@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."
Spoiler (click to hide) 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
Action: drink Potion of Necrotic Resistance
The Gauth (56/67), moves 20 feet closer and attacks with eye stalks, Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 6, 6, 5, 5, 1
@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."
Spoiler (click to hide) 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
Action: drink Potion of Necrotic Resistance
The Gauth (56/67), moves 20 feet closer and attacks with eye stalks, Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 6, 6, 5, 5, 1
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) Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min 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
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.
( very nice, thanks.) (48s haste, 54s invisible)
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: 22 Damage: 12, Bless: 4
Attack: 16 Damage: 10, Bless: 4
After taking 22 damage from Crossbow hits, the Wyvern (101/110) makes a new Perception Check 8 for the sound of the attacks versus an opposed Stealth check with Advantage. He will fly up to 80 feet to pinpoint the square of the attack and Multiattack with disadvantage. Getting closer, if he makes his perception check, then these all target the correct square but if he misses the perception check, he will be 45 10x10 grid centered on your square being 55.
While Flying, Claw Attack: 19 Damage: Unable to parse dice roll. While Flying, Stinger Attack: 10 Damage: 9, on hit if you make a Con Save DC 15, take half of 28 poison damage.
Devour Magic Save: 7+4+3 = 14 Sleep Save: 19+6 = 25 //didn't bother with bless die Paralyzing Save: 10 + 4 = 14 //didn't bother with bless die
Using his half-speed, Peter counters the Gauth's advance with 20ft back of his own. Seeking to damage the abberation once more, he casts Moonbeam again.
Action: Moonbeam Damage: 8+9 = 17 CON DC: 14 //ioun stone is back half damage on save
Movement: 20ft back to counter Gauth's 20 ft forward
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.
( very nice, thanks.) (48s haste, 54s invisible)
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: 22 Damage: 12, Bless: 4
Attack: 16 Damage: 10, Bless: 4
After taking 22 damage from Crossbow hits, the Wyvern (101/110) makes a new Perception Check 19 for the sound of the attacks versus an opposed Stealth check with Advantage. He will fly up to 80 feet to pinpoint the square of the attack and Multiattack with disadvantage. Getting closer, if he makes his perception check, then these all target the correct square but if he misses the perception check, he will be 3 10x10 grid centered on your square being 55.
While Flying, Claw Attack: 17 Damage: 16 While Flying, Stinger Attack: 21 Damage: 10, on hit if you make a Con Save DC 15, take half of 26 poison damage.
Stealth: 14
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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.
@Cyreon, here is a map for what happens if the dragon fails its perception check with the 1d100. The dragon is on the orange square and you are on the fuchsia. On the chance that you fail your stealth, it will occupy squares 64, 65, 74, 75 when performing the multiattack.
(With 40 ft distance and moving away some 60 more, I think the wyvern doesn’t arrive to my square and still is able to attack but if it does - maybe because I couldn’t retreat straight away but in an angle - then the attacks both hit.)
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)
You gain 1100 XP and on your way to the first portal, you run into a roaming Sivak Draconian
(With 40 ft distance and moving away some 60 more, I think the wyvern doesn’t arrive to my square and still is able to attack but if it does - maybe because I couldn’t retreat straight away but in an angle - then the attacks both hit.)
You're right, 60+40 = 100 feet and with only 80 feet of movement, it will not attack, instead double moves to be on top of you, same configuration just without multiattack, squares 64, 65, 74, 75
Rime will parry the claw attack: 4, and must do a con save: 12
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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.
This post has potentially manipulated dice roll results.
Bless for the save, I nearly forgot: 2 Concentration DC 10: 10 Concentration DC 11 or 10: 8
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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.
@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."
Spoiler (click to hide) 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
Action: drink Potion of Necrotic Resistance
The Gauth (56/67), moves 20 feet closer and attacks with eye stalks, Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 6, 6, 5, 5, 1
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) Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min 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
Devour Magic Save: 7+4+3 = 14 Sleep Save: 19+6 = 25 //didn't bother with bless die Paralyzing Save: 10 + 4 = 14 //didn't bother with bless die
Using his half-speed, Peter counters the Gauth's advance with 20ft back of his own. Seeking to damage the abberation once more, he casts Moonbeam again. Action: Moonbeam, Damage: 8+9 = 17, CON DC: 14 (ioun stone is back), half damage on save Movement: 20ft back to counter Gauth's 20 ft forward
The Gauth (56/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 12 Eye Stalks (rolling 6d6, taking the first non duplicate three): 2, 1, 6, 2, 1, 3
Actually bless also works for concentration, so that’s at least 1 more for both rolls and that means they are passed! Hurray! But, holy cow, 35 damage…
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."
Spoiler (click to hide) 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
Action: drink Potion of Necrotic Resistance
The Gauth (56/67), moves 20 feet closer and attacks with eye stalks, Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 6, 6, 5, 5, 1
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) Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min 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
Devour Magic Save: 7+4+3 = 14 Sleep Save: 19+6 = 25 //didn't bother with bless die Paralyzing Save: 10 + 4 = 14 //didn't bother with bless die
Using his half-speed, Peter counters the Gauth's advance with 20ft back of his own. Seeking to damage the abberation once more, he casts Moonbeam again. Action: Moonbeam, Damage: 8+9 = 17, CON DC: 14 (ioun stone is back), half damage on save Movement: 20ft back to counter Gauth's 20 ft forward
The Gauth (56/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 14 Eye Stalks (rolling 6d6, taking the first non duplicate three): 2, 2, 4, 4, 6, 3
Enervation Ray (2), make a Dexterity Save DC 14 or take 16 necrotic damage, save take half. Fire Ray (4). make a Dexterity Save DC 14 or take 31 fire damage Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
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)
You gain 1100 XP and on your way to the first portal, you run into a roaming Sivak Draconian
Sivak Draconian rolls initiative 5
Eladan spots the creature and goes on the offensive before it can react. (Initiative 11). He casts summon beast and commands the wolf spirit (AC 13 Hp 30) that appears to attack the draconian. He then BA wild shapes into a brown bear.
Actually bless also works for concentration, so that’s at least 1 more for both rolls and that means they are passed! Hurray! But, holy cow, 35 damage…
I retroactively changed continuity, so because of the double move there was no multiattack this round. The dragon is on top of you, good luck.
@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."
Spoiler (click to hide) 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
Action: drink Potion of Necrotic Resistance
The Gauth (56/67), moves 20 feet closer and attacks with eye stalks, Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 6, 6, 5, 5, 1
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) Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min 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
Devour Magic Save: 7+4+3 = 14 Sleep Save: 19+6 = 25 //didn't bother with bless die Paralyzing Save: 10 + 4 = 14 //didn't bother with bless die
Using his half-speed, Peter counters the Gauth's advance with 20ft back of his own. Seeking to damage the abberation once more, he casts Moonbeam again. Action: Moonbeam, Damage: 8+9 = 17, CON DC: 14 (ioun stone is back), half damage on save Movement: 20ft back to counter Gauth's 20 ft forward
The Gauth (56/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 14 Eye Stalks (rolling 6d6, taking the first non duplicate three): 2, 2, 4, 4, 6, 3
Enervation Ray (2), make a Dexterity Save DC 14 or take 16 necrotic damage, save take half. Fire Ray (4). make a Dexterity Save DC 14 or take 31 fire damage Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Enervation Ray: 5+4+4 = 13, with resistance takes 8 damage Fire Ray: 7+4+3 = 14 //so in retrospective I could've used Lucky Footwork without risking the fire damage; oh well. Sleep Ray: 16+6 = 22
CON save for concentration on moonbeam: 7+4 = 11 //no bless die needed
With the Gauth not moving, Peter takes the opportunity to drink a Potion of Fire Resistance as his moonbeam continues to deal its damage.
Actually bless also works for concentration, so that’s at least 1 more for both rolls and that means they are passed! Hurray! But, holy cow, 35 damage…
I retroactively changed continuity, so because of the double move there was no multiattack this round. The dragon is on top of you, good luck.
(Ok. I wasn’t sure if it was an oversight or if it wasn’t possible to run away so far.)
Rime almost froze when the wyvern advanced on her, apparently having located her. A premonition of what might happen to her if she gets caught caused her to shiver. Yet, here she was and her hand was strong with a few more tricks up her sleeve. She brought again distance between her and the dragon (move 60 ft away). With a breadth of relief she aims with her crossbow and fires, then dashes 60 feet more for good measure.
Attack: 25 Damage: 11
Stealth: 10
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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)
You gain 1100 XP and on your way to the first portal, you run into a roaming Sivak Draconian Sivak Draconian rolls initiative 5
Eladan spots the creature and goes on the offensive before it can react. (Initiative 11). He casts summon beast and commands the wolf spirit (AC 13 Hp 30) that appears to attack the draconian. He then BA wild shapes into a brown bear.
Bestial Spirit Maul to Hit: 23 Damage: 12
After taking some damage, the Sivak Draconian (45/57), uses multiattack on the summoned creature,
Sivak Draconian Serrated Sword 1 Attack: 21 Damage: 17 Sivak Draconian Serrated Sword 1 Attack: 10 Damage: 12 Sivak Draconian Tail Attack: 26 Damage: 15, make DC 14 Strength saving throw or be knocked prone
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The Gauth (56/67), moves 20 feet closer and attacks with eye stalks,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 6, 6, 5, 5, 1
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)
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
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
After taking 22 damage from Crossbow hits, the Wyvern (101/110) makes a new Perception Check 8 for the sound of the attacks versus an opposed Stealth check with Advantage. He will fly up to 80 feet to pinpoint the square of the attack and Multiattack with disadvantage. Getting closer, if he makes his perception check, then these all target the correct square but if he misses the perception check, he will be 45 10x10 grid centered on your square being 55.
While Flying, Claw Attack: 19 Damage: Unable to parse dice roll.
While Flying, Stinger Attack: 10 Damage: 9, on hit if you make a Con Save DC 15, take half of 28 poison damage.
Devour Magic Save: 7+4+3 = 14
Sleep Save: 19+6 = 25 //didn't bother with bless die
Paralyzing Save: 10 + 4 = 14 //didn't bother with bless die
Using his half-speed, Peter counters the Gauth's advance with 20ft back of his own. Seeking to damage the abberation once more, he casts Moonbeam again.
Action: Moonbeam
Damage: 8+9 = 17
CON DC: 14 //ioun stone is back
half damage on save
Movement: 20ft back to counter Gauth's 20 ft forward
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
Stealth: 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 ||
@Cyreon, here is a map for what happens if the dragon fails its perception check with the 1d100. The dragon is on the orange square and you are on the fuchsia. On the chance that you fail your stealth, it will occupy squares 64, 65, 74, 75 when performing the multiattack.

(With 40 ft distance and moving away some 60 more, I think the wyvern doesn’t arrive to my square and still is able to attack but if it does - maybe because I couldn’t retreat straight away but in an angle - then the attacks both hit.)
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 ||
Sivak Draconian rolls initiative 5
You're right, 60+40 = 100 feet and with only 80 feet of movement, it will not attack, instead double moves to be on top of you, same configuration just without multiattack, squares 64, 65, 74, 75
Rime will parry the claw attack: 4, and must do a con save: 12
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 ||
Bless for the save, I nearly forgot: 2
Concentration DC 10: 10
Concentration DC 11 or 10: 8
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 ||
The Gauth (56/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 12
Eye Stalks (rolling 6d6, taking the first non duplicate three): 2, 1, 6, 2, 1, 3
Actually bless also works for concentration, so that’s at least 1 more for both rolls and that means they are passed! Hurray!
But, holy cow, 35 damage…
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 ||
Enervation Ray (2), make a Dexterity Save DC 14 or take 16 necrotic damage, save take half.
Fire Ray (4). make a Dexterity Save DC 14 or take 31 fire damage
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Eladan spots the creature and goes on the offensive before it can react. (Initiative 11). He casts summon beast and commands the wolf spirit (AC 13 Hp 30) that appears to attack the draconian. He then BA wild shapes into a brown bear.
Bestial Spirit Maul to Hit: 23 Damage: 12
I retroactively changed continuity, so because of the double move there was no multiattack this round. The dragon is on top of you, good luck.
Enervation Ray: 5+4+4 = 13, with resistance takes 8 damage
Fire Ray: 7+4+3 = 14 //so in retrospective I could've used Lucky Footwork without risking the fire damage; oh well.
Sleep Ray: 16+6 = 22
CON save for concentration on moonbeam: 7+4 = 11 //no bless die needed
With the Gauth not moving, Peter takes the opportunity to drink a Potion of Fire Resistance as his moonbeam continues to deal its damage.
Moonbeam
Damage: 5+4 = 9
CON Save DC 14
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
(Ok. I wasn’t sure if it was an oversight or if it wasn’t possible to run away so far.)
Rime almost froze when the wyvern advanced on her, apparently having located her. A premonition of what might happen to her if she gets caught caused her to shiver. Yet, here she was and her hand was strong with a few more tricks up her sleeve. She brought again distance between her and the dragon (move 60 ft away). With a breadth of relief she aims with her crossbow and fires, then dashes 60 feet more for good measure.
Attack: 25 Damage: 11
Stealth: 10
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 ||
(42s haste, 48s 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 taking some damage, the Sivak Draconian (45/57), uses multiattack on the summoned creature,
Sivak Draconian Serrated Sword 1 Attack: 21 Damage: 17
Sivak Draconian Serrated Sword 1 Attack: 10 Damage: 12
Sivak Draconian Tail Attack: 26 Damage: 15, make DC 14 Strength saving throw or be knocked prone