because the un-advantage Stealth roll was 8.
Find out, soon enough.)
Drusk init: 6
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)
Sounds good. Is Hildi casting invisible on Jorin before initiative?
Initiative: 14
Hildigrim cast Invisibility on Jorin. Then the party gives him 20 seconds to carefully move ahead.
You don't hear any cries of alarm, so you assume he moved forward successfully.
The room to the west still needs some stonework, but is largely a finished room, 10' x 20'. There are 4 cultists inside, all wearing leather armor. Three of them (2-4) are reciting passages from parchments (not complete spell, but phrases). The last one (C1) is dressed better, with stiff posture while the others are heads-down.
Everyone else is too far north to notice, but when you get into the room, there is a wall of iron bars blocking off the east side of the passage.
For Jorin only:
As far as you know, you were not discovered. You discover cell bars blocking off a small room to the east, which contains 6 prisoners. It is too dark to make out more than that.
You also notice that the trainee-cultist closest to the cell (C4) has a strong resemblance to Old Fargo the innkeeper, although much younger (an adult, but recently adolescent).
On your turn you can give a short shout as a free action to let the others know about something important, but it will require your Action if it is more than a few words.
For example, you could tell Drusk not to get any closer to the prison cell, or for the party not to attack C4, but an explanation would require more words
However, you would remain invisible, if you don't cast a spell or make an attack.
Drusk had already cast Spirit Guardians, then moved south to get a better view of the room. (He is looking around in case there are more prisoners.) He is Dodge-ing.
The angelic, merry spirits swirl around Drusk to a range of 15'. (They were already instructed to ignore the rest of the party.) A few of them start bashing on a spot on the wall. A Grick lets out a shriek, emerging from its hiding position along the rough stone corridor. A grick is a human-sized rock worm, with four barbed octopus-like tentacles unfurling to reveal its hungry, snapping beak. (These things have regular senses, not Blindsight, so Invisibility works on them.) A second one emerges south of the room.
G1 actions:
Jorin, Quillary, and Hildigrim are up.
Then the cultists and gricks, then Drusk to end the round.
I realize the area is cramped. It will take another 5' of movement to squeeze past an ally.
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 will burst from his invisible cover, shouting, "Prisoners to the east!" and attack the better dressed cultist, thinking he may be some sort of leader.
For the record, Hildi can move through the space of any creature that is of a size larger than he is without it costing an extra 5'. However, he's happy where he is as long as he can see the grick. If he can't, he'll move to where he can. He sends Volo fluttering forward to cause a distraction while he draws and readies an arrow. As soon as the grick is thoroughly distracted by the tiny owl, the halfling releases his arrow.
Attack: 26 Damage: 11
Then, remembering something he has read about gricks in the past, Hildigrim hollers at Jorin something helpful.
Forgot sneak attack: 12
It's a 7 in case this edit messes it up.
He yelled at Drusk, not Jorin.
Quillary rushes forward, touching her cat skull and canting words. She squeezes past Drusk to stand just next to the grick, and points her incantation at the cluster of cultists. The ground itself fountains up in the middle of them, tossing them hither, and even thither. Her spores swirl and advance on the grick next to her.
Move: to square south of the northern grick
Action: cast Erupting Earth in the middle of the cultists, but not catching her, Jorin, or (alas) either grick. Those four take 16 bludgeoning damage, or half on a Dex save vs DC 16. Also, ground is now difficult terrain.
Reaction: when the northern grick starts its turn, it must make a Con save vs DC 16 or suffer 4 necrotic damage from spores.
OOC > I mean, if we're all going overboard... at least Spirit Guardians has a long duration.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(That's not true.
I thought the same thing for a long time, but when I re-read the rules, I was mistaken.
It always costs extra movement to move through another creature's space.
Remember that another creature’s space is difficult terrain for you.
What "Halfling Nimbleness" lets you do is move through a hostile creatures space, even if it wants to stop you.
You can move through the space of any creature that is of a size larger than yours.
There is nothing in that statement that offsets the difficult terrain movement rule.)
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)
Pfft. Party pooper.
(I gave the Cult Fanatic a few more hp so he would survive Jorin's attack, but Quillary's spell made that moot.)
Jorin appears out of thin air to strike the Cult Fanatic, getting an even better hit when his enraged face is fully visible.
The leader is hanging on by a thread. The 3 pupils reach for their daggers, when the floor beneath them erupts like a geyser, showering the 4 humans with rock fragments. All 4 go down. (Even if they made their saves, they all had less than 14 hp.)
The northern Grick takes 18 damage from Hildigrim's arrow, striking at the soft tissue inside its beak. The jaws snap down on the arrow in anger, breaking it, but the Grick's slowed movements betray that is has been hurt badly.
Grick CON save vs DC 16 spores: 8
(More in the next post...)
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)
Drusk's Spirit Guardians race towards the northern Grick, but Quillary's spores are faster. Between the earlier spirit attack and Hildi's potent arrow, the spores are able to finish off the weakened creature.
The southern Grick attacks Jorin. (Only apply the beak attack if the tentacle hits.)
With Jorin's warning of nearby prisoners, Drusk stays where he is, and casts Sacred Flame at the last foe standing (the southern Grick). It will take 6 radiant if it fails the save.
DEX save vs. DC 15: 18
The grick dodged the holy microwaves. Jorin was hit by the earlier tentacle attack (critical), taking 8 damage after Rage-reduction.
Jorin, Quillary, and Hildigrim are up. (Only the southern Grick is left.)
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 whirls around on the last creature, striking furiously!
(also, i def thought gricks were tougher, elsewise i would have been heeding Drusk's suggestion on rage restraint)
(Quillary takes a moment to watch Jorin pulverize the other grick... I guess consider it Readying an Action to attack if the grick doesn't die?)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.