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
(
Spoiler (click to hide) 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
The young red dragon takes 16, 6 damage (156/178), uses fire breath
Make a Dexterity Save DC 17 to take half of 62 fire damage
Spoiler (click to hide) Dex save max(15,17) + 4 + 1d4 = 21 + 1d4 >= 17 Takes half of 62 for 31 and then half again from fire resistance for 15. With 10temp hp from potion of heroism that means 70/75
He then makes his attacks, drinks a potion of flying, and then takes to the air saying, "Catch me if you can."
Haste Action: Dash an additional 45ft in addition to base 80ft (40 normal base + 40 bonus from haste) provokes opportunity attack
Location: 205ft in air, 125ft from dragon
Rage 3/10 Haste 3/10
Taking 13, 6, 12, 3 damage (104/178)
Opportunity Attack: 18 Damage: 21 plus 6 fire damage
The flying dragon will Dash up to 160 feet to threaten in melee adjacent.
Another miss from the dragon.
With both of them high in the air (dragon was already 80ft up, so would now be at 200ft with Hadaras right? [since was dashing up to 160ft to be adjacent, right?]) Hadaras swings his axe in a reckless flury trying to Hill Strike the dragon prone and to the ground.
With Hill Strike must make a STR saving throw of 8+prof+max(STR,CON) or be knocked prone
Save DC 15 STR or be knocked prone
OOC: holding off on Attack 2, haste action, bonus action, and movement until result of STR saving throw is in. (Multiple branches of what Hadaras might do.)
The young red dragon takes, 25, 6, 4 damage (69/178),
Hill Strike Strength Save DC 15 vs 9
Without the hover option the young red dragon falls up to 500 feet and takes a maximum of 20d6 falling damage 74 and is knocked prone on the ground.
Congratulations, the young red dragon dies from the fall.
With the dragon defeated Hadaras flies back down to the ground and takes a scale from it as a souvenir. After a brief respite he continues on his journey and comes across a Gray Render.
Level 8 ASI: +2 STR
+20,000 gold for T7->T8 Purchase half-plate: 750 +2 modification: 6,000 Potion of Sped: 400 Potion of Heroism: 180
12,670 gold left over and added to inventory
Before coming across the render he downs the potion of heroism and beats his axe against his shield to prepare himself for battle.
With the dragon defeated Hadaras flies back down to the ground and takes a scale from it as a souvenir. After a brief respite he continues on his journey and comes across a Gray Render.
Level 8 ASI: +2 STR
+20,000 gold for T7->T8 Purchase half-plate: 750 +2 modification: 6,000 Potion of Sped: 400 Potion of Heroism: 180
12,670 gold left over and added to inventory
Before coming across the render he downs the potion of heroism and beats his axe against his shield to prepare himself for battle.
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? Apologies, I thought you needed a ruling to complete your turn. I see now that you have spent all your actions. My Turn!
The Erinyes takes 7, 14 (Parry AC 22), 12, 12, 15, 12 damage (95/153), flies 60 feet and multiattacks the hatch with three longsword attacks,
The first two times the erinyes attacks, the crab seems to be dented, though the third attack doesn't have quite enough force behind it. Unsurprisingly, the powerful poison that the longsword is infused with does nothing but slowly slide down the construct's metal exterior. In response to the strikes, Atherna rapidly pulls a couple levers, closing the crab's hatch with a "kthunk" and using its claws to strike out at her fiendish foe, calling spirits of good to empower her.
Bonus Action: Spirit shroud (radiant)
Action: Apparatus of Kwalish: lever 10 down (close hatch), lever 5 up (attack x2)
18 (6 + 8 + 4) to hit, 7 bludgeoning damage and 1 radiant damage 17 (5,7 + 8 + 2, burned a luck point) to hit
The Erinyes takes 7 (Parry AC 22), no damage (95/153), continues to multiattack the hatch with three longsword attacks,
Two more strikes make incisions into the hull of the mechanical beast. In response, Atherna drinks a potion, braces, and prepares to button-mash like she's never button-mashed before.
Action: Potion of Speed
The Erinyes, no damage (95/153), continues to multiattack the hatch with three longsword attacks,
Atherna moves like lightning after drinking the potion; a power she uses to operate the crab at a speed it definitely wasn't made to be operated at. She takes the fifth lever from the left in her hand and starts to move it like she's playing a fighting game she doesn't know the controls to.
Action: Apparatus of Kwalish: lever 5 down (attack x2) x2
27 (6,17 + 8 + 2) to hit, 8 bludgeoning damage, 3 radiant damage 26 (5,15 + 8 + 3, burned a luck point) to hit, 3 bludgeoning damage, 7 radiant damage 18 (7 + 8 + 3) to hit, 5 bludgeoning damage, 1 radiant damage 11 (2 + 8 + 1) to hit Haste Action: Apparatus of Kwalish: lever 5 down (attack x2) x2
25 (13 + 8 + 4) to hit, 6 bludgeoning damage, 4 radiant damage 18 (6 + 8 + 4) to hit, 5 bludgeoning damage, 3 radiant damage 17 (7 + 8 + 2) to hit 21 (9 + 8 + 4) to hit, 7 bludgeoning damage, 5 radiant damage
The Erinyes takes 8, 3, 3, 7, (5, 1, Parry AC 22), 6, 4, 5, 3, 7, 5 damage (44/153),
After taking a massive amount of damage from the metal crab, the Erinyes flies 60 feet away (this is movement that provokes, but not sure there is a lever for that) and shoots three longbow attacks,
Erinyes Longbow 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Erinyes Longbow 2, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Erinyes Longbow 3, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
One of the arrows finds a weak spot in the crab's tough armor, seeping a small line of poison harmlessly onto the metal. Failing to see the "fly" lever within the mechanism, she pulls a lever to open the crab's exit, swiftly leaving the crustacean and launching a charm of drowsiness towards the fiend.
Movement: out of apparatus Action: Sleep (4th level): 51 hit points of sleepiness
After the Erinyes falls asleep, Atherna gets a full aback action on the sleeping Devil, and first hit is an auto crit, you will need to deal 44 damage.
Atherna dashes forward, takes a leap, and as she lands plunges her thunderous rapier deep into the heart of the devil.
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)
During her downtime, Rime will study her next task, a horned devil that guards a portal to one of the nine hells. Apparently, devils are resistant to cold and don’t mind poison and fire at all, also silvered weapons appear to be of some importance when no magic is available. It seems these devils are particularly lazy for their kind but still fairly intelligent. A worthy opponent, she wagers. Still as a backup plan, she gets two 4th level scroll with Psychic Lance, just in case.
Feeling prepared for the upcoming battle, Rime travels to the portal and casts Armor of Agathys (L3) with lightning damage in form of a crackling static field around her (1 sorcery point), casts pass with out trace and creates a barrier of clockwork magic (bastion of law with 5 sorcery points). She refills the third level slot and lost sorcery points with three second and one first level slot. Then she steps through the portal and tries to get unseen to 120 feet distance to the devil.
Stealth: 32 (clockwork balance, 1/3 to cancel disadvantage)
I assume that we wait for next week with the next tier encounter, right?
Rime manages to get close to the devil, chugs a potion of speed and one of invulnerability. Then she sneaks 60 feet closer (to 60 feet distance or thereabouts). Stealth (cancel disadvantage 2/3): 18 Initiative: 9
The Horned Devil goes first, it looks around, Perception Check 19
The horned devil stares at Rime as she approaches, he must have noticed her. This is the moment, with a short sprint infused by her potion she gets into melee, her melee distance, as the devil must have a greater range with that vicious fork. Near the devil she flaps open her coat and displays an array of silvered daggers loosely stripped to her torso. With her spell-storing ring she mumbles a few words and infused the daggers with arcane energy so that they come to life (Animate Objects). “Kill the devil!”, she commands the daggers and draws her rapier for a strike of her own.
With the dragon defeated Hadaras flies back down to the ground and takes a scale from it as a souvenir. After a brief respite he continues on his journey and comes across a Gray Render.
Level 8 ASI: +2 STR
+20,000 gold for T7->T8 Purchase half-plate: 750 +2 modification: 6,000 Potion of Sped: 400 Potion of Heroism: 180
12,670 gold left over and added to inventory
Before coming across the render he downs the potion of heroism and beats his axe against his shield to prepare himself for battle.
Initiative: max(14,10) + 3 = 17
gray render rolls initiative 13
Hadaras enters into a rage and throws his bonded battleaxe infused with fire from a distance before stepping back 20ft.
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? Apologies, I thought you needed a ruling to complete your turn. I see now that you have spent all your actions. My Turn!
The Erinyes takes 7, 14 (Parry AC 22), 12, 12, 15, 12 damage (95/153), flies 60 feet and multiattacks the hatch with three longsword attacks,
The first two times the erinyes attacks, the crab seems to be dented, though the third attack doesn't have quite enough force behind it. Unsurprisingly, the powerful poison that the longsword is infused with does nothing but slowly slide down the construct's metal exterior. In response to the strikes, Atherna rapidly pulls a couple levers, closing the crab's hatch with a "kthunk" and using its claws to strike out at her fiendish foe, calling spirits of good to empower her.
Bonus Action: Spirit shroud (radiant)
Action: Apparatus of Kwalish: lever 10 down (close hatch), lever 5 up (attack x2)
18 (6 + 8 + 4) to hit, 7 bludgeoning damage and 1 radiant damage 17 (5,7 + 8 + 2, burned a luck point) to hit
The Erinyes takes 7 (Parry AC 22), no damage (95/153), continues to multiattack the hatch with three longsword attacks,
Two more strikes make incisions into the hull of the mechanical beast. In response, Atherna drinks a potion, braces, and prepares to button-mash like she's never button-mashed before.
Action: Potion of Speed
The Erinyes, no damage (95/153), continues to multiattack the hatch with three longsword attacks,
Atherna moves like lightning after drinking the potion; a power she uses to operate the crab at a speed it definitely wasn't made to be operated at. She takes the fifth lever from the left in her hand and starts to move it like she's playing a fighting game she doesn't know the controls to.
Action: Apparatus of Kwalish: lever 5 down (attack x2) x2
27 (6,17 + 8 + 2) to hit, 8 bludgeoning damage, 3 radiant damage 26 (5,15 + 8 + 3, burned a luck point) to hit, 3 bludgeoning damage, 7 radiant damage 18 (7 + 8 + 3) to hit, 5 bludgeoning damage, 1 radiant damage 11 (2 + 8 + 1) to hit Haste Action: Apparatus of Kwalish: lever 5 down (attack x2) x2
25 (13 + 8 + 4) to hit, 6 bludgeoning damage, 4 radiant damage 18 (6 + 8 + 4) to hit, 5 bludgeoning damage, 3 radiant damage 17 (7 + 8 + 2) to hit 21 (9 + 8 + 4) to hit, 7 bludgeoning damage, 5 radiant damage
The Erinyes takes 8, 3, 3, 7, (5, 1, Parry AC 22), 6, 4, 5, 3, 7, 5 damage (44/153),
After taking a massive amount of damage from the metal crab, the Erinyes flies 60 feet away (this is movement that provokes, but not sure there is a lever for that) and shoots three longbow attacks,
Erinyes Longbow 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Erinyes Longbow 2, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Erinyes Longbow 3, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
One of the arrows finds a weak spot in the crab's tough armor, seeping a small line of poison harmlessly onto the metal. Failing to see the "fly" lever within the mechanism, she pulls a lever to open the crab's exit, swiftly leaving the crustacean and launching a charm of drowsiness towards the fiend.
Haste Action: Apparatus of Kwalish: lever 10 up (hatch unseals)
Movement: out of apparatus Action: Sleep (4th level): 51 hit points of sleepiness
After the Erinyes falls asleep, Atherna gets a full aback action on the sleeping Devil, and first hit is an auto crit, you will need to deal 44 damage.
Atherna dashes forward, takes a leap, and as she lands plunges her thunderous rapier deep into the heart of the devil.
Movement: to 5 feet away from erinyes Action: Attack (Vicious Rapier):
After waking up from 10, 4, 10 damage (20/153), her eyes meet Atherna just in time to watch as she takes 8, 7, 9, 2 additional damage, dying on the battle field.
During her downtime, Rime will study her next task, a horned devil that guards a portal to one of the nine hells. Apparently, devils are resistant to cold and don’t mind poison and fire at all, also silvered weapons appear to be of some importance when no magic is available. It seems these devils are particularly lazy for their kind but still fairly intelligent. A worthy opponent, she wagers. Still as a backup plan, she gets two 4th level scroll with Psychic Lance, just in case.
Feeling prepared for the upcoming battle, Rime travels to the portal and casts Armor of Agathys (L3) with lightning damage in form of a crackling static field around her (1 sorcery point), casts pass with out trace and creates a barrier of clockwork magic (bastion of law with 5 sorcery points). She refills the third level slot and lost sorcery points with three second and one first level slot. Then she steps through the portal and tries to get unseen to 120 feet distance to the devil.
Stealth: 32 (clockwork balance, 1/3 to cancel disadvantage)
I assume that we wait for next week with the next tier encounter, right?
Rime manages to get close to the devil, chugs a potion of speed and one of invulnerability. Then she sneaks 60 feet closer (to 60 feet distance or thereabouts). Stealth (cancel disadvantage 2/3): 18 Initiative: 9
The Horned Devil goes first, it looks around, Perception Check 19
The horned devil stares at Rime as she approaches, he must have noticed her. This is the moment, with a short sprint infused by her potion she gets into melee, her melee distance, as the devil must have a greater range with that vicious fork. Near the devil she flaps open her coat and displays an array of silvered daggers loosely stripped to her torso. With her spell-storing ring she mumbles a few words and infused the daggers with arcane energy so that they come to life (Animate Objects). “Kill the devil!”, she commands the daggers and draws her rapier for a strike of her own.
Action: cast spell, see earlier post. Haste action: Attack: 22 Damage: 11 Bonus: command 10 silvered daggers to kill the devil Daggers:
With the dragon defeated Hadaras flies back down to the ground and takes a scale from it as a souvenir. After a brief respite he continues on his journey and comes across a Gray Render.
Level 8 ASI: +2 STR
+20,000 gold for T7->T8 Purchase half-plate: 750 +2 modification: 6,000 Potion of Sped: 400 Potion of Heroism: 180
12,670 gold left over and added to inventory
Before coming across the render he downs the potion of heroism and beats his axe against his shield to prepare himself for battle.
Initiative: max(14,10) + 3 = 17
gray render rolls initiative 13
Hadaras enters into a rage and throws his bonded battleaxe infused with fire from a distance before stepping back 20ft.
gray render takes 16, 2, 15, 6 damage (150/189), dash action will move 60 feet closer and be 20 feet away
As the render charges, Hadaras drinks a potion of speed, throws his axe at the render, and moves 20ft back.
Action: Drink Potion of Speed
Haste Action: Attack with axe (thrown weapon, 20/60 from 20ft away( To-Hit: 7+11+1 = 19 //hit Damage: 3+12 = 15 slashing Elemental Cleaver: 4 fire
Movement: 20ft back (40ft from render, gonna try melee-only for the rest of this if I can. I want to try out that Reckless Attack + Hidden Step combo.)
During her downtime, Rime will study her next task, a horned devil that guards a portal to one of the nine hells. Apparently, devils are resistant to cold and don’t mind poison and fire at all, also silvered weapons appear to be of some importance when no magic is available. It seems these devils are particularly lazy for their kind but still fairly intelligent. A worthy opponent, she wagers. Still as a backup plan, she gets two 4th level scroll with Psychic Lance, just in case.
Feeling prepared for the upcoming battle, Rime travels to the portal and casts Armor of Agathys (L3) with lightning damage in form of a crackling static field around her (1 sorcery point), casts pass with out trace and creates a barrier of clockwork magic (bastion of law with 5 sorcery points). She refills the third level slot and lost sorcery points with three second and one first level slot. Then she steps through the portal and tries to get unseen to 120 feet distance to the devil.
Stealth: 32 (clockwork balance, 1/3 to cancel disadvantage)
I assume that we wait for next week with the next tier encounter, right?
Rime manages to get close to the devil, chugs a potion of speed and one of invulnerability. Then she sneaks 60 feet closer (to 60 feet distance or thereabouts). Stealth (cancel disadvantage 2/3): 18 Initiative: 9
The Horned Devil goes first, it looks around, Perception Check 19
The horned devil stares at Rime as she approaches, he must have noticed her. This is the moment, with a short sprint infused by her potion she gets into melee, her melee distance, as the devil must have a greater range with that vicious fork. Near the devil she flaps open her coat and displays an array of silvered daggers loosely stripped to her torso. With her spell-storing ring she mumbles a few words and infused the daggers with arcane energy so that they come to life (Animate Objects). “Kill the devil!”, she commands the daggers and draws her rapier for a strike of her own.
Action: cast spell, see earlier post. Haste action: Attack: 22 Damage: 11 Bonus: command 10 silvered daggers to kill the devil Daggers:
Fork 1, Attack: 30 Damage: 29 Fork 2, Attack: 29 Damage: 9 Tail, Attack: 12 Damage: 13, Constitution Save DC 17, infernal wound 12 damage at the start of each turn
The horned devil is already in melee range and flying away would cause opportunity attacks, so I guess he will simply stay his ground and fight? Rime will try and parry part of the first attack: reduce damage by 5
The vicious fork of the devil strikes Rime but despite the powerful blow it wasn't enough to penetrate her cackling protective barrier ((29-3-7)/2=9 damage, 6 temp HP left and 15 lightning damage to the devil). The follow up strike is such weaker and still doesn't collapse the barrier with (9-3)/2=3 damage, 3 temp HP left, but the retributive field causes again 15 lightning damage to the devil (30 total). Rime focuses and in quick succession strikes thrice with a thunder-infused Rapier at the devil before her animated daggers move to surround and harass the devil, too.
Action: Booming Blade4 plus Attack: 15 Damage: 13 magical piercing + 1 thunder damage (and 6 thunder damage if the devil moves) Haste Action: Rapier attack 1 plus Attack: 22 Damage: 11 magical piercing Bonus Action: 2 Sorcery points for a quickened Booming Blade2 plus Attack: 11 Damage: 15 magical piercing + Unable to parse dice roll. thunder damage (and 8 thunder damage if the devil moves)
The vicious fork of the devil strikes Rime but despite the powerful blow it wasn't enough to penetrate her cackling protective barrier ((29-3-7)/2=9 damage, 6 temp HP left and 15 lightning damage to the devil). The follow up strike is such weaker and still doesn't collapse the barrier with (9-3)/2=3 damage, 3 temp HP left, but the retributive field causes again 15 lightning damage to the devil (30 total). Rime focuses and in quick succession strikes thrice with a thunder-infused Rapier at the devil before her animated daggers move to surround and harass the devil, too.
Action: Booming Blade3 plus Attack: 13 Damage: 10 magical piercing + 2 thunder damage (and 5 thunder damage if the devil moves) Haste Action: Rapier attack 3 plus Attack: 22 Damage: 11 magical piercing Bonus Action: 2 Sorcery points for a quickened Booming Blade4 plus Attack: 30 Damage: 14 magical piercing + 2 thunder damage (and 14 thunder damage if the devil moves)
Daggers:
Attack: 27 Damage: 6
Attack: 20 Damage: 8
Attack: 23 Damage: 5
Attack: 9 Damage: 8
Attack: 12 Damage: 5
Attack: 25 Damage: 5
Attack: 27 Damage: 7
Attack: 16 Damage: 8
Attack: 25 Damage: 8
Attack: 24 Damage: 5
For simplicity, this is a total of 30 lightning damage (AoA), 10 thunder damage (missed a dice from the crit), 25 magical piercing damage, and 44 silvered piercing damage.
During her downtime, Rime will study her next task, a horned devil that guards a portal to one of the nine hells. Apparently, devils are resistant to cold and don’t mind poison and fire at all, also silvered weapons appear to be of some importance when no magic is available. It seems these devils are particularly lazy for their kind but still fairly intelligent. A worthy opponent, she wagers. Still as a backup plan, she gets two 4th level scroll with Psychic Lance, just in case.
Feeling prepared for the upcoming battle, Rime travels to the portal and casts Armor of Agathys (L3) with lightning damage in form of a crackling static field around her (1 sorcery point), casts pass with out trace and creates a barrier of clockwork magic (bastion of law with 5 sorcery points). She refills the third level slot and lost sorcery points with three second and one first level slot. Then she steps through the portal and tries to get unseen to 120 feet distance to the devil.
Stealth: 32 (clockwork balance, 1/3 to cancel disadvantage)
I assume that we wait for next week with the next tier encounter, right?
Rime manages to get close to the devil, chugs a potion of speed and one of invulnerability. Then she sneaks 60 feet closer (to 60 feet distance or thereabouts). Stealth (cancel disadvantage 2/3): 18 Initiative: 9
The Horned Devil goes first, it looks around, Perception Check 19
The horned devil stares at Rime as she approaches, he must have noticed her. This is the moment, with a short sprint infused by her potion she gets into melee, her melee distance, as the devil must have a greater range with that vicious fork. Near the devil she flaps open her coat and displays an array of silvered daggers loosely stripped to her torso. With her spell-storing ring she mumbles a few words and infused the daggers with arcane energy so that they come to life (Animate Objects). “Kill the devil!”, she commands the daggers and draws her rapier for a strike of her own.
Action: cast spell, see earlier post. Haste action: Attack: 22 Damage: 11 Bonus: command 10 silvered daggers to kill the devil Daggers:
Fork 1, Attack: 30 Damage: 29 Fork 2, Attack: 29 Damage: 9 Tail, Attack: 12 Damage: 13, Constitution Save DC 17, infernal wound 12 damage at the start of each turn
The horned devil is already in melee range and flying away would cause opportunity attacks, so I guess he will simply stay his ground and fight? Rime will try and parry part of the first attack: reduce damage by 7
The vicious fork of the devil strikes Rime but despite the powerful blow it wasn't enough to penetrate her cackling protective barrier ((29-3-7)/2=9 damage, 6 temp HP left and 15 lightning damage to the devil). The follow up strike is such weaker and still doesn't collapse the barrier with (9-3)/2=3 damage, 3 temp HP left, but the retributive field causes again 15 lightning damage to the devil (30 total). Rime focuses and in quick succession strikes thrice with a thunder-infused Rapier at the devil before her animated daggers move to surround and harass the devil, too.
Action: Booming Blade3 plus Attack: 13 Damage: 10 magical piercing + 2 thunder damage (and 5 thunder damage if the devil moves) Haste Action: Rapier attack 3 plus Attack: 22 Damage: 11 magical piercing Bonus Action: 2 Sorcery points for a quickened Booming Blade4 plus Attack: 30 Damage: 14 magical piercing + 2 thunder damage (and 14 thunder damage if the devil moves)
Daggers:
Attack: 27 Damage: 6
Attack: 20 Damage: 8
Attack: 23 Damage: 5
Attack: 9 Damage: 8
Attack: 12 Damage: 5
Attack: 25 Damage: 5
Attack: 27 Damage: 7
Attack: 16 Damage: 8
Attack: 25 Damage: 8
Attack: 24 Damage: 5
For simplicity, this is a total of 30 lightning damage (AoA), 7 thunder damage (missed a dice from the crit), 25 magical piercing damage, and 44 silvered piercing damage
The speed of the daggers is fly 30 feet hover, so these ten attacks can be opportunity attacks from the devil's turn. However, on your turn, without a new command, the dagger may dash 60 feet,
The horned devil takes 6, 8, 5, 5, 7, 8, 5 damage from animated silver daggers' opportunity attacks (93/178)
The horned devil takes 15, 15 damage from Armor of Agathys (63/178)
With the dragon defeated Hadaras flies back down to the ground and takes a scale from it as a souvenir. After a brief respite he continues on his journey and comes across a Gray Render.
Level 8 ASI: +2 STR
+20,000 gold for T7->T8 Purchase half-plate: 750 +2 modification: 6,000 Potion of Sped: 400 Potion of Heroism: 180
12,670 gold left over and added to inventory
Before coming across the render he downs the potion of heroism and beats his axe against his shield to prepare himself for battle.
Initiative: max(14,10) + 3 = 17
gray render rolls initiative 13
Hadaras enters into a rage and throws his bonded battleaxe infused with fire from a distance before stepping back 20ft.
gray render takes 16, 2, 15, 6 damage (150/189), dash action will move 60 feet closer and be 20 feet away
As the render charges, Hadaras drinks a potion of speed, throws his axe at the render, and moves 20ft back.
Action: Drink Potion of Speed
Haste Action: Attack with axe (thrown weapon, 20/60 from 20ft away() To-Hit: 7+11+1 = 19 //hit Damage: 3+12 = 15 slashing Elemental Cleaver: 4 fire
Movement: 20ft back (40ft from render, gonna try melee-only for the rest of this if I can. I want to try out that Reckless Attack + Hidden Step combo.)
Rage 2/10 Haste 1/10
gray render takes 15, 4 damage (131/189), dash action will move up to 60 feet closer, ending in melee range,
During her downtime, Rime will study her next task, a horned devil that guards a portal to one of the nine hells. Apparently, devils are resistant to cold and don’t mind poison and fire at all, also silvered weapons appear to be of some importance when no magic is available. It seems these devils are particularly lazy for their kind but still fairly intelligent. A worthy opponent, she wagers. Still as a backup plan, she gets two 4th level scroll with Psychic Lance, just in case.
Feeling prepared for the upcoming battle, Rime travels to the portal and casts Armor of Agathys (L3) with lightning damage in form of a crackling static field around her (1 sorcery point), casts pass with out trace and creates a barrier of clockwork magic (bastion of law with 5 sorcery points). She refills the third level slot and lost sorcery points with three second and one first level slot. Then she steps through the portal and tries to get unseen to 120 feet distance to the devil.
Stealth: 32 (clockwork balance, 1/3 to cancel disadvantage)
I assume that we wait for next week with the next tier encounter, right?
Rime manages to get close to the devil, chugs a potion of speed and one of invulnerability. Then she sneaks 60 feet closer (to 60 feet distance or thereabouts). Stealth (cancel disadvantage 2/3): 18 Initiative: 9
The Horned Devil goes first, it looks around, Perception Check 19
The horned devil stares at Rime as she approaches, he must have noticed her. This is the moment, with a short sprint infused by her potion she gets into melee, her melee distance, as the devil must have a greater range with that vicious fork. Near the devil she flaps open her coat and displays an array of silvered daggers loosely stripped to her torso. With her spell-storing ring she mumbles a few words and infused the daggers with arcane energy so that they come to life (Animate Objects). “Kill the devil!”, she commands the daggers and draws her rapier for a strike of her own.
Action: cast spell, see earlier post. Haste action: Attack: 22 Damage: 11 Bonus: command 10 silvered daggers to kill the devil Daggers:
Fork 1, Attack: 30 Damage: 29 Fork 2, Attack: 29 Damage: 9 Tail, Attack: 12 Damage: 13, Constitution Save DC 17, infernal wound 12 damage at the start of each turn
The horned devil is already in melee range and flying away would cause opportunity attacks, so I guess he will simply stay his ground and fight? Rime will try and parry part of the first attack: reduce damage by 7
The vicious fork of the devil strikes Rime but despite the powerful blow it wasn't enough to penetrate her cackling protective barrier ((29-3-7)/2=9 damage, 6 temp HP left and 15 lightning damage to the devil). The follow up strike is such weaker and still doesn't collapse the barrier with (9-3)/2=3 damage, 3 temp HP left, but the retributive field causes again 15 lightning damage to the devil (30 total). Rime focuses and in quick succession strikes thrice with a thunder-infused Rapier at the devil before her animated daggers move to surround and harass the devil, too.
Action: Booming Blade3 plus Attack: 13 Damage: 10 magical piercing + 2 thunder damage (and 5 thunder damage if the devil moves) Haste Action: Rapier attack 3 plus Attack: 22 Damage: 11 magical piercing Bonus Action: 2 Sorcery points for a quickened Booming Blade4 plus Attack: 30 Damage: 14 magical piercing + 2 thunder damage (and 14 thunder damage if the devil moves)
Daggers:
Attack: 27 Damage: 6
Attack: 20 Damage: 8
Attack: 23 Damage: 5
Attack: 9 Damage: 8
Attack: 12 Damage: 5
Attack: 25 Damage: 5
Attack: 27 Damage: 7
Attack: 16 Damage: 8
Attack: 25 Damage: 8
Attack: 24 Damage: 5
For simplicity, this is a total of 30 lightning damage (AoA), 7 thunder damage (missed a dice from the crit), 25 magical piercing damage, and 44 silvered piercing damage
The speed of the daggers is fly 30 feet hover, so these ten attacks can be opportunity attacks from the devil's turn. However, on your turn, without a new command, the dagger may dash 60 feet,
The horned devil takes 6, 8, 5, 5, 7, 8, 5 damage from animated silver daggers' opportunity attacks (93/178)
The horned devil takes 15, 15 damage from Armor of Agathys (63/178)
Action Booming Blade, miss Haste Action Rapier, 11 damage (52/178)
Bonus Action Booming Blade (crit), 14, 7 (31/178)
The battered and bruised horned devil takes the multiattack action,
Fork 1, Attack: 26 Damage: 15 Fork 2, Attack: 22 Damage: 12 Tail, Attack: 11 Damage: 7, Constitution Save DC 17, infernal wound 12 damage at the start of each turn
'Bastion of Law' reduces the incoming damage of the first attack by: 15, and the second attack by 5.
The devil does not manage to bypass Rime's defensive shield of clockwork magic with the first strike (all damage blocked) and barely with the second ((12-3-5)/2 = 2 damage, 1 temp HP remaining) but the Armor of Agathys punishes the devil with lashing electricity for his efforts (30 lightning damage). Rime stabs at the devil with her Rapier to finish it off.
Action: 4 plus Attack: 24 Damage: 12 Haste Action: 2 plus Attack: 21 Damage: 12
The devil does not manage to bypass Rime's defensive shield of clockwork magic with the first strike (all damage blocked) and barely with the second ((12-3-5)/2 = 2 damage, 1 temp HP remaining) but the Armor of Agathys punishes the devil with lashing electricity for his efforts (30 lightning damage). Rime stabs at the devil with her Rapier to finish it off.
Action: 2 plus Attack: 28 Damage: 14 Haste Action: 4 plus Attack: 30 Damage: 21
With the dragon defeated Hadaras flies back down to the ground and takes a scale from it as a souvenir. After a brief respite he continues on his journey and comes across a Gray Render.
Level 8 ASI: +2 STR
+20,000 gold for T7->T8 Purchase half-plate: 750 +2 modification: 6,000 Potion of Sped: 400 Potion of Heroism: 180
12,670 gold left over and added to inventory
Before coming across the render he downs the potion of heroism and beats his axe against his shield to prepare himself for battle.
Initiative: max(14,10) + 3 = 17
gray render rolls initiative 13
Hadaras enters into a rage and throws his bonded battleaxe infused with fire from a distance before stepping back 20ft.
gray render takes 16, 2, 15, 6 damage (150/189), dash action will move 60 feet closer and be 20 feet away
As the render charges, Hadaras drinks a potion of speed, throws his axe at the render, and moves 20ft back.
Action: Drink Potion of Speed
Haste Action: Attack with axe (thrown weapon, 20/60 from 20ft away() To-Hit: 7+11+1 = 19 //hit Damage: 3+12 = 15 slashing Elemental Cleaver: 4 fire
Movement: 20ft back (40ft from render, gonna try melee-only for the rest of this if I can. I want to try out that Reckless Attack + Hidden Step combo.)
Rage 2/10 Haste 1/10
gray render takes 15, 4 damage (131/189), dash action will move up to 60 feet closer, ending in melee range,
Hadaras smiles as the render approaches and flourishes his axe. "Now you see me." he says as he begins the attack.
"And now you don't." he says after finishing the attacks and vanishing from view.
Bonus Action: Hidden Step (go invisible until start of next turn)
Gray Render's Bloody Rampage reaction will give it an attack with advantage from Hadaras' Reckless Attack Hadaras' invisibility will give it disadvantage on its normal turn attacks
With the dragon defeated Hadaras flies back down to the ground and takes a scale from it as a souvenir. After a brief respite he continues on his journey and comes across a Gray Render.
Level 8 ASI: +2 STR
+20,000 gold for T7->T8 Purchase half-plate: 750 +2 modification: 6,000 Potion of Sped: 400 Potion of Heroism: 180
12,670 gold left over and added to inventory
Before coming across the render he downs the potion of heroism and beats his axe against his shield to prepare himself for battle.
Initiative: max(14,10) + 3 = 17
gray render rolls initiative 13
Hadaras enters into a rage and throws his bonded battleaxe infused with fire from a distance before stepping back 20ft.
gray render takes 16, 2, 15, 6 damage (150/189), dash action will move 60 feet closer and be 20 feet away
As the render charges, Hadaras drinks a potion of speed, throws his axe at the render, and moves 20ft back.
Action: Drink Potion of Speed
Spoiler (click to hide) Haste Action: Attack with axe (thrown weapon, 20/60 from 20ft away() To-Hit: 7+11+1 = 19 //hit Damage: 3+12 = 15 slashing Elemental Cleaver: 4 fire
Movement: 20ft back (40ft from render, gonna try melee-only for the rest of this if I can. I want to try out that Reckless Attack + Hidden Step combo.)
Rage 2/10 Haste 1/10
gray render takes 15, 4 damage (131/189), dash action will move up to 60 feet closer, ending in melee range,
Hadaras smiles as the render approaches and flourishes his axe. "Now you see me." he says as he begins the attack.
"And now you don't." he says after finishing the attacks and vanishing from view.
Bonus Action: Hidden Step (go invisible until start of next turn)
Gray Render's Bloody Rampage reaction will give it an attack with advantage from Hadaras' Reckless Attack Hadaras' invisibility will give it disadvantage on its normal turn attacks
Congratulations, the young red dragon dies from the fall.
gray render rolls initiative 13
Hadaras enters into a rage and throws his bonded battleaxe infused with fire from a distance before stepping back 20ft.
Bonus Action: RAGE!
Action: Attack x2 from 60ft (disadvantage)
Attack 1
To-Hit: min(15,15) + 11 + 1d4 = 26 + 1d4 //hit
Damage: 4+12 = 16 slashing
Elemental Cleaver: 2 fire
Attack 2
To-Hit: min(18,8) + 11 = 19 + 1d4 //hit
Damage: 3+12 = 15 slashing
Elemental Cleaver: 6 fire
Movement: 20ft back
distance from Gray Render: 80ft
Rage 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
Atherna dashes forward, takes a leap, and as she lands plunges her thunderous rapier deep into the heart of the devil.
Movement: to 5 feet away from erinyes
Action: Attack (Vicious Rapier):
9,16 + 10 + 4) to hit, automatically crits, 20 (13 + 7) piercing damage, 10 thunder damage, 4 radiant damage, 10 thunder damage on movement10,19 + 10 + 4) to hit, 8 (1 + 7) piercing damage, 7 radiant damageHaste Action: Attack (Vicious Rapier): 27 (
3,16 + 10 + 1) to hit, 9 (2 + 7) piercing damage, 2 radiant damageLook 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 horned devil stares at Rime as she approaches, he must have noticed her. This is the moment, with a short sprint infused by her potion she gets into melee, her melee distance, as the devil must have a greater range with that vicious fork. Near the devil she flaps open her coat and displays an array of silvered daggers loosely stripped to her torso. With her spell-storing ring she mumbles a few words and infused the daggers with arcane energy so that they come to life (Animate Objects). “Kill the devil!”, she commands the daggers and draws her rapier for a strike of her own.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Action: cast spell, see earlier post.
Haste action: Attack: 23 Damage: 13
Bonus: command 10 silvered daggers to kill the devil
Daggers:
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
gray render takes 16, 2, 15, 6 damage (150/189), dash action will move 60 feet closer and be 20 feet away
After waking up from 10, 4, 10 damage (20/153), her eyes meet Atherna just in time to watch as she takes 8, 7, 9, 2 additional damage, dying on the battle field.
Congratulations on defeating the Erinyes
horned devil takes 7, 6, 8, 7, 8, 5 damage (137/178), fly 60 feet then multiattack,
Fork 1, Attack: 30 Damage: 29
Fork 2, Attack: 29 Damage: 9
Tail, Attack: 12 Damage: 13, Constitution Save DC 17, infernal wound 12 damage at the start of each turn
As the render charges, Hadaras drinks a potion of speed, throws his axe at the render, and moves 20ft back.
Action: Drink Potion of Speed
Haste Action: Attack with axe (thrown weapon, 20/60 from 20ft away(
To-Hit: 7+11+1 = 19 //hit
Damage: 3+12 = 15 slashing
Elemental Cleaver: 4 fire
Movement: 20ft back (40ft from render, gonna try melee-only for the rest of this if I can. I want to try out that Reckless Attack + Hidden Step combo.)
Rage 2/10
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
The horned devil is already in melee range and flying away would cause opportunity attacks, so I guess he will simply stay his ground and fight?
Rime will try and parry part of the first attack: reduce damage by 5
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
The vicious fork of the devil strikes Rime but despite the powerful blow it wasn't enough to penetrate her cackling protective barrier ((29-3-7)/2=9 damage, 6 temp HP left and 15 lightning damage to the devil). The follow up strike is such weaker and still doesn't collapse the barrier with (9-3)/2=3 damage, 3 temp HP left, but the retributive field causes again 15 lightning damage to the devil (30 total). Rime focuses and in quick succession strikes thrice with a thunder-infused Rapier at the devil before her animated daggers move to surround and harass the devil, too.
Action: Booming Blade 4 plus Attack: 15 Damage: 13 magical piercing + 1 thunder damage (and 6 thunder damage if the devil moves)
Haste Action: Rapier attack 1 plus Attack: 22 Damage: 11 magical piercing
Bonus Action: 2 Sorcery points for a quickened Booming Blade 2 plus Attack: 11 Damage: 15 magical piercing + Unable to parse dice roll. thunder damage (and 8 thunder damage if the devil moves)
Daggers:
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
For simplicity, this is a total of 30 lightning damage (AoA), 10 thunder damage (missed a dice from the crit), 25 magical piercing damage, and 44 silvered piercing damage.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
The speed of the daggers is fly 30 feet hover, so these ten attacks can be opportunity attacks from the devil's turn. However, on your turn, without a new command, the dagger may dash 60 feet,
The horned devil takes 6, 8, 5, 5, 7, 8, 5 damage from animated silver daggers' opportunity attacks (93/178)
The horned devil takes 15, 15 damage from Armor of Agathys (63/178)
Action Booming Blade, miss
Haste Action Rapier, 11 damage (52/178)
Bonus Action Booming Blade (crit), 14, 7 (31/178)
The battered and bruised horned devil takes the multiattack action,
Fork 1, Attack: 14 Damage: 15
Fork 2, Attack: 21 Damage: 18
Tail, Attack: 15 Damage: 14, Constitution Save DC 17, infernal wound 6 damage at the start of each turn
gray render takes 15, 4 damage (131/189), dash action will move up to 60 feet closer, ending in melee range,
'Bastion of Law' reduces the incoming damage of the first attack by: 15, and the second attack by 5.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
The devil does not manage to bypass Rime's defensive shield of clockwork magic with the first strike (all damage blocked) and barely with the second ((12-3-5)/2 = 2 damage, 1 temp HP remaining) but the Armor of Agathys punishes the devil with lashing electricity for his efforts (30 lightning damage). Rime stabs at the devil with her Rapier to finish it off.
Action: 4 plus Attack: 24 Damage: 12
Haste Action: 2 plus Attack: 21 Damage: 12
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Congratulations on defeating the horned devil.
Hadaras smiles as the render approaches and flourishes his axe. "Now you see me." he says as he begins the attack.
Action: Attack x2 (Reckless Attack)
Haste Action: Attack
Attack 1
To-Hit: max(15,19) + 11 + 1d4 = 30 + 1d4 //hit
Damage: 3+12 = 15 slashing
Elemental Cleaver: 6 fire
Attack 2
To-Hit: max(13,8) + 11 + 1d4 = 24 + 1d4 //hit
Damage: 8 + 12 = 20 slashing
Elemental Cleaver: 4 fire
Attack 3
To-Hit: max(1,4) + 11 + 4 = 19 //hit, barely
Damage: 7+12 = 19 slashing
Elemental Cleaver: 2 fire
"And now you don't." he says after finishing the attacks and vanishing from view.
Bonus Action: Hidden Step (go invisible until start of next turn)
Gray Render's Bloody Rampage reaction will give it an attack with advantage from Hadaras' Reckless Attack
Hadaras' invisibility will give it disadvantage on its normal turn attacks
Rage 3/10
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
gray render takes 15, 6, 20, 4, 19, 2 damage (65/189),
Reaction Bloody Rampage Attack: 22 Damage: 14
Multiattack, adv plus disadv
Bite Attack 1: 14 Damage: 14, Strength DC 16 or prone
Claw Attack 2: 20 Damage: 13
Claw Attack 3: 22 Damage: 14