Eladan wakes in the morning and heads back to the keep and through the first portal, returning to search for the wizard. He drinks a potion of heroism and casts Protection from Evil and Good on himself in preparation for what may lay ahead. Initiative 18 (Dybbuk)
Welcome to Tier 4. The Dybbuk. is a nasty monster with one of the longest stat blocks in Challenge 4. Good luck. Dybbuk rolls initiative: 20
You travel the Abyss searching for another Portal. Having to use Survival, Stealth, and other skills, you narrowly avoid roaming creatures in an attempt to follow the Imp's map. You come upon a vast hellscape, flat in all directions for 80 feet, ending with a sheer drop to a lava pit and right up against the cliff is your portal, guarded by a its keeper. [combat]
The Dybbuk spots you and uses dimension door to teleport adjacent to where you begin. With no actions left, the Dybbyk speaks in common, "You will be my new corpse, soon."
"We shall see foul creature." Eladan replies before BA shifting into a bear and attacking,
Bite to hit: 22 damage: 5 Claw to hit: 27 damage: 8
The Dybbuk (24/37) Tendril Attack: 19 Damage: 12 necrotic damage. If it hits, then reduce your max hp by 6
Eladan takes the hit and returns the attack. (it's attacks should be at disadvantage from protection from evil and good. I took the hit this time though)
Bite to hit: 8 damage: 7 Claw to hit: 12 damage: 9
Cons save for concentration: 23
Disadvantage Tendril Attack from last round: 24
The Dybbuk (24/37) Tendril with Disadvantage Attack: 17 Damage: 10, If it hits, then reduce your max hp by 2
Eladan takes another hit from the creature and counter attacks with tooth and claw and BA's wild shape healing.
Bite to hit: 9 damage: 12 Claw to hit: 18 damage: 13
Healing: 11
Cons save for concentration: 15
The Dybbuk (11/37) Tendril with Disadvantage Attack: 16 Damage: 13, If it hits, then reduce your max hp by 6
The elf-bear is looking a little bloody but keeps attacking.
Bite to hit: 23 damage: 6 Claw to hit: 20 damage: 9
Cons save for concentration: 23
Congratulations, you've defeated the keeper and now you have two portals, some idea how to activate them, and the notion that a Demon Lord wants you to destroy both of them, but also that you would need to destroy one from the Abyss and the other from the Material Plane to prevent being trapped in the Abyss. We can call this a break, you can fight another monster, roleplay a little more, the next steps are up to you.
Welcome to Tier 4. I will roll initiative for your monster, this round. If you want to try one any of the lower tiers let me know.
Initiative roll (plus Dex TBD): 6
Here's a new list:
Crossbow +2 4000
Bracers of Archery 1500
2xScroll psychic lance 320 (640)
2xScroll greater invisibility 320 (640)
Potion of Speed 400
Potion of Resistance - poison 300
Adamantine Splint 700
Potion of Heroism 180
Rapier 25
Shield 10
5 Daggers 10
— 8405
Potion of Heroism, Potion of Poison Resistance consumed before the encounter, and cast Armor of Agathys L2 and Enhance ability.
Rime Initiative: 19
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.
This post has potentially manipulated dice roll results.
(Enhance Ability was Charisma) Rime's first action is to consume the Potion of Speed, shoot her crossbow at the Wyvern (haste action) and move 60 feet further away.
Attack: 10 Damage: 14
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.
Atherna takes the platinum and looks at the map for a time before setting off for its location. Never the one to be unprepared, she reads a scroll of mage armor, orates a scroll of enhance ability (Cat's Grace), drinks a potion of heroism, and quaffs a potion of poison resistance once there. She tries to sneak near the teleportation circle in an attempt to get the drop on the wyvern that guards it with a Stealth of 14 (9,9 + 5) and an initiative of 15 (8,12 + 3)
(By the way, I probably should have asked sooner, but how would you prefer we handle pre-combat effects like potions and spells? I've only used things that last 10 minutes or longer, which seems fair to me, but I suppose I'd like to know if you'd allow 1 minute effects to be used pre-combat as well, or if you'd prefer I just cut out the pre-combat stuff regardless of duration.)
Welcome to Tier 4. The wyvern is a Challenge 6 which is your level +2. Good luck.
Wyvern rolls Initiative: 11
(I always forget to do this. Owl's initiative: 13 [12 + 1]. Also, I'm assuming the wyvern is 80 feet away.)
Jumping into action as she spots the bipedal dragon(oid?), Atherna flicks two coins into the air. Just as they reach their apexes, they each shatter into two gluten-free darts that whistle towards the wyvern, each finding taking advantage of their foe's lack of preparation and finding weak spots in the dragon-kin's tough scales. She then makes a tactical retreat, slowly doing her dance-like movement to add some distance between herself and that which wishes to do her harm.
Owl's Turn: Action: Dodge Movement: 15 feet away from wyvern
Missile 1: 26 (15 + 7 + 4) to hit, 17 (6 + 11) force damage Missile 2: 22 (14 + 7 + 1) to hit, 12 (7 + 5) force damage Missile 3: 27 (19 + 7 + 1) to hit, 10 (4 + 6) force damage Missile 4: 29 (19 + 7 + 3) to hit, 9 (4 + 5) force damage Bonus Action: Bladesong Movement: 15 feet away from wyvern
Taking gluten-free darts has given this Wavyrn (62/110) a gluten-free aversion. The "Dragon" double moves to be adjacent.
Atherna is put a bit off-guard by how quickly the wyvern flies at her, taking out a special scroll for the occasion and reading it aloud. Chains of binding rise up from out of the earth, clasping themselves around the wings of the bipedal dragon and trying to pull it back to the hellish earth. At the same time, she tosses out a rapier that suspends itself in the air before swooshing about in the direction, almost resembling its owner in the way it dances about and plunges itself past the scales of its enemy.
Atherna's Turn: Action: Spell Scroll of earthbind: DC 13 Strength save or no flying speed for a minute Bonus Action: Dancing Rapier: 25 (18 + 5 + 2) to hit, 4 (1 + 3) piercing damage, move 30 feet away from wyvern if spell works Movement: If spell works, 50 feet away from wyvern. Otherwise, nothing
Owl's Turn: Action: Help, next attack against wyvern has advantage Movement: If spell works, follow Atherna. Otherwise, nothing
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)
Welcome to Tier 4. I will roll initiative for your monster, this round. If you want to try one any of the lower tiers let me know. Initiative roll (plus Dex TBD): 6
Here's a new list: Crossbow +2 4000 Bracers of Archery 1500 2xScroll psychic lance 320 (640) 2xScroll greater invisibility 320 (640) Potion of Speed 400 Potion of Resistance - poison 300 Adamantine Splint 700 Potion of Heroism 180 Rapier 25 Shield 10 5 Daggers 10 — 8405 Potion of Heroism, Potion of Poison Resistance consumed before the encounter, and cast Armor of Agathys L2 and Enhance ability.
(Enhance Ability was Charisma) Rime's first action is to consume the Potion of Speed, shoot her crossbow at the Wyvern (haste action) and move 60 feet further away.
Wyvern rolls initiative: 6 Rime Initiative: 16
Attack: 21 Damage: 9
Crossbow hits the Wyvern (101/110), and now Rime is 80+60 = 140 feet away
The Wyvern double moves fly speed 80 feet to be adjacent, then ends its turn.
This post has potentially manipulated dice roll results.
“Bloody Hell, this beast is fast, “ mutters Rime before she tries read out a scroll with Greater Invisibility, Charisma Check DC 14: 19
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.
Now, unseen by the monster, Rime smiles and dashes 120 feet to where the beast came from. (Haste action Dash)
(54s haste remaining)
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.
Atherna takes the platinum and looks at the map for a time before setting off for its location. Never the one to be unprepared, she reads a scroll of mage armor, orates a scroll of enhance ability (Cat's Grace), drinks a potion of heroism, and quaffs a potion of poison resistance once there. She tries to sneak near the teleportation circle in an attempt to get the drop on the wyvern that guards it with a Stealth of 14 (9,9 + 5) and an initiative of 15 (8,12 + 3)
(By the way, I probably should have asked sooner, but how would you prefer we handle pre-combat effects like potions and spells? I've only used things that last 10 minutes or longer, which seems fair to me, but I suppose I'd like to know if you'd allow 1 minute effects to be used pre-combat as well, or if you'd prefer I just cut out the pre-combat stuff regardless of duration.)
Welcome to Tier 4. The wyvern is a Challenge 6 which is your level +2. Good luck.
Wyvern rolls Initiative: 11
(I always forget to do this. Owl's initiative: 13 [12 + 1]. Also, I'm assuming the wyvern is 80 feet away.)
Jumping into action as she spots the bipedal dragon(oid?), Atherna flicks two coins into the air. Just as they reach their apexes, they each shatter into two gluten-free darts that whistle towards the wyvern, each finding taking advantage of their foe's lack of preparation and finding weak spots in the dragon-kin's tough scales. She then makes a tactical retreat, slowly doing her dance-like movement to add some distance between herself and that which wishes to do her harm.
Owl's Turn: Action: Dodge Movement: 15 feet away from wyvern
Missile 1: 26 (15 + 7 + 4) to hit, 17 (6 + 11) force damage Missile 2: 22 (14 + 7 + 1) to hit, 12 (7 + 5) force damage Missile 3: 27 (19 + 7 + 1) to hit, 10 (4 + 6) force damage Missile 4: 29 (19 + 7 + 3) to hit, 9 (4 + 5) force damage Bonus Action: Bladesong Movement: 15 feet away from wyvern
Taking gluten-free darts has given this Wavyrn (62/110) a gluten-free aversion. The "Dragon" double moves to be adjacent.
Owl's Turn: Action: Help, next attack against wyvern has advantage Movement: If spell works, follow Atherna. Otherwise, nothing
Atherna is put a bit off-guard by how quickly the wyvern flies at her, taking out a special scroll for the occasion and reading it aloud. Chains of binding rise up from out of the earth, clasping themselves around the wings of the bipedal dragon and trying to pull it back to the hellish earth. At the same time, she tosses out a rapier that suspends itself in the air before swooshing about in the direction, almost resembling its owner in the way it dances about and plunges itself past the scales of its enemy.
Atherna's Turn: Action: Spell Scroll of earthbind: DC 13 Strength save or no flying speed for a minute Bonus Action: Dancing Rapier: 25 (18 + 5 + 2) to hit, 4 (1 + 3) piercing damage, move 30 feet away from wyvern if spell works Movement: If spell works, 50 feet away from wyvern. Otherwise, nothing
After taking Dancing Sword damage, the Wayvrn (58/110), makes a Strength Save for Earthbind against DC 13 vs 6+4 = 10
The grounded Wayvern takes an Attack of Opportunity against the agile foe, Attack: 8 Damage: 10
@Nathan, I know I had mentioned the Zakya before, but was thinking about it here and thinking I might go for the Gauth instead. If you'd prefer to run the Zakya that's fine by me (I'll just need to readjust a couple purchases [mostly not getting some of the resistance potions]).
After a short rest and arming himself with some more equipment, Peter Gathakanathi sets out from where he fought the Merregon and follows the trail laid out on the map. The firey landscape grates on his nerves and he finds himself yearning the comfort of a forest meadow. As he starts to get nearer, about a half-hour from the destination, he seeks to speed up his journey to the portal and therefore his journey out of this hellscape by casting a scroll of Longstrider to quicken his journey. Won't be too shabby of a help if there's another fight as this godsforsaken portal he thinks to himself.
As he nears the final approach he shoulders his shield and sheathes his scimitar in preparation for a fight. "I doubt that mad wizard suddenly decided to make things easy." He downs a Potion of Heroism, assumes his Starry Chalice Form. Drawing up his cloak his approaches with a scroll of absorb elements in one hand and his yew wand in the other. "Let's see what beasty lies in wait this time."
No really, you pick. I want to stack this brutal mini campaign in favor of the players as much as possible (and within reason for the game). That's why I give you guys about 50% more gold or even double gold than you should have at this level. This rewards strategy and planning, which is what makes the game fun. I also hope it helps measure how difficult Challenges really are. At least I know I've learned a lot from the players over the past couple of weeks.
Initiative: 4+5 = 9
So if you are ready for the Gauth, I'll reroll initiative: 11
You travel the Abyss searching for another Portal. Having to use Survival, Stealth, and other skills, you narrowly avoid roaming creatures in an attempt to follow the Imp's map. You come upon a vast hellscape, flat in all directions for 80 feet, ending with a sheer drop to a lava pit and right up against the cliff is your portal, guarded by its keeper. [combat]
I'll let you choose if you want to be 40 feet away to start or 80 feet away. Assuming 80 feet, the Guath looks at your approach and smiles saying in Undercommon, "This is my lucky day, here comes lunch."
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 1, 4, 2, 3, 5
Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Fire Ray (4). make a Dexterity Save DC 14 or take 28 fire damage Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
(side note, forgot to say I'd take the 80ft starting distance)
Oh wow, I totally missed the fire didn't have a half-damage on successful save clause. WHOOP! >> Looks like no half damage on a save. Your turn.
Filled with self-confidence Peter shouts at the Gauth in Druidic, "You can't stop me, ya multi-eyed freak!" He smiles and continues in his exhuberance, throwing caution to wind for a moment, "You know what, let's give your eyes something to see!" and casts Moonbeam He then takes some steps forward 15ft towards the Gauth. (Thinking about the possibility of that pushing ray so don't right to be right on the edge.)
Peter Gathakanathi's Longstider: adds the +10ft from Longstrider
Peter's Ring of Necrotic Resistance and Peter's Ring of Fire Resistance (neither equipped yet, will use for once he drinks the corresponding Potion of Resistance)
(Question: What kind of terrain is this arena? Could he use Mold Earth to get some cover?)
>>brimstone
Note: I added three homebrew items to Peter for the purpose of having some of the buffs reflected on his character sheet >>no problem, just to help with book keeping is fine.
Moonbeam: 11 radiant damage Save CON 14, half damage on save
The Gauth (67/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 12
Then it will fly 20 feet closer and attack with its eyes, Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 4, 3, 4, 5, 4
After taking 11 damage from moonbeam, Gauth (56/67)
Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Fire Ray (4). make a Dexterity Save DC 14 or take 21 fire damage Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
Push Save STR DC 14: 6 + [1,4], Peter is pushed to the edge Fire Save DEX 14: 8+4+2 = 14 //Potion of Heroism coming in clutch again Paralyzing Ray: 1 + 4 + [1,4] (ouch) //realized after the fact I rolled using Dex save instead of Con save, but it's a d20 and the same modifier anyways End-of-turn save: 13+4 = 17 (so at least I'm out of being paralyzed)
The Gauth (56/67), fires its eye stalks,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 3, 2, 4, 5
Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take 16 necrotic damage, save take half. Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn
Peter's eyes go wide as he exits the paralysis only to be confronted with three more eye rays.
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later)
Enervation Ray: 16 + 4 = 20, half damage for 8
Pushing Ray: 3+4 = 7, darn that's a fail and Peter was on the edge...
For the devour magic ray, I created a custom action on his sheet to roll for it (not sure if this is how you'd like to go for the next round). I added an attack called 1-3 ioun 4-6 cloak and rolled damage Got a 5 (shows as 4 in log since I had to base it on a stat of some type and used my -1 STR) so that would be the cloak losing its magic.
Also, I gotta make a CON saving throw to maintain concentration of Moonbeam for the 8 damage taken which IIRC defaults to a 10 CON save Concentration 10 DC: 2 + 4 + 4 -1 (because no cloak) = 9, moonbeam concentration lost
Oh wait, the Enervation and Pushing rays happen after devour magic so I'm even worse off there with my saving throws XD
In case I missed something and by some chance Peter isn't pushed off the edge, I'll wait a little to enter the next character. I still want to keep the build (so I'll probably tap into siblings, hopefully not too many siblings XD, for why they're coming to avenge Peter) but I think this next time I'll try the Starry Archer again. Part of my reason for the chalice, in addition to the healing, was that I thought moving the moonbeam was bonus action instead of a full action but then I reread it and was like, "Oh... this action."
----------------------------
As Peter stands his ground he feels a shiver go down his spine despite the harsh environment around him and his cloak loses it magic. Steeling himself he faces off against the enervation ray only to be caught off guard by the shoving ray. As he falls down the cliff towards the lava he thinks to himself, "I really wish I could wildshape into a bird." and "Avenge me, brothers."
Welcome to Tier 4. I will roll initiative for your monster, this round. If you want to try one any of the lower tiers let me know. Initiative roll (plus Dex TBD): 6
Here's a new list: Crossbow +2 4000 Bracers of Archery 1500 2xScroll psychic lance 320 (640) 2xScroll greater invisibility 320 (640) Potion of Speed 400 Potion of Resistance - poison 300 Adamantine Splint 700 Potion of Heroism 180 Rapier 25 Shield 10 5 Daggers 10 — 8405 Potion of Heroism, Potion of Poison Resistance consumed before the encounter, and cast Armor of Agathys L2 and Enhance ability.
(Enhance Ability was Charisma) Rime's first action is to consume the Potion of Speed, shoot her crossbow at the Wyvern (haste action) and move 60 feet further away.
Wyvern rolls initiative: 6 Rime Initiative: 16
Attack: 21 Damage: 9
Crossbow hits the Wyvern (101/110), and now Rime is 80+60 = 140 feet away
The Wyvern double moves fly speed 80 feet to be adjacent, then ends its turn.
“Bloody Hell, this beast is fast, “ mutters Rime before she tries read out a scroll with Greater Invisibility, Charisma Check DC 14: 19 Now, unseen by the monster, Rime smiles and dashes 120 feet to where the beast came from. (Haste action Dash) (54s haste remaining)
Invisible An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Please make a "Move Silently" Check, Advantage on Stealth so that the Wyvern can try to find your location detected by any noise.It will roll a Perception check of 18 to hear your footsteps. You are heavily obscured and have advantage on both Stealth rolls and Attack rolls.
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.
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.
@Nathan, I know I had mentioned the Zakya before, but was thinking about it here and thinking I might go for the Gauth instead. If you'd prefer to run the Zakya that's fine by me (I'll just need to readjust a couple purchases [mostly not getting some of the resistance potions]).
After a short rest and arming himself with some more equipment, Peter Gathakanathi sets out from where he fought the Merregon and follows the trail laid out on the map. The firey landscape grates on his nerves and he finds himself yearning the comfort of a forest meadow. As he starts to get nearer, about a half-hour from the destination, he seeks to speed up his journey to the portal and therefore his journey out of this hellscape by casting a scroll of Longstrider to quicken his journey. Won't be too shabby of a help if there's another fight as this godsforsaken portal he thinks to himself.
As he nears the final approach he shoulders his shield and sheathes his scimitar in preparation for a fight. "I doubt that mad wizard suddenly decided to make things easy." He downs a Potion of Heroism, assumes his Starry Chalice Form. Drawing up his cloak his approaches with a scroll of absorb elements in one hand and his yew wand in the other. "Let's see what beasty lies in wait this time."
No really, you pick. I want to stack this brutal mini campaign in favor of the players as much as possible (and within reason for the game). That's why I give you guys about 50% more gold or even double gold than you should have at this level. This rewards strategy and planning, which is what makes the game fun. I also hope it helps measure how difficult Challenges really are. At least I know I've learned a lot from the players over the past couple of weeks.
Initiative: 4+5 = 9
So if you are ready for the Gauth, I'll reroll initiative: 11
You travel the Abyss searching for another Portal. Having to use Survival, Stealth, and other skills, you narrowly avoid roaming creatures in an attempt to follow the Imp's map. You come upon a vast hellscape, flat in all directions for 80 feet, ending with a sheer drop to a lava pit and right up against the cliff is your portal, guarded by its keeper. [combat]
I'll let you choose if you want to be 40 feet away to start or 80 feet away. Assuming 80 feet, the Guath looks at your approach and smiles saying in Undercommon, "This is my lucky day, here comes lunch."
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 1, 4, 2, 3, 5
Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Fire Ray (4). make a Dexterity Save DC 14 or take 28 fire damage Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
(side note, forgot to say I'd take the 80ft starting distance)
Oh wow, I totally missed the fire didn't have a half-damage on successful save clause. WHOOP! >> Looks like no half damage on a save. Your turn.
Filled with self-confidence Peter shouts at the Gauth in Druidic, "You can't stop me, ya multi-eyed freak!" He smiles and continues in his exhuberance, throwing caution to wind for a moment, "You know what, let's give your eyes something to see!" and casts Moonbeam He then takes some steps forward 15ft towards the Gauth. (Thinking about the possibility of that pushing ray so don't right to be right on the edge.)
Peter Gathakanathi's Longstider: adds the +10ft from Longstrider
Peter's Ring of Necrotic Resistance and Peter's Ring of Fire Resistance (neither equipped yet, will use for once he drinks the corresponding Potion of Resistance)
(Question: What kind of terrain is this arena? Could he use Mold Earth to get some cover?)
>>brimstone
Note: I added three homebrew items to Peter for the purpose of having some of the buffs reflected on his character sheet >>no problem, just to help with book keeping is fine.
Moonbeam: 11 radiant damage Save CON 14, half damage on save
The Gauth (67/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 12
Then it will fly 20 feet closer and attack with its eyes, Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 4, 3, 4, 5, 4
After taking 11 damage from moonbeam, Gauth (56/67)
Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Fire Ray (4). make a Dexterity Save DC 14 or take 21 fire damage Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
Push Save STR DC 14: 6 + [1,4], Peter is pushed to the edge Fire Save DEX 14: 8+4+2 = 14 //Potion of Heroism coming in clutch again Paralyzing Ray: 1 + 4 + [1,4] (ouch) //realized after the fact I rolled using Dex save instead of Con save, but it's a d20 and the same modifier anyways End-of-turn save: 13+4 = 17 (so at least I'm out of being paralyzed)
Peter's eyes go wide as he exits the paralysis only to be confronted with three more eye rays.
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later)
Enervation Ray: 16 + 4 = 20, half damage for 8
Pushing Ray: 3+4 = 7, darn that's a fail and Peter was on the edge...
For the devour magic ray, I created a custom action on his sheet to roll for it (not sure if this is how you'd like to go for the next round). I added an attack called 1-3 ioun 4-6 cloak and rolled damage Got a 5 (shows as 4 in log since I had to base it on a stat of some type and used my -1 STR) so that would be the cloak losing its magic.
Also, I gotta make a CON saving throw to maintain concentration of Moonbeam for the 8 damage taken which IIRC defaults to a 10 CON save Concentration 10 DC: 2 + 4 + 4 -1 (because no cloak) = 9, moonbeam concentration lost
Oh wait, the Enervation and Pushing rays happen after devour magic so I'm even worse off there with my saving throws XD
In case I missed something and by some chance Peter isn't pushed off the edge, I'll wait a little to enter the next character. I still want to keep the build (so I'll probably tap into siblings, hopefully not too many siblings XD, for why they're coming to avenge Peter) but I think this next time I'll try the Starry Archer again. Part of my reason for the chalice, in addition to the healing, was that I thought moving the moonbeam was bonus action instead of a full action but then I reread it and was like, "Oh... this action."
As Peter stands his ground he feels a shiver go down his spine despite the harsh environment around him and his cloak loses it magic. Steeling himself he faces off against the enervation ray only to be caught off guard by the shoving ray. As he falls down the cliff towards the lava he thinks to himself, "I really wish I could wildshape into a bird." and "Avenge me, brothers."
The Gauth (56/67), fires its eye stalks,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 3, 2, 4, 5
Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take 16 necrotic damage, save take half. Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later) Enervation Ray: 16 + 4 = 20, half damage for 8 Pushing Ray: 3+4 = 7
Amazing RP, I almost feel bad about retroactively changing the continuity.
The Gauth and Portal on on the edge and you are coming from the rocky plains. So a push away from the Gauth will send you back where you came from and not towards the cliff. That's my bad for not drawing a map. I just wanted to make simple yet large maps, so people can use different strategies.
Also, the DM rolls 1d100 for random effects 65, to choose which item is effected by Devour Magic 1-50: Ioun Stone 51-100: Cloak
Sorry for speeding through the map and house rules, this should mean you are alive, you may still have +1d4 for saves, and it's still your turn.
Welcome to Tier 4. I will roll initiative for your monster, this round. If you want to try one any of the lower tiers let me know. Initiative roll (plus Dex TBD): 6
Here's a new list: Crossbow +2 4000 Bracers of Archery 1500 2xScroll psychic lance 320 (640) 2xScroll greater invisibility 320 (640) Potion of Speed 400 Potion of Resistance - poison 300 Adamantine Splint 700 Potion of Heroism 180 Rapier 25 Shield 10 5 Daggers 10 — 8405 Potion of Heroism, Potion of Poison Resistance consumed before the encounter, and cast Armor of Agathys L2 and Enhance ability.
(Enhance Ability was Charisma) Rime's first action is to consume the Potion of Speed, shoot her crossbow at the Wyvern (haste action) and move 60 feet further away.
Wyvern rolls initiative: 6 Rime Initiative: 16
Attack: 21 Damage: 9
Crossbow hits the Wyvern (101/110), and now Rime is 80+60 = 140 feet away
The Wyvern double moves fly speed 80 feet to be adjacent, then ends its turn.
“Bloody Hell, this beast is fast, “ mutters Rime before she tries read out a scroll with Greater Invisibility, Charisma Check DC 14: 19 Now, unseen by the monster, Rime smiles and dashes 120 feet to where the beast came from. (Haste action Dash) (54s haste remaining)
Invisible An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Please make a "Move Silently" Check, Advantage on Stealth so that the Wyvern can try to find your location detected by any noise. It will roll a Perception check of 18 to hear your footsteps.
You are heavily obscured and have advantage on both Stealth rolls and Attack rolls.
Stealth: 22 (incl. disadvantage from heavy armor)
But I think the dust alone from dashing about would show Rime’s general location. >>so reasonable
The Wyvern (101/110), failing his Perception check against the invisible "clanky" foe, does see the dust from the earthen granite and sulfur, kick up in the path of 120 feet away. Using his 80 feet move and Multiattack, targeting one of the squares with "dust" but actually 40 feet away from your location, and keeping with the invisibility (disadvantage so that I can prepare formulas)
While Flying, Claw Attack: 24 Damage: 13 While Flying, Stinger Attack: 15 Damage: 15, on hit if you make a Con Save DC 15, take half of 19 poison damage.
But I think the dust alone from dashing about would show Rime’s general location. Also I think for actively hiding, I would need an action, or not?
I think you are right from a 5e legal point of view. The problem is that the rules for invisibility in 5e are heavily dependent on the DM rulings. This time, I'm giving you a free stealth check due to amazing strategy and decent RP. Plus because of the invisibility rules, I need a target DC for my perception check, and it's a DM ruling to use "Passive" Stealth, so I just ruled free Stealth check, seems fair because you have to roll, you get advantage, and because of your "clanky" armor your advantage is knocked back down to a normal roll.
@Nathan, I know I had mentioned the Zakya before, but was thinking about it here and thinking I might go for the Gauth instead. If you'd prefer to run the Zakya that's fine by me (I'll just need to readjust a couple purchases [mostly not getting some of the resistance potions]).
After a short rest and arming himself with some more equipment, Peter Gathakanathi sets out from where he fought the Merregon and follows the trail laid out on the map. The firey landscape grates on his nerves and he finds himself yearning the comfort of a forest meadow. As he starts to get nearer, about a half-hour from the destination, he seeks to speed up his journey to the portal and therefore his journey out of this hellscape by casting a scroll of Longstrider to quicken his journey. Won't be too shabby of a help if there's another fight as this godsforsaken portal he thinks to himself.
As he nears the final approach he shoulders his shield and sheathes his scimitar in preparation for a fight. "I doubt that mad wizard suddenly decided to make things easy." He downs a Potion of Heroism, assumes his Starry Chalice Form. Drawing up his cloak his approaches with a scroll of absorb elements in one hand and his yew wand in the other. "Let's see what beasty lies in wait this time."
No really, you pick. I want to stack this brutal mini campaign in favor of the players as much as possible (and within reason for the game). That's why I give you guys about 50% more gold or even double gold than you should have at this level. This rewards strategy and planning, which is what makes the game fun. I also hope it helps measure how difficult Challenges really are. At least I know I've learned a lot from the players over the past couple of weeks.
Initiative: 4+5 = 9
So if you are ready for the Gauth, I'll reroll initiative: 11
You travel the Abyss searching for another Portal. Having to use Survival, Stealth, and other skills, you narrowly avoid roaming creatures in an attempt to follow the Imp's map. You come upon a vast hellscape, flat in all directions for 80 feet, ending with a sheer drop to a lava pit and right up against the cliff is your portal, guarded by its keeper. [combat]
I'll let you choose if you want to be 40 feet away to start or 80 feet away. Assuming 80 feet, the Guath looks at your approach and smiles saying in Undercommon, "This is my lucky day, here comes lunch."
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 1, 4, 2, 3, 5
Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Fire Ray (4). make a Dexterity Save DC 14 or take 28 fire damage Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
(side note, forgot to say I'd take the 80ft starting distance)
Oh wow, I totally missed the fire didn't have a half-damage on successful save clause. WHOOP! >> Looks like no half damage on a save. Your turn.
Filled with self-confidence Peter shouts at the Gauth in Druidic, "You can't stop me, ya multi-eyed freak!" He smiles and continues in his exhuberance, throwing caution to wind for a moment, "You know what, let's give your eyes something to see!" and casts Moonbeam He then takes some steps forward 15ft towards the Gauth. (Thinking about the possibility of that pushing ray so don't right to be right on the edge.)
Peter Gathakanathi's Longstider: adds the +10ft from Longstrider
Peter's Ring of Necrotic Resistance and Peter's Ring of Fire Resistance (neither equipped yet, will use for once he drinks the corresponding Potion of Resistance)
(Question: What kind of terrain is this arena? Could he use Mold Earth to get some cover?)
>>brimstone
Note: I added three homebrew items to Peter for the purpose of having some of the buffs reflected on his character sheet >>no problem, just to help with book keeping is fine.
Moonbeam: 11 radiant damage Save CON 14, half damage on save
The Gauth (67/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 12
Then it will fly 20 feet closer and attack with its eyes, Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 4, 3, 4, 5, 4
After taking 11 damage from moonbeam, Gauth (56/67)
Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Fire Ray (4). make a Dexterity Save DC 14 or take 21 fire damage Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
Push Save STR DC 14: 6 + [1,4], Peter is pushed to the edge Fire Save DEX 14: 8+4+2 = 14 //Potion of Heroism coming in clutch again Paralyzing Ray: 1 + 4 + [1,4] (ouch) //realized after the fact I rolled using Dex save instead of Con save, but it's a d20 and the same modifier anyways End-of-turn save: 13+4 = 17 (so at least I'm out of being paralyzed)
Peter's eyes go wide as he exits the paralysis only to be confronted with three more eye rays.
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later)
Enervation Ray: 16 + 4 = 20, half damage for 8
Pushing Ray: 3+4 = 7, darn that's a fail and Peter was on the edge...
For the devour magic ray, I created a custom action on his sheet to roll for it (not sure if this is how you'd like to go for the next round). I added an attack called 1-3 ioun 4-6 cloak and rolled damage Got a 5 (shows as 4 in log since I had to base it on a stat of some type and used my -1 STR) so that would be the cloak losing its magic.
Also, I gotta make a CON saving throw to maintain concentration of Moonbeam for the 8 damage taken which IIRC defaults to a 10 CON save Concentration 10 DC: 2 + 4 + 4 -1 (because no cloak) = 9, moonbeam concentration lost
Oh wait, the Enervation and Pushing rays happen after devour magic so I'm even worse off there with my saving throws XD
In case I missed something and by some chance Peter isn't pushed off the edge, I'll wait a little to enter the next character. I still want to keep the build (so I'll probably tap into siblings, hopefully not too many siblings XD, for why they're coming to avenge Peter) but I think this next time I'll try the Starry Archer again. Part of my reason for the chalice, in addition to the healing, was that I thought moving the moonbeam was bonus action instead of a full action but then I reread it and was like, "Oh... this action."
As Peter stands his ground he feels a shiver go down his spine despite the harsh environment around him and his cloak loses it magic. Steeling himself he faces off against the enervation ray only to be caught off guard by the shoving ray. As he falls down the cliff towards the lava he thinks to himself, "I really wish I could wildshape into a bird." and "Avenge me, brothers."
The Gauth (56/67), fires its eye stalks,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 3, 2, 4, 5
Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take 16 necrotic damage, save take half. Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later) Enervation Ray: 16 + 4 = 20, half damage for 8 Pushing Ray: 3+4 = 7
Amazing RP, I almost feel bad about retroactively changing the continuity.
The Gauth and Portal on on the edge and you are coming from the rocky plains. So a push away from the Gauth will send you back where you came from and not towards the cliff. That's my bad for not drawing a map. I just wanted to make simple yet large maps, so people can use different strategies.
Also, the DM rolls 1d100 for random effects 5, to choose which item is effected by Devour Magic 1-50: Ioun Stone 51-100: Cloak
Sorry for speeding through the map and house rules, this should mean you are alive, you may still have +1d4 for saves, and it's still your turn.
Alrighty. Good to know! (And I'm not sure if you ever watched Fairly Oddparents, but I'm feeling like this scene (except the later variant where it's "I can breathe I can fight!")
Peter snaps himself out of a vision of his death and finds his footing on the ground. "Let's get a hold of ourselves. Those eye rays mean trouble." He drinks a potion of necrotic resistance and holds his ground.
(Initial distance 80ft, Peter moved 15 ft towards Gauth before [though do you mind if I retroactively nix that as I'd been doing it with thought of cliff-edge?], Guath moved 20 ft towards Peter. Peter got pushed 15ft back. Current distance: 60ft.)
Action: drink Potion of Necrotic Resistance //think I'll keep in the chalice form while doing buffs in case I need a big heal, might switch to starry form later for the damage boost
This post has potentially manipulated dice roll results.
( very nice, thanks.)
Rime observes how the wyvern rabidly attacks dust clouds , before sending two new bolts its way and increases her distance as much as possible again (60 feet move).
Attack: 19 Damage: 15 Bless: 1
Attack: 18 Damage: 10 Bless: 4
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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.
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.
Eladan wakes in the morning and heads back to the keep and through the first portal, returning to search for the wizard. He drinks a potion of heroism and casts Protection from Evil and Good on himself in preparation for what may lay ahead. Initiative 18 (Dybbuk)
Welcome to Tier 4. The Dybbuk. is a nasty monster with one of the longest stat blocks in Challenge 4. Good luck. Dybbuk rolls initiative: 20
You travel the Abyss searching for another Portal. Having to use Survival, Stealth, and other skills, you narrowly avoid roaming creatures in an attempt to follow the Imp's map. You come upon a vast hellscape, flat in all directions for 80 feet, ending with a sheer drop to a lava pit and right up against the cliff is your portal, guarded by a its keeper. [combat]
The Dybbuk spots you and uses dimension door to teleport adjacent to where you begin. With no actions left, the Dybbyk speaks in common, "You will be my new corpse, soon."
"We shall see foul creature." Eladan replies before BA shifting into a bear and attacking,
Bite to hit: 22 damage: 5 Claw to hit: 27 damage: 8
The Dybbuk (24/37) Tendril Attack: 19 Damage: 12 necrotic damage. If it hits, then reduce your max hp by 6
Eladan takes the hit and returns the attack. (it's attacks should be at disadvantage from protection from evil and good. I took the hit this time though)
Bite to hit: 8 damage: 7 Claw to hit: 12 damage: 9
Cons save for concentration: 23
Disadvantage Tendril Attack from last round: 24
The Dybbuk (24/37) Tendril with Disadvantage Attack: 17 Damage: 10, If it hits, then reduce your max hp by 2
Eladan takes another hit from the creature and counter attacks with tooth and claw and BA's wild shape healing.
Bite to hit: 9 damage: 12 Claw to hit: 18 damage: 13
Healing: 11
Cons save for concentration: 15
The Dybbuk (11/37) Tendril with Disadvantage Attack: 16 Damage: 13, If it hits, then reduce your max hp by 6
The elf-bear is looking a little bloody but keeps attacking.
Bite to hit: 23 damage: 6 Claw to hit: 20 damage: 9
Cons save for concentration: 23
Congratulations, you've defeated the keeper and now you have two portals, some idea how to activate them, and the notion that a Demon Lord wants you to destroy both of them, but also that you would need to destroy one from the Abyss and the other from the Material Plane to prevent being trapped in the Abyss. We can call this a break, you can fight another monster, roleplay a little more, the next steps are up to you
After the creature falls dead, Eladan takes a rest. He will then attempt to destroy the portal in the location he is at now and then return to the first one he came through from the keep. Possibly running into another monster on his way back. (Draconian)
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Congratulations, you've defeated the keeper and now you have two portals, some idea how to activate them, and the notion that a Demon Lord wants you to destroy both of them, but also that you would need to destroy one from the Abyss and the other from the Material Plane to prevent being trapped in the Abyss. We can call this a break, you can fight another monster, roleplay a little more, the next steps are up to you.
Here's a new list:
Potion of Heroism, Potion of Poison Resistance consumed before the encounter, and cast Armor of Agathys L2 and Enhance ability.
Rime Initiative: 19
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 ||
(Enhance Ability was Charisma)
Rime's first action is to consume the Potion of Speed, shoot her crossbow at the Wyvern (haste action) and move 60 feet further away.
Attack: 10 Damage: 14
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 ||
Atherna is put a bit off-guard by how quickly the wyvern flies at her, taking out a special scroll for the occasion and reading it aloud. Chains of binding rise up from out of the earth, clasping themselves around the wings of the bipedal dragon and trying to pull it back to the hellish earth. At the same time, she tosses out a rapier that suspends itself in the air before swooshing about in the direction, almost resembling its owner in the way it dances about and plunges itself past the scales of its enemy.
Atherna's Turn:
Action: Spell Scroll of earthbind: DC 13 Strength save or no flying speed for a minute
Bonus Action: Dancing Rapier: 25 (18 + 5 + 2) to hit, 4 (1 + 3) piercing damage, move 30 feet away from wyvern if spell works
Movement: If spell works, 50 feet away from wyvern. Otherwise, nothing
Owl's Turn:
Action: Help, next attack against wyvern has advantage
Movement: If spell works, follow Atherna. Otherwise, nothing
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)
Crossbow hits the Wyvern (101/110), and now Rime is 80+60 = 140 feet away
The Wyvern double moves fly speed 80 feet to be adjacent, then ends its turn.
“Bloody Hell, this beast is fast, “ mutters Rime before she tries read out a scroll with Greater Invisibility, Charisma Check DC 14: 19
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 ||
Now, unseen by the monster, Rime smiles and dashes 120 feet to where the beast came from. (Haste action Dash)
(54s haste remaining)
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 ||
After taking Dancing Sword damage, the Wayvrn (58/110), makes a Strength Save for Earthbind against DC 13 vs 6+4 = 10
The grounded Wayvern takes an Attack of Opportunity against the agile foe, Attack: 8 Damage: 10
Peter's eyes go wide as he exits the paralysis only to be confronted with three more eye rays.
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later)
Enervation Ray: 16 + 4 = 20, half damage for 8
Pushing Ray: 3+4 = 7, darn that's a fail and Peter was on the edge...
For the devour magic ray, I created a custom action on his sheet to roll for it (not sure if this is how you'd like to go for the next round). I added an attack called 1-3 ioun 4-6 cloak and rolled damage
Got a 5 (shows as 4 in log since I had to base it on a stat of some type and used my -1 STR) so that would be the cloak losing its magic.
Also, I gotta make a CON saving throw to maintain concentration of Moonbeam for the 8 damage taken which IIRC defaults to a 10 CON save
Concentration 10 DC: 2 + 4 + 4 -1 (because no cloak) = 9, moonbeam concentration lost
Oh wait, the Enervation and Pushing rays happen after devour magic so I'm even worse off there with my saving throws XD
In case I missed something and by some chance Peter isn't pushed off the edge, I'll wait a little to enter the next character. I still want to keep the build (so I'll probably tap into siblings, hopefully not too many siblings XD, for why they're coming to avenge Peter) but I think this next time I'll try the Starry Archer again. Part of my reason for the chalice, in addition to the healing, was that I thought moving the moonbeam was bonus action instead of a full action but then I reread it and was like, "Oh... this action."
----------------------------
As Peter stands his ground he feels a shiver go down his spine despite the harsh environment around him and his cloak loses it magic. Steeling himself he faces off against the enervation ray only to be caught off guard by the shoving ray. As he falls down the cliff towards the lava he thinks to himself, "I really wish I could wildshape into a bird." and "Avenge me, brothers."
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Invisible An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Please make a "Move Silently" Check, Advantage on Stealth so that the Wyvern can try to find your location detected by any noise. It will roll a Perception check of 18 to hear your footsteps.
You are heavily obscured and have advantage on both Stealth rolls and Attack rolls.
Stealth: 22 (incl. disadvantage from heavy armor)
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 ||
But I think the dust alone from dashing about would show Rime’s general location. Also I think for actively hiding, I would need an action, or not?
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 ||
Amazing RP, I almost feel bad about retroactively changing the continuity.
The Gauth and Portal on on the edge and you are coming from the rocky plains. So a push away from the Gauth will send you back where you came from and not towards the cliff. That's my bad for not drawing a map. I just wanted to make simple yet large maps, so people can use different strategies.
Also, the DM rolls 1d100 for random effects 65, to choose which item is effected by Devour Magic
1-50: Ioun Stone
51-100: Cloak
Sorry for speeding through the map and house rules, this should mean you are alive, you may still have +1d4 for saves, and it's still your turn.
The Wyvern (101/110), failing his Perception check against the invisible "clanky" foe, does see the dust from the earthen granite and sulfur, kick up in the path of 120 feet away. Using his 80 feet move and Multiattack, targeting one of the squares with "dust" but actually 40 feet away from your location, and keeping with the invisibility (disadvantage so that I can prepare formulas)
While Flying, Claw Attack: 24 Damage: 13
While Flying, Stinger Attack: 15 Damage: 15, on hit if you make a Con Save DC 15, take half of 19 poison damage.
I think you are right from a 5e legal point of view. The problem is that the rules for invisibility in 5e are heavily dependent on the DM rulings. This time, I'm giving you a free stealth check due to amazing strategy and decent RP. Plus because of the invisibility rules, I need a target DC for my perception check, and it's a DM ruling to use "Passive" Stealth, so I just ruled free Stealth check, seems fair because you have to roll, you get advantage, and because of your "clanky" armor your advantage is knocked back down to a normal roll.
Quick Announcement
Starting now, on this round, and at the beginning of every new combat, everyone has one inspiration point to use in your combats.
Alrighty. Good to know! (And I'm not sure if you ever watched Fairly Oddparents, but I'm feeling like this scene (except the later variant where it's "I can breathe I can fight!")
Peter snaps himself out of a vision of his death and finds his footing on the ground. "Let's get a hold of ourselves. Those eye rays mean trouble." He drinks a potion of necrotic resistance and holds his ground.
(Initial distance 80ft, Peter moved 15 ft towards Gauth before [though do you mind if I retroactively nix that as I'd been doing it with thought of cliff-edge?], Guath moved 20 ft towards Peter. Peter got pushed 15ft back.
Current distance: 60ft.)
Action: drink Potion of Necrotic Resistance
//think I'll keep in the chalice form while doing buffs in case I need a big heal, might switch to starry form later for the damage boost
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
( very nice, thanks.)
Rime observes how the wyvern rabidly attacks dust clouds , before sending two new bolts its way and increases her distance as much as possible again (60 feet move).
Attack: 19 Damage: 15
Bless: 1
Attack: 18 Damage: 10
Bless: 4
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 ||
(48s haste, 54s invisible)
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 ||
After the creature falls dead, Eladan takes a rest. He will then attempt to destroy the portal in the location he is at now and then return to the first one he came through from the keep. Possibly running into another monster on his way back. (Draconian)