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
In her next task, Rime doesn’t know her target and tries to prepare for a range of threats before heading out. (If this is ok, the DM can choose one of the CR 12 or 13 monsters, or randomly determine it).
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
In her next task, Rime doesn’t know her target and tries to prepare for a range of threats before heading out. (If this is ok, the DM can choose one of the CR 12 or 13 monsters, or randomly determine it).
In her next task, Rime doesn’t know her target and tries to prepare for a range of threats before heading out. (If this is ok, the DM can choose one of the CR 12 or 13 monsters, or randomly determine it).
Equipped with her armour (crit immune) and enhanced shield (total ac 22), she casts Armor of Agathys as a third level spell and tries to get some distance to the large golem (around 90 feet, not sure where we started) before dropping prone behind cover if possible but mostly really to reduce the target area for ranged attacks. With the force shield from 5 of her sorcery points, she hopes to be able to resist the initial punishment.
Action: cast a spell for 15 temp hp Move: move to 90 feet distance, behind cover if possible, and drop prone
Bastion of Law (6th-level Clockwork Soul feature)
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.
The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
In her next task, Rime doesn’t know her target and tries to prepare for a range of threats before heading out. (If this is ok, the DM can choose one of the CR 12 or 13 monsters, or randomly determine it).
Rime spots the golem and stands still for a short moment to check if she can still get the jump on it. Initiative: 13
Equipped with her armour (crit immune) and enhanced shield (total ac 22), she casts Armor of Agathys as a third level spell and tries to get some distance to the large golem (around 90 feet, not sure where we started) before dropping prone behind cover if possible but mostly really to reduce the target area for ranged attacks. With the force shield from 5 of her sorcery points, she hopes to be able to resist the initial punishment.
Bastion of Law (6th-level Clockwork Soul feature) You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.
The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Action: cast a spell for 15 temp hp Move: move to 90 feet distance, behind cover if possible, and drop prone
Seeing Rime hide and drop prone, the Canopic Golem will simply Dash 60 feet to end her turn 30 feet from Rime,
Listening the large creature storming towards her she chugs a Potion of Speed and a Potion of Heroism before walking in a crouch (still prone) towards a new cover at some more distance to the golem (the goal is to be more than 30 feet away so that he needs to dash again).
In her next task, Rime doesn’t know her target and tries to prepare for a range of threats before heading out. (If this is ok, the DM can choose one of the CR 12 or 13 monsters, or randomly determine it).
Rime spots the golem and stands still for a short moment to check if she can still get the jump on it. Initiative: 13
Equipped with her armour (crit immune) and enhanced shield (total ac 22), she casts Armor of Agathys as a third level spell and tries to get some distance to the large golem (around 90 feet, not sure where we started) before dropping prone behind cover if possible but mostly really to reduce the target area for ranged attacks. With the force shield from 5 of her sorcery points, she hopes to be able to resist the initial punishment.
Bastion of Law (6th-level Clockwork Soul feature) You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.
The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Action: cast a spell for 15 temp hp Move: move to 90 feet distance, behind cover if possible, and drop prone
Seeing Rime hide and drop prone, the Canopic Golem will simply Dash 60 feet to end her turn 30 feet from Rime,
Listening the large creature storming towards her she chugs a Potion of Speed and a Potion of Heroism before walking in a crouch (still prone) towards a new cover at some more distance to the golem (the goal is to be more than 30 feet away so that he needs to dash again).
Movement while prone is crawl same as crouch. While crawling, every 1 foot of movement takes 1 extra foot of movement. Basically movement is halved. With your Haste Action, you can Dash, giving you 60 feet of movement, half is 30, so you could move between 5-30 feet this round ending 35-60 feet from the Canopic Golem.
Seeing Rime crawling away, the Canopic Golem will multiattack with Crystal Darts twice with disadvantage due to prone.
This post has potentially manipulated dice roll results.
Crawl, right. I was looking for that word. But the haste potion also doubles movement speed, so there’s no need for a dash and 15 feet would have been enough anyway. I guess it did but I want to make sure that the golem was moving the 30 feet towards Rime, right? Or did it decide to just throw a couple darts?
Should it remain where it is, Rime will doff the shield and take aim with her crossbow for the normal and haste action, respectively, and move 30 feet back (get up, shoot, move back and crouch again)
If it moves closer (What I assume is the case), Rime drinks the Potion of Invulnerability (only for the bless effect, not the temp hps), stands up, moves closer, and draws and attacks with her Rapier.
Action: Potion of Invulnerability Move: Get up and close to melee distance (30 feet get up cost, can move max 30 feet towards the golem and if this isn’t enough, she’ll opt for the crossbow tactic.) Haste: 3 plus Attack: 14 Damage: 8 Reaction: she will parry the first attack that hits
There’s a small error in my post as I originally had heroism and invulnerability the other way around but I can’t edit the post or I risk to manipulate the great rolls.
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
+20,000 gp from tier increase +6,000 gp from turning in +2 armor -24,000 gp for making it +3 armor -180 potion of heroism -400 potion of speed -500 potion of flying -12,000 Sunblade -300 potion of resistance (necrotic) Total: -11,380 (subtract 1,380 platinum from inventory)
After celebrating victory over the Gray Render Hadaras gets word of another challenge to be faced. A dread vampire. Though he quite likes his battleaxe he seeks out a new weapon to face the vampire with and aquires a Sun Blade in addition to his normal equipment. Then, in due time, he heads off to find the Undead being. Downing a Potion of Heroism and Potion of Necrotic Resistance he uses thaumaturgy to call out, "For too long you have been restless. Allow me to put you to rest!"
Initiative: max(17,6) + 3 = 20
First time fighting a legendary monster so this should be interesting. Gonna be interesting seeing how to avoid the charm. I'm thinking he'll be doing a bit of running and closing his eyes.
Edit: I derped here and forgot to say which encounter. Choosing the Vampire to fight.
In her next task, Rime doesn’t know her target and tries to prepare for a range of threats before heading out. (If this is ok, the DM can choose one of the CR 12 or 13 monsters, or randomly determine it).
Rime spots the golem and stands still for a short moment to check if she can still get the jump on it. Initiative: 13
Equipped with her armour (crit immune) and enhanced shield (total ac 22), she casts Armor of Agathys as a third level spell and tries to get some distance to the large golem (around 90 feet, not sure where we started) before dropping prone behind cover if possible but mostly really to reduce the target area for ranged attacks. With the force shield from 5 of her sorcery points, she hopes to be able to resist the initial punishment.
Bastion of Law (6th-level Clockwork Soul feature) You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.
The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Action: cast a spell for 15 temp hp Move: move to 90 feet distance, behind cover if possible, and drop prone
Seeing Rime hide and drop prone, the Canopic Golem will simply Dash 60 feet to end her turn 30 feet from Rime,
Listening the large creature storming towards her she chugs a Potion of Speed and a Potion of Heroism before walking in a crouch (still prone) towards a new cover at some more distance to the golem (the goal is to be more than 30 feet away so that he needs to dash again).
Movement while prone is crawl same as crouch. While crawling, every 1 foot of movement takes 1 extra foot of movement. Basically movement is halved. With your Haste Action, you can Dash, giving you 60 feet of movement, half is 30, so you could move between 5-30 feet this round ending 35-60 feet from the Canopic Golem.
Seeing Rime crawling away, the Canopic Golem will multiattack with Crystal Darts twice with disadvantage due to prone.
Crawl, right. I was looking for that word. But the haste potion also doubles movement speed, so there’s no need for a dash and 15 feet would have been enough anyway. I guess it did but I want to make sure that the golem was moving the 30 feet towards Rime, right? Or did it decide to just throw a couple darts?
Should it remain where it is, Rime will doff the shield and take aim with her crossbow for the normal and haste action, respectively, and move 30 feet back (get up, shoot, move back and crouch again)
If it moves closer (What I assume is the case), Rime drinks the Potion of Invulnerability (only for the bless effect, not the temp hps), stands up, moves closer, and draws and attacks with her Rapier.
Action: Potion of Invulnerability Move: Get up and close to melee distance (30 feet get up cost, can move max 30 feet towards the golem and if this isn’t enough, she’ll opt for the crossbow tactic.) Haste: 3 plus Attack: 14 Damage: 8 Reaction: she will parry the first attack that hits
Round 3, haste 9, invulnerability 10, temp HP 15
There’s a small error in my post as I originally had heroism and invulnerability the other way around but I can’t edit the post or I risk to manipulate the great rolls.
The Canopic Golem will approach and shoot darts every turn it can't get into melee after failing to get into melee just one round with a dash. With an Intelligence of 7, it's unlikely to change up, especially if it can hit once or twice in a few rounds. Not sure if this helps with your posts. Let's simplify the branching, if possible.
The Canopic Golem moves 30 feet, to bridge the gap, then fires two crystal darts with disadvantage due to prone Crystal Dart Attack 1: 29 Damage: 14 Crystal Dart Attack 2: 15 Damage: 7
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
+20,000 gp from tier increase +6,000 gp from turning in +2 armor -24,000 gp for making it +3 armor -180 potion of heroism -400 potion of speed -500 potion of flying -12,000 Sunblade -300 potion of resistance (necrotic) Total: -11,380 (subtract 1,380 platinum from inventory)
After celebrating victory over the Gray Render Hadaras gets word of another challenge to be faced. A dread vampire. Though he quite likes his battleaxe he seeks out a new weapon to face the vampire with and aquires a Sun Blade in addition to his normal equipment. Then, in due time, he heads off to find the Undead being. Downing a Potion of Heroism and Potion of Necrotic Resistance he uses thaumaturgy to call out, "For too long you have been restless. Allow me to put you to rest!"
Initiative: max(17,6) + 3 = 20
First time fighting a legendary monster so this should be interesting. Gonna be interesting seeing how to avoid the charm. I'm thinking he'll be doing a bit of running and closing his eyes.
Edit: I derped here and forgot to say which encounter. Choosing the Vampire to fight.
The bloody rampage and claws miss but the bite hits.
Strength Save: 17+9 + 1d4 = 26 + 1d4 >= 16 (does not fall prone)
31 damage resisted to 15 because of Rage. (Potion of Heroism hit points used + 5 regular hit points)
As the Render attacks, Hadaras' invisibility ends and he continues the assault.
Action: Attack x2 (Reckless Attack)
Haste Action: Attack
Attack 1
To-Hit: max(8,13) + 11 + 1d4 = 24 + 1d4 //hit
Damage: 1+12 = 13 slashing
Elemental Cleaver: 6 fire
Hill Strike: 5 slashing and DC 16 STR saving throw or go prone
Attack 2
To-Hit: max(11,16) + 11 + 1d4 = 27 + 1d4 //hit
Damage: 4+12 = 16 slashing
Elemental Cleaver: 3 fire
Hill Strike: 2 slashing and DC 16 STR saving throw or go prone
Attack 3
To-Hit: max(3,3) + 11 + 2 = 16 //miss
After the reckless attacks, Hadaras returns to his invisibility.
Bonus Action: Hidden Step
Render's Bloody Rampage gets advantage
Render's On-Turn are normal (adv + dis)
Rage 4/10
Haste 3/10
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
In her next task, Rime doesn’t know her target and tries to prepare for a range of threats before heading out. (If this is ok, the DM can choose one of the CR 12 or 13 monsters, or randomly determine it).
Encounter 1M: Nalfeshnee (Challenge 13)
Encounter 1N: Vampire (Challenge 13)
Encounter 2M: Relentless Juggernaut (Challenge 12)
Encounter 2N: Warlord (Challenge 12)
Encounter 2M: Canopic Golem (Challenge 13)
Encounter 2N: Narzugon (Challenge 13)
Encounter 3M: Archmage (Challenge 12)
Encounter 3N: Mad Golem (Challenge 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 ||
gray render takes 13, 6, 5, 16, 3, 2 damage (65/189),
Reaction Bloody Rampage Attack: 15 Damage: 11
Hill Strike Strength Save DC 16 vs 30
Hill Strike Strength Save DC 16 vs 21
On it's turn it stands up if prone.
Frenzy grants adv, Invisibility grants disadvantage
Bite Attack 1: 28 Damage: 29, Strength DC 16 or prone
Claw Attack 2: 22 Damage: 15
Claw Attack 3: 20 Damage: 12
gray render takes 13, 6, 5, 16, 3, 2 damage (20/189),
5
The Canopic Golem rolling initiative 6
Rime spots the golem and stands still for a short moment to check if she can still get the jump on it. Initiative: 13
|| 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 ||
Equipped with her armour (crit immune) and enhanced shield (total ac 22), she casts Armor of Agathys as a third level spell and tries to get some distance to the large golem (around 90 feet, not sure where we started) before dropping prone behind cover if possible but mostly really to reduce the target area for ranged attacks. With the force shield from 5 of her sorcery points, she hopes to be able to resist the initial punishment.
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.
The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
|| 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 ||
Seeing Rime hide and drop prone, the Canopic Golem will simply Dash 60 feet to end her turn 30 feet from Rime,
Listening the large creature storming towards her she chugs a Potion of Speed and a Potion of Heroism before walking in a crouch (still prone) towards a new cover at some more distance to the golem (the goal is to be more than 30 feet away so that he needs to dash again).
|| 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 ||
Movement while prone is crawl same as crouch. While crawling, every 1 foot of movement takes 1 extra foot of movement. Basically movement is halved.
With your Haste Action, you can Dash, giving you 60 feet of movement, half is 30, so you could move between 5-30 feet this round ending 35-60 feet from the Canopic Golem.
Seeing Rime crawling away, the Canopic Golem will multiattack with Crystal Darts twice with disadvantage due to prone.
Crystal Dart Attack 1: 20 Damage: 17
Crystal Dart Attack 2: 13 Damage: 15
Crawl, right. I was looking for that word. But the haste potion also doubles movement speed, so there’s no need for a dash and 15 feet would have been enough anyway. I guess it did but I want to make sure that the golem was moving the 30 feet towards Rime, right? Or did it decide to just throw a couple darts?
Should it remain where it is, Rime will doff the shield and take aim with her crossbow for the normal and haste action, respectively, and move 30 feet back (get up, shoot, move back and crouch again)
If it moves closer (What I assume is the case), Rime drinks the Potion of Invulnerability (only for the bless effect, not the temp hps), stands up, moves closer, and draws and attacks with her Rapier.
|| 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 ||
There’s a small error in my post as I originally had heroism and invulnerability the other way around but I can’t edit the post or I risk to manipulate the great rolls.
|| 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 ||
Two nat 20s on that bite attack in a row. Wow.
29 damage resisted to 14.
STR saving throw (blanked for a moment and rolled it as a STR check in the log) 12+9+1d4 = 21 + 1d4 >= 16
Hadaras goes on another Reckless attack.
Action: Attack x2
Attack 1
To-Hit: max(13,2) + 11 + 1d4 = 24 + 1d4 //hit
Damage: 4+12 = 16 slashing
Elemental Cleaver: 1 fire
Hill Strike: 3 slashing and 16 save or go prone
(I believe that's 20 and enough to kill the Render)
After felling the Render he lets loose the rest of his rage on it.
Attack 2
To-Hit: max(9,11) + 11 + 1d4 = 20 + 1d4
Damage: 6+12 = 18 slashing
Elemental Cleaver: 3 fire
Haste Action: Blow Horn of Valhalla
4+4+2+3 = 13 berserkers summoned to celebrate with and test feats of strength with each other.
(Note: Rolled the rolls and then realized hours later I forgot to post. Still gonna think about the T9 encounter.)
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
Going from T8->T9
+20,000 gp from tier increase
+6,000 gp from turning in +2 armor
-24,000 gp for making it +3 armor
-180 potion of heroism
-400 potion of speed
-500 potion of flying
-12,000 Sunblade
-300 potion of resistance (necrotic)
Total: -11,380 (subtract 1,380 platinum from inventory)
After celebrating victory over the Gray Render Hadaras gets word of another challenge to be faced. A dread vampire. Though he quite likes his battleaxe he seeks out a new weapon to face the vampire with and aquires a Sun Blade in addition to his normal equipment. Then, in due time, he heads off to find the Undead being. Downing a Potion of Heroism and Potion of Necrotic Resistance he uses thaumaturgy to call out, "For too long you have been restless. Allow me to put you to rest!"
Initiative: max(17,6) + 3 = 20
First time fighting a legendary monster so this should be interesting. Gonna be interesting seeing how to avoid the charm. I'm thinking he'll be doing a bit of running and closing his eyes.
Edit: I derped here and forgot to say which encounter. Choosing the Vampire to fight.
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
will post shortly
The Canopic Golem will approach and shoot darts every turn it can't get into melee after failing to get into melee just one round with a dash. With an Intelligence of 7, it's unlikely to change up, especially if it can hit once or twice in a few rounds. Not sure if this helps with your posts. Let's simplify the branching, if possible.
The Canopic Golem moves 30 feet, to bridge the gap, then fires two crystal darts with disadvantage due to prone
Crystal Dart Attack 1: 29 Damage: 14
Crystal Dart Attack 2: 15 Damage: 7
Congratulations on defeating the Gray Render
Vampire rolls initiative 14
Taking the initiative, Hadaras drinks a potion of speed, moves in, and blows the horn of valhalla as he prepares to fight the dread undead.
Move 35ft in towards vampire (25 ft away from vampire)
Action: Drink Potion of Speed
Haste Action: Blow Horn of Valhalla
Berserkers Summoned: 2+2+4+3 = 11
berserker Initiative: 5+1 = 6
Taking some steps back he then draws his sun blade and prepares himself for battle. (Move 45ft back, 70ft from vampire)
11 Berserkers are 25ft from Vampire
Hadaras is 70ft from Vampire
Vampire has its legendary action
Initiative
Hadaras 20
Vampire 12
Berserkers 6
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