Since we are wrapping up Tier 4 right now and taking a short break before Tier 5, I wanted to invite people to make suggestions or recommendations on how to improve this mini-campaign. I was thinking, we could have two players join forces to tackle a foe, we could try rolled stats, maybe a max array of all 18's, multiple monsters, henchmen, firearms, etc. I'm up for anything that might be fun to try.
Also, I have a new campaign idea brewing, called Paragon. It's also a mini-campaign about a 20th level Wizard that tries to take over the world. I just need one player, and I'm planning to post a recruitment thread in the next couple of hours. If you're interested in Paragon, look for the post.
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6 The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6 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 Dice rolls not yet available for this section. necrotic damage, save take half. 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: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
Enervation Ray damage roll 11 necrotic damage, save take half.
Thanks.
Roger takes a step back as the necrotic damage hits him and lets out a Moonbeam of retaliation. "This is for killing my brother!" he shouts.
Action: Moonbeam Damage: 10+3 = 13 Save CON 14: half damage on save
Movement: 20ft back, 80ft distance between him and Gauth
The Gauth (67/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 6 61 remaining hitpoints on a successful save, 54 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 6, 4, 4, 2
The Gauth (54/67) fires eye rays, 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 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 Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Paralyzing Ray CON 14: 15+4 = 19 Pushing Ray STR 14: 4+1 = 5 Sleep Ray WIS 14: 17+7 = 24
Taking the opportunity of surviving the next set of eyes rays, Roger downs a Potion of Necrotic Resistance. Moonbeam Damage: 8+8 = 16 DC CON 14: half damage on save
The Gauth (54/67) rolls against Moonbeam damage 16, Constitution Save DC 14 vs 16 46 remaining hitpoints on a successful save, 38 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 2, 3, 2, 4, 5
The Gauth (46/67), eye rays, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 18 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
Roger takes a look at the situation and uses this as an opportunity to down a potion of fire resistance.
Sleep Ray WIS 14: 12+7 = 19 Enervation Ray: 6 + 4 + 3 = 13 (Reaction Lucky Footwork) + 1 = 14 for half (and then half more with resistance) Pushing Ray: 7 + 2 = 9 So currently 110 ft from Gauth (80ft followed by 2 pushing ray save fails) Concentration Check DC 10: 20 + 4 = 24 (moonbeam stays) 18 / 2 / 2 = 4.5 rounded down to 4
Moonbeam Damage: 10 + 3 = 13 Save CON 14: half on save
The Gauth (46/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 18 40 remaining hitpoints on a successful save, 33 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 4, 3, 2, 4, 4, 2
The Gauth (40/67), fires eye rays, Fire Ray (4). make a Dexterity Save DC 14 or take 18 fire damage 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 Enervation Ray (2), make a Dexterity Save DC 14 or take 20 necrotic damage, save take half
Fire Ray DEX 14: 4+4+2 = 10 (I'd been debating whether or not to down the fire resistance yet or hurl a guiding bolt; glad I took the potion) Pushing Ray STR 14: 7+3 = 10 Enervation Ray: 13+4 = 17
For curiosity's sake, would Lucky Footwork have helped with the fire? (with that much of difference, I had wanted to save it for the Enervation just in case): 1 (so no)
So 9 (18/2) fire damage and 5 (20/2/2) necrotic damage
Concentration DC 10: 11+4 = 15 Concentration DC 10: 3+4+2 = 9
Moonbeam concentration lost (oh well)
Distance from Gauth now: 125
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance.
Healing Word: 4+4 = 8 Chalice Bonus: 1d8 + 4: 8+4 = 12 Total: 20 (wow, I got lucky there! I wasn't expecting to not be able to heal the full amount with excess, from 16/35 -> 35/35)
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance. >>looks like this paid off because of the Fire Ray getting rolled.
The Gauth (40/67) moves 20 feet to bridge the gap (105 feet) Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 4, 4, 5, 4, 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) Fire Ray (4). make a Dexterity Save DC 14 or take 20 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: I had missed the post where you gave the new distance of 90 feet and had been working off the 110 not the actual 90 when I gave the new 125 distance. So working off that, should've gone to 105 and now 85 ft if I'm right.
Devour Magic Ray: Max(16, x) [not bothering to roll advantage from dodge when first is already sufficient] + 4 = 20 Fire Ray DC Dex 14: Max(20, x) [again not bothering on second roll here] + 4 = 24 Paralyzing Ray: 17+4 = 21
Roger, feeling better after the healing, casts a Guiding Bolt at the Gauth and holds his ground, thinking there may be advantage in be closer to the Gauth. (Thinking it'll open up some healing word + cantrip combos if needed; but need to measure that against the risk of closer distance if I'm hit by a paralyzing ray. So might change mind. Other idea was to go with getting distance and casting moonbeam again, but want to make some use of the bless bonus to attacks.)
Guiding Bolt To-Hit: 9+6 = 15 (bless not needed) Damage: 3+4+5+3 = 15 radiant advantage on next ranged attack
After taking a huge hit from Guiding Bolt, 15 damage The Gauth (25/67) moves 20 feet closer to its target and zaps, Eye Stalks (rolling 6d6, taking the first non duplicate three): 3, 6, 6, 2, 2, 3
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6 The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6 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 Dice rolls not yet available for this section. necrotic damage, save take half. 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: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
Enervation Ray damage roll 11 necrotic damage, save take half.
Thanks.
Roger takes a step back as the necrotic damage hits him and lets out a Moonbeam of retaliation. "This is for killing my brother!" he shouts.
Action: Moonbeam Damage: 10+3 = 13 Save CON 14: half damage on save
Movement: 20ft back, 80ft distance between him and Gauth
The Gauth (67/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 6 61 remaining hitpoints on a successful save, 54 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 6, 4, 4, 2
The Gauth (54/67) fires eye rays, 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 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 Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Paralyzing Ray CON 14: 15+4 = 19 Pushing Ray STR 14: 4+1 = 5 Sleep Ray WIS 14: 17+7 = 24
Taking the opportunity of surviving the next set of eyes rays, Roger downs a Potion of Necrotic Resistance. Moonbeam Damage: 8+8 = 16 DC CON 14: half damage on save
The Gauth (54/67) rolls against Moonbeam damage 16, Constitution Save DC 14 vs 16 46 remaining hitpoints on a successful save, 38 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 2, 3, 2, 4, 5
The Gauth (46/67), eye rays, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 18 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
Roger takes a look at the situation and uses this as an opportunity to down a potion of fire resistance.
Sleep Ray WIS 14: 12+7 = 19 Enervation Ray: 6 + 4 + 3 = 13 (Reaction Lucky Footwork) + 1 = 14 for half (and then half more with resistance) Pushing Ray: 7 + 2 = 9 So currently 110 ft from Gauth (80ft followed by 2 pushing ray save fails) Concentration Check DC 10: 20 + 4 = 24 (moonbeam stays) 18 / 2 / 2 = 4.5 rounded down to 4
Moonbeam Damage: 10 + 3 = 13 Save CON 14: half on save
The Gauth (46/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 18 40 remaining hitpoints on a successful save, 33 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 4, 3, 2, 4, 4, 2
The Gauth (40/67), fires eye rays, Fire Ray (4). make a Dexterity Save DC 14 or take 18 fire damage 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 Enervation Ray (2), make a Dexterity Save DC 14 or take 20 necrotic damage, save take half
Fire Ray DEX 14: 4+4+2 = 10 (I'd been debating whether or not to down the fire resistance yet or hurl a guiding bolt; glad I took the potion) Pushing Ray STR 14: 7+3 = 10 Enervation Ray: 13+4 = 17
For curiosity's sake, would Lucky Footwork have helped with the fire? (with that much of difference, I had wanted to save it for the Enervation just in case): 1 (so no)
So 9 (18/2) fire damage and 5 (20/2/2) necrotic damage
Concentration DC 10: 11+4 = 15 Concentration DC 10: 3+4+2 = 9
Moonbeam concentration lost (oh well)
Distance from Gauth now: 125
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance.
Healing Word: 4+4 = 8 Chalice Bonus: 1d8 + 4: 8+4 = 12 Total: 20 (wow, I got lucky there! I wasn't expecting to not be able to heal the full amount with excess, from 16/35 -> 35/35)
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance. >>looks like this paid off because of the Fire Ray getting rolled.
The Gauth (40/67) moves 20 feet to bridge the gap (105 feet) Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 4, 4, 5, 4, 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) Fire Ray (4). make a Dexterity Save DC 14 or take 20 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: I had missed the post where you gave the new distance of 90 feet and had been working off the 110 not the actual 90 when I gave the new 125 distance. So working off that, should've gone to 105 and now 85 ft if I'm right.
Devour Magic Ray: Max(16, x) [not bothering to roll advantage from dodge when first is already sufficient] + 4 = 20 Fire Ray DC Dex 14: Max(20, x) [again not bothering on second roll here] + 4 = 24 Paralyzing Ray: 17+4 = 21
Roger, feeling better after the healing, casts a Guiding Bolt at the Gauth and holds his ground, thinking there may be advantage in be closer to the Gauth. (Thinking it'll open up some healing word + cantrip combos if needed; but need to measure that against the risk of closer distance if I'm hit by a paralyzing ray. So might change mind. Other idea was to go with getting distance and casting moonbeam again, but want to make some use of the bless bonus to attacks.)
Guiding Bolt To-Hit: 9+6 = 15 (bless not needed) Damage: 3+4+5+3 = 15 radiant advantage on next ranged attack
After taking a huge hit from Guiding Bolt, 15 damage The Gauth (25/67) moves 20 feet closer to its target and zaps,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 4, 1, 1, 5, 1
The Gauth (25/67), fires eye stalks, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Fire Ray (4). make a Dexterity Save DC 14 or take 26 fire damage 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)
Since we are wrapping up Tier 4 right now and taking a short break before Tier 5, I wanted to invite people to make suggestions or recommendations on how to improve this mini-campaign. I was thinking, we could have two players join forces to tackle a foe, we could try rolled stats, maybe a max array of all 18's, multiple monsters, henchmen, firearms, etc. I'm up for anything that might be fun to try.
I will try to think of something, I have some ideas but they might be too complex.
Meanwhile Berry went back to town to report on the abyss situation, and to refresh supplies. Jumping back through the portal, he finds … (your choice of Tier 4 monster or we can roll)
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.
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6 The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6 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 Dice rolls not yet available for this section. necrotic damage, save take half. 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: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
Enervation Ray damage roll 11 necrotic damage, save take half.
Thanks.
Roger takes a step back as the necrotic damage hits him and lets out a Moonbeam of retaliation. "This is for killing my brother!" he shouts.
Action: Moonbeam Damage: 10+3 = 13 Save CON 14: half damage on save
Movement: 20ft back, 80ft distance between him and Gauth
The Gauth (67/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 6 61 remaining hitpoints on a successful save, 54 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 6, 4, 4, 2
The Gauth (54/67) fires eye rays, 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 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 Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Paralyzing Ray CON 14: 15+4 = 19 Pushing Ray STR 14: 4+1 = 5 Sleep Ray WIS 14: 17+7 = 24
Taking the opportunity of surviving the next set of eyes rays, Roger downs a Potion of Necrotic Resistance. Moonbeam Damage: 8+8 = 16 DC CON 14: half damage on save
The Gauth (54/67) rolls against Moonbeam damage 16, Constitution Save DC 14 vs 16 46 remaining hitpoints on a successful save, 38 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 2, 3, 2, 4, 5
The Gauth (46/67), eye rays, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 18 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
Roger takes a look at the situation and uses this as an opportunity to down a potion of fire resistance.
Sleep Ray WIS 14: 12+7 = 19 Enervation Ray: 6 + 4 + 3 = 13 (Reaction Lucky Footwork) + 1 = 14 for half (and then half more with resistance) Pushing Ray: 7 + 2 = 9 So currently 110 ft from Gauth (80ft followed by 2 pushing ray save fails) Concentration Check DC 10: 20 + 4 = 24 (moonbeam stays) 18 / 2 / 2 = 4.5 rounded down to 4
Moonbeam Damage: 10 + 3 = 13 Save CON 14: half on save
The Gauth (46/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 18 40 remaining hitpoints on a successful save, 33 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 4, 3, 2, 4, 4, 2
The Gauth (40/67), fires eye rays, Fire Ray (4). make a Dexterity Save DC 14 or take 18 fire damage 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 Enervation Ray (2), make a Dexterity Save DC 14 or take 20 necrotic damage, save take half
Fire Ray DEX 14: 4+4+2 = 10 (I'd been debating whether or not to down the fire resistance yet or hurl a guiding bolt; glad I took the potion) Pushing Ray STR 14: 7+3 = 10 Enervation Ray: 13+4 = 17
For curiosity's sake, would Lucky Footwork have helped with the fire? (with that much of difference, I had wanted to save it for the Enervation just in case): 1 (so no)
So 9 (18/2) fire damage and 5 (20/2/2) necrotic damage
Concentration DC 10: 11+4 = 15 Concentration DC 10: 3+4+2 = 9
Moonbeam concentration lost (oh well)
Distance from Gauth now: 125
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance.
Healing Word: 4+4 = 8 Chalice Bonus: 1d8 + 4: 8+4 = 12 Total: 20 (wow, I got lucky there! I wasn't expecting to not be able to heal the full amount with excess, from 16/35 -> 35/35)
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance. >>looks like this paid off because of the Fire Ray getting rolled.
The Gauth (40/67) moves 20 feet to bridge the gap (105 feet) Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 4, 4, 5, 4, 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) Fire Ray (4). make a Dexterity Save DC 14 or take 20 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: I had missed the post where you gave the new distance of 90 feet and had been working off the 110 not the actual 90 when I gave the new 125 distance. So working off that, should've gone to 105 and now 85 ft if I'm right.
Devour Magic Ray: Max(16, x) [not bothering to roll advantage from dodge when first is already sufficient] + 4 = 20 Fire Ray DC Dex 14: Max(20, x) [again not bothering on second roll here] + 4 = 24 Paralyzing Ray: 17+4 = 21
Roger, feeling better after the healing, casts a Guiding Bolt at the Gauth and holds his ground, thinking there may be advantage in be closer to the Gauth. (Thinking it'll open up some healing word + cantrip combos if needed; but need to measure that against the risk of closer distance if I'm hit by a paralyzing ray. So might change mind. Other idea was to go with getting distance and casting moonbeam again, but want to make some use of the bless bonus to attacks.)
Guiding Bolt To-Hit: 9+6 = 15 (bless not needed) Damage: 3+4+5+3 = 15 radiant advantage on next ranged attack
After taking a huge hit from Guiding Bolt, 15 damage The Gauth (25/67) moves 20 feet closer to its target and zaps,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 4, 1, 1, 5, 1
The Gauth (25/67), fires eye stalks, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Fire Ray (4). make a Dexterity Save DC 14 or take 15 fire damage 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 WIS 14: 14+7 = 21 Fire Ray DEX 14: 9+4+2 = 15 Devour Magic Ray DEX 14: 9+4+2 = 15
starting: 85ft -> 65ft
Roger takes a step back (move 15 ft) and lets off another Guiding Bolt.
Guiding Bolt To-Hit: Max(7,9) + 6 = 15 //not rolling bless die since not needed Damage: 2+5+4+5 = 16 advantage on next attack
Since we are wrapping up Tier 4 right now and taking a short break before Tier 5, I wanted to invite people to make suggestions or recommendations on how to improve this mini-campaign. I was thinking, we could have two players join forces to tackle a foe, we could try rolled stats, maybe a max array of all 18's, multiple monsters, henchmen, firearms, etc. I'm up for anything that might be fun to try.
Also, I have a new campaign idea brewing, called Paragon. It's also a mini-campaign about a 20th level Wizard that tries to take over the world. I just need one player, and I'm planning to post a recruitment thread in the next couple of hours. If you're interested in Paragon, look for the post.
I like the ideas of some possible tag teams and multiple enemies. Could let some spells like Faerie Fire and Bane get some time to shine.
Other possible idea, maybe a field where we have 5/10 minutes prior to prepare it? (Though that could also complicate the map.)
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Fire Ray (4). make a Dexterity Save DC 14 or take 15 fire damage 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 WIS 14: 14+7 = 21 Fire Ray DEX 14: 9+4+2 = 15 Devour Magic Ray DEX 14: 9+4+2 = 15
starting: 85ft -> 65ft
Roger takes a step back (move 15 ft) and lets off another Guiding Bolt. Distance from Gauth 80 ft
Guiding Bolt To-Hit: Max(7,9) + 6 = 15 //not rolling bless die since not needed Damage: 2+5+4+5 = 16 advantage on next attack
After taking a more damage from Guiding Bolt, 16 damage The Gauth (9/67) moves 20 feet closer to its target and zaps, Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 6, 6, 2, 2, 2
This post has potentially manipulated dice roll results.
@VitusW
After taking a more damage from Guiding Bolt, 16 damage The Gauth (9/67) moves 20 feet closer to its target and zaps, Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 6, 6, 2, 2, 2
First time triple duplicates, reroll first non dupe, 3, 3, 1, 3, 3, 6
After taking a more damage from Guiding Bolt, 16 damage The Gauth (9/67) moves 20 feet closer to its target and zaps, Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 6, 6, 2, 2, 2 First time triple duplicates, reroll first non dupe, 3, 3, 1, 3, 3, 6
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 15 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
After taking a more damage from Guiding Bolt, 16 damage The Gauth (9/67) moves 20 feet closer to its target and zaps, Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 6, 6, 2, 2, 2 First time triple duplicates, reroll first non dupe, 3, 3, 1, 3, 3, 6
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 15 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
Those 3 6s in a row. Dang! The Gauth really wants to use that sleep ray.
Sleep Ray WIS 14: 7+7 = 14 Enervation Ray DEX 14: 6+4+1 = 11 + (reaction Lucky Footwork) 4 = 15 Push Ray STR 14: 7+3 = 10
80->60->75 (and half speed)
15 / 2 / 2 = 7.5 / 2 = 3.75 -> 3 Necrotic
Roger takes 15ft forward, and swaps to cantrips.
Produce Flame To-Hit (advantage from Guiding Bolt): Max(5,11) = 11+6 = 17 Damage: 1 fire
[[Okay that's annoying. I was kind of hoping for a crit or more damage that would be more of guarantee for the next round.]]
Seeing the non-efficacy of his cantrip, Roger reshapes his starry form into that of an archer and seeks to slay the beast all the quicker.
Starry Archer To-Hit: 6+6+1 = 13 Damage (not that it matters): 6+4 = 10
[[Went against another guiding bolt since I'm debating if I'd like to take on a Zakya after this.]]
Fire Ray (4). make a Dexterity Save DC 14 or take 25 fire damage
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
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Fire Ray DEX 14: 3+4+1 //12 fire damage from resistance Pushing Ray STR 14: 2+2 = 4 Sleep Ray WIS 14: 20+7 = 27
Roger makes his way back to the 60ft mark after being pushed yet again and lets loose another production of flame followed by another hit from the starry archer.
With the Gauth defeated Roger kneels down and says to himself, "Brother. I have avenged you. May your soul rest easy now."
Congratulations, that was a difficult monster for sure
I feel like I got lucky with all those pushing rays. It also showed me that Lucky Footwork, which I'd kind of overlooked when initially choosing a Harengon, is extremely powerful. I do like these fights. They're also giving me ideas for DMing with friends that a strong enemy, though dangerous, can still be beatable with right circumstances. So I'll have to take some lessons from here to there.
Will definitely be interesting to see what T5 ends up being.
Since we are wrapping up Tier 4 right now and taking a short break before Tier 5, I wanted to invite people to make suggestions or recommendations on how to improve this mini-campaign. I was thinking, we could have two players join forces to tackle a foe, we could try rolled stats, maybe a max array of all 18's, multiple monsters, henchmen, firearms, etc. I'm up for anything that might be fun to try.
First off I want to say that I really enjoyed this type of play so far. I have played a fair number of solo campaigns and one of the more challenging aspects is engaging combat encounters.
Some of the ways the authors dealt in those campaigns with this aspect are the following:
script combats (e.g. in round 2 happens this, round 6 that, like reinforcements on either side, environmental hazards, poison effects, etc.),
include objectives (e.g. fight your way to a lever, or withdraw with a fallen companion to the light where the light sensitive monster won't go, or open a chest/door while under heavy fire - perhaps with the help of an ally for the non-rogue characters),
limit the number of rounds (e.g. survive X rounds and protect the caster to finish the cast of a spell to safety, delay the enemy for X rounds for something to happen.),
battle maps with challenging terrain/features (e.g. a tavern with tables and chairs and a crowd encouraging fighters by random events - like throwing tankards of ale, pushing/holding, or other random features like geysers or volcanic eruptions in an hell like environment, random artillery bombardment during the fights),
multiple monsters and henchmen (perhaps for a fee) to add complexity.
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.
Since we are wrapping up Tier 4 right now and taking a short break before Tier 5, I wanted to invite people to make suggestions or recommendations on how to improve this mini-campaign. I was thinking, we could have two players join forces to tackle a foe, we could try rolled stats, maybe a max array of all 18's, multiple monsters, henchmen, firearms, etc. I'm up for anything that might be fun to try.
First off I want to say that I really enjoyed this type of play so far. I have played a fair number of solo campaigns and one of the more challenging aspects is engaging combat encounters.
Some of the ways the authors dealt in those campaigns with this aspect are the following:
script combats (e.g. in round 2 happens this, round 6 that, like reinforcements on either side, environmental hazards, poison effects, etc.),
include objectives (e.g. fight your way to a lever, or withdraw with a fallen companion to the light where the light sensitive monster won't go, or open a chest/door while under heavy fire - perhaps with the help of an ally for the non-rogue characters),
limit the number of rounds (e.g. survive X rounds and protect the caster to finish the cast of a spell to safety, delay the enemy for X rounds for something to happen.),
battle maps with challenging terrain/features (e.g. a tavern with tables and chairs and a crowd encouraging fighters by random events - like throwing tankards of ale, pushing/holding, or other random features like geysers or volcanic eruptions in an hell like environment, random artillery bombardment during the fights),
multiple monsters and henchmen (perhaps for a fee) to add complexity.
Number #3 really sounds good. 10 rounds to be declared the winner.
Number #4 is the ideal. I would love to make maps and gimmicks all day long. Some really pay off, while others are too much trouble, or people don't like them. It's a difficult balance to make a good map that adds intrigue but does not hurt the players too much.
I've been thinking about ?Number #5 a bunch. Either have a henchman, follower, or another way to give people more combo options.
I'm leaning towards exactly one secondary character, the old "cohorts" rule from 3rd. We could do Level -2 or to make it more even Level -1. This puts a lot of book keeping on the player and is a deal breaker for some.
I was also thinking about partners, having two players join forces to take on a solo monster, together. This one seems to promote collaborative builds.
I'll spend some time today and tomorrow updating the Tier 5 list, magic items list and making some large scale changes to the mini-campaign format, to make things fun and add longevity (or kill it)
Since we are wrapping up Tier 4 right now and taking a short break before Tier 5, I wanted to invite people to make suggestions or recommendations on how to improve this mini-campaign. I was thinking, we could have two players join forces to tackle a foe, we could try rolled stats, maybe a max array of all 18's, multiple monsters, henchmen, firearms, etc. I'm up for anything that might be fun to try.
Have you considered using a VTT, like Owlbear Rodeo? It would help with keeping track of where people are, and it would also help implement any environmental hazards/objectives that you may or may not want to use. I'm not exactly sure how you would handle multiple rooms at once, but I'm sure it's possible.
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)
I’d like to try a tier 4 encounter before we move on. My character is a firbolg war cleric named dalthrun. I’ve spend my 8500 gold on 13 potions if superior healing, +2 armor, weapon, and shield, and the cloak and ring of protection.
I’d like to try a tier 4 encounter before we move on. My character is a firbolg war cleric named dalthrun. I’ve spend my 8500 gold on 13 potions if superior healing, +2 armor, weapon, and shield, and the cloak and ring of protection.
Quick Announcement
Since we are wrapping up Tier 4 right now and taking a short break before Tier 5, I wanted to invite people to make suggestions or recommendations on how to improve this mini-campaign. I was thinking, we could have two players join forces to tackle a foe, we could try rolled stats, maybe a max array of all 18's, multiple monsters, henchmen, firearms, etc. I'm up for anything that might be fun to try.
Also, I have a new campaign idea brewing, called Paragon. It's also a mini-campaign about a 20th level Wizard that tries to take over the world. I just need one player, and I'm planning to post a recruitment thread in the next couple of hours. If you're interested in Paragon, look for the post.
After taking a huge hit from Guiding Bolt, 15 damage
The Gauth (25/67) moves 20 feet closer to its target and zaps,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 3, 6, 6, 2, 2, 3
The Gauth (25/67), fires eye stalks,
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Fire Ray (4). make a Dexterity Save DC 14 or take 26 fire damage
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)
I will try to think of something, I have some ideas but they might be too complex.
Meanwhile Berry went back to town to report on the abyss situation, and to refresh supplies. Jumping back through the portal, he finds … (your choice of Tier 4 monster or we can roll)
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 ||
Sleep Ray WIS 14: 14+7 = 21
Fire Ray DEX 14: 9+4+2 = 15
Devour Magic Ray DEX 14: 9+4+2 = 15
starting: 85ft -> 65ft
Roger takes a step back (move 15 ft) and lets off another Guiding Bolt.
Guiding Bolt
To-Hit: Max(7,9) + 6 = 15 //not rolling bless die since not needed
Damage: 2+5+4+5 = 16
advantage on next attack
Distance from Gauth 80 ft
I like the ideas of some possible tag teams and multiple enemies. Could let some spells like Faerie Fire and Bane get some time to shine.
Other possible idea, maybe a field where we have 5/10 minutes prior to prepare it? (Though that could also complicate the map.)
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
@VitusW
After taking a more damage from Guiding Bolt, 16 damage
The Gauth (9/67) moves 20 feet closer to its target and zaps,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 6, 6, 2, 2, 2
@VitusW
First time triple duplicates, reroll first non dupe, 3, 3, 1, 3, 3, 6
@VitusW
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Enervation Ray (2), make a Dexterity Save DC 14 or take 15 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
Those 3 6s in a row. Dang! The Gauth really wants to use that sleep ray.
Sleep Ray WIS 14: 7+7 = 14
Enervation Ray DEX 14: 6+4+1 = 11 + (reaction Lucky Footwork) 4 = 15
Push Ray STR 14: 7+3 = 10
80->60->75 (and half speed)
15 / 2 / 2 = 7.5 / 2 = 3.75 -> 3 Necrotic
Roger takes 15ft forward, and swaps to cantrips.
Produce Flame
To-Hit (advantage from Guiding Bolt): Max(5,11) = 11+6 = 17
Damage: 1 fire
[[Okay that's annoying. I was kind of hoping for a crit or more damage that would be more of guarantee for the next round.]]
Seeing the non-efficacy of his cantrip, Roger reshapes his starry form into that of an archer and seeks to slay the beast all the quicker.
Starry Archer
To-Hit: 6+6+1 = 13
Damage (not that it matters): 6+4 = 10
[[Went against another guiding bolt since I'm debating if I'd like to take on a Zakya after this.]]
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
@VitusW
1 hp damage it goes again
4, 3, 4, 6, 6, 1
The Gauth 8, fires eye stalks,
Fire Ray (4). make a Dexterity Save DC 14 or take 25 fire damage
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
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Fire Ray DEX 14: 3+4+1 //12 fire damage from resistance
Pushing Ray STR 14: 2+2 = 4
Sleep Ray WIS 14: 20+7 = 27
Roger makes his way back to the 60ft mark after being pushed yet again and lets loose another production of flame followed by another hit from the starry archer.
Produce Flame
To-Hit: 9+6 = 15
Damage: 4
Starry Archer
To-Hit: 16+6 = 22
Damage: 3+4 = 7
yay
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
With the Gauth defeated Roger kneels down and says to himself, "Brother. I have avenged you. May your soul rest easy now."
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
Congratulations, that was a difficult monster for sure
I feel like I got lucky with all those pushing rays. It also showed me that Lucky Footwork, which I'd kind of overlooked when initially choosing a Harengon, is extremely powerful. I do like these fights. They're also giving me ideas for DMing with friends that a strong enemy, though dangerous, can still be beatable with right circumstances. So I'll have to take some lessons from here to there.
Will definitely be interesting to see what T5 ends up being.
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
First off I want to say that I really enjoyed this type of play so far. I have played a fair number of solo campaigns and one of the more challenging aspects is engaging combat encounters.
Some of the ways the authors dealt in those campaigns with this aspect are the following:
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 ||
Number #3 really sounds good. 10 rounds to be declared the winner.
Number #4 is the ideal. I would love to make maps and gimmicks all day long. Some really pay off, while others are too much trouble, or people don't like them. It's a difficult balance to make a good map that adds intrigue but does not hurt the players too much.
I've been thinking about ?Number #5 a bunch. Either have a henchman, follower, or another way to give people more combo options.
I'm leaning towards exactly one secondary character, the old "cohorts" rule from 3rd. We could do Level -2 or to make it more even Level -1. This puts a lot of book keeping on the player and is a deal breaker for some.
I was also thinking about partners, having two players join forces to take on a solo monster, together. This one seems to promote collaborative builds.
I'll spend some time today and tomorrow updating the Tier 5 list, magic items list and making some large scale changes to the mini-campaign format, to make things fun and add longevity (or kill it)
Thanks for the feedback,
Have you considered using a VTT, like Owlbear Rodeo? It would help with keeping track of where people are, and it would also help implement any environmental hazards/objectives that you may or may not want to use. I'm not exactly sure how you would handle multiple rooms at once, but I'm sure it's possible.
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)
I’d like to try a tier 4 encounter before we move on. My character is a firbolg war cleric named dalthrun. I’ve spend my 8500 gold on 13 potions if superior healing, +2 armor, weapon, and shield, and the cloak and ring of protection.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
https://www.dndbeyond.com/characters/103126655
i would like to face the Gauth. Having cast Aid and Divine Favor on myself, let the battle begin! Init 11
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.