1. Gravity: At the end of your turn, you must make a DC 8 str saving throw or fall prone, and the DC increases by 2 for every size larger than medium you are. All objects are double in weight, which may mean something about your carrying capacity if you have low str. You can carry 15Xstr according players handbooks and well 120 is a lot for those with 8 str, everything doubling in weight could mean all the difference. And everyone's speed is reduced by 5 feet.
2. Gas: You can't see more than 30 feet, though you can tell where everyone is from other clues, so if the enemy is more than 30 feet away from you, you get disadvantage on attacks. You can't magic missile more than 30 feet away, and a lot of other things dealing with sight. Also, fire and fire spells deal double damage.
3. Quadrant 1, the Red quadrant, radiant is the highest here: At the beginning of each round, starting with round 2 creatures will take 4d6 radiant damage, con save of 17 for half.
4. Quadrant 2, the blue quadrant, thunderstorms: At the beginning of each round, starting with round 2, each creature has a 15% of being struck by lighting, taking 10d6 lightning damage, con save 17 for half.
5. Quadrant 3, the yellow quadrant, diamond raindrops: They actually melt before they hit the grand. Every round, starting at the beginning of round 2, creatures are hit by a level 4 Melf's acid arrow, +10 hit.
6. Quadrant 4, the blue quadrant, heavy winds: At the beginning of each round, make a str saving throw dc 17 or be pushed 15 feet in a random direction.
So apparently, DDB not only does not have feats, but it also doesn't have the Battlemaster Martial Archetype. Bründir is made and added to the campaign. I made a few item changes to account for attunement conflicts, and I'll spin up a magic item for him (without attunement lol) to fill the feat/class gaps
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Quadrant 2 is blue, Quadrant 4 is the lime green. I just assumed I didn't get color blind players, cause I haven't in the 3 years I've DMed online, but I may.
Okay, we are still waiting for one more player to put his character on the map, but here is the init order. You don't know what the Dagon Lair is capable of, since none of you got the knowledge check high enough, but all of Jupiter is his lair, don't worry he still takes radiant damage, or acid damage, etc in those terrains and the lair do one of three things. The Dagon and Chorust have Legendary actions, but can't take any until they start their first turn, or at least it wouldn't make sense for them to do one before they have acted. Legendary actions recharge at the start of the creatures turn.
madcaster may act Also before you act, I need you to make a cha save dc 21 since you are aware of the Dagon, it does say Aware of not see the Dagon. And you are within 120 feet of the Dagon, if you fail, you are affected by his frightful presence, and must spend your turn running away. You may repeat the saving throw every turn. If you pass, you are immune to it for 24 hours.
edit: I just realized, only 2 of you are capable of making that save, I suggest the cleric use his restoration to cure his allies of fear as soon as possible. Since anyone who passes or is cured of the fear is immune to 24 hours. If not, your allies are going to be doing nothing for 1 minute, nothing but running away from the Dagon. I'll just let madcaster move his character south when he is ready. You can't go off the map.
Quadrant 2 is blue, Quadrant 4 is the lime green. I just assumed I didn't get color blind players, cause I haven't in the 3 years I've DMed online, but I may.
I can see color but because they have different effect, just to be sure which one is related to the effect because you wrote blue two times.
Just to clarify, was I at Initiative 6 simply for a drlay in posting it? Just wanted to be sure since my modifier is already +6.
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Just to clarify, was I at Initiative 6 simply for a drlay in posting it? Just wanted to be sure since my modifier is already +6.
I thought your modifier was a +1 when I looked at your character, but I fixed it in the original post, and will make a note of it that you are +6 modifier so when I roll for everyone next battle I can. You now go before the Dagon, which also changes not only your init, but Dagon's Legendary action number 3, which won't happen until after madcasters 2nd turn.
fenhorn fires several arrows at the Dagon, but most of them bounce off his natural armor, and he has a hard time seeing, but he can just catch a glimpse of the shadow and tell where it is at and only his 2nd arrow hits and goes into its leg. He is able to stand up okay, but the winds seem to be too much for him (they take affect at the beginning of round 2 before anyone takes a turn, that is when you will be moved 15 feet randomly)
9 Dmg on the Dagon
Dagons Lair turn: It will cause a Tremor, all except for Fenhorn, make a dex save dc 15 or fall prone as he is out of the radius of the tremor
Matthias may act, aka Aeotoris make a dex save 15 before you start your turn, or you fall prone and you'll be spending half your movement trying to get up.
This post has potentially manipulated dice roll results.
Dex save DC 15: 20
Advantage on magic effects I assume doesn't apply here. Will I be affected while flying? Not that I expect to fail the save... But most effects that cause tremors specify "creatures in contact with the ground".
To think about it, nope, but gravity could still make you prone while flying, so if you are high above the ground and have an 8 str as your save modifier is -1, watch out.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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So apparently, DDB not only does not have feats, but it also doesn't have the Battlemaster Martial Archetype. Bründir is made and added to the campaign. I made a few item changes to account for attunement conflicts, and I'll spin up a magic item for him (without attunement lol) to fill the feat/class gaps
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
It has the features but they are not in the basic rules and so are paid features.
Extended Signature
Quadrant 2 is blue, Quadrant 4 is the lime green. I just assumed I didn't get color blind players, cause I haven't in the 3 years I've DMed online, but I may.
Inits: madcaster:22, Dagons Lair:20 Matthias:19, Chorus:14, Barlow Dagon:11, Chorus: Legendary action 1, BDaddly:8, Chorus: Legenedary action 2 and Dagon Legendary action 1 Vosiel:6, Chorus Legendary action 3 and Dagon Legendary action 2, madcaster:22, then Dagon Legendary action 3.
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit map
Okay, we are still waiting for one more player to put his character on the map, but here is the init order. You don't know what the Dagon Lair is capable of, since none of you got the knowledge check high enough, but all of Jupiter is his lair, don't worry he still takes radiant damage, or acid damage, etc in those terrains and the lair do one of three things. The Dagon and Chorust have Legendary actions, but can't take any until they start their first turn, or at least it wouldn't make sense for them to do one before they have acted. Legendary actions recharge at the start of the creatures turn.
madcaster may act Also before you act, I need you to make a cha save dc 21 since you are aware of the Dagon, it does say Aware of not see the Dagon. And you are within 120 feet of the Dagon, if you fail, you are affected by his frightful presence, and must spend your turn running away. You may repeat the saving throw every turn. If you pass, you are immune to it for 24 hours.
edit: I just realized, only 2 of you are capable of making that save, I suggest the cleric use his restoration to cure his allies of fear as soon as possible. Since anyone who passes or is cured of the fear is immune to 24 hours. If not, your allies are going to be doing nothing for 1 minute, nothing but running away from the Dagon. I'll just let madcaster move his character south when he is ready. You can't go off the map.
We all gained immunity to fear through Heroe's Feast
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My familiar's initiative: 9
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Tuon's (Archy's familiar) initiative: 3
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Yeah, skip the save, still waiting on madcaster. Normally I give someone 24 hours to post before I bot, but it hasn't been 24 hours yet.
He's likely been asleep for most of the past 12. I thought I'd see from him by now though. Its almost lunch time over there.
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Until lunch time I'm at the university most of the time.
I rolled Initiative - it's on the previous page. 22.
So, there won't be a separate thread for the game, like on Paizo?
Nevermind, I got it. It's my turn. Will edit this post soon.
My Turn:
Heroes's Feast - immune to being frightened.
Gravity Str save vs 8: 25Heavy winds Str save vs 17: 17The turn hasn't ended, since I have fear immunity.
Fenhorn raises his bow and starts nocking arrows and shooting them into Dagon.
Attack 1: 16 Damage: 11
Attack 2: 29 Damage: 9
Attack 3: 22 Damage: 9
Attack 4: 19 Damage: 13
Gravity Str save vs 8: 12
Heavy winds Str save vs 17: 8
Just to clarify, was I at Initiative 6 simply for a drlay in posting it? Just wanted to be sure since my modifier is already +6.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Dex save DC 15: 20
Advantage on magic effects I assume doesn't apply here. Will I be affected while flying? Not that I expect to fail the save... But most effects that cause tremors specify "creatures in contact with the ground".
Extended Signature
To think about it, nope, but gravity could still make you prone while flying, so if you are high above the ground and have an 8 str as your save modifier is -1, watch out.