Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 3 If Slaad avoids grapple Grapple: 4+3 = 7 If Slaad is already grappled; Reckless Attack To-Hit: max(13,15) + 5 = 20 Damage: 7+3 = 10
Berserker 4 If Slaad avoids grapple again Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1 If Slaad is already grappled; Reckless Attack To-Hit: max(19,4) + 5 = 24 Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 3 If Slaad avoids grapple Grapple: 4+3 = 7 If Slaad is already grappled; Reckless Attack To-Hit: max(13,15) + 5 = 20 Damage: 7+3 = 10
Berserker 4 If Slaad avoids grapple again Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1 If Slaad is already grappled; Reckless Attack To-Hit: max(19,4) + 5 = 24 Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 3 If Slaad avoids grapple Grapple: 4+3 = 7 If Slaad is already grappled; Reckless Attack To-Hit: max(13,15) + 5 = 20 Damage: 7+3 = 10
Berserker 4 If Slaad avoids grapple again Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1 If Slaad is already grappled; Reckless Attack To-Hit: max(19,4) + 5 = 24 Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 3 If Slaad avoids grapple Grapple: 4+3 = 7 If Slaad is already grappled; Reckless Attack To-Hit: max(13,15) + 5 = 20 Damage: 7+3 = 10
Berserker 4 If Slaad avoids grapple again Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1 If Slaad is already grappled; Reckless Attack To-Hit: max(19,4) + 5 = 24 Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
Berserker 1 miss Berserker 2 Grapple DC 13 vs 20 Berserker 3 Grapple DC 7 vs 19
As the berserkers flail at trying to hit and grapple the slaad Hadaras moves in 45ft (20ft from Slaad) and makes two more attack with his axe
Action: Attack (2)
To-Hit: 6+10+4 = 20 Damage: 7+11 = 18 slashing 3 lightning //resisted down to 1
To-Hit: 5+10+2 = 17 //miss
Haste Action: Dash so he can move 45ft back (only has 35ft left otherwise, staying 65ft away to avoid a move:30;fear:30ft [have the inspiration to use in case of a fear on Hadaras, but want to avoid that for now if I can]).
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 3 If Slaad avoids grapple Grapple: 4+3 = 7 If Slaad is already grappled; Reckless Attack To-Hit: max(13,15) + 5 = 20 Damage: 7+3 = 10
Berserker 4 If Slaad avoids grapple again Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1 If Slaad is already grappled; Reckless Attack To-Hit: max(19,4) + 5 = 24 Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
Berserker 1 miss Berserker 2 Grapple DC 13 vs 20 Berserker 3 Grapple DC 7 vs 19
Berserker 4 Grapple DC 4 vs 13
Hadaras' turn
Oh well.
As the berserkers flail at trying to hit and grapple the slaad Hadaras moves in 45ft (20ft from Slaad) and makes two more attack with his axe
Action: Attack (2) To-Hit: 6+10+4 = 20 Damage: 7+11 = 18 slashing 3 lightning //resisted down to 1
To-Hit: 5+10+2 = 17 //miss
Haste Action: Dash so he can move 45ft back (only has 35ft left otherwise, staying 65ft away to avoid a move:30;fear:30ft [have the inspiration to use in case of a fear on Hadaras, but want to avoid that for now if I can]).
Bonus Action: --
Rage 2/10 haste 2/10
The gray slaad takes 18, 1 damage, and regenerates 10 (99/127), targeting Berserker 1 (33/67) a second time,
Atherna does all of the things that she usually does when she prepares for a battle. Drinking the usual potions, casting the usual spells, applying the usual oil. Except this time, she adds something new to the routine. This time, she gets into a giant metal crab, before marching it off, hatch-open, to fight the erinyes (encounter 1N) ahead of her, with an initiative of 21 (13,17 + 4) and a Stealth of giant metal crab. Oh, and her owl sits atop the lobster with an initiative of 6 (5 + 1)
Realizing that she won't be able to get much of a "sneak attack" from within the confines of the crab, Atherna quickly dashes out (in her dance-like fashion) and flicks a number of coins into the air, each shattering and unleashing a barrage of her classic hypoallergenic missiles towards the fiend. Once she's sure each has hit its mark, she dashes back into the crab and prepares for retaliation from the fury before her.
Bonus Action: Bladesong Movement: Through hatch, next to apparatus Action: Jim's magic missile (4th level):
25 (14 + 10 + 1) to hit, 7 (3 + 4) force damage
19 (7 + 10 + 2) to hit, 14 (5 + 9) force damage
20 (8 + 10 + 2) to hit, 12 (5 + 7) force damage
18 (5 + 10 + 3) to hit, 12 (6 + 6) force damage
22 (11 + 10 + 1) to hit, 15 (5 + 10) force damage
19 (5 + 10 + 4) to hit, 12 (4 + 8) force damage
Movement: Back through hatch, in apparatus.
(Question: would the action granted by haste allow manipulating the apparatus? It says it allows the [Tooltip Not Found] action, but I'm not sure if that's what the levers use or if the levers use a special action unique to the item. Also, can spells that require line of sight be cast through the apparatus's windows?)
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 3 If Slaad avoids grapple Grapple: 4+3 = 7 If Slaad is already grappled; Reckless Attack To-Hit: max(13,15) + 5 = 20 Damage: 7+3 = 10
Berserker 4 If Slaad avoids grapple again Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1 If Slaad is already grappled; Reckless Attack To-Hit: max(19,4) + 5 = 24 Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
Berserker 1 miss Berserker 2 Grapple DC 13 vs 20 Berserker 3 Grapple DC 7 vs 19
Berserker 4 Grapple DC 4 vs 13
Hadaras' turn
Oh well.
As the berserkers flail at trying to hit and grapple the slaad Hadaras moves in 45ft (20ft from Slaad) and makes two more attack with his axe
Action: Attack (2) To-Hit: 6+10+4 = 20 Damage: 7+11 = 18 slashing 3 lightning //resisted down to 1
To-Hit: 5+10+2 = 17 //miss
Haste Action: Dash so he can move 45ft back (only has 35ft left otherwise, staying 65ft away to avoid a move:30;fear:30ft [have the inspiration to use in case of a fear on Hadaras, but want to avoid that for now if I can]).
Bonus Action: --
Rage 2/10 haste 2/10
The gray slaad takes 18, 1 damage, and regenerates 10 (99/127), targeting Berserker 1 (33/67) a second time,
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 3 If Slaad avoids grapple Grapple: 4+3 = 7 If Slaad is already grappled; Reckless Attack To-Hit: max(13,15) + 5 = 20 Damage: 7+3 = 10
Berserker 4 If Slaad avoids grapple again Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1 If Slaad is already grappled; Reckless Attack To-Hit: max(19,4) + 5 = 24 Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
Berserker 1 miss Berserker 2 Grapple DC 13 vs 20 Berserker 3 Grapple DC 7 vs 19
Berserker 4 Grapple DC 4 vs 13
Hadaras' turn
Oh well.
As the berserkers flail at trying to hit and grapple the slaad Hadaras moves in 45ft (20ft from Slaad) and makes two more attack with his axe
Action: Attack (2) To-Hit: 6+10+4 = 20 Damage: 7+11 = 18 slashing 3 lightning //resisted down to 1
To-Hit: 5+10+2 = 17 //miss
Haste Action: Dash so he can move 45ft back (only has 35ft left otherwise, staying 65ft away to avoid a move:30;fear:30ft [have the inspiration to use in case of a fear on Hadaras, but want to avoid that for now if I can]).
Bonus Action: --
Rage 2/10 haste 2/10
The gray slaad takes 18, 1 damage, and regenerates 10 (99/127), targeting Berserker 1 (33/67) a second time,
Atherna does all of the things that she usually does when she prepares for a battle. Drinking the usual potions, casting the usual spells, applying the usual oil. Except this time, she adds something new to the routine. This time, she gets into a giant metal crab, before marching it off, hatch-open, to fight the erinyes (encounter 1N) ahead of her, with an initiative of 21 (13,17 + 4) and a Stealth of giant metal crab. Oh, and her owl sits atop the lobster with an initiative of 6 (5 + 1)
Realizing that she won't be able to get much of a "sneak attack" from within the confines of the crab, Atherna quickly dashes out (in her dance-like fashion) and flicks a number of coins into the air, each shattering and unleashing a barrage of her classic hypoallergenic missiles towards the fiend. Once she's sure each has hit its mark, she dashes back into the crab and prepares for retaliation from the fury before her.
Bonus Action: Bladesong Movement: Through hatch, next to apparatus Action: Jim's magic missile (4th level):
25 (14 + 10 + 1) to hit, 7 (3 + 4) force damage 19 (7 + 10 + 2) to hit, 14 (5 + 9) force damage 20 (8 + 10 + 2) to hit, 12 (5 + 7) force damage 18 (5 + 10 + 3) to hit, 12 (6 + 6) force damage 22 (11 + 10 + 1) to hit, 15 (5 + 10) force damage 19 (5 + 10 + 4) to hit, 12 (4 + 8) force damage Movement: Back through hatch, in apparatus.
(Question: would the action granted by haste allow manipulating the apparatus? It says it allows the Use an Object action, but I'm not sure if that's what the levers use or if the levers use a special action unique to the item. Also, can spells that require line of sight be cast through the apparatus's windows?)
>> would the action granted by haste [allow me to] Use an Object Yes. I don't see why not.
>> Also, can spells that require line of sight be cast through the apparatus's windows? To cast a spell, it's typically said that you need line of sight. However, I've always ruled that this also requires line of effect, so you can't cast from underwater to the air above and vice versa. Line of Effect will be broken by any barrier or it will blast through.
The second problem with Line of Sight and Line of Effect is that if the aperture is small enough, then you have to deal with cover. If you get cover from being on the other side of a small opening, then the monster does too. The best way to eliminate all of this is to create a opening, without glass, large enough to give the monster no cover to hit you inside of the vehicle and then the monster won't benefit from cover when you try to shoot spells at it.
I hope that answers the question about cover and line of sight. The ruling is primarily to create an even playing field for both player and monster to be effective in combat.
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 3 If Slaad avoids grapple Grapple: 4+3 = 7 If Slaad is already grappled; Reckless Attack To-Hit: max(13,15) + 5 = 20 Damage: 7+3 = 10
Berserker 4 If Slaad avoids grapple again Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1 If Slaad is already grappled; Reckless Attack To-Hit: max(19,4) + 5 = 24 Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
Berserker 1 miss Berserker 2 Grapple DC 13 vs 20 Berserker 3 Grapple DC 7 vs 19
Berserker 4 Grapple DC 4 vs 13
Hadaras' turn
Oh well.
As the berserkers flail at trying to hit and grapple the slaad Hadaras moves in 45ft (20ft from Slaad) and makes two more attack with his axe
Action: Attack (2) To-Hit: 6+10+4 = 20 Damage: 7+11 = 18 slashing 3 lightning //resisted down to 1
To-Hit: 5+10+2 = 17 //miss
Haste Action: Dash so he can move 45ft back (only has 35ft left otherwise, staying 65ft away to avoid a move:30;fear:30ft [have the inspiration to use in case of a fear on Hadaras, but want to avoid that for now if I can]).
Bonus Action: --
Rage 2/10 haste 2/10
The gray slaad takes 18, 1 damage, and regenerates 10 (99/127), targeting Berserker 1 (33/67) a second time,
With the Slaad grappled, Hadaras charges in 65 ft (20ft from Slaad) and throws his bonded axe for three attack. (Action: attack x2, Haste Action attack)
Attack 1 To-Hit: 10+10+ 1d4 = 20+1d4 = hit Damage: 8+9 = 19 slashing 2 lightning damage //resisted to 1
Attack 2 To-Hit: 19+10+1d4 = 29+1d4 = hit Damage: 7 + 11 = 18 slashing 2 lightning //resisted to 1
Attack 3 To-Hit: 12+10+1d4 = 22+1d4 = hit Damage: 2+11 = 13 slashing 6 lightning //resisted to 3
He then uses the remaining 15ft of his movement to retreat and be 35ft from the slaad
Bonus Action: n/a
Rage 3/10 Haste 3/10 Self-note for remembering: Berserker 2 is the grappler
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 3 If Slaad avoids grapple Grapple: 4+3 = 7 If Slaad is already grappled; Reckless Attack To-Hit: max(13,15) + 5 = 20 Damage: 7+3 = 10
Berserker 4 If Slaad avoids grapple again Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1 If Slaad is already grappled; Reckless Attack To-Hit: max(19,4) + 5 = 24 Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
Berserker 1 miss Berserker 2 Grapple DC 13 vs 20 Berserker 3 Grapple DC 7 vs 19
Berserker 4 Grapple DC 4 vs 13
Hadaras' turn
Oh well.
As the berserkers flail at trying to hit and grapple the slaad Hadaras moves in 45ft (20ft from Slaad) and makes two more attack with his axe
Action: Attack (2) To-Hit: 6+10+4 = 20 Damage: 7+11 = 18 slashing 3 lightning //resisted down to 1
To-Hit: 5+10+2 = 17 //miss
Haste Action: Dash so he can move 45ft back (only has 35ft left otherwise, staying 65ft away to avoid a move:30;fear:30ft [have the inspiration to use in case of a fear on Hadaras, but want to avoid that for now if I can]).
Bonus Action: --
Rage 2/10 haste 2/10
The gray slaad takes 18, 1 damage, and regenerates 10 (99/127), targeting Berserker 1 (33/67) a second time,
With the Slaad grappled, Hadaras charges in 65 ft (20ft from Slaad) and throws his bonded axe for three attack. (Action: attack x2, Haste Action attack)
Attack 1 To-Hit: 10+10+ 1d4 = 20+1d4 = hit Damage: 8+9 = 19 slashing 2 lightning damage //resisted to 1 Attack 2 To-Hit: 19+10+1d4 = 29+1d4 = hit Damage: 7 + 11 = 18 slashing 2 lightning //resisted to 1 Attack 3 To-Hit: 12+10+1d4 = 22+1d4 = hit Damage: 2+11 = 13 slashing 6 lightning //resisted to 3
He then uses the remaining 15ft of his movement to retreat and be 35ft from the slaad
Bonus Action: n/a Rage 3/10 Haste 3/10 Self-note for remembering: Berserker 2 is the grappler
The gray slaad takes 19, 1, 18, 1, 13, 3 damage and regenerates 10 (33/127)
Having cast plane shift earlier in the day, the gray slaad, instead, attacks Berserker 1. Reckless grants advantage to Berserker 1 and Grappled grants disadvantage against all targets that are not the grappler, so his attacks will begin with Berserker 1 and if he takes him down in two attacks, the third will go to Berserker 2, all attacks being without disadvantage and without advantage.
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 3 If Slaad avoids grapple Grapple: 4+3 = 7 If Slaad is already grappled; Reckless Attack To-Hit: max(13,15) + 5 = 20 Damage: 7+3 = 10
Berserker 4 If Slaad avoids grapple again Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1 If Slaad is already grappled; Reckless Attack To-Hit: max(19,4) + 5 = 24 Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
Berserker 1 miss Berserker 2 Grapple DC 13 vs 20 Berserker 3 Grapple DC 7 vs 19
Berserker 4 Grapple DC 4 vs 13
Hadaras' turn
Oh well.
As the berserkers flail at trying to hit and grapple the slaad Hadaras moves in 45ft (20ft from Slaad) and makes two more attack with his axe
Action: Attack (2) To-Hit: 6+10+4 = 20 Damage: 7+11 = 18 slashing 3 lightning //resisted down to 1
To-Hit: 5+10+2 = 17 //miss
Haste Action: Dash so he can move 45ft back (only has 35ft left otherwise, staying 65ft away to avoid a move:30;fear:30ft [have the inspiration to use in case of a fear on Hadaras, but want to avoid that for now if I can]).
Bonus Action: --
Rage 2/10 haste 2/10
The gray slaad takes 18, 1 damage, and regenerates 10 (99/127), targeting Berserker 1 (33/67) a second time,
With the Slaad grappled, Hadaras charges in 65 ft (20ft from Slaad) and throws his bonded axe for three attack. (Action: attack x2, Haste Action attack)
Attack 1 To-Hit: 10+10+ 1d4 = 20+1d4 = hit Damage: 8+9 = 19 slashing 2 lightning damage //resisted to 1 Attack 2 To-Hit: 19+10+1d4 = 29+1d4 = hit Damage: 7 + 11 = 18 slashing 2 lightning //resisted to 1 Attack 3 To-Hit: 12+10+1d4 = 22+1d4 = hit Damage: 2+11 = 13 slashing 6 lightning //resisted to 3
He then uses the remaining 15ft of his movement to retreat and be 35ft from the slaad
Bonus Action: n/a Rage 3/10 Haste 3/10 Self-note for remembering: Berserker 2 is the grappler
The gray slaad takes 19, 1, 18, 1, 13, 3 damage and regenerates 10 (33/127)
Having cast plane shift earlier in the day, the gray slaad, instead, attacks Berserker 1. Reckless grants advantage to Berserker 1 and Grappled grants disadvantage against all targets that are not the grappler, so his attacks will begin with Berserker 1 and if he takes him down in two attacks, the third will go to Berserker 2, all attacks being without disadvantage and without advantage.
I believe Berseker 1 was at 21/67 so that means he's dead and berserker 2 gets the 13 damage.
Berserker 2 (54/67) With one of his hands being used to grapple the slaad, he is unable to wield the greataxe and instead opts to shove the slaad prone to the ground. Shove: 10+3 = 13
Berserkers 3 and 4 ready their actions to attack the slaad if it still stands after Hadaras' turn Berserker 3 reckless attack To-Hit: max(6,5) + 5 = 11 //miss Berserker 4 reckless attack To-Hit: max(13,16)+5 = 21 Damage: 5+3 = 8
Hadaras charges in 10ft from the slaad. His rage, in addition to increasing his size to large also increases his reach to 10ft. And so (either by the slaad being prone of by using Reckless attack) he attacks for three blows with advantage. (Action attackx2, Haste Action attack)
Attack 1 To-Hit: max(2,19) + 10 + 1d4 = 19 + 1d4 = hit (and use hill strike) Damage: 6+11+1 = 18 slashing Elemental Cleaver: 3 lightning //resisted to 1
Attack 2 To-Hit: max(17,13) + 10 + 1d4 = 27 + 1d4 = hit (and use hill strike) Damage: 2+11+2 = 15 slashing Elemental Cleaver: 5 lightning //resisted to 2
Attack 3 //slaad's already dead but I feel like rolling To-Hit: max(10,19) + 10 + 1d4 = 29 + 1d4 = hit (and use final hill strike because why not) Damage: 1+11+2 = 14 slashing Elemental Cleaver: 3 lightning //resisted to 1
Having defeated the slaad Hadaras lets out a tear for his fallen family members that have died in the quest and prepares himself to continue on in their memory.
Thanks for the answers. (And I'll probably swap between some conditionals and pauses then once getting to the nitty-gritty.)
Side note, for some reason I didn't think to check if the Slaad has blindsight before and after a double-checked remembered it does. So the Hidden Step won't be useful for what I initially thought. But perhaps in the next fight. (I still like the Firbolg choice and maybe there'll be a use I find here.)
Chose ASI feat: Fighting Initiate, Dueling (want to have that consistent +2 to wear things down quicker while having a shield to reduce incoming damage)
Ioun Stone of Strength: 3,000 Brass Horn of Valhalla: 8,400 //a barbarian summoning warriors from Valhalla just feels so right Cloak of Protection: 3,500 Potion of Speed: 400 Potion of Heroism: 180 subtotal: 15,480
Clothes Traveler's: 2gp Javelin x6: 3gp //just in case I end needing the range Potion of Greater Healingx2: 300 Portion of Superior Healing: 450 Potion of Flying: 500 subtotal: 1,255
subtotals combined: 38,755
40,000 - 38,755 = 1,245
As Roger falls to the Slaad a familial tie reverberates and finds an echo in Hadaras Gathakanathi, a Firbolg barbarian and uncle of the harengon. He takes up the quest to avenge his fallen nephew and makes his journey. After travelling through the firey wasteland he feels he has neared the place of battle. He drinks a Potion of Heroism and readies his axe. He also uses his Firbolg magic to cast Disguise Self to look like an unarmed gnome*. Upon seeing the Slaad he casts Thaumaturgy to issue a challenge to the fiend. "Let's dance, foul fiend!"
*Firbolg magic allows looking up to 3ft shorter, not 1ft as normal. Going for that 7-8ft firbolg to 4ft gnome.
Spoiler (click to hide) Initiative: 3+3 = 6 Starting Distance (so I remember): 60ft
The Gray Slaad replies telepathically, "How about a fire dance?" and casts fireball
fireball, make a dexterity save DC 14 to take half of 20
Hadaras deftly avoids the brunt of the fireball.
DEX save: max(10,15) + 4 + 1d4 = 19 + 1d4 >= 14 //advantage from Danger Sense for an effect that's visible Half damage (10) from fireball, temp HP from Potion of Heroism used
Coming from the flames he advances and retorts, "Those were some nice pyrotechnics. Let's see if we can get some music for this dance." He pulls out a horn and blows a call through it, causing spirits from Valhalla to appear.
Movement: Move 30 feet towards Slaad Action: blow Brass Horn of Valhalla Summons: (1+2+3) + 3 = 9 berserkers.
"Surround the Slaad, hold him down, and let him taste your axes!" he suggests to the warriors before heading 5ft back, readying for the next turn. (Want to be out of range of the Fear spell. Plan is to charge in next round or, if the Slaad decides to fly, take the potion of speed and use the haste action to take a potion of flying and chase after the Slaad to bring him back down to the ground.)
The gray slaad casts fear forcing all nine of the berserkers to make a Wisdom Save DC 14 or drop their weapons and run away form the slaad until they can't see him. Hadaras might be outside of the range of fear if he is 35 feet away.
Question (probably should've asked this sooner), how will the berserkers be handled? Should I roll initiative for each of them or keep them on Hadaras' turn? And do they get actions on the first turn they're summoned? (In which case, if they take initiative on the same turn as Hadaras, would've had a bit of a swarm from some of them being able to reach the slaad and do some first-turn-summoned attacks.)
For a bunch of Wisdom Saves (took me a few times to figure out how to open the whole 9; and please take a double-check because I'm not 100% I'm reading some of the die-rolls correct as I was looking at the straight-up die results and while I'm pretty sure I got them right, possible I missed something) Fails: 7, 11, 3, 4, 10 Successes: 20, 15, 19, 16
still todo: Hadaras' and Berserkers' actions
I think the players should roll for their summons but I'm happy to roll for them if you like.
There are two ways to handle summoned creatures initiatives. PHB has you roll, which penalizes higher than summoner's initiatives. Tasha's has your summoned go directly after your initiative. I'm inclined to stick with the PHB and have you roll initiative, and then wait until next turn if you roll high. If you roll between Hadaras and the Slaad, then we can retcon and go back and have you roll all your berserker attacks (with advantage) against the slaad, before fear was cast.
Alrighty. Rolling the 1 initiative for the berserkers.
After the berserkers make their attacks, Hadaras drinks the potion of speed, enters into a rage (infusing his battleaxe with additional lightning damage and a 20/60 range), and moves 15ft forward to make ranged attack with the battleaxe before retreating 45ft
Action: Drink Potion of Speed
Bonus Action: Enter Rage! //note: added a duplicate +3 battleaxe to include the +2 rage //also added ring called Hadaras' Rage to have the advantage on STR ability checks & saving throws and resistance to piercing, bludgeoning, slashsing on character sheet from Rage.
Movement: 15ft forward (20ft from slaad) attack and then 45ft back (65ft from slaad)
Haste Action: Ranged attack with battleaxe To-Hit: 13+10+1d4 = 23+1d4 = hit Damage: 3+11 = 14 slashing 1 lightning //slaad has resistance so gets reduced to 0
Rage: 1/10 Haste: 1/10
The gray slaad takes 4, 6, 5, 14 damage, and regenerates 10 (108/127), targeting Reckless 1 with a
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 3 If Slaad avoids grapple Grapple: 4+3 = 7 If Slaad is already grappled; Reckless Attack To-Hit: max(13,15) + 5 = 20 Damage: 7+3 = 10
Berserker 4 If Slaad avoids grapple again Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1 If Slaad is already grappled; Reckless Attack To-Hit: max(19,4) + 5 = 24 Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
Berserker 1 miss Berserker 2 Grapple DC 13 vs 20 Berserker 3 Grapple DC 7 vs 19
Berserker 4 Grapple DC 4 vs 13
Hadaras' turn
Oh well.
As the berserkers flail at trying to hit and grapple the slaad Hadaras moves in 45ft (20ft from Slaad) and makes two more attack with his axe
Action: Attack (2) To-Hit: 6+10+4 = 20 Damage: 7+11 = 18 slashing 3 lightning //resisted down to 1
To-Hit: 5+10+2 = 17 //miss
Haste Action: Dash so he can move 45ft back (only has 35ft left otherwise, staying 65ft away to avoid a move:30;fear:30ft [have the inspiration to use in case of a fear on Hadaras, but want to avoid that for now if I can]).
Bonus Action: --
Rage 2/10 haste 2/10
The gray slaad takes 18, 1 damage, and regenerates 10 (99/127), targeting Berserker 1 (33/67) a second time,
With the Slaad grappled, Hadaras charges in 65 ft (20ft from Slaad) and throws his bonded axe for three attack. (Action: attack x2, Haste Action attack)
Attack 1 To-Hit: 10+10+ 1d4 = 20+1d4 = hit Damage: 8+9 = 19 slashing 2 lightning damage //resisted to 1 Attack 2 To-Hit: 19+10+1d4 = 29+1d4 = hit Damage: 7 + 11 = 18 slashing 2 lightning //resisted to 1 Attack 3 To-Hit: 12+10+1d4 = 22+1d4 = hit Damage: 2+11 = 13 slashing 6 lightning //resisted to 3
He then uses the remaining 15ft of his movement to retreat and be 35ft from the slaad
Bonus Action: n/a Rage 3/10 Haste 3/10 Self-note for remembering: Berserker 2 is the grappler
The gray slaad takes 19, 1, 18, 1, 13, 3 damage and regenerates 10 (33/127)
Having cast plane shift earlier in the day, the gray slaad, instead, attacks Berserker 1. Reckless grants advantage to Berserker 1 and Grappled grants disadvantage against all targets that are not the grappler, so his attacks will begin with Berserker 1 and if he takes him down in two attacks, the third will go to Berserker 2, all attacks being without disadvantage and without advantage.
I believe Berseker 1 was at 21/67 so that means he's dead and berserker 2 gets the 13 damage.
Berserker 2 (54/67) With one of his hands being used to grapple the slaad, he is unable to wield the greataxe and instead opts to shove the slaad prone to the ground. Shove: 10+3 = 13
Berserkers 3 and 4 ready their actions to attack the slaad if it still stands after Hadaras' turn Berserker 3 reckless attack To-Hit: max(6,5) + 5 = 11 //miss Berserker 4 reckless attack To-Hit: max(13,16)+5 = 21 Damage: 5+3 = 8
Hadaras charges in 10ft from the slaad. His rage, in addition to increasing his size to large also increases his reach to 10ft. And so (either by the slaad being prone of by using Reckless attack) he attacks for three blows with advantage. (Action attackx2, Haste Action attack)
Attack 1 To-Hit: max(2,19) + 10 + 1d4 = 19 + 1d4 = hit (and use hill strike) Damage: 6+11+1 = 18 slashing Elemental Cleaver: 3 lightning //resisted to 1
Attack 2 To-Hit: max(17,13) + 10 + 1d4 = 27 + 1d4 = hit (and use hill strike) Damage: 2+11+2 = 15 slashing Elemental Cleaver: 5 lightning //resisted to 2
Attack 3 //slaad's already dead but I feel like rolling To-Hit: max(10,19) + 10 + 1d4 = 29 + 1d4 = hit (and use final hill strike because why not) Damage: 1+11+2 = 14 slashing Elemental Cleaver: 3 lightning //resisted to 1
Having defeated the slaad Hadaras lets out a tear for his fallen family members that have died in the quest and prepares himself to continue on in their memory.
For the Tier 7 encounter I think I'll go against the Young Red Dragon.
With 20,000 more gold going up a tier
give back +2 shield (+6000) Purchase +3 shield (-24000)
Along with 1,245 gold remaining from T6 that gives me 3,245 remaining to play with
Potion of Speed: 400 Potion of Fire Resistance: 300 //and added corresponding Peter's Ring of Fire Resistance to show effect on sheet once consumed Potion of Greater Healing x2: 300 Potion of Heroism: 180 subtotal: 1,180
That should leave Hadaras with 2,065 gold
Continuing on Hadaras follows tales of a dragon. As he approaches the location he drinks a Potion of Heroism and a Potion of Fire Resistance to prepare for battle. After a casting of Thaumaturgy he yells out, "Let's fight!"
For the Tier 7 encounter I think I'll go against the Young Red Dragon.
With 20,000 more gold going up a tier
give back +2 shield (+6000) Purchase +3 shield (-24000)
Along with 1,245 gold remaining from T6 that gives me 3,245 remaining to play with
Potion of Speed: 400 Potion of Fire Resistance: 300 //and added corresponding Peter's Ring of Fire Resistance to show effect on sheet once consumed Potion of Greater Healing x2: 300 Potion of Heroism: 180 subtotal: 1,180
That should leave Hadaras with 2,065 gold
Continuing on Hadaras follows tales of a dragon. As he approaches the location he drinks a Potion of Heroism and a Potion of Fire Resistance to prepare for battle. After a casting of Thaumaturgy he yells out, "Let's fight!"
Atherna does all of the things that she usually does when she prepares for a battle. Drinking the usual potions, casting the usual spells, applying the usual oil. Except this time, she adds something new to the routine. This time, she gets into a giant metal crab, before marching it off, hatch-open, to fight the erinyes (encounter 1N) ahead of her, with an initiative of 21 (13,17 + 4) and a Stealth of giant metal crab. Oh, and her owl sits atop the lobster with an initiative of 6 (5 + 1)
Realizing that she won't be able to get much of a "sneak attack" from within the confines of the crab, Atherna quickly dashes out (in her dance-like fashion) and flicks a number of coins into the air, each shattering and unleashing a barrage of her classic hypoallergenic missiles towards the fiend. Once she's sure each has hit its mark, she dashes back into the crab and prepares for retaliation from the fury before her.
Bonus Action: Bladesong Movement: Through hatch, next to apparatus Action: Jim's magic missile (4th level):
25 (14 + 10 + 1) to hit, 7 (3 + 4) force damage 19 (7 + 10 + 2) to hit, 14 (5 + 9) force damage 20 (8 + 10 + 2) to hit, 12 (5 + 7) force damage 18 (5 + 10 + 3) to hit, 12 (6 + 6) force damage 22 (11 + 10 + 1) to hit, 15 (5 + 10) force damage 19 (5 + 10 + 4) to hit, 12 (4 + 8) force damage Movement: Back through hatch, in apparatus.
(Question: would the action granted by haste allow manipulating the apparatus? It says it allows the Use an Object action, but I'm not sure if that's what the levers use or if the levers use a special action unique to the item. Also, can spells that require line of sight be cast through the apparatus's windows?)
>> would the action granted by haste [allow me to] Use an Object Yes. I don't see why not.
>> Also, can spells that require line of sight be cast through the apparatus's windows? To cast a spell, it's typically said that you need line of sight. However, I've always ruled that this also requires line of effect, so you can't cast from underwater to the air above and vice versa. Line of Effect will be broken by any barrier or it will blast through.
The second problem with Line of Sight and Line of Effect is that if the aperture is small enough, then you have to deal with cover. If you get cover from being on the other side of a small opening, then the monster does too. The best way to eliminate all of this is to create a opening, without glass, large enough to give the monster no cover to hit you inside of the vehicle and then the monster won't benefit from cover when you try to shoot spells at it.
I hope that answers the question about cover and line of sight. The ruling is primarily to create an even playing field for both player and monster to be effective in combat.
Does the erinyes do anything on its turn, or is it just confounded by the giant metal crab with the bugbear magician inside of it?
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
For the Tier 7 encounter I think I'll go against the Young Red Dragon.
With 20,000 more gold going up a tier
give back +2 shield (+6000) Purchase +3 shield (-24000)
Along with 1,245 gold remaining from T6 that gives me 3,245 remaining to play with
Potion of Speed: 400 Potion of Fire Resistance: 300 //and added corresponding Peter's Ring of Fire Resistance to show effect on sheet once consumed Potion of Greater Healing x2: 300 Potion of Heroism: 180 subtotal: 1,180
That should leave Hadaras with 2,065 gold
Continuing on Hadaras follows tales of a dragon. As he approaches the location he drinks a Potion of Heroism and a Potion of Fire Resistance to prepare for battle. After a casting of Thaumaturgy he yells out, "Let's fight!"
Initiative: max(15,5) + 3 = 18
young red dragon initiative 12
(Assuming 60ft start like normal)
Taking the initiative, Hadaras downs a potion of speed, enters a rage, charges the dragon, and strikes it with his axe.
Bonus Action: Rage Elemental Infusion (on battleaxe): lightning
As the Slaad retaliates the berserkers continue the assault and attempt to hold the Slaad in place. //was rethinking it, getting the slaad grappled is useful for making it use an action to be able to move, reducing its total range to try using Fear again
Berserker 1 (33hp)
Reckless Attack
To-Hit: max(2,3) + 5 = miss
Berserker 2
Grapple Slaad
Grapple: 10+3 = 13
Berserker 3
If Slaad avoids grapple
Grapple: 4+3 = 7
If Slaad is already grappled; Reckless Attack
To-Hit: max(13,15) + 5 = 20
Damage: 7+3 = 10
Berserker 4
If Slaad avoids grapple again
Grapple: 1+3 = 4 //Slaad would succeed at avoiding grapple even on a 1
If Slaad is already grappled; Reckless Attack
To-Hit: max(19,4) + 5 = 24
Damage: 7+3 = 10
Will wait on Hadaras' actions after seeing results of grapple attempts
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
Berserker 1 miss
Berserker 2 Grapple DC 13 vs 20
Berserker 3 Grapple DC 7 vs 19
Berserker 4 Grapple DC 4 vs 13
Hadaras' turn
Oh well.
As the berserkers flail at trying to hit and grapple the slaad Hadaras moves in 45ft (20ft from Slaad) and makes two more attack with his axe
Action: Attack (2)
To-Hit: 6+10+4 = 20
Damage: 7+11 = 18 slashing
3 lightning //resisted down to 1
To-Hit: 5+10+2 = 17 //miss
Haste Action: Dash so he can move 45ft back (only has 35ft left otherwise, staying 65ft away to avoid a move:30;fear:30ft [have the inspiration to use in case of a fear on Hadaras, but want to avoid that for now if I can]).
Bonus Action: --
Rage 2/10
haste 2/10
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
The gray slaad takes 18, 1 damage, and regenerates 10 (99/127), targeting Berserker 1 (33/67) a second time,
gray slaad, against Berserker 1, Bite Attack: 19 Damage: 6
gray slaad, against Berserker 1, Greatsword 1 Attack: 26 Damage: 15
gray slaad, against Berserker 1, Greatsword 2 Attack: 22 Damage: 7
The first two hits land on Berserker 1, throwing him into a rage. The third attack of 11 does not breach the 13 AC.
Berserker 1 (21/67)
Reckless Attack
To-Hit: max(20,13) + 5 = nat-20
Damage: 7+5+3 = 15
Berserker 2
Grapple: 9+3 = 12
Berserker 3
If 2's grapple fails; Grapple: 6+3 = 9
Otherwise Reckless Attack
To-Hit: max(3,13) + 5 = 18
Damage: 3+3 = 6
Berserker 4
If 2&3's grapples both fail
Grapple: 18+3 = 21
Otherwise Reckless Attack
To-Hit: max(9,9) + 5 = 14 //miss
Wait on Hadaras' action until results of grapples known.
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
Realizing that she won't be able to get much of a "sneak attack" from within the confines of the crab, Atherna quickly dashes out (in her dance-like fashion) and flicks a number of coins into the air, each shattering and unleashing a barrage of her classic hypoallergenic missiles towards the fiend. Once she's sure each has hit its mark, she dashes back into the crab and prepares for retaliation from the fury before her.
Bonus Action: Bladesong
Movement: Through hatch, next to apparatus
Action: Jim's magic missile (4th level):
Movement: Back through hatch, in apparatus.
(Question: would the action granted by haste allow manipulating the apparatus? It says it allows the [Tooltip Not Found] action, but I'm not sure if that's what the levers use or if the levers use a special action unique to the item. Also, can spells that require line of sight be cast through the apparatus's windows?)
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Berserker 2 Grapple DC 12 vs 13
Berserker 1 crits for 15 damage (84/127)
Berserker 2 Grapple succeeds
Berserker 3 hits for 6 damage (78/127)
Berserker 4 misses
Hadaras' Turn
The Erinyes takes 7, 14, 12, 12, 15, 12 damage (81/153)
>> would the action granted by haste [allow me to] Use an Object
Yes. I don't see why not.
>> Also, can spells that require line of sight be cast through the apparatus's windows?
To cast a spell, it's typically said that you need line of sight. However, I've always ruled that this also requires line of effect, so you can't cast from underwater to the air above and vice versa. Line of Effect will be broken by any barrier or it will blast through.
The second problem with Line of Sight and Line of Effect is that if the aperture is small enough, then you have to deal with cover. If you get cover from being on the other side of a small opening, then the monster does too. The best way to eliminate all of this is to create a opening, without glass, large enough to give the monster no cover to hit you inside of the vehicle and then the monster won't benefit from cover when you try to shoot spells at it.
I hope that answers the question about cover and line of sight. The ruling is primarily to create an even playing field for both player and monster to be effective in combat.
With the Slaad grappled, Hadaras charges in 65 ft (20ft from Slaad) and throws his bonded axe for three attack. (Action: attack x2, Haste Action attack)
Attack 1
To-Hit: 10+10+ 1d4 = 20+1d4 = hit
Damage:
8+9 = 19 slashing
2 lightning damage //resisted to 1
Attack 2
To-Hit: 19+10+1d4 = 29+1d4 = hit
Damage:
7 + 11 = 18 slashing
2 lightning //resisted to 1
Attack 3
To-Hit: 12+10+1d4 = 22+1d4 = hit
Damage:
2+11 = 13 slashing
6 lightning //resisted to 3
He then uses the remaining 15ft of his movement to retreat and be 35ft from the slaad
Bonus Action: n/a
Rage 3/10
Haste 3/10
Self-note for remembering: Berserker 2 is the grappler
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
The gray slaad takes 19, 1, 18, 1, 13, 3 damage and regenerates 10 (33/127)
Having cast plane shift earlier in the day, the gray slaad, instead, attacks Berserker 1. Reckless grants advantage to Berserker 1 and Grappled grants disadvantage against all targets that are not the grappler, so his attacks will begin with Berserker 1 and if he takes him down in two attacks, the third will go to Berserker 2, all attacks being without disadvantage and without advantage.
gray slaad, against Berserker 1, Bite Attack: 26 Damage: 9
gray slaad, against Berserker 1, Greatsword 1 Attack: 27 Damage: 19
gray slaad, against Berserker 1, Greatsword 2 Attack: 12 Damage: 13
I believe Berseker 1 was at 21/67 so that means he's dead and berserker 2 gets the 13 damage.
Berserker 2 (54/67)
With one of his hands being used to grapple the slaad, he is unable to wield the greataxe and instead opts to shove the slaad prone to the ground.
Shove: 10+3 = 13
Berserkers 3 and 4 ready their actions to attack the slaad if it still stands after Hadaras' turn
Berserker 3 reckless attack
To-Hit: max(6,5) + 5 = 11 //miss
Berserker 4 reckless attack
To-Hit: max(13,16)+5 = 21
Damage: 5+3 = 8
Hadaras charges in 10ft from the slaad. His rage, in addition to increasing his size to large also increases his reach to 10ft. And so (either by the slaad being prone of by using Reckless attack) he attacks for three blows with advantage. (Action attackx2, Haste Action attack)
Attack 1
To-Hit: max(2,19) + 10 + 1d4 = 19 + 1d4 = hit (and use hill strike)
Damage: 6+11+1 = 18 slashing
Elemental Cleaver: 3 lightning //resisted to 1
Attack 2
To-Hit: max(17,13) + 10 + 1d4 = 27 + 1d4 = hit (and use hill strike)
Damage: 2+11+2 = 15 slashing
Elemental Cleaver: 5 lightning //resisted to 2
Attack 3 //slaad's already dead but I feel like rolling
To-Hit: max(10,19) + 10 + 1d4 = 29 + 1d4 = hit (and use final hill strike because why not)
Damage: 1+11+2 = 14 slashing
Elemental Cleaver: 3 lightning //resisted to 1
Having defeated the slaad Hadaras lets out a tear for his fallen family members that have died in the quest and prepares himself to continue on in their memory.
Horn of Valhalla is a pretty nice magic item.
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
Congratulations on defeating the gray slaad.
For the Tier 7 encounter I think I'll go against the Young Red Dragon.
With 20,000 more gold going up a tier
give back +2 shield (+6000)
Purchase +3 shield (-24000)
Along with 1,245 gold remaining from T6 that gives me 3,245 remaining to play with
Potion of Speed: 400
Potion of Fire Resistance: 300 //and added corresponding Peter's Ring of Fire Resistance to show effect on sheet once consumed
Potion of Greater Healing x2: 300
Potion of Heroism: 180
subtotal: 1,180
That should leave Hadaras with 2,065 gold
Continuing on Hadaras follows tales of a dragon. As he approaches the location he drinks a Potion of Heroism and a Potion of Fire Resistance to prepare for battle. After a casting of Thaumaturgy he yells out, "Let's fight!"
Initiative: max(15,5) + 3 = 18
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
young red dragon initiative 13
(Assuming 60ft start like normal)
Taking the initiative, Hadaras downs a potion of speed, enters a rage, charges the dragon, and strikes it with his axe.
Bonus Action: Rage
Elemental Infusion (on battleaxe): lightning
Action: Drink Potion of Speed
Movement: 60ft towards dragon
Haste Action: Attack
To-Hit: 18+10+1d4 = 28 + 1d4 = hit
Damage: 5+11 = 16 slashing
Elemental Cleaver: 6 lightning
Rage 1/10
Haste 1/10
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
Does the erinyes do anything on its turn, or is it just confounded by the giant metal crab with the bugbear magician inside of it?
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
The young red dragon takes 16, 6 damage (156/178), uses fire breath
Make a Dexterity Save DC 17 to take half of 55 fire damage