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 badger takes a bolt in the shoulder, growls and shakes it off, then turns and gallop/waddles south, turning behind the large column there and along the south side of the cavern, dashing all the way to the slender drow woman.
Move: 30’ south and east Action: Dash 30’ east
And… that’s it. If we can take one diagonal, she should now be directly south of M. If not, then directly south of the pillar M is hiding behind.
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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.
(Clarifying question: Am i reading the terrain rules correctly that attacking from on top of the stalagmite confers advantage on the attacks?)
(On melee attacks, yes. I figured if it provides cover, it should also provide "high ground" if you are attacking someone using it as cover. That also means the drow can use it too. I should add that the demon, being large-sized, cannot use stalagmites for cover and you cannot gain advantage from the height when attacking the demon.)
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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 is still quietly expounding upon his earlier revelations concerning the seemingly-sentient fungi (Drusk is doing a good job of nodding and looking at least mildly interested) when they enter the new chamber. The halfling immediately begins taking a visual inventory of what the drift globe has exposed with the silent hope of discovering more specimens ... and he is not disappointed! What is this amazing creature with the four arms?! It takes a bolt whizzing dangerously close to Hildi's ear to re-sharpen and refocus his mind on the task at hand. "Volo!" he commands aloud unnecessarily as he hurries behind the nearest pillar (C2).
He steps out just long enough to fire an arrow of his own at #2 (who is waving an arm at the tiny owl fluttering just above his head) before ducking back behind the pillar. Attack: 24 Damage: 23
Then, looking over at Jorin, he exposes a weakness he thinks he noticed about the big one.
Hildigrim yells out a command to Jorin, but since he is surprised by this ambush, Jorin is still getting his wits together. It doesn't help that he is poisoned by the Drow bolt.
Drow #2 ducked down behind the stalagmite. Volo's pecking causes the drow to try to swat the owl aside. While doing that, he lifts his head just enough for Hildigrim to put an arrow through his temple. (Drow #2 is dead.)
The Drow mage scowls as the Giant Badger charges up to her. She mutters a spell, and vanishes from sight.
The demon's Drow arms make arcane gestures, and the group by the entrance is affected by a Confusion. (Hildigrim is in the area of effect too.) The demon then moves forward to D-E 3-4 (4 squares for a large creature), in melee range of Jorin and Spar.
Drow 3 and 4 shoot bolts at Jorin and Spar. Drow 1 aims at Drusk with disadvantage due to range.
Jorin Attacked: 5 Damage: 8
Spar Attacked: 22 Damage: Unable to parse dice roll.
Drusk Attacked: 10 Damage: 6
If you are hit, roll a CON save vs. DC 13 poison. Fail means you are poisoned for the next hour. Fail by 5 or more means unconscious.
Drow 5 yells in outrage at the death of #2. This Drow is aiming his crossbow up in the air, watching and waiting for something to appear.
Party is up. No more surprise. Initiative order: Hildigrim, Spar, Jorin, Drusk, Quillary ; then drow mage, drow demon, regular drow
For the demon's Confusion spell cast on Drusk, Hildigrim, Jorin, and Spar:
Roll a WIS save vs. DC 11 or be affected by the spell.
If you fail, you have to roll a d10 and consult the table in the spell to see what action happens during your turn.
If affected, you can roll another WIS save at the end of your turn to end the effect.
(The following can be read by anyone. I put them in spoilers to save space.)
For Jorin being poisoned:
The poison condition lasts for an hour, so your attacks will be at disadvantage. If you drink one of the anti-venoms as your Action, you can try another CON save. If you hold your attack until after Drusk goes, he is willing to cast Lesser Restoration to remove the poison condition.
All of this depends on Confusion not messing up your Actions, of course.
For Spar:
I had planned this encounter before I knew that Spar had Daylight
Spar would know that non-demonic Drow have sunlight sensitivity. Pulling out the spelled pole from her pouch is a free action, but it would require dropping either her shield or weapon to the ground.
For Quillary and the invisible drow mage:
Quillary can still smell the Drow, who has turned invisible. Roll a normal Perception roll, vs. DC 12. (Advantage from smell is offset by disadvantage from invisibility.) If you succeed, you can make an Attack of Opportunity, although with disadvantage. You will also know which square the Drow ran to, for your next turn actions. If you fail, you know the Drow is still around somewhere, but you'll have to make a guess where.
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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.
(Rolled Drusk's saves in the game log.) Drusk CON save vs. DC 13: 19 WIS save vs. DC 11: 24
Drusk resists the poison on the crossbow bolt, and is not affected by Confusion.
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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)
(Would it be possible to get a map update given the movement of the demon, Jorin, the badger, and the mage? It matters quite a bit, as Spar is looking at casting an AoE spell, plus unleashing daylight...)
This post has potentially manipulated dice roll results.
WIS save: 5 — 8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn
Hildigrim shakes his head, but then turns toward (the DM will decide), draws his rapier, and lunges!
This post has potentially manipulated dice roll results.
(Drow #2 is dead and taken off the map. The drow mage is invisible, so her location on the map is unknown.
Jorin has the poisoned condition, so the attack roll is normal, with the Reckless advantage offset with poison disadvantage. The first attack is only a 12, sorry.
For Hildigrim, the only creature within reach is... the demon. Since Hildigrim took an Action, my reading of the RAW is he is allowed to do a bonus action. Assuming it will be to Help Spar against the demon.)
The demon is pleased that Hildigrim is affected by Confusion, causing him to stumble out from behind the pillar of rock. The demon is displeased when the halfling stabs it through the gut with his rapier, for 21 damage. Despite the confusion, Hildigrim yells out helpful instructions to Spar about where to "spank the monkey".
Does the demon maintain concentration on the Confusion spell after being stabbed? CON save vs. DC 10: 5
Jorin is clearly struggling with the Drow poison, as he misses both swings despite being reckless. Drusk removes the poison by casting Lesser Restoration. The cleric then moves to I5. (Decide next turn where to attack.)
Spar and Quillary are still up. (Spar still has to roll a save vs. Confusion, unless the concentration was broken. If Spar makes an attack against the Demon, the first strike will have advantage due to Hildigrim's Help.)
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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)
Spar doesn’t seem to need to roll to resist confusion, per the roll? Let me know if I read that wrong.
She takes out the currently-one-foot pole and sticks it in her hair behind her head (like a chopstick). Daylight fills the chamber. She hasn’t drawn her sword yet. She points ahead and calls forth a shadowy tendril of smoke from the floor. It blooms into a huge dark space that eats the light in a 20 foot radius. She casts hunger of hadar centered at a point ahead of her that gets the drow hiding back there, and very importantly, not the giant badger. If she can get the demon, so much the better, but the priority is not the badger, as many drow as posible, and hopefully the mage. Feel free to roll damage as needed along with the saves. And of course up to DM to place it as you see fit.
The badger whuffles again, annoyed at losing the mage, then steps to the west, peeks out from behind the column of rock, and points a furry knuckle at the drow hiding there. The ring on its finger gleams, and then a spectral ram bursts forth at the drow! Then the badger ducks back behind the rock.
(We did say this was legal/fun, right?)
Action: attack drow 5 with Ring of the Ram! All rolls igl. 10+7= 17 to hit, for 11 force damage and pushed 5 feet away.
Spar's actions have resulted in half the cavern lit in brilliant sunlight, and the other half in an unsettling darkness. (Spar is getting a bit of a headache from the bright light behind her ear. She may want to get horse blinders or a plate of obsidian glass to shield her eyes, if she does this again.)
All of the drow that were inside the Hunger of Hadar take 7 damage at the start of their turns. (Using average damage instead of rolling many times.)
Quillary-Badger was ready to ring-blast #5, but the globe of darkness conceals her target. (Assuming Quillary will hold her action until a target presents itself.
The demon is upset that the Confusion is gone, as Hildigrim's stab was too painful. Spar's Daylight annoys it, but doesn't hinder it. It attacks Jorin 3 times (with advantage due to Reckless), as he seems to be the weakest based on his feeble axe swings this round. (If any hit, remember to halve the damage due to Rage.)
Bite Attack: 22 Damage: Unable to parse dice roll.
Claw1 Attack: 20 Damage: 21
Claw2 Attack: 16 Damage: 13
The drow mage stumbles out of the darkness, visible to all since she couldn't maintain concentration inside the darkness. Scowling at the daylight, she aims towards the cavern entrance and casts Evard's Black Tentacles. Hildigrim, Jorin, and Spar are inside the 20' square area affected.
Ebony insect legs, each several feet long, erupt from ground, making it difficult terrain.
At the start of every turn for creatures inside the area, roll a DEX save vs. DC 14 or take 10 bludgeoning damage (average for 3d6), and be restrained.
For future rounds, if you are already restrained, then you take 10 bludgeoning damage at the start of your turn.
As an Action, you can free yourself from the restraint by making a STR or DEX ability check (your choice) vs. DC 14.
Drow 1, 3, and 4 emerge from the darkness. They aim their hand crossbows at Spar, the source of the daylight. (Attacks at disadvantage due to sunlight sensitivity.)
Attack1: 5 Damage: 5
Attack3: 11 Damage: 4
Attack4: 6 Damage: 6
Drow 5 also emerges from the south edge of the darkness, but only has time to see a ring on a badger's claw before he is blasted. He gives a shriek of pain from the impact, which knocks him back into the darkness. His cries end abruptly, replaced by unsettling slurping noises.
(Another post after this one, after I see these results.)
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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)
(Those drow soldiers rolled really, really well for disadvantage. Spar wisely kept her shield ready, otherwise 2 bolts would have hit.)
Jorin took 25 damage from 3 demon hits (8, 8, and 9 after rage reduction).
Drow 5 has joined the deceased. Drow 1, 3, 4 are pretty beat up (after the 7 damage from the Hunger). The drow mage isn't happy, but she is sturdier than the common foot-soldiers. The drow demon isn't happy to be stabbed for 21 damage by Hildigrim, but that is still a minor wound.
Hildigrim, Spar, and Jorin have to deal with the tentacle spell, as mentioned in the previous post.
Party is up. Initiative order: Hildigrim, Spar, Jorin, Drusk, Quillary ; then drow mage, drow demon, regular drow
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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)
Quillary will gallop/waddle ten feet west, and spying the mage, continue on another 15 feet, smiling with her sharp teeth at Drusk, and turning to point the ring at the mage. Then, regardless of effect, she ducks back east 5 feet and crouches behind the cover, shivers, and all her badger fur and bulk slough off in a cloud of spores and ash, leaving Quillary in her normal form.
Move: 25' west Action: Use Ring of the Ram on the Mage. 13+7=20 to hit, for 5 force damage, and push back of 5'. Move: 5' back to the east to hide behind cover Bonus Action: revert from Wild Shape
Unless, of course, Drusk does something that invalidates all of this, since he goes before badger.
Normal initiative (starting round 2): drow, Hildigrim, Spar, Jorin, Drusk, Quillary, drow mage, drow demon
Drow soldiers attack.
Spar, Jorin, and Drusk are surprised this round, and cannot move or take actions.
Hildigrim and Quillary-Badger are up.
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 could be useful as we go, so: if badger is poisoned, does ending wild shape, by choice or by death, leave Quillary poisoned?)
Badger CON save vs DC 13 with Adv because deathless, rolled on the Game Log: 15
Giant Badger AC 10, hp now 10/13
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
The badger takes a bolt in the shoulder, growls and shakes it off, then turns and gallop/waddles south, turning behind the large column there and along the south side of the cavern, dashing all the way to the slender drow woman.
Move: 30’ south and east
Action: Dash 30’ east
And… that’s it. If we can take one diagonal, she should now be directly south of M. If not, then directly south of the pillar M is hiding behind.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin is still cursing his glowball as the poison bolt catches him in the thigh. CON Save:24
(Clarifying question: Am i reading the terrain rules correctly that attacking from on top of the stalagmite confers advantage on the attacks?)
(On melee attacks, yes. I figured if it provides cover, it should also provide "high ground" if you are attacking someone using it as cover.
That also means the drow can use it too.
I should add that the demon, being large-sized, cannot use stalagmites for cover and you cannot gain advantage from the height when attacking the demon.)
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 is still quietly expounding upon his earlier revelations concerning the seemingly-sentient fungi (Drusk is doing a good job of nodding and looking at least mildly interested) when they enter the new chamber. The halfling immediately begins taking a visual inventory of what the drift globe has exposed with the silent hope of discovering more specimens ... and he is not disappointed! What is this amazing creature with the four arms?! It takes a bolt whizzing dangerously close to Hildi's ear to re-sharpen and refocus his mind on the task at hand. "Volo!" he commands aloud unnecessarily as he hurries behind the nearest pillar (C2).
He steps out just long enough to fire an arrow of his own at #2 (who is waving an arm at the tiny owl fluttering just above his head) before ducking back behind the pillar. Attack: 24 Damage: 23
Then, looking over at Jorin, he exposes a weakness he thinks he noticed about the big one.
Hildigrim yells out a command to Jorin, but since he is surprised by this ambush, Jorin is still getting his wits together. It doesn't help that he is poisoned by the Drow bolt.
Drow #2 ducked down behind the stalagmite. Volo's pecking causes the drow to try to swat the owl aside. While doing that, he lifts his head just enough for Hildigrim to put an arrow through his temple.
(Drow #2 is dead.)
The Drow mage scowls as the Giant Badger charges up to her. She mutters a spell, and vanishes from sight.
The demon's Drow arms make arcane gestures, and the group by the entrance is affected by a Confusion. (Hildigrim is in the area of effect too.)
The demon then moves forward to D-E 3-4 (4 squares for a large creature), in melee range of Jorin and Spar.
Drow 3 and 4 shoot bolts at Jorin and Spar. Drow 1 aims at Drusk with disadvantage due to range.
Drow 5 yells in outrage at the death of #2.
This Drow is aiming his crossbow up in the air, watching and waiting for something to appear.
Party is up. No more surprise.
Initiative order: Hildigrim, Spar, Jorin, Drusk, Quillary ; then drow mage, drow demon, regular drow
For the demon's Confusion spell cast on Drusk, Hildigrim, Jorin, and Spar:
(The following can be read by anyone. I put them in spoilers to save space.)
For Jorin being poisoned:
The poison condition lasts for an hour, so your attacks will be at disadvantage.
If you drink one of the anti-venoms as your Action, you can try another CON save.
If you hold your attack until after Drusk goes, he is willing to cast Lesser Restoration to remove the poison condition.
All of this depends on Confusion not messing up your Actions, of course.
For Spar:
I had planned this encounter before I knew that Spar had Daylight
Spar would know that non-demonic Drow have sunlight sensitivity.
Pulling out the spelled pole from her pouch is a free action, but it would require dropping either her shield or weapon to the ground.
For Quillary and the invisible drow mage:
Quillary can still smell the Drow, who has turned invisible.
Roll a normal Perception roll, vs. DC 12. (Advantage from smell is offset by disadvantage from invisibility.)
If you succeed, you can make an Attack of Opportunity, although with disadvantage. You will also know which square the Drow ran to, for your next turn actions.
If you fail, you know the Drow is still around somewhere, but you'll have to make a guess where.
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)
(Rolled Drusk's saves in the game log.)
Drusk CON save vs. DC 13: 19 WIS save vs. DC 11: 24
Drusk resists the poison on the crossbow bolt, and is not affected by Confusion.
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 badger quests about with its nose, but shrugs helplessly.
Perception vs DC 12: 11 (igl)
*igl = in game log from here on out
** edit: ah, carp, I sent it to Self and not Everyone. Won’t roll again since it was a failure. Will do better.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
WIS save vs confusion: 15
Jorin, enraged by the poison bolt shakes off the confusion spell and hacks wildly at the drow demon!
Edit: wow, them rolls
(Would it be possible to get a map update given the movement of the demon, Jorin, the badger, and the mage? It matters quite a bit, as Spar is looking at casting an AoE spell, plus unleashing daylight...)
WIS save: 5 — 8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn
Hildigrim shakes his head, but then turns toward (the DM will decide), draws his rapier, and lunges!
Attack: 21 Damage: 9 — if sneaky: 12
End of turn WIS save: another 5
(Drow #2 is dead and taken off the map. The drow mage is invisible, so her location on the map is unknown.
Jorin has the poisoned condition, so the attack roll is normal, with the Reckless advantage offset with poison disadvantage. The first attack is only a 12, sorry.
For Hildigrim, the only creature within reach is... the demon.
Since Hildigrim took an Action, my reading of the RAW is he is allowed to do a bonus action. Assuming it will be to Help Spar against the demon.)
The demon is pleased that Hildigrim is affected by Confusion, causing him to stumble out from behind the pillar of rock.
The demon is displeased when the halfling stabs it through the gut with his rapier, for 21 damage.
Despite the confusion, Hildigrim yells out helpful instructions to Spar about where to "spank the monkey".
Does the demon maintain concentration on the Confusion spell after being stabbed? CON save vs. DC 10: 5
Jorin is clearly struggling with the Drow poison, as he misses both swings despite being reckless.
Drusk removes the poison by casting Lesser Restoration. The cleric then moves to I5. (Decide next turn where to attack.)
Spar and Quillary are still up.
(Spar still has to roll a save vs. Confusion, unless the concentration was broken. If Spar makes an attack against the Demon, the first strike will have advantage due to Hildigrim's Help.)
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)
Spar doesn’t seem to need to roll to resist confusion, per the roll? Let me know if I read that wrong.
She takes out the currently-one-foot pole and sticks it in her hair behind her head (like a chopstick). Daylight fills the chamber. She hasn’t drawn her sword yet. She points ahead and calls forth a shadowy tendril of smoke from the floor. It blooms into a huge dark space that eats the light in a 20 foot radius. She casts hunger of hadar centered at a point ahead of her that gets the drow hiding back there, and very importantly, not the giant badger. If she can get the demon, so much the better, but the priority is not the badger, as many drow as posible, and hopefully the mage. Feel free to roll damage as needed along with the saves. And of course up to DM to place it as you see fit.
The badger whuffles again, annoyed at losing the mage, then steps to the west, peeks out from behind the column of rock, and points a furry knuckle at the drow hiding there. The ring on its finger gleams, and then a spectral ram bursts forth at the drow! Then the badger ducks back behind the rock.
(We did say this was legal/fun, right?)
Action: attack drow 5 with Ring of the Ram! All rolls igl. 10+7= 17 to hit, for 11 force damage and pushed 5 feet away.
1 charge expended.
Badger AC 10 (+cover?) hp 10/13
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(Would be awesome if the badger magic-rammed the drow into the dark gibbering nightmare tear in the fabric of reality.)
Spar's actions have resulted in half the cavern lit in brilliant sunlight, and the other half in an unsettling darkness.
(Spar is getting a bit of a headache from the bright light behind her ear. She may want to get horse blinders or a plate of obsidian glass to shield her eyes, if she does this again.)
All of the drow that were inside the Hunger of Hadar take 7 damage at the start of their turns. (Using average damage instead of rolling many times.)
Quillary-Badger was ready to ring-blast #5, but the globe of darkness conceals her target.
(Assuming Quillary will hold her action until a target presents itself.
The demon is upset that the Confusion is gone, as Hildigrim's stab was too painful.
Spar's Daylight annoys it, but doesn't hinder it.
It attacks Jorin 3 times (with advantage due to Reckless), as he seems to be the weakest based on his feeble axe swings this round.
(If any hit, remember to halve the damage due to Rage.)
The drow mage stumbles out of the darkness, visible to all since she couldn't maintain concentration inside the darkness.
Scowling at the daylight, she aims towards the cavern entrance and casts Evard's Black Tentacles.
Hildigrim, Jorin, and Spar are inside the 20' square area affected.
Drow 1, 3, and 4 emerge from the darkness.
They aim their hand crossbows at Spar, the source of the daylight. (Attacks at disadvantage due to sunlight sensitivity.)
Drow 5 also emerges from the south edge of the darkness, but only has time to see a ring on a badger's claw before he is blasted.
He gives a shriek of pain from the impact, which knocks him back into the darkness. His cries end abruptly, replaced by unsettling slurping noises.
(Another post after this one, after I see these results.)
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)
(Those drow soldiers rolled really, really well for disadvantage. Spar wisely kept her shield ready, otherwise 2 bolts would have hit.)
Jorin took 25 damage from 3 demon hits (8, 8, and 9 after rage reduction).
Drow 5 has joined the deceased.
Drow 1, 3, 4 are pretty beat up (after the 7 damage from the Hunger). The drow mage isn't happy, but she is sturdier than the common foot-soldiers.
The drow demon isn't happy to be stabbed for 21 damage by Hildigrim, but that is still a minor wound.
Hildigrim, Spar, and Jorin have to deal with the tentacle spell, as mentioned in the previous post.
Party is up.
Initiative order: Hildigrim, Spar, Jorin, Drusk, Quillary ; then drow mage, drow demon, regular drow
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 will gallop/waddle ten feet west, and spying the mage, continue on another 15 feet, smiling with her sharp teeth at Drusk, and turning to point the ring at the mage. Then, regardless of effect, she ducks back east 5 feet and crouches behind the cover, shivers, and all her badger fur and bulk slough off in a cloud of spores and ash, leaving Quillary in her normal form.
Move: 25' west
Action: Use Ring of the Ram on the Mage. 13+7=20 to hit, for 5 force damage, and push back of 5'.
Move: 5' back to the east to hide behind cover
Bonus Action: revert from Wild Shape
Unless, of course, Drusk does something that invalidates all of this, since he goes before badger.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.