Focusing on protecting himself from the almost-assuredly-coming-for-him cloaker, Hildigrim only passively acknowledges the illithid's command. But the threat of the winged beast fades away, and the halfling turns his eyes back the way from which they came with the intent of leaving all of this trouble behind. It's going to be a long walk back to Road's End, so he'd better get going.
(Feldspar fails - just one question though, haven’t Feldspar and Jorin done 149 damage to the big bad? 49 then 50 then 50? Not sure if that makes any difference…)
(I’m sorry, but can I get an updated map? I would like to do a thing, but need to know where everybody is standing, and I think the map in#6169 is no longer accurate…)
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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.
(The original image is twice as large, so you can click on it if what you are seeing in the post is too small for you.
Yes, the creature has taken 149 damage. I mentioned it was "beat up" to let you know it was in bad shape, and why it was changing tactics. Since none of you are using your Action to observe it more closely, I don't want to provide a more exact HP count. It had 20 Temporary HP from the start of the ritual (post 6196), and it started with more than the average amount of HP.)
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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)
“Nobody is going anywhere,” Quillary growls. She touches her cat skull, incants, and makes a sowing motion, and the ground for 40’ north of her erupts into hard spikes and thorns.
Action: cast Spike Growth 20’ north of her, to encompass everyone but her (and the cloaker)
None of the party members move, as they are surrounded by razor-sharp spikes and rocks.
Drusk thinks what Quillary did was unnecessary. The spell used by the Ulitharid didn't seem to do anything, because the cleric is still thinking and acting normally. "Quillary, you should drop the spell so we can leave here. Anything that needs to be discussed can be done heading back to the Citadel. But we should go now, and not risk another fight happening by accident."
(Party members can act "normally", but with the following rules:
No hurting yourself or the other party members.
The creatures that you were fighting seem willing to let you leave in peace, so no provoking them.
You need to march out of here... but Quillary has made that difficult, so for now, avoid moving. )
Drusk is trembling a bit, as the party needs to get out of there, but right now they are stuck in these spines. Until he can figure something out, he will heal up Jorin a bit (who is within touch range), with a Cure Wounds. Jorin gets back 12 hp (rolled in Game Log), and Drusk gets back 3 hp.
Feldspar and Jorin are up. (I'm not sure what you can do, but let me know if something comes to mind.) Then the Cloaker goes, then the next round starts.
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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 player in me needs to do something to keep Jorin's rage up...I think Jorin would frown at Quillary and spit at the thorny growths, "Now is not the time, we must leave." He says with a frown, and begins hacking at the plant growth around him to try to free up some space to move next turn (enough of an "attack" to keep the rage going?).
The ulitharid's six tentacles are twitching in frustration. Even if it had the patience (it doesn't) to wait 10 minutes for the Spike Growth to fade, Quillary has already shown the ability to cancel enchantments. The longer it waits, the more of these vile humanoid cretins will rejoin the fight... With some reluctance, it broadcasts mentally: "Rid me of that nuisance close to you."
The Cloaker flies 10' north. Staying above the spikes, it tries to bite and tail stab Quillary.
Bite Attack: 18 Damage: 12
Tail Attack: 11 Damage: 8
If the bite hits, it is attached to Quillary's body. Any damage to it will be split between it and Quillary. Detaching the cloaker requires a DC 16 STR check.
For the rest of you, it is obvious that this creature had no intention of letting you leave in peace. (But if someone else is going to start a fight, you will be sure to end it!) It is a bit annoying that you ever took the offer seriously in the first place. These illithids are almost as bad as door-to-door sales-bards.
Hildigrim is up, then the ulitharid.
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)
(Apologies for missing the prompt. Feldspar would have either messaged one of the captives, if that made sense, to encourage them to walk back to the fortress too and if not, to explain they have tot go… or cast armor of Agathys on herself to protect against the chaos. Let me know if that’s too late and if not, which would make more sense given the suggestion.)
Hildigrim watches the cloaker fly toward Quillary and scowls as it attacks her. He turns his halfling eyes back on the giant illithid. "'Tis a ploy!" Telepathically preparing Volo to help if needed, the tiny adventurer quickly prepares an arrow and then fires.
21 to hit (with advantage due to Jorin), 10+5=15 damage (with sneak attack)
Then, looking at Quillary, he offers something he noticed when under attack by the winged menace himself. (bonus)
This post has potentially manipulated dice roll results.
Feldspar messages the leader-looking scout in the center of the ritual circle, asking him and his scouts to not move around, otherwise they might kill themselves. Right now the entire exit is blocked by spikes. That guy barely has enough strength, but he calls out to the others, saying to stay prone and still.
Hildigrim does not get advantage from Jorin. (Having Jorin nearby means sneak damage can be done without advantage.) Volo does a flyby to provide advantage. Another arrow spent, for 15 damage. (Ulitharid is looking wobbly.)
(I don't want to use Plane Shift so let's say that it had to use that spell as part of the ritual.)
The ulitharid picks a point to cast Confusion so that it affects Feldspar, Jorin, and Drusk. WIS save vs. DC 16 or be affected. (This is the spell that requires rolling a d10 to find out if you can use your action.)
It will also risk moving 5' to the northwest, out of melee range of Jorin and Feldspar. It takes 5 spike damage. If Jorin or Feldspar made their save, they get an AoO. If they failed the spell save, they do not have a reaction.
Quillary, Drusk, Feldspar, and Jorin are up. (Drusk got a WIS save of 21 in the Game Log.)
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)
10
Focusing on protecting himself from the almost-assuredly-coming-for-him cloaker, Hildigrim only passively acknowledges the illithid's command. But the threat of the winged beast fades away, and the halfling turns his eyes back the way from which they came with the intent of leaving all of this trouble behind. It's going to be a long walk back to Road's End, so he'd better get going.
WIS Save: 6
Also - that is a cool spell i will need to put in some homebrew monsters of my own...
Welp, Jorin twirls his axe and sword and says, "Looks like we're all set here" lol
(Quillary continues to outperform when she's upset. C'mon, Feldspar, don't leave Quillary hanging!)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Feldspar WIS save: 13
(Feldspar fails - just one question though, haven’t Feldspar and Jorin done 149 damage to the big bad? 49 then 50 then 50? Not sure if that makes any difference…)
(I’m sorry, but can I get an updated map? I would like to do a thing, but need to know where everybody is standing, and I think the map in#6169 is no longer accurate…)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(The original image is twice as large, so you can click on it if what you are seeing in the post is too small for you.
Yes, the creature has taken 149 damage.
I mentioned it was "beat up" to let you know it was in bad shape, and why it was changing tactics.
Since none of you are using your Action to observe it more closely, I don't want to provide a more exact HP count.
It had 20 Temporary HP from the start of the ritual (post 6196), and it started with more than the average amount of HP.)
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)
“Nobody is going anywhere,” Quillary growls. She touches her cat skull, incants, and makes a sowing motion, and the ground for 40’ north of her erupts into hard spikes and thorns.
Action: cast Spike Growth 20’ north of her, to encompass everyone but her (and the cloaker)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(Ooo so we step on spikes to maybe wake up?? So smart!! Do we make saves?)
Oh wow, that is super clever!
None of the party members move, as they are surrounded by razor-sharp spikes and rocks.
Drusk thinks what Quillary did was unnecessary.
The spell used by the Ulitharid didn't seem to do anything, because the cleric is still thinking and acting normally.
"Quillary, you should drop the spell so we can leave here. Anything that needs to be discussed can be done heading back to the Citadel. But we should go now, and not risk another fight happening by accident."
(Party members can act "normally", but with the following rules:
Drusk is trembling a bit, as the party needs to get out of there, but right now they are stuck in these spines.
Until he can figure something out, he will heal up Jorin a bit (who is within touch range), with a Cure Wounds.
Jorin gets back 12 hp (rolled in Game Log), and Drusk gets back 3 hp.
Feldspar and Jorin are up.
(I'm not sure what you can do, but let me know if something comes to mind.)
Then the Cloaker goes, then the next round starts.
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 player in me needs to do something to keep Jorin's rage up...I think Jorin would frown at Quillary and spit at the thorny growths, "Now is not the time, we must leave." He says with a frown, and begins hacking at the plant growth around him to try to free up some space to move next turn (enough of an "attack" to keep the rage going?).
Hildigrim scowls at Quillary. "We have a long walk ahead of us," the halfling intones. "Why are you holding us up?"
The ulitharid's six tentacles are twitching in frustration.
Even if it had the patience (it doesn't) to wait 10 minutes for the Spike Growth to fade, Quillary has already shown the ability to cancel enchantments. The longer it waits, the more of these vile humanoid cretins will rejoin the fight... With some reluctance, it broadcasts mentally: "Rid me of that nuisance close to you."
The Cloaker flies 10' north. Staying above the spikes, it tries to bite and tail stab Quillary.
For the rest of you, it is obvious that this creature had no intention of letting you leave in peace.
(But if someone else is going to start a fight, you will be sure to end it!)
It is a bit annoying that you ever took the offer seriously in the first place. These illithids are almost as bad as door-to-door sales-bards.
Hildigrim is up, then the ulitharid.
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 (whose AC is 19!) fends the evil blanket off with her shield.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(Apologies for missing the prompt. Feldspar would have either messaged one of the captives, if that made sense, to encourage them to walk back to the fortress too and if not, to explain they have tot go… or cast armor of Agathys on herself to protect against the chaos. Let me know if that’s too late and if not, which would make more sense given the suggestion.)
Her mirror images just flit about, confused.
Hildigrim watches the cloaker fly toward Quillary and scowls as it attacks her. He turns his halfling eyes back on the giant illithid. "'Tis a ploy!" Telepathically preparing Volo to help if needed, the tiny adventurer quickly prepares an arrow and then fires.
21 to hit (with advantage due to Jorin), 10+5=15 damage (with sneak attack)
Then, looking at Quillary, he offers something he noticed when under attack by the winged menace himself. (bonus)
7-1=6 arrows
Feldspar messages the leader-looking scout in the center of the ritual circle, asking him and his scouts to not move around, otherwise they might kill themselves. Right now the entire exit is blocked by spikes. That guy barely has enough strength, but he calls out to the others, saying to stay prone and still.
Hildigrim does not get advantage from Jorin. (Having Jorin nearby means sneak damage can be done without advantage.) Volo does a flyby to provide advantage. Another arrow spent, for 15 damage. (Ulitharid is looking wobbly.)
(I don't want to use Plane Shift so let's say that it had to use that spell as part of the ritual.)
The ulitharid picks a point to cast Confusion so that it affects Feldspar, Jorin, and Drusk.
WIS save vs. DC 16 or be affected. (This is the spell that requires rolling a d10 to find out if you can use your action.)
It will also risk moving 5' to the northwest, out of melee range of Jorin and Feldspar.
It takes 5 spike damage.
If Jorin or Feldspar made their save, they get an AoO. If they failed the spell save, they do not have a reaction.
Quillary, Drusk, Feldspar, and Jorin are up.
(Drusk got a WIS save of 21 in the Game Log.)
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 growls, again, and points, sending her spores after the retreating squid face.
Cast Chill Touch at bad guy in Game Log:
Rolled a 1. Womp womp.
(Sorry for wasting Hildi’s pointer.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.