In her next task, Rime doesn’t know her target and tries to prepare for a range of threats before heading out. (If this is ok, the DM can choose one of the CR 12 or 13 monsters, or randomly determine it).
Rime spots the golem and stands still for a short moment to check if she can still get the jump on it. Initiative: 13
Equipped with her armour (crit immune) and enhanced shield (total ac 22), she casts Armor of Agathys as a third level spell and tries to get some distance to the large golem (around 90 feet, not sure where we started) before dropping prone behind cover if possible but mostly really to reduce the target area for ranged attacks. With the force shield from 5 of her sorcery points, she hopes to be able to resist the initial punishment.
Bastion of Law (6th-level Clockwork Soul feature) You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.
The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Action: cast a spell for 15 temp hp Move: move to 90 feet distance, behind cover if possible, and drop prone
Seeing Rime hide and drop prone, the Canopic Golem will simply Dash 60 feet to end her turn 30 feet from Rime,
Listening the large creature storming towards her she chugs a Potion of Speed and a Potion of Heroism before walking in a crouch (still prone) towards a new cover at some more distance to the golem (the goal is to be more than 30 feet away so that he needs to dash again).
Movement while prone is crawl same as crouch. While crawling, every 1 foot of movement takes 1 extra foot of movement. Basically movement is halved. With your Haste Action, you can Dash, giving you 60 feet of movement, half is 30, so you could move between 5-30 feet this round ending 35-60 feet from the Canopic Golem.
Seeing Rime crawling away, the Canopic Golem will multiattack with Crystal Darts twice with disadvantage due to prone.
Crawl, right. I was looking for that word. But the haste potion also doubles movement speed, so there’s no need for a dash and 15 feet would have been enough anyway. I guess it did but I want to make sure that the golem was moving the 30 feet towards Rime, right? Or did it decide to just throw a couple darts?
Should it remain where it is, Rime will doff the shield and take aim with her crossbow for the normal and haste action, respectively, and move 30 feet back (get up, shoot, move back and crouch again)
If it moves closer (What I assume is the case), Rime drinks the Potion of Invulnerability (only for the bless effect, not the temp hps), stands up, moves closer, and draws and attacks with her Rapier.
Action: Potion of Invulnerability Move: Get up and close to melee distance (30 feet get up cost, can move max 30 feet towards the golem and if this isn’t enough, she’ll opt for the crossbow tactic.) Haste: 3 plus Attack: 14 Damage: 8 Reaction: she will parry the first attack that hits
Round 3, haste 9, invulnerability 10, temp HP 15
There’s a small error in my post as I originally had heroism and invulnerability the other way around but I can’t edit the post or I risk to manipulate the great rolls.
The Canopic Golem will approach and shoot darts every turn it can't get into melee after failing to get into melee just one round with a dash. With an Intelligence of 7, it's unlikely to change up, especially if it can hit once or twice in a few rounds. Not sure if this helps with your posts. Let's simplify the branching, if possible.
The Canopic Golem moves 30 feet, to bridge the gap, then fires two crystal darts with disadvantage due to prone Crystal Dart Attack 1: 14 Damage: 15 Crystal Dart Attack 2: 11 Damage: 10
Both attacks fall short by a large margin and, if not already in melee range, Rime will stand up and close the distance now. With two attacks with her Rapier+3 she opens the brawl, the first of which she infuses with Booming Blade.
Move: Stand up and get in melee. Action: 4 plus Attack: 27 Damage: 8 + 2 Haste: 4 plus Attack: 14 Damage: 13 Bonus: recover 3 Sorcery Points with a 2nd level spell slot (4/6 available). Reaction: Parry 1st hit.
...before setting out against the vampire (Encounter 1N) with an initiative of 24 (9,20 + 4). Oh, also, she is once again in her (newly-repaired) giant metal crab. And the owl's initiative is 4 (3 + 1).
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)
+20,000 gp from tier increase +6,000 gp from turning in +2 armor -24,000 gp for making it +3 armor -180 potion of heroism -400 potion of speed -500 potion of flying -12,000 Sunblade -300 potion of resistance (necrotic) Total: -11,380 (subtract 1,380 platinum from inventory)
After celebrating victory over the Gray Render Hadaras gets word of another challenge to be faced. A dread vampire. Though he quite likes his battleaxe he seeks out a new weapon to face the vampire with and aquires a Sun Blade in addition to his normal equipment. Then, in due time, he heads off to find the Undead being. Downing a Potion of Heroism and Potion of Necrotic Resistance he uses thaumaturgy to call out, "For too long you have been restless. Allow me to put you to rest!"
Initiative: max(17,6) + 3 = 20
First time fighting a legendary monster so this should be interesting. Gonna be interesting seeing how to avoid the charm. I'm thinking he'll be doing a bit of running and closing his eyes.
Edit: I derped here and forgot to say which encounter. Choosing the Vampire to fight.
Vampire rolls initiative 12
Taking the initiative, Hadaras drinks a potion of speed, moves in, and blows the horn of valhalla as he prepares to fight the dread undead.
Move 35ft in towards vampire (25 ft away from vampire)
In her next task, Rime doesn’t know her target and tries to prepare for a range of threats before heading out. (If this is ok, the DM can choose one of the CR 12 or 13 monsters, or randomly determine it).
Rime spots the golem and stands still for a short moment to check if she can still get the jump on it. Initiative: 13
Equipped with her armour (crit immune) and enhanced shield (total ac 22), she casts Armor of Agathys as a third level spell and tries to get some distance to the large golem (around 90 feet, not sure where we started) before dropping prone behind cover if possible but mostly really to reduce the target area for ranged attacks. With the force shield from 5 of her sorcery points, she hopes to be able to resist the initial punishment.
Bastion of Law (6th-level Clockwork Soul feature) You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.
The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Action: cast a spell for 15 temp hp Move: move to 90 feet distance, behind cover if possible, and drop prone
Seeing Rime hide and drop prone, the Canopic Golem will simply Dash 60 feet to end her turn 30 feet from Rime,
Listening the large creature storming towards her she chugs a Potion of Speed and a Potion of Heroism before walking in a crouch (still prone) towards a new cover at some more distance to the golem (the goal is to be more than 30 feet away so that he needs to dash again).
Movement while prone is crawl same as crouch. While crawling, every 1 foot of movement takes 1 extra foot of movement. Basically movement is halved. With your Haste Action, you can Dash, giving you 60 feet of movement, half is 30, so you could move between 5-30 feet this round ending 35-60 feet from the Canopic Golem.
Seeing Rime crawling away, the Canopic Golem will multiattack with Crystal Darts twice with disadvantage due to prone.
Crawl, right. I was looking for that word. But the haste potion also doubles movement speed, so there’s no need for a dash and 15 feet would have been enough anyway. I guess it did but I want to make sure that the golem was moving the 30 feet towards Rime, right? Or did it decide to just throw a couple darts?
Should it remain where it is, Rime will doff the shield and take aim with her crossbow for the normal and haste action, respectively, and move 30 feet back (get up, shoot, move back and crouch again)
If it moves closer (What I assume is the case), Rime drinks the Potion of Invulnerability (only for the bless effect, not the temp hps), stands up, moves closer, and draws and attacks with her Rapier.
Action: Potion of Invulnerability Move: Get up and close to melee distance (30 feet get up cost, can move max 30 feet towards the golem and if this isn’t enough, she’ll opt for the crossbow tactic.) Haste: 3 plus Attack: 14 Damage: 8 Reaction: she will parry the first attack that hits
Round 3, haste 9, invulnerability 10, temp HP 15
There’s a small error in my post as I originally had heroism and invulnerability the other way around but I can’t edit the post or I risk to manipulate the great rolls.
The Canopic Golem will approach and shoot darts every turn it can't get into melee after failing to get into melee just one round with a dash. With an Intelligence of 7, it's unlikely to change up, especially if it can hit once or twice in a few rounds. Not sure if this helps with your posts. Let's simplify the branching, if possible.
The Canopic Golem moves 30 feet, to bridge the gap, then fires two crystal darts with disadvantage due to prone Crystal Dart Attack 1: 14 Damage: 15 Crystal Dart Attack 2: 11 Damage: 10
Both attacks fall short by a large margin and, if not already in melee range, Rime will stand up and close the distance now. With two attacks with her Rapier+3 she opens the brawl, the first of which she infuses with Booming Blade.
Move: Stand up and get in melee. Action: 4 plus Attack: 27 Damage: 8 + 2 Haste: 4 plus Attack: 14 Damage: 13 Bonus: recover 3 Sorcery Points with a 2nd level spell slot (4/6 available). Reaction: Parry 1st hit
...before setting out against the vampire (Encounter 1N) with an initiative of 24 (9,20 + 4). Oh, also, she is once again in her (newly-repaired) giant metal crab. And the owl's initiative is 4 (3 + 1).
In her next task, Rime doesn’t know her target and tries to prepare for a range of threats before heading out. (If this is ok, the DM can choose one of the CR 12 or 13 monsters, or randomly determine it).
Rime spots the golem and stands still for a short moment to check if she can still get the jump on it. Initiative: 13
Equipped with her armour (crit immune) and enhanced shield (total ac 22), she casts Armor of Agathys as a third level spell and tries to get some distance to the large golem (around 90 feet, not sure where we started) before dropping prone behind cover if possible but mostly really to reduce the target area for ranged attacks. With the force shield from 5 of her sorcery points, she hopes to be able to resist the initial punishment.
Bastion of Law (6th-level Clockwork Soul feature) You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.
The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Action: cast a spell for 15 temp hp Move: move to 90 feet distance, behind cover if possible, and drop prone
Seeing Rime hide and drop prone, the Canopic Golem will simply Dash 60 feet to end her turn 30 feet from Rime,
Listening the large creature storming towards her she chugs a Potion of Speed and a Potion of Heroism before walking in a crouch (still prone) towards a new cover at some more distance to the golem (the goal is to be more than 30 feet away so that he needs to dash again).
Movement while prone is crawl same as crouch. While crawling, every 1 foot of movement takes 1 extra foot of movement. Basically movement is halved. With your Haste Action, you can Dash, giving you 60 feet of movement, half is 30, so you could move between 5-30 feet this round ending 35-60 feet from the Canopic Golem.
Seeing Rime crawling away, the Canopic Golem will multiattack with Crystal Darts twice with disadvantage due to prone.
Crawl, right. I was looking for that word. But the haste potion also doubles movement speed, so there’s no need for a dash and 15 feet would have been enough anyway. I guess it did but I want to make sure that the golem was moving the 30 feet towards Rime, right? Or did it decide to just throw a couple darts?
Should it remain where it is, Rime will doff the shield and take aim with her crossbow for the normal and haste action, respectively, and move 30 feet back (get up, shoot, move back and crouch again)
If it moves closer (What I assume is the case), Rime drinks the Potion of Invulnerability (only for the bless effect, not the temp hps), stands up, moves closer, and draws and attacks with her Rapier.
Action: Potion of Invulnerability Move: Get up and close to melee distance (30 feet get up cost, can move max 30 feet towards the golem and if this isn’t enough, she’ll opt for the crossbow tactic.) Haste: 3 plus Attack: 14 Damage: 8 Reaction: she will parry the first attack that hits
Round 3, haste 9, invulnerability 10, temp HP 15
There’s a small error in my post as I originally had heroism and invulnerability the other way around but I can’t edit the post or I risk to manipulate the great rolls.
The Canopic Golem will approach and shoot darts every turn it can't get into melee after failing to get into melee just one round with a dash. With an Intelligence of 7, it's unlikely to change up, especially if it can hit once or twice in a few rounds. Not sure if this helps with your posts. Let's simplify the branching, if possible.
The Canopic Golem moves 30 feet, to bridge the gap, then fires two crystal darts with disadvantage due to prone Crystal Dart Attack 1: 14 Damage: 15 Crystal Dart Attack 2: 11 Damage: 10
Both attacks fall short by a large margin and, if not already in melee range, Rime will stand up and close the distance now. With two attacks with her Rapier+3 she opens the brawl, the first of which she infuses with Booming Blade.
Move: Stand up and get in melee. Action: 4 plus Attack: 27 Damage: 8 + 2 Haste: 4 plus Attack: 14 Damage: 13 Bonus: recover 3 Sorcery Points with a 2nd level spell slot (4/6 available). Reaction: Parry 1st hit
The Canonic Golem (229/252) will multiattack with two slam attacks
Slam Attack 1: 16 Damage: 34 Slam Attack 2: 24 Damage: 33
Rime dodges the first and tries to parry the second slam attack. However, the force of the attack is such that she only manages to divert part of the force. Parry: 8 damage parried.
This post has potentially manipulated dice roll results.
The larger part of the golem‘s blow is absorbed by the potion‘s effect, so that this single blow cannot penetrate Rime‘s ablative frost armour (21/2=10 damage, 5 temp. HP remain). Rime looks out for a good opportunity and strikes swiftly twice with her Rapier.
15 cold damage due to AoA Action: 2 plus Attack: 15 Damage: 9 Haste: 3 plus Attack: 29 Damage: 9
+20,000 gp from tier increase +6,000 gp from turning in +2 armor -24,000 gp for making it +3 armor -180 potion of heroism -400 potion of speed -500 potion of flying -12,000 Sunblade -300 potion of resistance (necrotic) Total: -11,380 (subtract 1,380 platinum from inventory)
After celebrating victory over the Gray Render Hadaras gets word of another challenge to be faced. A dread vampire. Though he quite likes his battleaxe he seeks out a new weapon to face the vampire with and aquires a Sun Blade in addition to his normal equipment. Then, in due time, he heads off to find the Undead being. Downing a Potion of Heroism and Potion of Necrotic Resistance he uses thaumaturgy to call out, "For too long you have been restless. Allow me to put you to rest!"
Initiative: max(17,6) + 3 = 20
First time fighting a legendary monster so this should be interesting. Gonna be interesting seeing how to avoid the charm. I'm thinking he'll be doing a bit of running and closing his eyes.
Edit: I derped here and forgot to say which encounter. Choosing the Vampire to fight.
Vampire rolls initiative 12
Taking the initiative, Hadaras drinks a potion of speed, moves in, and blows the horn of valhalla as he prepares to fight the dread undead.
Move 35ft in towards vampire (25 ft away from vampire)
Taking some steps back he then draws his sun blade and prepares himself for battle. (Move 45ft back, 70ft from vampire)
11 Berserkers are 25ft from Vampire Hadaras is 70ft from Vampire Vampire has its legendary action
Initiative Hadaras 20 Vampire 12 Berserkers 6
Haste 1/10
Legendary Action 1, moves 30 feet closer to the Berserkers The Vampire casts Charm on Berserker 1, Wisdom Save DC 17
Berserker 1 WIS Save: 16 //so close yet so far
So Berserker 1 is charmed and not going to attack.
Berserkers 2-11 go in for the attack, cycling through with Reckless Attacks. (Including the vampire's resistance to nonmagical attacks in my damage calculations. So the last number is post-resistance, not pre.)
Berserker 2 To-Hit: max(12,5) + 5 = 17 //hit Damage: 7+3 = 10 / 2 = 5 //in the log it shows 7+4 but I realized I needed to readjust the damage bonus Then moves out to make room for another berserker
Berserker 3 To-Hit: max(4,11) + 5 = 16 //hit Damage: 3+3 = 6 / 2 = 3 Then moves out to make room for another berserker
...before setting out against the vampire (Encounter 1N) with an initiative of 24 (9,20 + 4). Oh, also, she is once again in her (newly-repaired) giant metal crab. And the owl's initiative is 4 (3 + 1).
Vampire rolls initiative 23
Bonus Action: Bladesong Movement: Just outside the apparatus Action: Scorching ray (5th level):
32 (18 + 11 + 3) to hit, 16 (9 + 7) fire damage
24 (12 + 11 + 1) to hit, 13 (4 + 9) fire damage
33 (18 + 11 + 4) to hit, 13 (10 + 3) fire damage
19 (6 + 11 + 2) to hit, 13 (5 + 8) fire damage
25 (12 + 11 + 2) to hit, 15 (10 + 5) fire damage
32 (19 + 11 + 2) to hit, 13 (8 + 5) fire damage
Movement: Back inside the apparatus
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)
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Both attacks fall short by a large margin and, if not already in melee range, Rime will stand up and close the distance now. With two attacks with her Rapier+3 she opens the brawl, the first of which she infuses with Booming Blade.
|| Tryncaryn - Halfling Monk/Wizard - Dragon of Icespire Peak || Berry - Fairy Barbarian - Deathworld: Lost Mine of Phandelver || Taya - Mysterious Fighter - Echoes of Empire || Myrla Stardust - Wood Elf Rogue - After the Fall ||
Round 4,
haste 8, invulnerability 9, HP 84/84 + 15 (AC 22)
Canonic Golem (229/252)
|| Tryncaryn - Halfling Monk/Wizard - Dragon of Icespire Peak || Berry - Fairy Barbarian - Deathworld: Lost Mine of Phandelver || Taya - Mysterious Fighter - Echoes of Empire || Myrla Stardust - Wood Elf Rogue - After the Fall ||
Atherna prepares with the following things...
...before setting out against the vampire (Encounter 1N) with an initiative of 24 (
9,20 + 4). Oh, also, she is once again in her (newly-repaired) giant metal crab. And the owl's initiative is 4 (3 + 1).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)
Legendary Action 1, moves 30 feet closer to the Berserkers
The Vampire casts Charm on Berserker 1, Wisdom Save DC 17
The Canonic Golem (229/252) will multiattack with two slam attacks
Slam Attack 1: 16 Damage: 34
Slam Attack 2: 24 Damage: 33
Vampire rolls initiative 23
Rime dodges the first and tries to parry the second slam attack. However, the force of the attack is such that she only manages to divert part of the force. Parry: 8 damage parried.
|| Tryncaryn - Halfling Monk/Wizard - Dragon of Icespire Peak || Berry - Fairy Barbarian - Deathworld: Lost Mine of Phandelver || Taya - Mysterious Fighter - Echoes of Empire || Myrla Stardust - Wood Elf Rogue - After the Fall ||
The larger part of the golem‘s blow is absorbed by the potion‘s effect, so that this single blow cannot penetrate Rime‘s ablative frost armour (21/2=10 damage, 5 temp. HP remain). Rime looks out for a good opportunity and strikes swiftly twice with her Rapier.
15 cold damage due to AoA
Action: 2 plus Attack: 15 Damage: 9
Haste: 3 plus Attack: 29 Damage: 9
round 5:
Haste 7, Invulnerability 8, 84/84 HP +5 (ac 22)
|| Tryncaryn - Halfling Monk/Wizard - Dragon of Icespire Peak || Berry - Fairy Barbarian - Deathworld: Lost Mine of Phandelver || Taya - Mysterious Fighter - Echoes of Empire || Myrla Stardust - Wood Elf Rogue - After the Fall ||
44 damage to the golem leaving it at 185/252
|| Tryncaryn - Halfling Monk/Wizard - Dragon of Icespire Peak || Berry - Fairy Barbarian - Deathworld: Lost Mine of Phandelver || Taya - Mysterious Fighter - Echoes of Empire || Myrla Stardust - Wood Elf Rogue - After the Fall ||
Berserker 1 WIS Save: 16
//so close yet so far
So Berserker 1 is charmed and not going to attack.
Berserkers 2-11 go in for the attack, cycling through with Reckless Attacks. (Including the vampire's resistance to nonmagical attacks in my damage calculations. So the last number is post-resistance, not pre.)
Berserker 2
To-Hit: max(12,5) + 5 = 17 //hit
Damage: 7+3 = 10 / 2 = 5
//in the log it shows 7+4 but I realized I needed to readjust the damage bonus
Then moves out to make room for another berserker
Berserker 3
To-Hit: max(4,11) + 5 = 16 //hit
Damage: 3+3 = 6 / 2 = 3
Then moves out to make room for another berserker
Berserker 4
To-Hit: max(10,7) + 5 = 15 //miss
Berserker 5
To-Hit: max(20,3) + 5 = crit //hit
Damage: 6+12+3 = 21 / 2 = 10
Berserker 6
To-Hit: max(7,11) + 5 = 16 //hit
Damage: 11+3 = 14 / 2 = 7
Berserker 7
To-Hit: max(9,17) + 5 = 22 //hit
Damage: 4+3 = 7 / 2 = 3
Berserker 8
To-Hit: max(18,17) + 5 = 23 //hit
Damage: 9+3 = 12 / 2 = 6
Berserker 9
To-Hit: max(2,3) + 5 = 8 //miss
Berserker 10
To-Hit: max(19,6) + 5 = 24
Damage: 6 + 3 = 9 / 2 = 4
Berserker 11
To-Hit: max(19,8) + 5 = 24
Damage: 12 + 3 = 15 / 2 = 7
Total Damage: 5+3+10+7+3+6+4+7 = 45 (with resistance already accounted)
Possible Opportunity attack on Berserker 2 or 3.
This is a signature. It was a simple signature. But it has been upgraded.
Bel, Aarakocra Hunter Ranger, Friend Campaign
Screechirk, Aarakocra Light Cleric, Wages of Vice
Darath, Goliath Battlemaster, Into the Overlap
Draíocht, Wood Elf Moon Druid, Kholias
Eggo Lass, Drow GOOlock, 100 Dungeons
Drako, Dragonborn Tempest Cleric, Dragon of Icespire Peak
Phait, Mountain Dwarf Wild Magic Sorcerer, Shadowglass
Get rickrolled here. Listen to awesome music here. (selection 27, 4/23/24, One Voice)
Bonus Action: Bladesong
Movement: Just outside the apparatus
Action: Scorching ray (5th level):
Movement: Back inside the apparatus
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)