Stone Giant and Myrmidon were the pinnacle monsters.
Alright. Roger will long rest, buy a potion of heroism, and go on to fight a Stone Giant.
Initiative: 1+6 = 7 //well let's hope that's just pre-rolling the 1s out of the die :P
What's the starting distance from the Stone Giant?
Should be an interesting fight. It's got a 40ft movement speed so thinking a cast of Longstrider will be useful. And then its rock attack is pretty hefty. So might consider mold-earthing cover if it keeps distance and using dodge actions while bonus-action attacking with Starry Archer. Other possibility is letting of some Guiding Bolts first. And if it closes melee, that'll be an ouch. But maybe I'd try a moonbeam on its location if we're locked in to the death followed by Thorny Whip attacks. (And debate Chalice vs disadvantaged Starry Archer)
EDIT: Just saw the post with T6 ideas. So nevermind.(I'll start thinking of that.)
Slaad and Cloud Giant seem really neat. (I'm leaning towards the Slaad. )
And I will say the T-Rex makes my inner 8-year old giddy. Would it be homebrewed so that its Bite and Tail can both target the same creature? Or would it remain as-is?
Slaad and Cloud Giant seem really neat. (I'm leaning towards the Slaad. )
And I will say the T-Rex makes my inner 8-year old giddy. Would it be homebrewed so that its Bite and Tail can both target the same creature? Or would it remain as-is?
As-is, if you want a make-a-wish pbp thread, we can talk about homebrew campaigns
Quick Announcement The week is over and it's time to take a break, again. This time, we start Sunday morning and I'm opening up two new tiers of play, at the same time: Tier 6 and Tier 7. I'm also opening back up the recruit thread, so if you know someone who wants to join, they can join, and as always, players can join whichever tier they want, now with some new options for two players at once or adding an NPC, still untested. I'm going to wait to post recruitment, until all our current players have selected their tier and encounters (and rolled initiative). If there is a magic item that's missing from the shop, post a request, and I'll add it to the shop (with the Sane pricing), not much left to price, we are close to capping the shop, which is great but also adds so much more book keeping for the players to gear up on a budget.
Tiers of play
Tier 1
0 XP
500 gp
Tier 2
300 XP
1500 gp
Tier 3
900 XP
3500 gp
Tier 4
2700 XP
8500 gp
Tier 5
6500 XP
18500 gp
Tier 6
14000 XP
40000 gp
Tier 7
23000 XP
90000 gp
Tier 8
34000 XP
200000 gp
Tier 9
48000 XP
400000 gp
Tier 6 Encounter Description The Wardens have found another portal, this time the portal leads to the Outer Plane of Limbo.
Tier 7 Encounter Description The Wardens have found another portal, this time the portal leads to one of the nine Hells in the Abyss.
Death No Raise Dead, for characters Tier 8 and lower. New characters that resemble old ones should simply take on a title of "Reborn" or "Reincarnated" or your favorite suffix "Junior" or "III". Everyone deserves a second chance. Let's have fun, even if it kills our character.
Are these open sky encounters? What would be the rule about flying? I note that some of them have no ranged attack.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Are these open sky encounters? What would be the rule about flying? I note that some of them have no ranged attack.
I guess now (better than later) is a great time to talk about DM rulings and "fair" encounters. While there is a certain value using Superior Movement. As a DM, it's not fair to completely out-range and out-maneuver the players by using monsters that have superior movement and tactics. With this in mind, I've been extremely happy with the trade off of haste used for double movement, invisibility as a buff, or even bonus action dash, and of course bonus action hop. These are, to me, resources that are already mostly balanced by the "action economy" toolbox. So far, everyone who has attempted to use Evasive Movement, eventually has to engage or retreat. Although this makes combats take longer, I think it's valuable to practice and practical to learn how best to use them.
Which brings us to flying paired with ranged strategies. I don't want to ban flying completely, even though I've gone of of the way to remove Potion of Flying and Boots of Flying from the shop. But I recognize that as the tiers progress, players will begin to get access to flight and even faster movement and be able to implement other no-lose-scenarios and tactics. I guess it's time to implement a restriction akin to threefold repetition in chess.
For this next round, let's implement a "threefold reputation" rule, where you are not allowed to Evade, Move Away, Hide, Avoid Melee, etc, for more than two sequential rounds in a row. This means you can fly and shoot for two rounds at a time, but on the third round, you must engage or begin to dodge.
I hope this doesn't rub anyone the wrong way. Ideally, I would prefer tactics that do not rely on "restrictive movement vulnerable targets only". Alternatively, I will consider changing the lists to include only flying creatures with ranged attacks going forward, so that they can respond to superior movement or just give everything wings.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Another thing that I would like to have clear is what you think about meta gaming. So far, I played as if Rime goes into battle with full knowledge what she will find and how to fight that. I assume that this is ok for you or even how you envision the battles but I want to be sure.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Another thing that I would like to have clear is what you think about meta gaming. So far, I played as if Rime goes into battle with full knowledge what she will find and how to fight that. I assume that this is ok for you or even how you envision the battles but I want to be sure.
Meta gaming is fine, this is a mini-campaign, so it's not so serious. But I do love a good in-character befuddle because of RP.
This post has potentially manipulated dice roll results.
Rime keeps her [Tooltip Not Found] (2000) but improves her Rapier to a better one (+3, 16000). She takes again 2 of a potion of Speed, two of a potion of Invulnerability, one potion of Heroism (8660) and keeps her Ioun Stone of Agility, her Boots of Speed and the [Tooltip Not Found] (11200) and two potions, one of supreme and one of superior healing (1800) for a total of 39660 gp. The wardens had advised her that she would travel into the Limbo and that she would need to fight a Hydra which guards the portal on the other side. They provided her with a book about the outer plane which she studied carefully during her rest back at the headquarters. Apparently, hydra are able to regenerate quickly unless damaged with fire, of which she makes a mental note. Other than that hydras are just a large beasts with way too many heads for keeping a straight thought.
Once arriving at the portal, Rime chugs the Potion of Heroism, [Tooltip Not Found] with a level three slot, and pass without trace. Her expended third level spell slot, she refills with sorcery points from a first and second level slot. Then, compensating her armor with balancing clockwork magic, she sneaks through to portal trying to surprise the hydra (stealth: 21, initiative: 6).
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
(Stone of Good Luck and Armor of Agathys are the tooltips that haven’t been found)
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6, 21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend Potion of Supreme Healing: 1350 Potion of Speed: 400 Pearl of Power: 6,000 Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
Rime keeps her [Tooltip Not Found] (2000) but improves her Rapier to a better one (+3, 16000). She takes again 2 of a potion of Speed, two of a potion of Invulnerability, one potion of Heroism (8660) and keeps her Ioun Stone of Agility, her Boots of Speed and the [Tooltip Not Found] (11200) and two potions, one of supreme and one of superior healing (1800) for a total of 39660 gp. The wardens had advised her that she would travel into the Limbo and that she would need to fight a Hydra which guards the portal on the other side. They provided her with a book about the outer plane which she studied carefully during her rest back at the headquarters. Apparently, hydra are able to regenerate quickly unless damaged with fire, of which she makes a mental note. Other than that hydras are just a large beasts with way too many heads for keeping a straight thought.
Once arriving at the portal, Rime chugs the Potion of Heroism, [Tooltip Not Found] with a level three slot, and pass without trace. Her expended third level spell slot, she refills with sorcery points from a first and second level slot. Then, compensating her armor with balancing clockwork magic, she sneaks through to portal trying to surprise the hydra (stealth: 26, initiative: 23).
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6, 21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend Potion of Supreme Healing: 1350 Potion of Speed: 400 Pearl of Power: 6,000 Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
Rime keeps her [Tooltip Not Found] (2000) but improves her Rapier to a better one (+3, 16000). She takes again 2 of a potion of Speed, two of a potion of Invulnerability, one potion of Heroism (8660) and keeps her Ioun Stone of Agility, her Boots of Speed and the [Tooltip Not Found] (11200) and two potions, one of supreme and one of superior healing (1800) for a total of 39660 gp. The wardens had advised her that she would travel into the Limbo and that she would need to fight a Hydra which guards the portal on the other side. They provided her with a book about the outer plane which she studied carefully during her rest back at the headquarters. Apparently, hydra are able to regenerate quickly unless damaged with fire, of which she makes a mental note. Other than that hydras are just a large beasts with way too many heads for keeping a straight thought.
Once arriving at the portal, Rime chugs the Potion of Heroism, [Tooltip Not Found] with a level three slot, and pass without trace. Her expended third level spell slot, she refills with sorcery points from a first and second level slot. Then, compensating her armor with balancing clockwork magic, she sneaks through to portal trying to surprise the hydra (stealth: 26, initiative: 23).
Hydra Perception: 17 Hydra Init: 12
After spotting the hydra, Rime approaches slowly and carefully taking advantage of shadows and natural terrain features, at first sight she drinks a potion of speed and invulnerability (haste action) and clicks her boots together (bonus action). Then, she surprises the hydra with an all out assault, casting Booming Blade but with fire magic (transmutation meta magic, 1 sorcery point to change thunder to fire damage), and attacks an additional time with her Rapier. She notes that her potions will last some 50 seconds longer. 3 plus Attack: 24 Damage: 10 2 plus Attack: 27 Damage: 15
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Rime keeps her [Tooltip Not Found] (2000) but improves her Rapier to a better one (+3, 16000). She takes again 2 of a potion of Speed, two of a potion of Invulnerability, one potion of Heroism (8660) and keeps her Ioun Stone of Agility, her Boots of Speed and the [Tooltip Not Found] (11200) and two potions, one of supreme and one of superior healing (1800) for a total of 39660 gp. The wardens had advised her that she would travel into the Limbo and that she would need to fight a Hydra which guards the portal on the other side. They provided her with a book about the outer plane which she studied carefully during her rest back at the headquarters. Apparently, hydra are able to regenerate quickly unless damaged with fire, of which she makes a mental note. Other than that hydras are just a large beasts with way too many heads for keeping a straight thought.
Once arriving at the portal, Rime chugs the Potion of Heroism, [Tooltip Not Found] with a level three slot, and pass without trace. Her expended third level spell slot, she refills with sorcery points from a first and second level slot. Then, compensating her armor with balancing clockwork magic, she sneaks through to portal trying to surprise the hydra (stealth: 26, initiative: 23).
Hydra Perception: 17 Hydra Init: 12
After spotting the hydra, Rime approaches slowly and carefully taking advantage of shadows and natural terrain features, at first sight she drinks a potion of speed and invulnerability (haste action) and clicks her boots together (bonus action). Then, she surprises the hydra with an all out assault, casting Booming Blade but with fire magic (transmutation meta magic, 1 sorcery point to change thunder to fire damage), and attacks an additional time with her Rapier. She notes that her potions will last some 50 seconds longer.
3 plus Attack: 24 Damage: 10 2 plus Attack: 27 Damage: 15
This post has potentially manipulated dice roll results.
I totally didn’t remember that this was the surprise round. Rime repeats her tactics. 2/5 Sorcery points used, potions remain active for 48 seconds.
3 plus Attack: 25 Damage: 15 2 plus Attack: 29 Damage: 15
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6, 21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend Potion of Supreme Healing: 1350 Potion of Speed: 400 Pearl of Power: 6,000 Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
Upon seeing the Gray Slaad, Roger narrows his eyes. "Foul fiend." he mutters as he drinks a potion of heroism and assume the starry archer, letting forth a burst of radiant energy.
Starry Archer To-Hit: nat 1 //I've got a good feeling about this ;p
(What's the starting distance? I know there's the requirement to engage, but still helps me just to get an idea of where he should be moving.)
Alright. Roger will long rest, buy a potion of heroism, and go on to fight a Stone Giant.
Initiative: 1+6 = 7
//well let's hope that's just pre-rolling the 1s out of the die :P
What's the starting distance from the Stone Giant?
Should be an interesting fight. It's got a 40ft movement speed so thinking a cast of Longstrider will be useful. And then its rock attack is pretty hefty. So might consider mold-earthing cover if it keeps distance and using dodge actions while bonus-action attacking with Starry Archer. Other possibility is letting of some Guiding Bolts first. And if it closes melee, that'll be an ouch. But maybe I'd try a moonbeam on its location if we're locked in to the death followed by Thorny Whip attacks. (And debate Chalice vs disadvantaged Starry Archer)
EDIT: Just saw the post with T6 ideas. So nevermind.(I'll start thinking of that.)
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Slaad and Cloud Giant seem really neat. (I'm leaning towards the Slaad. )
And I will say the T-Rex makes my inner 8-year old giddy. Would it be homebrewed so that its Bite and Tail can both target the same creature? Or would it remain as-is?
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
As-is, if you want a make-a-wish pbp thread, we can talk about homebrew campaigns
Quick Announcement
The week is over and it's time to take a break, again. This time, we start Sunday morning and I'm opening up two new tiers of play, at the same time: Tier 6 and Tier 7. I'm also opening back up the recruit thread, so if you know someone who wants to join, they can join, and as always, players can join whichever tier they want, now with some new options for two players at once or adding an NPC, still untested. I'm going to wait to post recruitment, until all our current players have selected their tier and encounters (and rolled initiative). If there is a magic item that's missing from the shop, post a request, and I'll add it to the shop (with the Sane pricing), not much left to price, we are close to capping the shop, which is great but also adds so much more book keeping for the players to gear up on a budget.
Tiers of play
Tier 6 Encounter Description
The Wardens have found another portal, this time the portal leads to the Outer Plane of Limbo.
Tier 7 Encounter Description
The Wardens have found another portal, this time the portal leads to one of the nine Hells in the Abyss.
Tier 6 Encounters
Encounter 1i: Stone Golem (Challenge 10)
Encounter 1j: Death Slaad (Challenge 10)
Encounter 2i: Cloud Giant (Challenge 9)
Encounter 2j: Gray Slaad (Challenge 9)
Encounter 3i: Tyrannosaurus Rex (Chtallenge 8)
Encounter 3j: Hydra (Challenge 8)
Tier 7 Encounters
Encounter 1K: Behir (Challenge 11)
Encounter 1L: Horned Devil (Challenge 11)
Encounter 2K: Young Red Dragon (Challenge 10)
Encounter 2L: Guardian Naga (Challenge 10)
Encounter 3K: Young Blue Dragon (Challenge 9)
Encounter 3L: Bone Devil (Challenge 9)
Magic Item Shop
Death
No Raise Dead, for characters Tier 8 and lower. New characters that resemble old ones should simply take on a title of "Reborn" or "Reincarnated" or your favorite suffix "Junior" or "III". Everyone deserves a second chance. Let's have fun, even if it kills our character.
Are these open sky encounters? What would be the rule about flying? I note that some of them have no ranged attack.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
I guess now (better than later) is a great time to talk about DM rulings and "fair" encounters. While there is a certain value using Superior Movement. As a DM, it's not fair to completely out-range and out-maneuver the players by using monsters that have superior movement and tactics. With this in mind, I've been extremely happy with the trade off of haste used for double movement, invisibility as a buff, or even bonus action dash, and of course bonus action hop. These are, to me, resources that are already mostly balanced by the "action economy" toolbox. So far, everyone who has attempted to use Evasive Movement, eventually has to engage or retreat. Although this makes combats take longer, I think it's valuable to practice and practical to learn how best to use them.
Which brings us to flying paired with ranged strategies. I don't want to ban flying completely, even though I've gone of of the way to remove Potion of Flying and Boots of Flying from the shop. But I recognize that as the tiers progress, players will begin to get access to flight and even faster movement and be able to implement other no-lose-scenarios and tactics. I guess it's time to implement a restriction akin to threefold repetition in chess.
For this next round, let's implement a "threefold reputation" rule, where you are not allowed to Evade, Move Away, Hide, Avoid Melee, etc, for more than two sequential rounds in a row. This means you can fly and shoot for two rounds at a time, but on the third round, you must engage or begin to dodge.
I hope this doesn't rub anyone the wrong way. Ideally, I would prefer tactics that do not rely on "restrictive movement vulnerable targets only". Alternatively, I will consider changing the lists to include only flying creatures with ranged attacks going forward, so that they can respond to superior movement or just give everything wings.
That sounds fair to me.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Another thing that I would like to have clear is what you think about meta gaming. So far, I played as if Rime goes into battle with full knowledge what she will find and how to fight that. I assume that this is ok for you or even how you envision the battles but I want to be sure.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Meta gaming is fine, this is a mini-campaign, so it's not so serious. But I do love a good in-character befuddle because of RP.
Rime keeps her [Tooltip Not Found] (2000) but improves her Rapier to a better one (+3, 16000). She takes again 2 of a potion of Speed, two of a potion of Invulnerability, one potion of Heroism (8660) and keeps her Ioun Stone of Agility, her Boots of Speed and the [Tooltip Not Found] (11200) and two potions, one of supreme and one of superior healing (1800) for a total of 39660 gp. The wardens had advised her that she would travel into the Limbo and that she would need to fight a Hydra which guards the portal on the other side. They provided her with a book about the outer plane which she studied carefully during her rest back at the headquarters. Apparently, hydra are able to regenerate quickly unless damaged with fire, of which she makes a mental note. Other than that hydras are just a large beasts with way too many heads for keeping a straight thought.
Once arriving at the portal, Rime chugs the Potion of Heroism, [Tooltip Not Found] with a level three slot, and pass without trace. Her expended third level spell slot, she refills with sorcery points from a first and second level slot. Then, compensating her armor with balancing clockwork magic, she sneaks through to portal trying to surprise the hydra (stealth: 21, initiative: 6).
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
(Stone of Good Luck and Armor of Agathys are the tooltips that haven’t been found)
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Eladan returns to the wardens and agrees to continue on exloring where these portals lead to. He uses his extra gold to upgrade to a +2 shield and a +2 club. He also purchases two herosim potions, two speed potions, five scrolls of stoneskin and some diamond dust. He then returns to the portal, casts stoneskin on himself and steps through. (Cloud Giant)
Initiative: 22
The new rule makes sense. Might have some questions in-combat, but it's reasonable.
From T5->T6,
21,500 gold additional.
Upgrade +1 shield to +2 shield: 6,000 - 1,500 = 4,500 difference to spend
Potion of Supreme Healing: 1350
Potion of Speed: 400
Pearl of Power: 6,000
Total: 12,250
Add 21,500 - 12,250 = 9,250 gold to Roger's inventory
(and then remembered: Bit and Bridle for 2gp)
Gray Slaad, T6 2J,
Initiative: 14+6 = 20
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Hydra Perception: 17
Hydra Init: 12
Cloud Giant Perception: 27
Cloud Giant Initiative: 7
Gray Slaad Perception: 27
Gray Slaad Initiative: 18
After spotting the hydra, Rime approaches slowly and carefully taking advantage of shadows and natural terrain features, at first sight she drinks a potion of speed and invulnerability (haste action) and clicks her boots together (bonus action). Then, she surprises the hydra with an all out assault, casting Booming Blade but with fire magic (transmutation meta magic, 1 sorcery point to change thunder to fire damage), and attacks an additional time with her Rapier. She notes that her potions will last some 50 seconds longer.
3 plus Attack: 24 Damage: 10
2 plus Attack: 27 Damage: 15
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
;) exactly 25 damage!
I totally didn’t remember that this was the surprise round. Rime repeats her tactics. 2/5 Sorcery points used, potions remain active for 48 seconds.
3 plus Attack: 25 Damage: 15
2 plus Attack: 29 Damage: 15
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Upon seeing the Gray Slaad, Roger narrows his eyes. "Foul fiend." he mutters as he drinks a potion of heroism and assume the starry archer, letting forth a burst of radiant energy.
Starry Archer
To-Hit: nat 1 //I've got a good feeling about this ;p
(What's the starting distance? I know there's the requirement to engage, but still helps me just to get an idea of where he should be moving.)
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary