I hope no one minds if I solo Solos with Peyton Kane, my Variant Human Cleric of the War Domain (Thanks Aresus) with the Dragonlance Feat, Initiate of High Sorcery (Nuitari), selecting False Life, Hex, and Firebolt, with a Magic Longsword +1, Splint and Shield, and a potions of Heroism and two scrolls of Healing Word. Versus the dreaded Giant Scorpion.
Peyton drinks the potion of Heroism before reaching the top of the vines and rolls initiative 16 Giant Scorpion (52/52) rolls initiative 14
Giant Scorpion double moves up the Yellow Ramp to get into melee Peyton casts Hex as a bonus action on the Giant Scorpion and with bless, casts the cantrip Firebolt Attack: 11 Damage: 9
I hope no one minds if I solo Solos with Peyton Kane, my Variant Human Cleric of the War Domain (Thanks Aresus) with the Dragonlance Feat, Initiate of High Sorcery (Nuitari), selecting False Life, Hex, and Firebolt, with a Magic Longsword +1, Splint and Shield, and a potions of Heroism and two scrolls of Healing Word. Versus the dreaded Giant Scorpion.
Peyton drinks the potion of Heroism before reaching the top of the vines and rolls initiative 16 Giant Scorpion (52/52) rolls initiative 14
Peyton casts Hex as a bonus action on the Giant Scorpion and with bless, casts the cantrip Firebolt Attack: 11 Damage: 9 Giant Scorpion double moves up the Yellow Ramp to get into melee
I hope no one minds if I solo Solos with Peyton Kane, my Variant Human Cleric of the War Domain (Thanks Aresus) with the Dragonlance Feat, Initiate of High Sorcery (Nuitari), selecting False Life, Hex, and Firebolt, with a Magic Longsword +1, Splint and Shield, and a potions of Heroism and two scrolls of Healing Word. Versus the dreaded Giant Scorpion.
Peyton drinks the potion of Heroism before reaching the top of the vines and rolls initiative 16 Giant Scorpion (52/52) rolls initiative 14
Peyton casts Hex as a bonus action on the Giant Scorpion and with bless, casts the cantrip Firebolt Attack: 11 Damage: 9 Giant Scorpion double moves up the Yellow Ramp to get into melee
I hope no one minds if I solo Solos with Peyton Kane, my Variant Human Cleric of the War Domain (Thanks Aresus) with the Dragonlance Feat, Initiate of High Sorcery (Nuitari), selecting False Life, Hex, and Firebolt, with a Magic Longsword +1, Splint and Shield, and a potions of Heroism and two scrolls of Healing Word. Versus the dreaded Giant Scorpion.
Peyton drinks the potion of Heroism before reaching the top of the vines and rolls initiative 16 Giant Scorpion (52/52) rolls initiative 14
Peyton casts Hex as a bonus action on the Giant Scorpion and with bless, casts the cantrip Firebolt Attack: 11 Damage: 9 Giant Scorpion double moves up the Yellow Ramp to get into melee
I hope no one minds if I solo Solos with Peyton Kane, my Variant Human Cleric of the War Domain (Thanks Aresus) with the Dragonlance Feat, Initiate of High Sorcery (Nuitari), selecting False Life, Hex, and Firebolt, with a Magic Longsword +1, Splint and Shield, and a potions of Heroism and two scrolls of Healing Word. Versus the dreaded Giant Scorpion.
Peyton drinks the potion of Heroism before reaching the top of the vines and rolls initiative 16 Giant Scorpion (52/52) rolls initiative 14
Peyton casts Hex as a bonus action on the Giant Scorpion and with bless, casts the cantrip Firebolt Attack: 11 Damage: 9 Giant Scorpion double moves up the Yellow Ramp to get into melee
Round 3, should have made a Constitution save due to Concentration on the Hex Spell and if failed then recast it as a bonus action instead of attacking twice Constitution Save due to concentration DC 10 vs 25
Eladan, concerned with what he’s been hearing about unusual beasts in the area goes to the wardens for more information. He agrees to help them track down the wizard responsible in an effort to end whatever is going on. He stocks up on potions and scrolls before setting off for the keep. Upon arrival, he attempts to find a way in to investigate. (Let’s try the scorpion again)
Initiative: 16
The Giant Scorpion (52/52) rolls initiative 8
Eladan will begin at w9 and move to s6, cast Animal Friendship at the scorpion (Wis save DC 13) as his action. "I don't want to hurt you, I'm a friend." But will use his bonus action to wild shape into a brown bear ( AC 11 HP 34) just in case.
The Giant Scorpion, possessing only a 2 Intelligence, having no resistances or immunities to being charmed, roots around looking for a "morsel of food", before attempting to save.
The Giant Scorpion rolls Wisdom Save DC 13 vs 18
(well I tried to be peaceful) The elf-bear realizes the spell had no effect and goes on the offensive.
Bite: Attack: 19 Damage: 9
Claws: Attack: 22 Damage: 13
The Giant Scorpion (30/52) multiattacks the Brown Bear,
The sad Polar Bear (12/42) double moves up the Yellow Ramp to get as close as possible (I think that would bring it to W11?)
The annoying Owl (1/1) gives chase to the bear, attempting to distract it from the real threat that is the angry Bugbear (23/16). With the uttering of a word, the sound of bells tolling can be heard around the bear.
Owl's Turn: Movement: Fly 60 feet or so to V15, 40 feet above ground
Atherna's turn: Action: Toll the dead: DC 13 Wisdom save or 4 necrotic damage, Movement: 35 feet to L1
>> Movement: 35 feet to L1 Didn't you start this turn on S19?
Wisdom Save DC 13 vs 2
Assuming you meant L19, The Polar Bear (8/42) double moves along the wall, starting W11, ending N19
Finally in melee range, Atherna's magical blade ripples with thunderous energy. Just as she prepares to reach her long arms out to strike, her owl flies over and perches atop the polar bear. This causes it to lean over and expose its neck, a prime opportunity which Atherna takes.
Owl's Turn: Movement: Fly 40 feet to N19, Action: Help, next attack against polar bear has advantage
Atherna's Turn: Action: Booming blade (rapier, +1): Nat 20 (19,20) to hit, 13 (5 + 4 + 3 + 1) piercing damage, 15 (7 + 8) thunder damage on movement (unless you rule that crits don't apply to the extra damage, in which case just 7)
The Polar Bear is pierced by Atherna's Rapier, falling with a fur dampened thud.
Short rest or rush to the cellar doors...
To the doors! I don't know if it makes sense, but Atherna will try to be sneaky. Feel free to ignore it.
(To clarify, is it possible to sneak into the cellar? I wasn't sure, so I rolled stealth earlier just in case.)
Atherna, expecting a foe in the room, shoots her crossbow shortly after opening the doors and manages to sink a nasty bolt into the fur of her foe before swiftly gliding away.
Atherna's Turn: Action: Attack (crossbow, light): 22 (16 + 5 + 1) to hit, 18 (4 + 3 + 11) piercing damage Bonus Action: Bladesong Movement: However much it takes to be 45 feet away from the polar bear
Sure, starting 20 feet from the door, the bear must double move to get up to you, after you move 30 feet back. You are both in the Inner Ward, near the Yellow Ramp.
Polar Bear (24/42)
The owl swoops right between, bursting with thunderous energy.
Owl's Turn: Movement: Fly next to polar bear Action: Help, next attack against polar bear has advantage
Atherna's Turn: Action: Booming blade (rapier, +1): 22 (9,15 + 6 + 1) to hit, 5 (1 + 4) piercing damage, 8 thunder damage on movement Movement: If within 40 feet, move to purple ladder and attempt to climb, provoking Opportunity Attack. Athletics vs DC 5: 14 (15 - 1)
The Polar Bear (19/42), takes an Attack of Opportunity against Atherna, then moves to get back into melee, taking 8 additional damage.
Polar Bear Bite Attack: 23 Damage: 10
The Polar Bear (11/42)
Atherna takes the hit, but gives a small chuckle to herself as her spell executes perfectly and sends out concussive energy as the bear chases after her. Seeing that it's on its last legs, she reaches her staff out and puts it on its forehead, casting a spell to make the end painless.
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)
Eladan, concerned with what he’s been hearing about unusual beasts in the area goes to the wardens for more information. He agrees to help them track down the wizard responsible in an effort to end whatever is going on. He stocks up on potions and scrolls before setting off for the keep. Upon arrival, he attempts to find a way in to investigate. (Let’s try the scorpion again)
Initiative: 16
The Giant Scorpion (52/52) rolls initiative 8
Eladan will begin at w9 and move to s6, cast Animal Friendship at the scorpion (Wis save DC 13) as his action. "I don't want to hurt you, I'm a friend." But will use his bonus action to wild shape into a brown bear ( AC 11 HP 34) just in case.
The Giant Scorpion, possessing only a 2 Intelligence, having no resistances or immunities to being charmed, roots around looking for a "morsel of food", before attempting to save.
The Giant Scorpion rolls Wisdom Save DC 13 vs 18
(well I tried to be peaceful) The elf-bear realizes the spell had no effect and goes on the offensive.
Bite: Attack: 19 Damage: 9
Claws: Attack: 22 Damage: 13
The Giant Scorpion (30/52) multiattacks the Brown Bear,
The sad Polar Bear (12/42) double moves up the Yellow Ramp to get as close as possible (I think that would bring it to W11?)
The annoying Owl (1/1) gives chase to the bear, attempting to distract it from the real threat that is the angry Bugbear (23/16). With the uttering of a word, the sound of bells tolling can be heard around the bear.
Owl's Turn: Movement: Fly 60 feet or so to V15, 40 feet above ground
Atherna's turn: Action: Toll the dead: DC 13 Wisdom save or 4 necrotic damage, Movement: 35 feet to L1
>> Movement: 35 feet to L1 Didn't you start this turn on S19?
Wisdom Save DC 13 vs 2
Assuming you meant L19, The Polar Bear (8/42) double moves along the wall, starting W11, ending N19
Finally in melee range, Atherna's magical blade ripples with thunderous energy. Just as she prepares to reach her long arms out to strike, her owl flies over and perches atop the polar bear. This causes it to lean over and expose its neck, a prime opportunity which Atherna takes.
Owl's Turn: Movement: Fly 40 feet to N19, Action: Help, next attack against polar bear has advantage
Atherna's Turn: Action: Booming blade (rapier, +1): Nat 20 (19,20) to hit, 13 (5 + 4 + 3 + 1) piercing damage, 15 (7 + 8) thunder damage on movement (unless you rule that crits don't apply to the extra damage, in which case just 7)
The Polar Bear is pierced by Atherna's Rapier, falling with a fur dampened thud.
Short rest or rush to the cellar doors...
To the doors! I don't know if it makes sense, but Atherna will try to be sneaky. Feel free to ignore it.
(To clarify, is it possible to sneak into the cellar? I wasn't sure, so I rolled stealth earlier just in case.)
Atherna, expecting a foe in the room, shoots her crossbow shortly after opening the doors and manages to sink a nasty bolt into the fur of her foe before swiftly gliding away.
Atherna's Turn: Action: Attack (crossbow, light): 22 (16 + 5 + 1) to hit, 18 (4 + 3 + 11) piercing damage Bonus Action: Bladesong Movement: However much it takes to be 45 feet away from the polar bear
Sure, starting 20 feet from the door, the bear must double move to get up to you, after you move 30 feet back. You are both in the Inner Ward, near the Yellow Ramp.
Polar Bear (24/42)
The owl swoops right between, bursting with thunderous energy.
Owl's Turn: Movement: Fly next to polar bear Action: Help, next attack against polar bear has advantage
Atherna's Turn: Action: Booming blade (rapier, +1): 22 (9,15 + 6 + 1) to hit, 5 (1 + 4) piercing damage, 8 thunder damage on movement Movement: If within 40 feet, move to purple ladder and attempt to climb, provoking Opportunity Attack. Athletics vs DC 5: 14 (15 - 1)
The Polar Bear (19/42), takes an Attack of Opportunity against Atherna, then moves to get back into melee, taking 8 additional damage.
Polar Bear Bite Attack: 23 Damage: 10
The Polar Bear (11/42)
Atherna takes the hit, but gives a small chuckle to herself as her spell executes perfectly and sends out concussive energy as the bear chases after her. Seeing that it's on its last legs, she reaches her staff out and puts it on its forehead, casting a spell to make the end painless.
As long as you can crit 11 damage against a helpless creature, you won. Having defeated the captured monster(s), you venture further down into the cellar to find traps and safeguards guarding the Black Wizard's Laboratory.
Trap Scenario (1 or more possible successes, possible damage and failures)
1 mandatory perception/investigation (traps/spells) check DC 12
On a fail, you can attempt only 1 of the following evade reactions
If failed, you can dodge out of the way, Dexterity Save DC 13
If failed, you can hunker down, Constitution Save DC 13
If failed, you can duck, acrobatics/athletics check DC 15
If you failed your perception/investigation check, but pass one of the evade reactions, you get 1 success and 1 failure and take no damage
If you failed you perception/investigation check and failed the evade reactions then you take damage
Take 5d6 fire damage from burning hands trap
If you survive the damage you get 0 success and 2 failure
If you passed your perception/investigation check, you get 1 success
You can attempt to retrieve the trap arcana/investigation/slight of hand check DC 13
If you succeed to retrieve the trap, then you can get 1 additional success and you keep the trap
Skill challenge (10 successes before 10 failures) 2x Investigation DC 10 2x Perception DC 11 6x Arcana DC 12 4x History DC 12 1x Insight DC 13 1x Nature DC 13 1x Medicine DC 13 1x Religion DC 13 1x Slight of Hand DC 13
Survive the trap scenario, then roll up to ten total skill checks. Each skill check has a maximum number of successes. You only need to roll again if you have failures. For every success, you will get more information to report back to the Wardens.
Junior shrugs off the attacks and arms his Yklwa. "This is for you, dad!" he shouts as he thrusts it forward.
Yklwa To-Hit: 8+3+4 = 15 Damage: 2+2 = 4
With a snort and a huff, the Polar Bear falls to the ground. Having defeated the captured monster(s), you venture further down into the cellar to find traps and safeguards guarding the Black Wizard's Laboratory.
Trap Scenario (1 or more possible successes, possible damage and failures)
1 mandatory perception/investigation (traps/spells) check DC 12
On a fail, you can attempt only 1 of the following evade reactions
If failed, you can dodge out of the way, Dexterity Save DC 13
If failed, you can hunker down, Constitution Save DC 13
If failed, you can duck, acrobatics/athletics check DC 15
If you failed your perception/investigation check, but pass one of the evade reactions, you get 1 success and 1 failure and take no damage
If you failed you perception/investigation check and failed the evade reactions then you take damage
Take 5d6 fire damage from burning hands trap
If you survive the damage you get 0 success and 2 failure
If you passed your perception/investigation check, you get 1 success
You can attempt to retrieve the trap arcana/investigation/slight of hand check DC 13
If you succeed to retrieve the trap, then you can get 1 additional success and you keep the trap
Skill challenge (10 successes before 10 failures) 2x Investigation DC 10 2x Perception DC 11 6x Arcana DC 12 4x History DC 12 1x Insight DC 13 1x Nature DC 13 1x Medicine DC 13 1x Religion DC 13 1x Slight of Hand DC 13
Survive the trap scenario, then roll up to ten total skill checks. Each skill check has a maximum number of successes. You only need to roll again if you have failures. For every success, you will get more information to report back to the Wardens.
Leaning on his Wisdom, Junior takes care and asks for Guidance as he heads down the tunnels.
For curiosity's sake, would've tried an Athletics on a fail: 6+4 = 10, and that would've been 15 fire damage (glad the Guidance came in clutch)
Having passed the traps Junior eyes his surroundings and mutters to himself. "I came only to avenge my father. But I have to wonder if my son might have interest in continuing this quest." He looks at the situation from the perspective of a druid,
Nature Clue: You find non Natural mushrooms, with tiny crystals growing out of them, around the Laboratory Door Medicine Clue: Inside the Laboratory, you find many potions and alchemy kits, fire resistance, cold resistance, water breathing Arcana Clue 1: You find a teleportation circle Arcana Clue 2: You find a planar fork
Eladan, concerned with what he’s been hearing about unusual beasts in the area goes to the wardens for more information. He agrees to help them track down the wizard responsible in an effort to end whatever is going on. He stocks up on potions and scrolls before setting off for the keep. Upon arrival, he attempts to find a way in to investigate. (Let’s try the scorpion again)
Initiative: 16
The Giant Scorpion (52/52) rolls initiative 8
Eladan will begin at w9 and move to s6, cast Animal Friendship at the scorpion (Wis save DC 13) as his action. "I don't want to hurt you, I'm a friend." But will use his bonus action to wild shape into a brown bear ( AC 11 HP 34) just in case.
The Giant Scorpion, possessing only a 2 Intelligence, having no resistances or immunities to being charmed, roots around looking for a "morsel of food", before attempting to save.
The Giant Scorpion rolls Wisdom Save DC 13 vs 18
(well I tried to be peaceful) The elf-bear realizes the spell had no effect and goes on the offensive.
Bite: Attack: 19 Damage: 9
Claws: Attack: 22 Damage: 13
The Giant Scorpion (30/52) multiattacks the Brown Bear,
Eladan-bear takes 8 damage from the poison, the first claw attack knocks him out of wild shape, the carry over damage and remaining attacks drop him to 2 hp. Bloody and in pain, he BA shifts back to a brown bear and attacks again.
Eladan, concerned with what he’s been hearing about unusual beasts in the area goes to the wardens for more information. He agrees to help them track down the wizard responsible in an effort to end whatever is going on. He stocks up on potions and scrolls before setting off for the keep. Upon arrival, he attempts to find a way in to investigate. (Let’s try the scorpion again)
Initiative: 16
The Giant Scorpion (52/52) rolls initiative 8
Eladan will begin at w9 and move to s6, cast Animal Friendship at the scorpion (Wis save DC 13) as his action. "I don't want to hurt you, I'm a friend." But will use his bonus action to wild shape into a brown bear ( AC 11 HP 34) just in case.
The Giant Scorpion, possessing only a 2 Intelligence, having no resistances or immunities to being charmed, roots around looking for a "morsel of food", before attempting to save.
The Giant Scorpion rolls Wisdom Save DC 13 vs 18
(well I tried to be peaceful) The elf-bear realizes the spell had no effect and goes on the offensive.
Bite: Attack: 19 Damage: 9
Claws: Attack: 22 Damage: 13
The Giant Scorpion (30/52) multiattacks the Brown Bear,
Eladan-bear takes 8 damage from the poison, the first claw attack knocks him out of wild shape, the carry over damage and remaining attacks drop him to 2 hp. Bloody and in pain, he BA shifts back to a brown bear and attacks again.
Your Brown Bear tears the Giant Scorpion to bits as its carapace crashes to the ground. Having defeated the captured monster(s), you venture further down into the cellar to find traps and safeguards guarding the Black Wizard's Laboratory.
Trap Scenario (1 or more possible successes, possible damage and failures)
1 mandatory perception/investigation (traps/spells) check DC 12
On a fail, you can attempt only 1 of the following evade reactions
If failed, you can dodge out of the way, Dexterity Save DC 13
If failed, you can hunker down, Constitution Save DC 13
If failed, you can duck, acrobatics/athletics check DC 15
If you failed your perception/investigation check, but pass one of the evade reactions, you get 1 success and 1 failure and take no damage
If you failed you perception/investigation check and failed the evade reactions then you take damage
Take 5d6 fire damage from burning hands trap
If you survive the damage you get 0 success and 2 failure
If you passed your perception/investigation check, you get 1 success
You can attempt to retrieve the trap arcana/investigation/slight of hand check DC 13
If you succeed to retrieve the trap, then you can get 1 additional success and you keep the trap
Skill challenge (10 successes before 10 failures) 2x Investigation DC 10 2x Perception DC 11 6x Arcana DC 12 4x History DC 12 1x Insight DC 13 1x Nature DC 13 1x Medicine DC 13 1x Religion DC 13 1x Slight of Hand DC 13
Survive the trap scenario, then roll up to ten total skill checks. Each skill check has a maximum number of successes. You only need to roll again if you have failures. For every success, you will get more information to report back to the Wardens.
Eladan, concerned with what he’s been hearing about unusual beasts in the area goes to the wardens for more information. He agrees to help them track down the wizard responsible in an effort to end whatever is going on. He stocks up on potions and scrolls before setting off for the keep. Upon arrival, he attempts to find a way in to investigate. (Let’s try the scorpion again)
Initiative: 16
The Giant Scorpion (52/52) rolls initiative 8
Eladan will begin at w9 and move to s6, cast Animal Friendship at the scorpion (Wis save DC 13) as his action. "I don't want to hurt you, I'm a friend." But will use his bonus action to wild shape into a brown bear ( AC 11 HP 34) just in case.
The Giant Scorpion, possessing only a 2 Intelligence, having no resistances or immunities to being charmed, roots around looking for a "morsel of food", before attempting to save.
The Giant Scorpion rolls Wisdom Save DC 13 vs 18
(well I tried to be peaceful) The elf-bear realizes the spell had no effect and goes on the offensive.
Bite: Attack: 19 Damage: 9
Claws: Attack: 22 Damage: 13
The Giant Scorpion (30/52) multiattacks the Brown Bear,
Eladan-bear takes 8 damage from the poison, the first claw attack knocks him out of wild shape, the carry over damage and remaining attacks drop him to 2 hp. Bloody and in pain, he BA shifts back to a brown bear and attacks again.
Your Brown Bear tears the Giant Scorpion to bits as its carapace crashes to the ground. Having defeated the captured monster(s), you venture further down into the cellar to find traps and safeguards guarding the Black Wizard's Laboratory.
Trap Scenario (1 or more possible successes, possible damage and failures)
1 mandatory perception/investigation (traps/spells) check DC 12
On a fail, you can attempt only 1 of the following evade reactions
If failed, you can dodge out of the way, Dexterity Save DC 13
If failed, you can hunker down, Constitution Save DC 13
If failed, you can duck, acrobatics/athletics check DC 15
If you failed your perception/investigation check, but pass one of the evade reactions, you get 1 success and 1 failure and take no damage
If you failed you perception/investigation check and failed the evade reactions then you take damage
Take 5d6 fire damage from burning hands trap
If you survive the damage you get 0 success and 2 failure
If you passed your perception/investigation check, you get 1 success
You can attempt to retrieve the trap arcana/investigation/slight of hand check DC 13
If you succeed to retrieve the trap, then you can get 1 additional success and you keep the trap
Skill challenge (10 successes before 10 failures) 2x Investigation DC 10 2x Perception DC 11 6x Arcana DC 12 4x History DC 12 1x Insight DC 13 1x Nature DC 13 1x Medicine DC 13 1x Religion DC 13 1x Slight of Hand DC 13
Survive the trap scenario, then roll up to ten total skill checks. Each skill check has a maximum number of successes. You only need to roll again if you have failures. For every success, you will get more information to report back to the Wardens.
Trap scenario: Perc 20 Sleight of Hand to retrieve 7
Investigation 16 Perception 22 Arcana 10 4 8 History 1 1 Insight 9 4 Nature 7 13 Medicine 22 Religion 4 12 Sleight of hand 21
Rime uses another Scroll for a new application of Armor of Agathys at the end of the rest.
Rime opens the cellar doors and...
Polar Bear initiative 1
Rime did fight a tiger before, but if you feel we should up the ante.
Rime's initiative: 17
Rime will cast Blade Ward and approaches the angry bear (or tiger?) into melee distance with her Rapier drawn.
yes, I only make mistakes on your thread ;)
Correction: Tiger initiative 3
opening the cellar doors is another Tiger, down a ramp, about 20 feet away.
Rime storms inside, lunging at the tiger with her Rapier: Attack: 15 Damage: 7
The Tiger (30/37), roars and bites,
Bite Attack 22, Damage 6
Rime's armor hurts the tiger when it connects (5 damage). Then Rime tries to parry the bite and strikes again.
Parry: 4, Attack: 12 Damage: 4
The Tiger (26/37), strikes back,
Tiger Bite Attack: 6 Damage: 7
Rime continues her attacks with her rapier, Attack: 8 Damage: 5
(The Armor of Agathys did 5 cold damage to the tiger in the previous round, so the tiger is at 21/37.)
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Investigation Clue: Found Naydal's Journal with detailed information about Shebaz a Demi Deity of Aberrations Perception Clue: Found detailed Far Realm Rituals to merge beasts to create Aberrations Nature Clue: You find non Natural mushrooms, with tiny crystals growing out of them, around the Laboratory Door Medicine Clue: Inside the Laboratory, you find many potions and alchemy kits, fire resistance, cold resistance, water breathing Slight of Hand Clue: You found the activation panel to open a Far Realm Portal.
Even though the Skill Challenge Failed, you have enough information to continue the pursuit of the Black Wizard and you have more than enough experience to reach level 3.
Congratulations, you gain 700 XP and +2000 gp. You can activate the portal or report back to the Wardens.
You can level up your character or start fresh with a new Tier 3 character, level 3 with 3500 gp
Magic Item Shop Vicious Weapon, 350 gp Adamantine Armor, [base armor cost] +500 gp Mithral Armor, [base armor cost] +800 gp Magic Weapon +1, 1000 gp Wand of the War Mage +1 1200 gp Bracers of Archery, 1500 gp Amulet of the Devout +1, 1500 gp Dancing Sword, 2000 gp Sword of Wounding, 2000 gp Ioun Stones, 3000 gp Brew Potion Shoppe Potion of Healing, 50 gp Elixir of Health, 120 gp Potion of Greater Healing, 150 gp Potion of Heroism, 180 gp Potion of Resistance, 300 gp Scribe Scroll Shoppe Spell Scroll Level 0, 10 gp Spell Scroll Level 1, 60 gp Spell Scroll Level 2, 120 gp Spell Scroll Level 3, 200 gp
The sad Polar Bear (12/42) double moves up the Yellow Ramp to get as close as possible (I think that would bring it to W11?)
The annoying Owl (1/1) gives chase to the bear, attempting to distract it from the real threat that is the angry Bugbear (23/16). With the uttering of a word, the sound of bells tolling can be heard around the bear.
Owl's Turn: Movement: Fly 60 feet or so to V15, 40 feet above ground
Atherna's turn: Action: Toll the dead: DC 13 Wisdom save or 4 necrotic damage, Movement: 35 feet to L1
>> Movement: 35 feet to L1 Didn't you start this turn on S19?
Wisdom Save DC 13 vs 2
Assuming you meant L19, The Polar Bear (8/42) double moves along the wall, starting W11, ending N19
Finally in melee range, Atherna's magical blade ripples with thunderous energy. Just as she prepares to reach her long arms out to strike, her owl flies over and perches atop the polar bear. This causes it to lean over and expose its neck, a prime opportunity which Atherna takes.
Owl's Turn: Movement: Fly 40 feet to N19, Action: Help, next attack against polar bear has advantage
Atherna's Turn: Action: Booming blade (rapier, +1): Nat 20 (19,20) to hit, 13 (5 + 4 + 3 + 1) piercing damage, 15 (7 + 8) thunder damage on movement (unless you rule that crits don't apply to the extra damage, in which case just 7)
The Polar Bear is pierced by Atherna's Rapier, falling with a fur dampened thud.
Short rest or rush to the cellar doors...
To the doors! I don't know if it makes sense, but Atherna will try to be sneaky. Feel free to ignore it.
(To clarify, is it possible to sneak into the cellar? I wasn't sure, so I rolled stealth earlier just in case.)
Atherna, expecting a foe in the room, shoots her crossbow shortly after opening the doors and manages to sink a nasty bolt into the fur of her foe before swiftly gliding away.
Atherna's Turn: Action: Attack (crossbow, light): 22 (16 + 5 + 1) to hit, 18 (4 + 3 + 11) piercing damage Bonus Action: Bladesong Movement: However much it takes to be 45 feet away from the polar bear
Sure, starting 20 feet from the door, the bear must double move to get up to you, after you move 30 feet back. You are both in the Inner Ward, near the Yellow Ramp.
Polar Bear (24/42)
The owl swoops right between, bursting with thunderous energy.
Owl's Turn: Movement: Fly next to polar bear Action: Help, next attack against polar bear has advantage
Atherna's Turn: Action: Booming blade (rapier, +1): 22 (9,15 + 6 + 1) to hit, 5 (1 + 4) piercing damage, 8 thunder damage on movement Movement: If within 40 feet, move to purple ladder and attempt to climb, provoking Opportunity Attack. Athletics vs DC 5: 14 (15 - 1)
The Polar Bear (19/42), takes an Attack of Opportunity against Atherna, then moves to get back into melee, taking 8 additional damage.
Polar Bear Bite Attack: 23 Damage: 10
The Polar Bear (11/42)
Atherna takes the hit, but gives a small chuckle to herself as her spell executes perfectly and sends out concussive energy as the bear chases after her. Seeing that it's on its last legs, she reaches her staff out and puts it on its forehead, casting a spell to make the end painless.
As long as you can crit 11 damage against a helpless creature, you won. Having defeated the captured monster(s), you venture further down into the cellar to find traps and safeguards guarding the Black Wizard's Laboratory.
Trap Scenario (1 or more possible successes, possible damage and failures)
1 mandatory perception/investigation (traps/spells) check DC 12
On a fail, you can attempt only 1 of the following evade reactions
If failed, you can dodge out of the way, Dexterity Save DC 13
If failed, you can hunker down, Constitution Save DC 13
If failed, you can duck, acrobatics/athletics check DC 15
If you failed your perception/investigation check, but pass one of the evade reactions, you get 1 success and 1 failure and take no damage
If you failed you perception/investigation check and failed the evade reactions then you take damage
Take 5d6 fire damage from burning hands trap
If you survive the damage you get 0 success and 2 failure
If you passed your perception/investigation check, you get 1 success
You can attempt to retrieve the trap arcana/investigation/slight of hand check DC 13
If you succeed to retrieve the trap, then you can get 1 additional success and you keep the trap
Skill challenge (10 successes before 10 failures) 2x Investigation DC 10 2x Perception DC 11 6x Arcana DC 12 4x History DC 12 1x Insight DC 13 1x Nature DC 13 1x Medicine DC 13 1x Religion DC 13 1x Slight of Hand DC 13
Survive the trap scenario, then roll up to ten total skill checks. Each skill check has a maximum number of successes. You only need to roll again if you have failures. For every success, you will get more information to report back to the Wardens.
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)
No problem. In this mini campaign the skill challenge is secondary. You get more info and I expect folks to read other players clues. I'll update the clues later today pr this evening.
Junior shrugs off the attacks and arms his Yklwa. "This is for you, dad!" he shouts as he thrusts it forward.
Yklwa To-Hit: 8+3+4 = 15 Damage: 2+2 = 4
With a snort and a huff, the Polar Bear falls to the ground. Having defeated the captured monster(s), you venture further down into the cellar to find traps and safeguards guarding the Black Wizard's Laboratory.
Trap Scenario (1 or more possible successes, possible damage and failures)
1 mandatory perception/investigation (traps/spells) check DC 12
On a fail, you can attempt only 1 of the following evade reactions
If failed, you can dodge out of the way, Dexterity Save DC 13
If failed, you can hunker down, Constitution Save DC 13
If failed, you can duck, acrobatics/athletics check DC 15
If you failed your perception/investigation check, but pass one of the evade reactions, you get 1 success and 1 failure and take no damage
If you failed you perception/investigation check and failed the evade reactions then you take damage
Take 5d6 fire damage from burning hands trap
If you survive the damage you get 0 success and 2 failure
If you passed your perception/investigation check, you get 1 success
You can attempt to retrieve the trap arcana/investigation/slight of hand check DC 13
If you succeed to retrieve the trap, then you can get 1 additional success and you keep the trap
Skill challenge (10 successes before 10 failures) 2x Investigation DC 10 2x Perception DC 11 6x Arcana DC 12 4x History DC 12 1x Insight DC 13 1x Nature DC 13 1x Medicine DC 13 1x Religion DC 13 1x Slight of Hand DC 13
Survive the trap scenario, then roll up to ten total skill checks. Each skill check has a maximum number of successes. You only need to roll again if you have failures. For every success, you will get more information to report back to the Wardens.
Leaning on his Wisdom, Junior takes care and asks for Guidance as he heads down the tunnels.
For curiosity's sake, would've tried an Athletics on a fail: 6+4 = 10, and that would've been 15 fire damage (glad the Guidance came in clutch)
Having passed the traps Junior eyes his surroundings and mutters to himself. "I came only to avenge my father. But I have to wonder if my son might have interest in continuing this quest." He looks at the situation from the perspective of a druid,
Nature Clue: You find non Natural mushrooms, with tiny crystals growing out of them, around the Laboratory Door Medicine Clue: Inside the Laboratory, you find many potions and alchemy kits, fire resistance, cold resistance, water breathing Arcana Clue 1: You find a teleportation circle Arcana Clue 2: You find a planar fork
Having found some intriguing clues, Junior leans into his strengths to further investigate.
Pass: 4 Fail: 6
Perception: (sorry the order in the campaign log is a little off with the d4s, forgot about Guidance for a moment) 5 + 3 + 1 = 9 //fail 15 + 3 = 18 //pass 7 + 3 + 3 = 13 //pass
I hope no one minds if I solo Solos with Peyton Kane, my Variant Human Cleric of the War Domain (Thanks Aresus) with the Dragonlance Feat, Initiate of High Sorcery (Nuitari), selecting False Life, Hex, and Firebolt, with a Magic Longsword +1, Splint and Shield, and a potions of Heroism and two scrolls of Healing Word. Versus the dreaded Giant Scorpion.
Peyton drinks the potion of Heroism before reaching the top of the vines and rolls initiative 16
Giant Scorpion (52/52) rolls initiative 14
Giant Scorpion double moves up the Yellow Ramp to get into melee
Peyton casts Hex as a bonus action on the Giant Scorpion and with bless, casts the cantrip Firebolt Attack: 11 Damage: 9
Peyton gets into melee with a longsword Attack Attack: 21 Damage: 12
Peyton uses War Priest Bonus Action longsword Attack: 7 Damage: 9
Giant Scorpion Claw 1 Attack: 5 Damage: 7
Giant Scorpion Claw 2 Attack: 6 Damage: 6
Giant Scorpion Sting Attack: 11 Damage: 10
Wow, Peyton got really lucky with a crit and high damage rolls and the Scorpion rolled low. Round 3
Peyton gets into melee with a longsword Attack Attack: 27 Damage: 19
Peyton uses War Priest Bonus Action longsword Attack: 10 Damage: 18
Giant Scorpion Claw 1 Attack: 18 Damage: 5
Giant Scorpion Claw 2 Attack: 14 Damage: 10
Giant Scorpion Sting Attack: 14 Damage: 12
Round 4
Peyton gets into melee with a longsword Attack Attack: 17 Damage: 18
Peyton uses War Priest Bonus Action longsword Attack: 17 Damage: 29
Giant Scorpion Claw 1 Attack: 10 Damage: 4
Giant Scorpion Claw 2 Attack: 21 Damage: 3
Giant Scorpion Sting Attack: 10 Damage: 3
Round 3, should have made a Constitution save due to Concentration on the Hex Spell and if failed then recast it as a bonus action instead of attacking twice
Constitution Save due to concentration DC 10 vs 25
Eladan attacks back and will expand a spell slot as a BA to heal for 6hp
Bite: Attack: 23 Damage: 11
Claws: Attack: 13 Damage: 10
Atherna takes the hit, but gives a small chuckle to herself as her spell executes perfectly and sends out concussive energy as the bear chases after her. Seeing that it's on its last legs, she reaches her staff out and puts it on its forehead, casting a spell to make the end painless.
Action: Sleep: 21 HP worth of sleep
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)
Sting hit last round, so make a Constitution Save DC 12 to take half of 17 poison damage
The Giant Scorpion (9/52) tries to cuddle the Brown Bear,
Giant Scorpion Claw 1 Attack: 11 Damage: 9
Giant Scorpion Claw 2 Attack: 19 Damage: 3
Giant Scorpion Sting Attack: 22 Damage: 8
As long as you can crit 11 damage against a helpless creature, you won.
Having defeated the captured monster(s), you venture further down into the cellar to find traps and safeguards guarding the Black Wizard's Laboratory.
Skill challenge (10 successes before 10 failures)
2x Investigation DC 10
2x Perception DC 11
6x Arcana DC 12
4x History DC 12
1x Insight DC 13
1x Nature DC 13
1x Medicine DC 13
1x Religion DC 13
1x Slight of Hand DC 13
Survive the trap scenario, then roll up to ten total skill checks. Each skill check has a maximum number of successes. You only need to roll again if you have failures. For every success, you will get more information to report back to the Wardens.
Nature Clue: You find non Natural mushrooms, with tiny crystals growing out of them, around the Laboratory Door
Medicine Clue: Inside the Laboratory, you find many potions and alchemy kits, fire resistance, cold resistance, water breathing
Arcana Clue 1: You find a teleportation circle
Arcana Clue 2: You find a planar fork
Eladan-bear takes 8 damage from the poison, the first claw attack knocks him out of wild shape, the carry over damage and remaining attacks drop him to 2 hp. Bloody and in pain, he BA shifts back to a brown bear and attacks again.
Bite: Attack: 10 Damage: 11
Claw: Attack: 10 Damage: 7
Your Brown Bear tears the Giant Scorpion to bits as its carapace crashes to the ground.
Having defeated the captured monster(s), you venture further down into the cellar to find traps and safeguards guarding the Black Wizard's Laboratory.
Skill challenge (10 successes before 10 failures)
2x Investigation DC 10
2x Perception DC 11
6x Arcana DC 12
4x History DC 12
1x Insight DC 13
1x Nature DC 13
1x Medicine DC 13
1x Religion DC 13
1x Slight of Hand DC 13
Survive the trap scenario, then roll up to ten total skill checks. Each skill check has a maximum number of successes. You only need to roll again if you have failures. For every success, you will get more information to report back to the Wardens.
Trap scenario: Perc 20 Sleight of Hand to retrieve 7
Investigation 16
Perception 22
Arcana 10 4 8
History 1 1
Insight 9 4
Nature 7 13
Medicine 22
Religion 4 12
Sleight of hand 21
Rime continues her attacks with her rapier, Attack: 8 Damage: 5
(The Armor of Agathys did 5 cold damage to the tiger in the previous round, so the tiger is at 21/37.)
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Mikey1000
Trap scenario: Perc 20
Investigation Clue: Found Naydal's Journal with detailed information about Shebaz a Demi Deity of Aberrations
Perception Clue: Found detailed Far Realm Rituals to merge beasts to create Aberrations
Nature Clue: You find non Natural mushrooms, with tiny crystals growing out of them, around the Laboratory Door
Medicine Clue: Inside the Laboratory, you find many potions and alchemy kits, fire resistance, cold resistance, water breathing
Slight of Hand Clue: You found the activation panel to open a Far Realm Portal.
Even though the Skill Challenge Failed, you have enough information to continue the pursuit of the Black Wizard and you have more than enough experience to reach level 3.
Congratulations, you gain 700 XP and +2000 gp. You can activate the portal or report back to the Wardens.
You can level up your character or start fresh with a new Tier 3 character, level 3 with 3500 gp
Eladran will activate the portal and continue pursuing the wizard while the trail is fresh.
Tiers of play
Tier 3 Blurb
You found a Far Realm Portal and jump in. [combat]
Tier 3 Encounters
Encounter 1D: Hellwasp (1800 XP, x1 Challenge 5)
Encounter 2D: Merregon (1100 XP, x1 Challenge 4)
Encounter 3D: Hell Hound x2 (1400 XP, x2 Challenge 3)
Magic Item Shop
Vicious Weapon, 350 gp
Adamantine Armor, [base armor cost] +500 gp
Mithral Armor, [base armor cost] +800 gp
Magic Weapon +1, 1000 gp
Wand of the War Mage +1 1200 gp
Bracers of Archery, 1500 gp
Amulet of the Devout +1, 1500 gp
Dancing Sword, 2000 gp
Sword of Wounding, 2000 gp
Ioun Stones, 3000 gp
Brew Potion Shoppe
Potion of Healing, 50 gp
Elixir of Health, 120 gp
Potion of Greater Healing, 150 gp
Potion of Heroism, 180 gp
Potion of Resistance, 300 gp
Scribe Scroll Shoppe
Spell Scroll Level 0, 10 gp
Spell Scroll Level 1, 60 gp
Spell Scroll Level 2, 120 gp
Spell Scroll Level 3, 200 gp
Atherna will drink her second potion of heroism before carrying on.
Failures (10)
2x Investigation: 6, 7
5x Arcana: 11, 10, 7, 8, 7
3x Religion: 9, 12, 7
Successes (9)
1x Trap Spotting
2x Investigation: 15, 18
6x Arcana: 13, 20, 23, 19, 20, 22
I was so close, but then I just had to roll 3 bad Religion checks in a row. Ah, well.
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)
Quar1on
No problem. In this mini campaign the skill challenge is secondary. You get more info and I expect folks to read other players clues. I'll update the clues later today pr this evening.
Congratulations, you gain 900 XP and +2000 gp
Having found some intriguing clues, Junior leans into his strengths to further investigate.
Pass: 4
Fail: 6
Perception: (sorry the order in the campaign log is a little off with the d4s, forgot about Guidance for a moment)
5 + 3 + 1 = 9 //fail
15 + 3 = 18 //pass
7 + 3 + 3 = 13 //pass
Pass 6
Fail 7
Insight: 5 + 5 + 4 = 14 //pass
Pass 7
Fail 7
Investigation: 19 - 1 = 18 //pass
1- 1 = 0 //fail
9 - 1 + 2 = 10 //pass
Pass 9
Fail 8
Sleight of Hand: 11 + 1 = 12 //fail
20 = 20 //pass
Pass 10
Fail 9
//phew
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