Eladran arrives through the portal and prepares himself for what may be waiting by casting Barkskin from a scroll and drinking a potion of herosim. (Hellhounds)
Initiative: 11
The Hellhound (45/45) rolls initiative 15
The Hellhound will move up 50 and use Fire Breath, Dexterity Save DC 12 to take half of 11 fire damage.
Without warning the fiery beast is upon Eladan and he takes the brunt off it's with breath. Wasting no time, he shifts into a brown bear and attacks:
Bite - to hit: 14 damage 10 Claw - to hit: 10 damage: 8
Bumping this forward. (Thanks for the bump)
The Hellhound (45/45) rolls to recharge Fire Breath 5-6 4
The Hellhound (45/45) Bites with a flaming mouth attack,
Hellhound Bite Attack: 19 Damage: 13
(no problem) The bear snarls as the beast bites into it and singes its fur. It retaliates with it;s own bite and claws.
Bite to hit: 18 damage: 5 Claw to hit: 20 damage: 12
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 2
Eladran arrives through the portal and prepares himself for what may be waiting by casting Barkskin from a scroll and drinking a potion of herosim. (Hellhounds)
Initiative: 11
The Hellhound (45/45) rolls initiative 15
The Hellhound will move up 50 and use Fire Breath, Dexterity Save DC 12 to take half of 11 fire damage.
Without warning the fiery beast is upon Eladan and he takes the brunt off it's with breath. Wasting no time, he shifts into a brown bear and attacks:
Bite - to hit: 14 damage 10 Claw - to hit: 10 damage: 8
Bumping this forward. (Thanks for the bump)
The Hellhound (45/45) rolls to recharge Fire Breath 5-6 4
The Hellhound (45/45) Bites with a flaming mouth attack,
Hellhound Bite Attack: 19 Damage: 13
(no problem) The bear snarls as the beast bites into it and singes its fur. It retaliates with it;s own bite and claws.
Bite to hit: 18 damage: 5 Claw to hit: 20 damage: 12
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 2
The Hellhound (28/45) Bites,
Hellhound Bite Attack: 25 Damage: 29
Eladan is rocked hard by that blow and drops out of wild shape. He BA shifts back, and attacks again.
Atherna, with a silvered rapier at her side, an owl on her shoulder, and a magical stone orbiting her head, reads a scroll of mage armor, drinks a potion of heroism, and casts protection from evil and good on herself. She then jumps into the portal before her, ready for anything that could come (specifically a merregon) with her initiative of 15 (12 + 3).
The Merregon (45/45) rolls initiative 21
The Merregon will double move into melee with Halberd drawn.
(Owl's initiative because I forgot to roll it again: 13 [12 + 1])
Reacting quickly to the fiend's advance, Atherna begins to move around the merregon with grace and precision. With a word, a strike of psychic energy lashes toward it, and the bugbear tries to take the distraction it gives to escape. Slower to act, the owl on Atherna's shoulder takes flight, making sure to distract the devil as it flies above the reach of its halberd.
Owl's Turn: Action: Help, next attack against merregon has advantage Movement: Fly 15 feet up
Atherna's Turn: Bonus Action: Bladesong Action: Tasha's mind whip: DC 14 Int save or 12 psychic damage, no reaction, and limited options next turn, or just half damage on successful save. Movement: If spell works, 40 feet diagonally to be 35 feet away from the merregon. Otherwise, nothing.
The Merregon (45/45), using Magic Resistance rolls an Intelligence save with Advantage DC 14 vs 17
Taking half damage from Tasha's Mind Whip, The Merregon (36/45), attacks twice with its Halberd,
Owl's Turn: Movement: Fly 10 feet down, to 5 feet above ground Action: Help, next attack against merregon has advantage Movement: Fly 10 feet up, to 15 feet above ground
(It doesn't make a difference in this case, but the merregon should have disadvantage on attacks against Atherna for as long as she concentrates on protection from evil and good. Also, shouldn't it be at 39 HP, since it only took half of the 12 psychic damage?)
Atherna swiftly moves out of the way of both attacks, unscathed from the merregon's attempts at wounding her. Once again, she tries to make an opportunity to get some distance, saying a word and lashing out at the mind of her enemy.
Atherna's Turn: Action: Tasha's mind whip: DC 14 Int save or 14 psychic damage, no reaction, and limited options next turn, or just half damage on successful save. Movement: If spell works, 40 feet diagonally to be 35 feet away from the merregon. Otherwise, nothing.
(My mistake, bad math 39 hp starting this round. Also, I will use 1d20da Disadvantage moving forward)
The Merregon (39/45), rolls an Intelligence save with Advantage DC 14 vs 6
Upon failing the save against Tasha's Mind Whip, the Merregon moves closer to be 5 feet away from Atherna.
(I forgot they have a 10 foot reach. Whoops. Live and learn, I guess.)
Back in melee, Atherna takes out her silvered rapier and slashes it towards her foe, thunderous energy rippling through the blade. Her owl flies after the somewhat stunned devil, trying once again to distract it from the real threat.
Owl's Turn: Movement: Fly 35 feet or so to be directly above the merregon Action: Help next attack against merregon has advantage Movement: Fly 15 feet up to be 20 feet above ground.
Atherna's Turn: Action: Booming blade (rapier): 28 (1,19 + 6 + 3) to hit, 5 (2 + 3) silvered piercing damage, 6 thunder damage on movement
Has my post here been responded to yet? No rush or anything, I just can't tell if something got lost in the shuffle of 5 different combats at once.
My Apologies, I lost it in the shuffle, thanks for hanging in there with me.
After taking 5 damage, the Merregon (34/45) makes two Halberd attacks, Merregon Halberd 1 Attack: 26 Damage: 17 Merregon Halberd 2 Attack: 11 Damage: 14
As two more of the fiend's blows miss her, repelled by some magical presence, Atherna takes the opportunity to land a devastating counterattack that ripples with sonic power. To egg on her foe, she almost dances away, the vibrating energy around it threatening retribution should it move after her.
Atherna's Turn: Action: Booming blade (rapier): Nat 20 (12,20) to hit, 13 (10 + 3) silvered piercing damage, 9 thunder damage on movement (or 5 if you don't rule the crit as applying to the spell's extra damage) Movement: 40 feet away from the merregon
Owl's Turn: Movement: Fly 15 feet down to be 5 feet above ground Action: Help, next attack against merregon has advantage Movement: Fly 15 feet up to be 20 feet above ground
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Eladran arrives through the portal and prepares himself for what may be waiting by casting Barkskin from a scroll and drinking a potion of herosim. (Hellhounds)
Initiative: 11
The Hellhound (45/45) rolls initiative 15
The Hellhound will move up 50 and use Fire Breath, Dexterity Save DC 12 to take half of 11 fire damage.
Without warning the fiery beast is upon Eladan and he takes the brunt off it's with breath. Wasting no time, he shifts into a brown bear and attacks:
Bite - to hit: 14 damage 10 Claw - to hit: 10 damage: 8
Bumping this forward. (Thanks for the bump)
The Hellhound (45/45) rolls to recharge Fire Breath 5-6 4
The Hellhound (45/45) Bites with a flaming mouth attack,
Hellhound Bite Attack: 19 Damage: 13
(no problem) The bear snarls as the beast bites into it and singes its fur. It retaliates with it;s own bite and claws.
Bite to hit: 18 damage: 5 Claw to hit: 20 damage: 12
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 2
The Hellhound (28/45) Bites,
Hellhound Bite Attack: 25 Damage: 29
Eladan is rocked hard by that blow and drops out of wild shape. He BA shifts back, and attacks again.
Bite to hit 21 damage 10 Claw to hit 16 damage 9
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 1
Eladran arrives through the portal and prepares himself for what may be waiting by casting Barkskin from a scroll and drinking a potion of herosim. (Hellhounds)
Initiative: 11
The Hellhound (45/45) rolls initiative 15
The Hellhound will move up 50 and use Fire Breath, Dexterity Save DC 12 to take half of 11 fire damage.
Without warning the fiery beast is upon Eladan and he takes the brunt off it's with breath. Wasting no time, he shifts into a brown bear and attacks:
Bite - to hit: 14 damage 10 Claw - to hit: 10 damage: 8
Bumping this forward. (Thanks for the bump)
The Hellhound (45/45) rolls to recharge Fire Breath 5-6 4
The Hellhound (45/45) Bites with a flaming mouth attack,
Hellhound Bite Attack: 19 Damage: 13
(no problem) The bear snarls as the beast bites into it and singes its fur. It retaliates with it;s own bite and claws.
Bite to hit: 18 damage: 5 Claw to hit: 20 damage: 12
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 2
The Hellhound (28/45) Bites,
Hellhound Bite Attack: 25 Damage: 29
Eladan is rocked hard by that blow and drops out of wild shape. He BA shifts back, and attacks again.
Bite to hit 21 damage 10 Claw to hit 16 damage 9
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 1
Eladran arrives through the portal and prepares himself for what may be waiting by casting Barkskin from a scroll and drinking a potion of herosim. (Hellhounds)
Initiative: 11
The Hellhound (45/45) rolls initiative 15
The Hellhound will move up 50 and use Fire Breath, Dexterity Save DC 12 to take half of 11 fire damage.
Without warning the fiery beast is upon Eladan and he takes the brunt off it's with breath. Wasting no time, he shifts into a brown bear and attacks:
Bite - to hit: 14 damage 10 Claw - to hit: 10 damage: 8
Bumping this forward. (Thanks for the bump)
The Hellhound (45/45) rolls to recharge Fire Breath 5-6 4
The Hellhound (45/45) Bites with a flaming mouth attack,
Hellhound Bite Attack: 19 Damage: 13
(no problem) The bear snarls as the beast bites into it and singes its fur. It retaliates with it;s own bite and claws.
Bite to hit: 18 damage: 5 Claw to hit: 20 damage: 12
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 2
The Hellhound (28/45) Bites,
Hellhound Bite Attack: 25 Damage: 29
Eladan is rocked hard by that blow and drops out of wild shape. He BA shifts back, and attacks again.
Bite to hit 21 damage 10 Claw to hit 16 damage 9
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 1
The Hellhound (9/45) never crits twice in a row,
Hellhound Bite Attack: 19 Damage: 18
Eladan flinches from the bite wound and attacks again.
Atherna, with a silvered rapier at her side, an owl on her shoulder, and a magical stone orbiting her head, reads a scroll of mage armor, drinks a potion of heroism, and casts protection from evil and good on herself. She then jumps into the portal before her, ready for anything that could come (specifically a merregon) with her initiative of 15 (12 + 3).
The Merregon (45/45) rolls initiative 21
The Merregon will double move into melee with Halberd drawn.
(Owl's initiative because I forgot to roll it again: 13 [12 + 1])
Reacting quickly to the fiend's advance, Atherna begins to move around the merregon with grace and precision. With a word, a strike of psychic energy lashes toward it, and the bugbear tries to take the distraction it gives to escape. Slower to act, the owl on Atherna's shoulder takes flight, making sure to distract the devil as it flies above the reach of its halberd.
Owl's Turn: Action: Help, next attack against merregon has advantage Movement: Fly 15 feet up
Atherna's Turn: Bonus Action: Bladesong Action: Tasha's mind whip: DC 14 Int save or 12 psychic damage, no reaction, and limited options next turn, or just half damage on successful save. Movement: If spell works, 40 feet diagonally to be 35 feet away from the merregon. Otherwise, nothing.
The Merregon (45/45), using Magic Resistance rolls an Intelligence save with Advantage DC 14 vs 17
Taking half damage from Tasha's Mind Whip, The Merregon (36/45), attacks twice with its Halberd,
Owl's Turn: Movement: Fly 10 feet down, to 5 feet above ground Action: Help, next attack against merregon has advantage Movement: Fly 10 feet up, to 15 feet above ground
(It doesn't make a difference in this case, but the merregon should have disadvantage on attacks against Atherna for as long as she concentrates on protection from evil and good. Also, shouldn't it be at 39 HP, since it only took half of the 12 psychic damage?)
Atherna swiftly moves out of the way of both attacks, unscathed from the merregon's attempts at wounding her. Once again, she tries to make an opportunity to get some distance, saying a word and lashing out at the mind of her enemy.
Atherna's Turn: Action: Tasha's mind whip: DC 14 Int save or 14 psychic damage, no reaction, and limited options next turn, or just half damage on successful save. Movement: If spell works, 40 feet diagonally to be 35 feet away from the merregon. Otherwise, nothing.
(My mistake, bad math 39 hp starting this round. Also, I will use 1d20da Disadvantage moving forward)
The Merregon (39/45), rolls an Intelligence save with Advantage DC 14 vs 6
Upon failing the save against Tasha's Mind Whip, the Merregon moves closer to be 5 feet away from Atherna.
(I forgot they have a 10 foot reach. Whoops. Live and learn, I guess.)
Back in melee, Atherna takes out her silvered rapier and slashes it towards her foe, thunderous energy rippling through the blade. Her owl flies after the somewhat stunned devil, trying once again to distract it from the real threat.
Owl's Turn: Movement: Fly 35 feet or so to be directly above the merregon Action: Help next attack against merregon has advantage Movement: Fly 15 feet up to be 20 feet above ground.
Atherna's Turn: Action: Booming blade (rapier): 28 (1,19 + 6 + 3) to hit, 5 (2 + 3) silvered piercing damage, 6 thunder damage on movement
Has my post here been responded to yet? No rush or anything, I just can't tell if something got lost in the shuffle of 5 different combats at once.
My Apologies, I lost it in the shuffle, thanks for hanging in there with me.
After taking 5 damage, the Merregon (34/45) makes two Halberd attacks, Merregon Halberd 1 Attack: 26 Damage: 17 Merregon Halberd 2 Attack: 11 Damage: 14
As two more of the fiend's blows miss her, repelled by some magical presence, Atherna takes the opportunity to land a devastating counterattack that ripples with sonic power. To egg on her foe, she almost dances away, the vibrating energy around it threatening retribution should it move after her.
Owl's Turn: Movement: Fly 15 feet down to be 5 feet above ground Action: Help, next attack against merregon has advantage Movement: Fly 15 feet up to be 20 feet above ground
Atherna's Turn: Action: Booming blade (rapier): Nat 20 (12,20) to hit, 13 (10 + 3) silvered piercing damage, 9 thunder damage on movement (or 5 if you don't rule the crit as applying to the spell's extra damage) Movement: 40 feet away from the merregon
After taking 13 damage, The Merregon (11/45), with its 6 Intelligence, takes an Attack of Opportunity and then double moves to engage in melee, due to Bladesinger +10 extra feet, taking an additional 5 ;) damage, The Merregon (6/45) gets just one attack, and at disadvantage.
Eladran arrives through the portal and prepares himself for what may be waiting by casting Barkskin from a scroll and drinking a potion of herosim. (Hellhounds)
Initiative: 11
The Hellhound (45/45) rolls initiative 15
The Hellhound will move up 50 and use Fire Breath, Dexterity Save DC 12 to take half of 11 fire damage.
Without warning the fiery beast is upon Eladan and he takes the brunt off it's with breath. Wasting no time, he shifts into a brown bear and attacks:
Bite - to hit: 14 damage 10 Claw - to hit: 10 damage: 8
Bumping this forward. (Thanks for the bump)
The Hellhound (45/45) rolls to recharge Fire Breath 5-6 4
The Hellhound (45/45) Bites with a flaming mouth attack,
Hellhound Bite Attack: 19 Damage: 13
(no problem) The bear snarls as the beast bites into it and singes its fur. It retaliates with it;s own bite and claws.
Bite to hit: 18 damage: 5 Claw to hit: 20 damage: 12
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 2
The Hellhound (28/45) Bites,
Hellhound Bite Attack: 25 Damage: 29
Eladan is rocked hard by that blow and drops out of wild shape. He BA shifts back, and attacks again.
Bite to hit 21 damage 10 Claw to hit 16 damage 9
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 1
The Hellhound (9/45) never crits twice in a row,
Hellhound Bite Attack: 19 Damage: 18
Eladan flinches from the bite wound and attacks again.
Bite to hit: 17 damage: 8 Claw to hit: 9 damage 9
The Hellhound (1/45) never say die, The Hellhound (1/45) rolls to recharge Fire Breath 5-6 5
Eladran arrives through the portal and prepares himself for what may be waiting by casting Barkskin from a scroll and drinking a potion of herosim. (Hellhounds)
Initiative: 11
The Hellhound (45/45) rolls initiative 15
The Hellhound will move up 50 and use Fire Breath, Dexterity Save DC 12 to take half of 11 fire damage.
Without warning the fiery beast is upon Eladan and he takes the brunt off it's with breath. Wasting no time, he shifts into a brown bear and attacks:
Bite - to hit: 14 damage 10 Claw - to hit: 10 damage: 8
Bumping this forward. (Thanks for the bump)
The Hellhound (45/45) rolls to recharge Fire Breath 5-6 4
The Hellhound (45/45) Bites with a flaming mouth attack,
Hellhound Bite Attack: 19 Damage: 13
(no problem) The bear snarls as the beast bites into it and singes its fur. It retaliates with it;s own bite and claws.
Bite to hit: 18 damage: 5 Claw to hit: 20 damage: 12
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 2
The Hellhound (28/45) Bites,
Hellhound Bite Attack: 25 Damage: 29
Eladan is rocked hard by that blow and drops out of wild shape. He BA shifts back, and attacks again.
Bite to hit 21 damage 10 Claw to hit 16 damage 9
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 1
The Hellhound (9/45) never crits twice in a row,
Hellhound Bite Attack: 19 Damage: 18
Eladan flinches from the bite wound and attacks again.
Bite to hit: 17 damage: 8 Claw to hit: 9 damage 9
The Hellhound (1/45) never say die, The Hellhound (1/45) rolls to recharge Fire Breath 5-6 5
The Hellhound uses Fire Breath, Dexterity Save DC 12 to take half of 22 fire damage.
Eladran arrives through the portal and prepares himself for what may be waiting by casting Barkskin from a scroll and drinking a potion of herosim. (Hellhounds)
Initiative: 11
The Hellhound (45/45) rolls initiative 15
The Hellhound will move up 50 and use Fire Breath, Dexterity Save DC 12 to take half of 11 fire damage.
Without warning the fiery beast is upon Eladan and he takes the brunt off it's with breath. Wasting no time, he shifts into a brown bear and attacks:
Bite - to hit: 14 damage 10 Claw - to hit: 10 damage: 8
Bumping this forward. (Thanks for the bump)
The Hellhound (45/45) rolls to recharge Fire Breath 5-6 4
The Hellhound (45/45) Bites with a flaming mouth attack,
Hellhound Bite Attack: 19 Damage: 13
(no problem) The bear snarls as the beast bites into it and singes its fur. It retaliates with it;s own bite and claws.
Bite to hit: 18 damage: 5 Claw to hit: 20 damage: 12
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 2
The Hellhound (28/45) Bites,
Hellhound Bite Attack: 25 Damage: 29
Eladan is rocked hard by that blow and drops out of wild shape. He BA shifts back, and attacks again.
Bite to hit 21 damage 10 Claw to hit 16 damage 9
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 1
The Hellhound (9/45) never crits twice in a row,
Hellhound Bite Attack: 19 Damage: 18
Eladan flinches from the bite wound and attacks again.
Bite to hit: 17 damage: 8 Claw to hit: 9 damage 9
The Hellhound (1/45) never say die, The Hellhound (1/45) rolls to recharge Fire Breath 5-6 5
The Hellhound uses Fire Breath, Dexterity Save DC 12 to take half of 22 fire damage.
With the help of the heroism potion the clumsy bear just barely manages to dodge some of the flames and counter attacks.
After Garagas Gathakanati Jr returns from castle he tells the tale of what he saw at the family dinner table. There, Peter Gathakanathi, listens wide-eyed and seeks to continue the quest. Following in the footsteps of his adopted father he sets forth and arrives to find the portal. Downing a potion of heroism and casting Jump on himself he shouts "Adventure awaits!" and jumps into the portal to find what lies within. (Merregon)
Initiative: 4+5 = 9.
Note: removed the sling bullets, added back the 8 copper. (Decided to go with Frostbite instead of Magic Stone.)
After searching the Laboratory and finding the clues, you were able to activate an unidentified planar portal. Either on purpose or by accident, the portal is now open and surges of arcane energy taunts you to enter. You may decide to report back to the Wardens with a full report and then return the next day to explore the portal. Either way, you are here now and your decision to jump is final.
As you enter the portal, you feel nauseous in a way that is consistent with all teleportation effects. As the jump ends, you find yourself on the edge of a hellscape. looking upon a vast wasteland of lava rivers and fires. Rocky cliffs and burning red sky, dotted with winged fiends, is all you can see from your vantage point, on the edge of a mountain.
In front of you is a horrific fiend about 50 feet away. [combat]
For simplicity, there is a sheer cliff behind the fiend with an 80 foot drop. Behind you is rocky and difficult terrain going up for 100 feet. In front of you, is an 80 foot semi-circular area with no difficult terrain. The portal, behind you is now deactivated.
Initiative: 4+5 = 9. The Merregon (45/45) rolls initiative 13
The Merregon will double move into melee with Halberd drawn.
Peter gasps in surprise as the foul fiend advances upon him. Instinctively he hops back away from the iron-masked foe and unleashes a bolt of radiant energy before hobbling further back in the rough terrain.
Spoiler (click to hide) Bonus Action: Rabbit Hop. Jump (5 * Proficiency Bonus) * 3 [jump] for 30 ft. Does not provoke opportunity attacks. Action: Cast Guiding Bolt with star map Movement: 30ft worth to move 15ft further back in the difficult terrain
Current distance from fiend: 45 ft in rough terrain
Guiding Bolt To-Hit: 15+6 = 21, Damage: 1+6+2+3 = 13 radiant Next attack roll on Merregon has advantage
After taking 12 radiant magic damage from Guiding Bolt, The Merregon (33/45) assess how the Rabbit seems to fly around the battlefield, so it drops the Halberd and pulls out the Heavy Crossbow, loads it and fires a bolt,
Merregon Heavy Crossbow Attack: 5 Damage: 5
Peter shrugs off the crossbow bolt as it hurtles overhead. He grins with the excitement of battle and lets off another radiant bolt.
After unleashing these attacks he shuffles slightly back and takes a stand. "Let's do this, Ironface!" he shouts in Druidic.
Spoiler (click to hide) Action: Cast Guiding Bolt
Bonus Action: Assume Starry Form Archer and shoot Movement: 10ft used to move 5ft in rough terrain 50 ft from Merregon in rough terrain
He then looks at the dreary landscape surrounding him and, longing for the stars, assumes his starry form. The grey fur gives way to the luminescence of the night and he lets off a starry bolt.
Guiding Bolt To-Hit: Max(7, 17) + 6 = 23, Damage: 3+1+6+2 = 12, advantage on next attack
Spoiler (click to hide) Guiding Bolt damage 12 Archer Luminous Arrow 5 The Merregon (16/45) zeros onto the Starry Rabbit Heavy Crossbow attack,
Merregon Heavy Crossbow Attack: 10 Damage: 10
Spoiler (click to hide) Peter looks at the next crossbow attack. "He's getting closer." he mutters to himself. He lets off another starry arrow, sees it miss by a mile, and then magics the earth around into makeshift cover.
Bonus Action Starry Archer To-Hit: 1, miss
Action Mold Earth Take some of the rocks 10 ft in front of him and move them into the space 5ft in front of him. Not sure if this would be ruled as half or three quarters cover. But looking for that +2/5 AC there.
The Merregon holds his crossbow in one hand and picks up his Halbert in the other. He will move 15 feet through the difficult terrain while attaching his heavy Crossbow to his belt [Tooltip Not Found].
Bonus Action Starry Arrow To-Hit: 1, miss
Movement: 30 ft to go in 15ft rough terrain
15 ft from mounded rocks 50 ft from Merregon
Peter gulps as the Merregon advances. The gleam of the halberd unsettles him. He lets out another starry arrow and a burst of cold before taking a step back himself.
Action Frostbite 2 cold Save: CON 14 (with advantage for Merregon)
The Merregon (16/45) double moves through difficult terrain up to 60 feet to get into melee range, Frostbite Advantage on Constitution save DC 14 vs 22
Writing this down to make sure I have the lay of the land right Distance from Peter to the smooth terrain circle: 65ft (1 bunny hop of 30ft + 1 30ft->15ft + 10ft->5ft + 30ft->15ft) Distance from Merregon to Smooth terrain: 45 ft (1 30ft->15ft regular + 1 60ft->30ft) Distance from Peter to Merregon: 20ft Distance from Peter to earth mound: 15ft Distance from Merregon to earth mound: 5ft (would have cover) Distance from Peter to end of Rough Terrain: 35ft
Peter sweats as the Merregon approaches. Whether with dread or from the heat of the hellish landscape, he prefers to say it's the heat. Seeking to the end the Merregon's cover he rolls around the rock-mound and lets off another starry arrow before stashing away his yew wand and getting one last bit of distance as he prepares for close combat.
Item Interaction: stash yew wand (preparing to draw scimitar)
Movement: 30ft to move 15ft back in rough terrain
Distance from Peter to Merregon: 35ft (70ft movement) Distance from Peter to Edge: 20ft (40ft movement)
Action: Mold Earth Shift the rock-mound back to where it came from.
The Merregon moved 15 feet in the difficult terrain in one turn, then double moved 30 feet for a total of 45 feet with reach, you would be in melee range this turn.
Right, so I’m up first! I’ll fire a shot from my light crossbow, then unslings my axe and move closer. Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Can you repost the results from this earlier attack? Yep. I thought it was like 14 to hit for 5 damage or something.
They both bounce off my armor! Attack: 25 Damage: 11
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.
After Garagas Gathakanati Jr returns from castle he tells the tale of what he saw at the family dinner table. There, Peter Gathakanathi, listens wide-eyed and seeks to continue the quest. Following in the footsteps of his adopted father he sets forth and arrives to find the portal. Downing a potion of heroism and casting Jump on himself he shouts "Adventure awaits!" and jumps into the portal to find what lies within. (Merregon)
Initiative: 4+5 = 9.
Note: removed the sling bullets, added back the 8 copper. (Decided to go with Frostbite instead of Magic Stone.)
After searching the Laboratory and finding the clues, you were able to activate an unidentified planar portal. Either on purpose or by accident, the portal is now open and surges of arcane energy taunts you to enter. You may decide to report back to the Wardens with a full report and then return the next day to explore the portal. Either way, you are here now and your decision to jump is final.
As you enter the portal, you feel nauseous in a way that is consistent with all teleportation effects. As the jump ends, you find yourself on the edge of a hellscape. looking upon a vast wasteland of lava rivers and fires. Rocky cliffs and burning red sky, dotted with winged fiends, is all you can see from your vantage point, on the edge of a mountain.
In front of you is a horrific fiend about 50 feet away. [combat]
For simplicity, there is a sheer cliff behind the fiend with an 80 foot drop. Behind you is rocky and difficult terrain going up for 100 feet. In front of you, is an 80 foot semi-circular area with no difficult terrain. The portal, behind you is now deactivated.
Initiative: 4+5 = 9. The Merregon (45/45) rolls initiative 13
The Merregon will double move into melee with Halberd drawn.
Peter gasps in surprise as the foul fiend advances upon him. Instinctively he hops back away from the iron-masked foe and unleashes a bolt of radiant energy before hobbling further back in the rough terrain.
Spoiler (click to hide) Bonus Action: Rabbit Hop. Jump (5 * Proficiency Bonus) * 3 [jump] for 30 ft. Does not provoke opportunity attacks. Action: Cast Guiding Bolt with star map Movement: 30ft worth to move 15ft further back in the difficult terrain
Current distance from fiend: 45 ft in rough terrain
Guiding Bolt To-Hit: 15+6 = 21, Damage: 1+6+2+3 = 13 radiant Next attack roll on Merregon has advantage
After taking 12 radiant magic damage from Guiding Bolt, The Merregon (33/45) assess how the Rabbit seems to fly around the battlefield, so it drops the Halberd and pulls out the Heavy Crossbow, loads it and fires a bolt,
Merregon Heavy Crossbow Attack: 5 Damage: 5
Peter shrugs off the crossbow bolt as it hurtles overhead. He grins with the excitement of battle and lets off another radiant bolt.
After unleashing these attacks he shuffles slightly back and takes a stand. "Let's do this, Ironface!" he shouts in Druidic.
Spoiler (click to hide) Action: Cast Guiding Bolt
Bonus Action: Assume Starry Form Archer and shoot Movement: 10ft used to move 5ft in rough terrain 50 ft from Merregon in rough terrain
He then looks at the dreary landscape surrounding him and, longing for the stars, assumes his starry form. The grey fur gives way to the luminescence of the night and he lets off a starry bolt.
Guiding Bolt To-Hit: Max(7, 17) + 6 = 23, Damage: 3+1+6+2 = 12, advantage on next attack
Spoiler (click to hide) Guiding Bolt damage 12 Archer Luminous Arrow 5 The Merregon (16/45) zeros onto the Starry Rabbit Heavy Crossbow attack,
Merregon Heavy Crossbow Attack: 10 Damage: 10
Spoiler (click to hide) Peter looks at the next crossbow attack. "He's getting closer." he mutters to himself. He lets off another starry arrow, sees it miss by a mile, and then magics the earth around into makeshift cover.
Bonus Action Starry Archer To-Hit: 1, miss
Action Mold Earth Take some of the rocks 10 ft in front of him and move them into the space 5ft in front of him. Not sure if this would be ruled as half or three quarters cover. But looking for that +2/5 AC there.
The Merregon holds his crossbow in one hand and picks up his Halbert in the other. He will move 15 feet through the difficult terrain while attaching his heavy Crossbow to his belt [Tooltip Not Found].
Bonus Action Starry Arrow To-Hit: 1, miss
Movement: 30 ft to go in 15ft rough terrain
15 ft from mounded rocks 50 ft from Merregon
Peter gulps as the Merregon advances. The gleam of the halberd unsettles him. He lets out another starry arrow and a burst of cold before taking a step back himself.
Action Frostbite 2 cold Save: CON 14 (with advantage for Merregon)
The Merregon (16/45) double moves through difficult terrain up to 60 feet to get into melee range, Frostbite Advantage on Constitution save DC 14 vs 22
Writing this down to make sure I have the lay of the land right Distance from Peter to the smooth terrain circle: 65ft (1 bunny hop of 30ft + 1 30ft->15ft + 10ft->5ft + 30ft->15ft) Distance from Merregon to Smooth terrain: 45 ft (1 30ft->15ft regular + 1 60ft->30ft) Distance from Peter to Merregon: 20ft Distance from Peter to earth mound: 15ft Distance from Merregon to earth mound: 5ft (would have cover) Distance from Peter to end of Rough Terrain: 35ft
Peter sweats as the Merregon approaches. Whether with dread or from the heat of the hellish landscape, he prefers to say it's the heat. Seeking to the end the Merregon's cover he rolls around the rock-mound and lets off another starry arrow before stashing away his yew wand and getting one last bit of distance as he prepares for close combat.
Item Interaction: stash yew wand (preparing to draw scimitar)
Movement: 30ft to move 15ft back in rough terrain
Distance from Peter to Merregon: 35ft (70ft movement) Distance from Peter to Edge: 20ft (40ft movement)
Action: Mold Earth Shift the rock-mound back to where it came from.
The Merregon moved 15 feet in the difficult terrain in one turn, then double moved 30 feet for a total of 45 feet with reach, you would be in melee range this turn.
>> Peter gulps as the Merregon advances. The gleam of the halberd unsettles him. He lets out another starry arrow and a burst of cold before taking a step back himself.
I found this entry, seems you moved again, so the Merregon's attempt to engage in melee was thwarted.
After Garagas Gathakanati Jr returns from castle he tells the tale of what he saw at the family dinner table. There, Peter Gathakanathi, listens wide-eyed and seeks to continue the quest. Following in the footsteps of his adopted father he sets forth and arrives to find the portal. Downing a potion of heroism and casting Jump on himself he shouts "Adventure awaits!" and jumps into the portal to find what lies within. (Merregon)
Initiative: 4+5 = 9.
Note: removed the sling bullets, added back the 8 copper. (Decided to go with Frostbite instead of Magic Stone.)
After searching the Laboratory and finding the clues, you were able to activate an unidentified planar portal. Either on purpose or by accident, the portal is now open and surges of arcane energy taunts you to enter. You may decide to report back to the Wardens with a full report and then return the next day to explore the portal. Either way, you are here now and your decision to jump is final.
As you enter the portal, you feel nauseous in a way that is consistent with all teleportation effects. As the jump ends, you find yourself on the edge of a hellscape. looking upon a vast wasteland of lava rivers and fires. Rocky cliffs and burning red sky, dotted with winged fiends, is all you can see from your vantage point, on the edge of a mountain.
In front of you is a horrific fiend about 50 feet away. [combat]
For simplicity, there is a sheer cliff behind the fiend with an 80 foot drop. Behind you is rocky and difficult terrain going up for 100 feet. In front of you, is an 80 foot semi-circular area with no difficult terrain. The portal, behind you is now deactivated.
Initiative: 4+5 = 9. The Merregon (45/45) rolls initiative 13
The Merregon will double move into melee with Halberd drawn.
Peter gasps in surprise as the foul fiend advances upon him. Instinctively he hops back away from the iron-masked foe and unleashes a bolt of radiant energy before hobbling further back in the rough terrain.
Spoiler (click to hide) Bonus Action: Rabbit Hop. Jump (5 * Proficiency Bonus) * 3 [jump] for 30 ft. Does not provoke opportunity attacks. Action: Cast Guiding Bolt with star map Movement: 30ft worth to move 15ft further back in the difficult terrain
Current distance from fiend: 45 ft in rough terrain
Guiding Bolt To-Hit: 15+6 = 21, Damage: 1+6+2+3 = 13 radiant Next attack roll on Merregon has advantage
After taking 12 radiant magic damage from Guiding Bolt, The Merregon (33/45) assess how the Rabbit seems to fly around the battlefield, so it drops the Halberd and pulls out the Heavy Crossbow, loads it and fires a bolt,
Merregon Heavy Crossbow Attack: 5 Damage: 5
Peter shrugs off the crossbow bolt as it hurtles overhead. He grins with the excitement of battle and lets off another radiant bolt.
After unleashing these attacks he shuffles slightly back and takes a stand. "Let's do this, Ironface!" he shouts in Druidic.
Spoiler (click to hide) Action: Cast Guiding Bolt
Bonus Action: Assume Starry Form Archer and shoot Movement: 10ft used to move 5ft in rough terrain 50 ft from Merregon in rough terrain
He then looks at the dreary landscape surrounding him and, longing for the stars, assumes his starry form. The grey fur gives way to the luminescence of the night and he lets off a starry bolt.
Guiding Bolt To-Hit: Max(7, 17) + 6 = 23, Damage: 3+1+6+2 = 12, advantage on next attack
Spoiler (click to hide) Guiding Bolt damage 12 Archer Luminous Arrow 5 The Merregon (16/45) zeros onto the Starry Rabbit Heavy Crossbow attack,
Merregon Heavy Crossbow Attack: 10 Damage: 10
Spoiler (click to hide) Peter looks at the next crossbow attack. "He's getting closer." he mutters to himself. He lets off another starry arrow, sees it miss by a mile, and then magics the earth around into makeshift cover.
Bonus Action Starry Archer To-Hit: 1, miss
Action Mold Earth Take some of the rocks 10 ft in front of him and move them into the space 5ft in front of him. Not sure if this would be ruled as half or three quarters cover. But looking for that +2/5 AC there.
The Merregon holds his crossbow in one hand and picks up his Halbert in the other. He will move 15 feet through the difficult terrain while attaching his heavy Crossbow to his belt [Tooltip Not Found].
Bonus Action Starry Arrow To-Hit: 1, miss
Movement: 30 ft to go in 15ft rough terrain
15 ft from mounded rocks 50 ft from Merregon
Peter gulps as the Merregon advances. The gleam of the halberd unsettles him. He lets out another starry arrow and a burst of cold before taking a step back himself.
Action Frostbite 2 cold Save: CON 14 (with advantage for Merregon)
The Merregon (16/45) double moves through difficult terrain up to 60 feet to get into melee range, Frostbite Advantage on Constitution save DC 14 vs 22
Writing this down to make sure I have the lay of the land right Distance from Peter to the smooth terrain circle: 65ft (1 bunny hop of 30ft + 1 30ft->15ft + 10ft->5ft + 30ft->15ft) Distance from Merregon to Smooth terrain: 45 ft (1 30ft->15ft regular + 1 60ft->30ft) Distance from Peter to Merregon: 20ft Distance from Peter to earth mound: 15ft Distance from Merregon to earth mound: 5ft (would have cover) Distance from Peter to end of Rough Terrain: 35ft
Peter sweats as the Merregon approaches. Whether with dread or from the heat of the hellish landscape, he prefers to say it's the heat. Seeking to the end the Merregon's cover he rolls around the rock-mound and lets off another starry arrow before stashing away his yew wand and getting one last bit of distance as he prepares for close combat.
Item Interaction: stash yew wand (preparing to draw scimitar)
Movement: 30ft to move 15ft back in rough terrain
Distance from Peter to Merregon: 35ft (70ft movement) Distance from Peter to Edge: 20ft (40ft movement)
Action: Mold Earth Shift the rock-mound back to where it came from.
The Merregon moved 15 feet in the difficult terrain in one turn, then double moved 30 feet for a total of 45 feet with reach, you would be in melee range this turn.
>> Peter gulps as the Merregon advances. The gleam of the halberd unsettles him. He lets out another starry arrow and a burst of cold before taking a step back himself.
I found this entry, seems you moved again, so the Merregon's attempt to engage in melee was thwarted.
Starry Arrow deals 5 more damage, The Merregon (11/45), drops the Halberd, Equips the Heavy Crossbow, fires on Peter with half cover +2, dirt mound, no hard corners,
Eladran arrives through the portal and prepares himself for what may be waiting by casting Barkskin from a scroll and drinking a potion of herosim. (Hellhounds)
Initiative: 11
The Hellhound (45/45) rolls initiative 15
The Hellhound will move up 50 and use Fire Breath, Dexterity Save DC 12 to take half of 11 fire damage.
Without warning the fiery beast is upon Eladan and he takes the brunt off it's with breath. Wasting no time, he shifts into a brown bear and attacks:
Bite - to hit: 14 damage 10 Claw - to hit: 10 damage: 8
Bumping this forward. (Thanks for the bump)
The Hellhound (45/45) rolls to recharge Fire Breath 5-6 4
The Hellhound (45/45) Bites with a flaming mouth attack,
Hellhound Bite Attack: 19 Damage: 13
(no problem) The bear snarls as the beast bites into it and singes its fur. It retaliates with it;s own bite and claws.
Bite to hit: 18 damage: 5 Claw to hit: 20 damage: 12
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 2
The Hellhound (28/45) Bites,
Hellhound Bite Attack: 25 Damage: 29
Eladan is rocked hard by that blow and drops out of wild shape. He BA shifts back, and attacks again.
Bite to hit 21 damage 10 Claw to hit 16 damage 9
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 1
The Hellhound (9/45) never crits twice in a row,
Hellhound Bite Attack: 19 Damage: 18
Eladan flinches from the bite wound and attacks again.
Bite to hit: 17 damage: 8 Claw to hit: 9 damage 9
The Hellhound (1/45) never say die, The Hellhound (1/45) rolls to recharge Fire Breath 5-6 5
The Hellhound uses Fire Breath, Dexterity Save DC 12 to take half of 22 fire damage.
With the help of the heroism potion the clumsy bear just barely manages to dodge some of the flames and counter attacks.
Bite to hit: 29 damage: 6 Claw to hit: 24 damage: 15
The Hellhound explodes in a flash of fire and brimstone.
After Garagas Gathakanati Jr returns from castle he tells the tale of what he saw at the family dinner table. There, Peter Gathakanathi, listens wide-eyed and seeks to continue the quest. Following in the footsteps of his adopted father he sets forth and arrives to find the portal. Downing a potion of heroism and casting Jump on himself he shouts "Adventure awaits!" and jumps into the portal to find what lies within. (Merregon)
Initiative: 4+5 = 9.
Note: removed the sling bullets, added back the 8 copper. (Decided to go with Frostbite instead of Magic Stone.)
After searching the Laboratory and finding the clues, you were able to activate an unidentified planar portal. Either on purpose or by accident, the portal is now open and surges of arcane energy taunts you to enter. You may decide to report back to the Wardens with a full report and then return the next day to explore the portal. Either way, you are here now and your decision to jump is final.
As you enter the portal, you feel nauseous in a way that is consistent with all teleportation effects. As the jump ends, you find yourself on the edge of a hellscape. looking upon a vast wasteland of lava rivers and fires. Rocky cliffs and burning red sky, dotted with winged fiends, is all you can see from your vantage point, on the edge of a mountain.
In front of you is a horrific fiend about 50 feet away. [combat]
For simplicity, there is a sheer cliff behind the fiend with an 80 foot drop. Behind you is rocky and difficult terrain going up for 100 feet. In front of you, is an 80 foot semi-circular area with no difficult terrain. The portal, behind you is now deactivated.
Initiative: 4+5 = 9. The Merregon (45/45) rolls initiative 13
The Merregon will double move into melee with Halberd drawn.
Peter gasps in surprise as the foul fiend advances upon him. Instinctively he hops back away from the iron-masked foe and unleashes a bolt of radiant energy before hobbling further back in the rough terrain.
Spoiler (click to hide) Bonus Action: Rabbit Hop. Jump (5 * Proficiency Bonus) * 3 [jump] for 30 ft. Does not provoke opportunity attacks. Action: Cast Guiding Bolt with star map Movement: 30ft worth to move 15ft further back in the difficult terrain
Current distance from fiend: 45 ft in rough terrain
Guiding Bolt To-Hit: 15+6 = 21, Damage: 1+6+2+3 = 13 radiant Next attack roll on Merregon has advantage
After taking 12 radiant magic damage from Guiding Bolt, The Merregon (33/45) assess how the Rabbit seems to fly around the battlefield, so it drops the Halberd and pulls out the Heavy Crossbow, loads it and fires a bolt,
Merregon Heavy Crossbow Attack: 5 Damage: 5
Peter shrugs off the crossbow bolt as it hurtles overhead. He grins with the excitement of battle and lets off another radiant bolt.
After unleashing these attacks he shuffles slightly back and takes a stand. "Let's do this, Ironface!" he shouts in Druidic.
Spoiler (click to hide) Action: Cast Guiding Bolt
Bonus Action: Assume Starry Form Archer and shoot Movement: 10ft used to move 5ft in rough terrain 50 ft from Merregon in rough terrain
He then looks at the dreary landscape surrounding him and, longing for the stars, assumes his starry form. The grey fur gives way to the luminescence of the night and he lets off a starry bolt.
Guiding Bolt To-Hit: Max(7, 17) + 6 = 23, Damage: 3+1+6+2 = 12, advantage on next attack
Spoiler (click to hide) Guiding Bolt damage 12 Archer Luminous Arrow 5 The Merregon (16/45) zeros onto the Starry Rabbit Heavy Crossbow attack,
Merregon Heavy Crossbow Attack: 10 Damage: 10
Spoiler (click to hide) Peter looks at the next crossbow attack. "He's getting closer." he mutters to himself. He lets off another starry arrow, sees it miss by a mile, and then magics the earth around into makeshift cover.
Bonus Action Starry Archer To-Hit: 1, miss
Action Mold Earth Take some of the rocks 10 ft in front of him and move them into the space 5ft in front of him. Not sure if this would be ruled as half or three quarters cover. But looking for that +2/5 AC there.
The Merregon holds his crossbow in one hand and picks up his Halbert in the other. He will move 15 feet through the difficult terrain while attaching his heavy Crossbow to his belt [Tooltip Not Found].
Bonus Action Starry Arrow To-Hit: 1, miss
Movement: 30 ft to go in 15ft rough terrain
15 ft from mounded rocks 50 ft from Merregon
Peter gulps as the Merregon advances. The gleam of the halberd unsettles him. He lets out another starry arrow and a burst of cold before taking a step back himself.
Action Frostbite 2 cold Save: CON 14 (with advantage for Merregon)
The Merregon (16/45) double moves through difficult terrain up to 60 feet to get into melee range, Frostbite Advantage on Constitution save DC 14 vs 22
Writing this down to make sure I have the lay of the land right Distance from Peter to the smooth terrain circle: 65ft (1 bunny hop of 30ft + 1 30ft->15ft + 10ft->5ft + 30ft->15ft) Distance from Merregon to Smooth terrain: 45 ft (1 30ft->15ft regular + 1 60ft->30ft) Distance from Peter to Merregon: 20ft Distance from Peter to earth mound: 15ft Distance from Merregon to earth mound: 5ft (would have cover) Distance from Peter to end of Rough Terrain: 35ft
Peter sweats as the Merregon approaches. Whether with dread or from the heat of the hellish landscape, he prefers to say it's the heat. Seeking to the end the Merregon's cover he rolls around the rock-mound and lets off another starry arrow before stashing away his yew wand and getting one last bit of distance as he prepares for close combat.
Item Interaction: stash yew wand (preparing to draw scimitar)
Movement: 30ft to move 15ft back in rough terrain
Distance from Peter to Merregon: 35ft (70ft movement) Distance from Peter to Edge: 20ft (40ft movement)
Action: Mold Earth Shift the rock-mound back to where it came from.
The Merregon moved 15 feet in the difficult terrain in one turn, then double moved 30 feet for a total of 45 feet with reach, you would be in melee range this turn.
>> Peter gulps as the Merregon advances. The gleam of the halberd unsettles him. He lets out another starry arrow and a burst of cold before taking a step back himself.
I found this entry, seems you moved again, so the Merregon's attempt to engage in melee was thwarted.
Ah, that explains. (I was double-checking my math thinking I missed something.)
After Garagas Gathakanati Jr returns from castle he tells the tale of what he saw at the family dinner table. There, Peter Gathakanathi, listens wide-eyed and seeks to continue the quest. Following in the footsteps of his adopted father he sets forth and arrives to find the portal. Downing a potion of heroism and casting Jump on himself he shouts "Adventure awaits!" and jumps into the portal to find what lies within. (Merregon)
Initiative: 4+5 = 9.
Note: removed the sling bullets, added back the 8 copper. (Decided to go with Frostbite instead of Magic Stone.)
After searching the Laboratory and finding the clues, you were able to activate an unidentified planar portal. Either on purpose or by accident, the portal is now open and surges of arcane energy taunts you to enter. You may decide to report back to the Wardens with a full report and then return the next day to explore the portal. Either way, you are here now and your decision to jump is final.
As you enter the portal, you feel nauseous in a way that is consistent with all teleportation effects. As the jump ends, you find yourself on the edge of a hellscape. looking upon a vast wasteland of lava rivers and fires. Rocky cliffs and burning red sky, dotted with winged fiends, is all you can see from your vantage point, on the edge of a mountain.
In front of you is a horrific fiend about 50 feet away. [combat]
For simplicity, there is a sheer cliff behind the fiend with an 80 foot drop. Behind you is rocky and difficult terrain going up for 100 feet. In front of you, is an 80 foot semi-circular area with no difficult terrain. The portal, behind you is now deactivated.
Initiative: 4+5 = 9. The Merregon (45/45) rolls initiative 13
The Merregon will double move into melee with Halberd drawn.
Peter gasps in surprise as the foul fiend advances upon him. Instinctively he hops back away from the iron-masked foe and unleashes a bolt of radiant energy before hobbling further back in the rough terrain.
Spoiler (click to hide) Bonus Action: Rabbit Hop. Jump (5 * Proficiency Bonus) * 3 [jump] for 30 ft. Does not provoke opportunity attacks. Action: Cast Guiding Bolt with star map Movement: 30ft worth to move 15ft further back in the difficult terrain
Current distance from fiend: 45 ft in rough terrain
Guiding Bolt To-Hit: 15+6 = 21, Damage: 1+6+2+3 = 13 radiant Next attack roll on Merregon has advantage
After taking 12 radiant magic damage from Guiding Bolt, The Merregon (33/45) assess how the Rabbit seems to fly around the battlefield, so it drops the Halberd and pulls out the Heavy Crossbow, loads it and fires a bolt,
Merregon Heavy Crossbow Attack: 5 Damage: 5
Peter shrugs off the crossbow bolt as it hurtles overhead. He grins with the excitement of battle and lets off another radiant bolt.
After unleashing these attacks he shuffles slightly back and takes a stand. "Let's do this, Ironface!" he shouts in Druidic.
Spoiler (click to hide) Action: Cast Guiding Bolt
Bonus Action: Assume Starry Form Archer and shoot Movement: 10ft used to move 5ft in rough terrain 50 ft from Merregon in rough terrain
He then looks at the dreary landscape surrounding him and, longing for the stars, assumes his starry form. The grey fur gives way to the luminescence of the night and he lets off a starry bolt.
Guiding Bolt To-Hit: Max(7, 17) + 6 = 23, Damage: 3+1+6+2 = 12, advantage on next attack
Spoiler (click to hide) Guiding Bolt damage 12 Archer Luminous Arrow 5 The Merregon (16/45) zeros onto the Starry Rabbit Heavy Crossbow attack,
Merregon Heavy Crossbow Attack: 10 Damage: 10
Spoiler (click to hide) Peter looks at the next crossbow attack. "He's getting closer." he mutters to himself. He lets off another starry arrow, sees it miss by a mile, and then magics the earth around into makeshift cover.
Bonus Action Starry Archer To-Hit: 1, miss
Action Mold Earth Take some of the rocks 10 ft in front of him and move them into the space 5ft in front of him. Not sure if this would be ruled as half or three quarters cover. But looking for that +2/5 AC there.
The Merregon holds his crossbow in one hand and picks up his Halbert in the other. He will move 15 feet through the difficult terrain while attaching his heavy Crossbow to his belt [Tooltip Not Found].
Bonus Action Starry Arrow To-Hit: 1, miss
Movement: 30 ft to go in 15ft rough terrain
15 ft from mounded rocks 50 ft from Merregon
Peter gulps as the Merregon advances. The gleam of the halberd unsettles him. He lets out another starry arrow and a burst of cold before taking a step back himself.
Action Frostbite 2 cold Save: CON 14 (with advantage for Merregon)
The Merregon (16/45) double moves through difficult terrain up to 60 feet to get into melee range, Frostbite Advantage on Constitution save DC 14 vs 22
Writing this down to make sure I have the lay of the land right Distance from Peter to the smooth terrain circle: 65ft (1 bunny hop of 30ft + 1 30ft->15ft + 10ft->5ft + 30ft->15ft) Distance from Merregon to Smooth terrain: 45 ft (1 30ft->15ft regular + 1 60ft->30ft) Distance from Peter to Merregon: 20ft Distance from Peter to earth mound: 15ft Distance from Merregon to earth mound: 5ft (would have cover) Distance from Peter to end of Rough Terrain: 35ft
Peter sweats as the Merregon approaches. Whether with dread or from the heat of the hellish landscape, he prefers to say it's the heat. Seeking to the end the Merregon's cover he rolls around the rock-mound and lets off another starry arrow before stashing away his yew wand and getting one last bit of distance as he prepares for close combat.
Item Interaction: stash yew wand (preparing to draw scimitar)
Movement: 30ft to move 15ft back in rough terrain
Distance from Peter to Merregon: 35ft (70ft movement) Distance from Peter to Edge: 20ft (40ft movement)
Action: Mold Earth Shift the rock-mound back to where it came from.
The Merregon moved 15 feet in the difficult terrain in one turn, then double moved 30 feet for a total of 45 feet with reach, you would be in melee range this turn.
>> Peter gulps as the Merregon advances. The gleam of the halberd unsettles him. He lets out another starry arrow and a burst of cold before taking a step back himself.
I found this entry, seems you moved again, so the Merregon's attempt to engage in melee was thwarted.
Starry Arrow deals 5 more damage, The Merregon (11/45), drops the Halberd, Equips the Heavy Crossbow, fires on Peter with cover,
Merregon Heavy Crossbow Attack: 14 Damage: 7
Note: Before moving back on his last turn, Peter used Mold Earth to undo the creation of cover he had made before. Is there another mound that was around?
Right, so I’m up first! I’ll fire a shot from my light crossbow, then unslings my axe and move closer. Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Can you repost the results from this earlier attack? Yep. I thought it was like 14 to hit for 5 damage or something.
They both bounce off my armor! Attack: 25 Damage: 11
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.
Perception 17
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Right, so I’m up first! I’ll fire a shot from my light crossbow, then unslings my axe and move closer. Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Can you repost the results from this earlier attack? Yep. I thought it was like 14 to hit for 5 damage or something.
They both bounce off my armor! Attack: 25 Damage: 11
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.
Perception 17
Sleight of hand 18
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Note: Before moving back on his last turn, Peter used Mold Earth to undo the creation of cover he had made before. Is there another mound that was around?
No, my mistake, I was thinking you were in a new location and attempting to hide behind the mound. You out maneuver the Merregon and you have utility to disengage as a BA. Well done using the Difficult Terrain. “Whatever you do,” cried Brer Rabbit, “Don't throw me into the briar patch”
Strategy-wise, the Merregon is only 6 intelligence so, he has stopped attempting to engage in melee and instead will try his hand at Heavy Crossbow at range
The Hellhound (28/45) Bites,
Hellhound Bite Attack: 25 Damage: 29
Eladan is rocked hard by that blow and drops out of wild shape. He BA shifts back, and attacks again.
Bite to hit 21 damage 10
Claw to hit 16 damage 9
(Wow, that disadvantage sure is useful.)
As two more of the fiend's blows miss her, repelled by some magical presence, Atherna takes the opportunity to land a devastating counterattack that ripples with sonic power. To egg on her foe, she almost dances away, the vibrating energy around it threatening retribution should it move after her.
Atherna's Turn:
Action: Booming blade (rapier): Nat 20 (
12,20) to hit, 13 (10 + 3) silvered piercing damage, 9 thunder damage on movement (or 5 if you don't rule the crit as applying to the spell's extra damage)Movement: 40 feet away from the merregon
Owl's Turn:
Movement: Fly 15 feet down to be 5 feet above ground
Action: Help, next attack against merregon has advantage
Movement: Fly 15 feet up to be 20 feet above ground
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
The Hellhound (28/45) rolls to recharge Fire Breath 5-6 1
The Hellhound (9/45) never crits twice in a row,
Hellhound Bite Attack: 19 Damage: 18
Eladan flinches from the bite wound and attacks again.
Bite to hit: 17 damage: 8
Claw to hit: 9 damage 9
After taking 13 damage,
The Merregon (11/45), with its 6 Intelligence, takes an Attack of Opportunity and then double moves to engage in melee, due to Bladesinger +10 extra feet, taking an additional 5 ;) damage, The Merregon (6/45) gets just one attack, and at disadvantage.
Merregon Halberd AoO disadvantage Attack: 12 Damage:10
The Hellhound (1/45) never say die,
The Hellhound (1/45) rolls to recharge Fire Breath 5-6 5
The Hellhound uses Fire Breath, Dexterity Save DC 12 to take half of 22 fire damage.
With the help of the heroism potion the clumsy bear just barely manages to dodge some of the flames and counter attacks.
Bite to hit: 29 damage: 6
Claw to hit: 24 damage: 15
>> 50 ft from Merregon in rough terrain
The Merregon moved 15 feet in the difficult terrain in one turn, then double moved 30 feet for a total of 45 feet with reach, you would be in melee range this turn.
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.
>> Peter gulps as the Merregon advances. The gleam of the halberd unsettles him. He lets out another starry arrow and a burst of cold before taking a step back himself.
I found this entry, seems you moved again, so the Merregon's attempt to engage in melee was thwarted.
Starry Arrow deals 5 more damage,
The Merregon (11/45), drops the Halberd, Equips the Heavy Crossbow, fires on Peter with half cover +2, dirt mound, no hard corners,
Merregon Heavy Crossbow Attack: 14 Damage:7
The Hellhound explodes in a flash of fire and brimstone.
Short rest or keep going?
Ah, that explains. (I was double-checking my math thinking I missed something.)
Note: Before moving back on his last turn, Peter used Mold Earth to undo the creation of cover he had made before.
Is there another mound that was around?
This is a signature. It was a simple signature. But it has been upgraded.
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Perception 17
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Sleight of hand 18
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
No, my mistake, I was thinking you were in a new location and attempting to hide behind the mound. You out maneuver the Merregon and you have utility to disengage as a BA. Well done using the Difficult Terrain. “Whatever you do,” cried Brer Rabbit, “Don't throw me into the briar patch”
Strategy-wise, the Merregon is only 6 intelligence so, he has stopped attempting to engage in melee and instead will try his hand at Heavy Crossbow at range
2 investigation checks 1
15
2 perception 12 19
6 arcana 17 15 8
1 11 17
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.