Roxo uses multi-attack to strike Guard Drake 2 with a bite and a claw attack
Bite: Attack: 19 Damage: 15
Claw: Attack: 21 Damage: 8
Roxo uses his third attack on Drake 3 Attack: 22 Damage: 13
Simultaneously, Akkron strikes at Drake 5, 16, and 6 with blasts of raw psychic energy. He cast Tasha's mind whip at fourth level. Each of the drakes must make a DC 22 Intelligence saving throw or take 9 Psychic damage. On a failed INT save the targets also cannot take reactions, and are restricted to only taking an action, a bonus action, or using their movement on their next turn.
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Roxo uses multi-attack to strike Guard Drake 2 with a bite and a claw attack
Bite: Attack: 19 Damage: 15
Claw: Attack: 21 Damage: 8
Roxo uses his third attack on Drake 3 Attack: 22 Damage: 13
Simultaneously, Akkron strikes at Drake 5, 16, and 6 with blasts of raw psychic energy. He cast Tasha's mind whip at fourth level. Each of the drakes must make a DC 22 Intelligence saving throw or take 9 Psychic damage. On a failed INT save the targets also cannot take reactions, and are restricted to only taking an action, a bonus action, or using their movement on their next turn.
White Guard Drake 2, takes 23 damage (5/52) White Guard Drake 3, takes 13 damage (39/52) White Guard Drake 4 (34/52), "chills" White Guard Drake 5 (12/52), rolls Intelligence Save DC 22 vs 5 White Guard Drake 6 (12/52), rolls Intelligence Save DC 22 vs 11 White Guard Drake 16 (12/52), rolls Intelligence Save DC 22 vs 0
This post has potentially manipulated dice roll results.
White Guard Drake 2 (5/52, init 20) Bite, against Roxo Attack: 14 Damage: 5 Tail, against Roxo, Attack: 9 Damage: 9
Inquisitor Reggie (28/31, init 18) Longsword, against White Guard Drake 6, Attack: 23 Damage: 13
White Guard Drake 3 (34/52, init 17) Bite, against Roxo Attack: 19 Damage: 4 Tail, against Roxo, Attack: 14 Damage: 9
Infantry Soldier 1, (22/22, init 15) Moves to K33 Longsword, against White Guard Drake 6 or 16, Attack: 21 Damage: 11
Infantry Soldier 3 (22/22, init 15) Moves to an open square to attack Drake 5 or 16 Longsword, against White Guard Drake 5 or 16, Attack: 12 Damage: 13 Longsword Action Surge, against White Guard Drake 5, 16,, 4, Attack: 29 Damage: 14 Infantry Soldier 4, (16/22, init 14) Bonus Action, Second Wind 8 Moves to an open square to attack Drake 5 or 16 Longsword, against White Guard Drake 5 or 16, Attack: 11 Damage: 11
Infantry Soldier 2, (22/22, init 13) Moves to an open square to attack Drake 4 Longsword, against White Guard Drake 4, Attack: 12 Damage: 9
White Guard Drake 2 (5/52, init 20) Bite, against Roxo Attack: 21 Damage: 11 Tail, against Roxo, Attack: 21 Damage: 4
Roxo takes 15 more damage
Inquisitor Reggie (28/31, init 18) Longsword, against White Guard Drake 6, Attack: 19 Damage: 11
Reggie kills Drake 6
White Guard Drake 3 (34/52, init 17) Bite, against Roxo Attack: 19 Damage: 11 Tail, against Roxo, Attack: 20 Damage: 5
Roxio takes 16 more damage
Infantry Soldier 1, (22/22, init 15) Moves to K33 Longsword, against White Guard Drake 6 or 16, Attack: 12 Damage: 10
Infantry Soldier 1 kills Drake 16
Infantry Soldier 3 (22/22, init 15) Moves to an open square to attack Drake 5 or 16 Longsword, against White Guard Drake 5 or 16, Attack: 20 Damage: 14 Longsword Action Surge, against White Guard Drake 5, 16,, 4, Attack: 20 Damage: 13
Infantry Soldier 3 kills Drake 5 and deals 13 damage to Drake 3 (26/52)
Infantry Soldier 4, (16/22, init 14) Bonus Action, Second Wind 9 Moves to an open square to attack Drake 5 or 16 Longsword, against White Guard Drake 5 or 16, Attack: 28 Damage: 12
Infantry Soldier 4 deals 12 damage to Drake 3 (14/52)
Infantry Soldier 2, (22/22, init 13) Moves to an open square to attack Drake 3 Longsword, against White Guard Drake 3, Attack: 28 Damage: 11
Infantry Soldier 2 deals 11 damage to Drake 3 (3/52)
White Guard Drake 450 x20 for 9000 XP Followers x13 +1 Paragon player 9000 / 14 = 643 xp each but none for monsters (Roxo)
With potions of heroism running (I forgot to give people 10 temps) for 1 hour, if you rush ahead without resting, you can keep the buff, otherwise, you can short rest now before rolling a new round of initiative in the Ancient White Dragon's Lair.
I think the men will take a round or two to have the bard heal the nastiest injuries... while Akkron will go ahead into the next cavern alone (he'll have the men and Roxo follow as soon as their wounds have been treated).
Akkron puts up his hood to turn invisible. He then goes to the dragon's cavern, drinking his potion of invulnerability right before entering the lair.
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This post has potentially manipulated dice roll results.
Alright, Akkron goes ahead and enters the dragon's lair... kind of hoping to catch it by surprise, but the plan should still be workable even if the dragon is aware of his presence.
Stealth: 23
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Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Alright, Akkron goes ahead and enters the dragon's lair... kind of hoping to catch it by surprise, but the plan should still be workable even if the dragon is aware of his presence.
Stealth: 23
Round 3, Tali uses mass cure wounds, from staff of healing, using 5 charges, to cast mass cure wounds on up to six people for 3d8+3, 16, targeting Roxo (132/168, [monster]young amethyst Dragon[monster]), Reggie (28/31), Infantry Soldier 4 (16/22), Artillery Soldier 3 (13/22)
Alright, Akkron goes ahead and enters the dragon's lair... kind of hoping to catch it by surprise, but the plan should still be workable even if the dragon is aware of his presence.
Stealth: 23
Round 3, Tali uses mass cure wounds, from staff of healing, using 5 charges, to cast mass cure wounds on up to six people for 3d8+3, 16, targeting Roxo (132/168, [monster]young amethyst Dragon[monster]), Reggie (28/31), Infantry Soldier 4 (16/22), Artillery Soldier 3 (13/22)
Everyone is healed up full except for Roxo who is only down by 20, (148/168)
Alright, Akkron goes ahead and enters the dragon's lair... kind of hoping to catch it by surprise, but the plan should still be workable even if the dragon is aware of his presence.
Stealth: 23
Round 3 It takes the followers 1 round to heal up and regroup. As they are regrouping, you move through the cave ahead of them 1 round.
Round 4 You arrive at the mouth of the Dragon Lair, the prone dragon hears you enter but you gain the initiative. 1, Your turn, << We are here (Begin your turn rolling a Wisdom Save for Frightful Presence DC 16) 2, Lair Action 3, Followers begin to arrive 4, Dragon's Turn
Round 5 1. Followers with high initiative will go first 2. Your turn 3. Lair Action 4. Followers second phase 5 Dragon's turn 6. Followers third phase
This post has potentially manipulated dice roll results.
Akkron starts off by moving as close as he can to the beast.
He then proceeds to cast tasha's mind whip, forcing the creature to make a DC 22 Int save or take 13 psychic damage. If it fails the save, the dragon cannot take reactions, and it must choose between taking an action, a bonus action, or movement on its turn.
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Or, if he is able to get close enough to do so, Akkron will instead cast prismatic wall, using the sphere option to enclose the dragon inside a shimmering wall of death (so, if he's not able to get within 60 feet of the dragon Akkron will use tasha's mind whip, if, on the other hand, he does manage to get within 60 feet of it, then he'll instead use prismatic wall to shut the dragon down ASAP)
Or, if he is able to get close enough to do so, Akkron will instead cast prismatic wall, using the sphere option to enclose the dragon inside a shimmering wall of death (so, if he's not able to get within 60 feet of the dragon Akkron will use tasha's mind whip, if, on the other hand, he does manage to get within 60 feet of it, then he'll instead use prismatic wall to shut the dragon down ASAP)
That's a tough one. I guess if I drew the map smaller you could have been closer, when turning the corner. Or I could rule based on the distance of the sound or when the epic white dragon would hear. So that will be my ruling. You move silently into the chamber, you are undetected until you can cast prismatic wall at 60 feet. In the map there are two locations for the dragon to start, Either way, I'll give you a surprise round to cast prismatic wall and then you get to go again, around S10
I was going to roll a d6, 1,2,3 where the token is, 4,5, in the black square, 6 asleep in the black square: 1
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Roxo uses multi-attack to strike Guard Drake 2 with a bite and a claw attack
Bite:
Attack: 19 Damage: 15
Claw:
Attack: 21 Damage: 8
Roxo uses his third attack on Drake 3
Attack: 22 Damage: 13
Simultaneously, Akkron strikes at Drake 5, 16, and 6 with blasts of raw psychic energy. He cast Tasha's mind whip at fourth level. Each of the drakes must make a DC 22 Intelligence saving throw or take 9 Psychic damage. On a failed INT save the targets also cannot take reactions, and are restricted to only taking an action, a bonus action, or using their movement on their next turn.
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White Guard Drake 2, takes 23 damage (5/52)
White Guard Drake 3, takes 13 damage (39/52)
White Guard Drake 4 (34/52), "chills"
White Guard Drake 5 (12/52), rolls Intelligence Save DC 22 vs 5
White Guard Drake 6 (12/52), rolls Intelligence Save DC 22 vs 11
White Guard Drake 16 (12/52), rolls Intelligence Save DC 22 vs 0
White Guard Drake 2 (5/52, init 20)
Bite, against Roxo Attack: 14 Damage: 5
Tail, against Roxo, Attack: 9 Damage: 9
Inquisitor Reggie (28/31, init 18)
Longsword, against White Guard Drake 6, Attack: 23 Damage: 13
White Guard Drake 3 (34/52, init 17)
Bite, against Roxo Attack: 19 Damage: 4
Tail, against Roxo, Attack: 14 Damage: 9
Infantry Soldier 1, (22/22, init 15)
Moves to K33
Longsword, against White Guard Drake 6 or 16, Attack: 21 Damage: 11
Infantry Soldier 3 (22/22, init 15)
Moves to an open square to attack Drake 5 or 16
Longsword, against White Guard Drake 5 or 16, Attack: 12 Damage: 13
Longsword Action Surge, against White Guard Drake 5, 16,, 4, Attack: 29 Damage: 14
Infantry Soldier 4, (16/22, init 14)
Bonus Action, Second Wind 8
Moves to an open square to attack Drake 5 or 16
Longsword, against White Guard Drake 5 or 16, Attack: 11 Damage: 11
Infantry Soldier 2, (22/22, init 13)
Moves to an open square to attack Drake 4
Longsword, against White Guard Drake 4, Attack: 12 Damage: 9
Roxo takes 15 more damage
Reggie kills Drake 6
Roxio takes 16 more damage
Infantry Soldier 1 kills Drake 16
Infantry Soldier 3 kills Drake 5
and deals 13 damage to Drake 3 (26/52)
Infantry Soldier 4 deals 12 damage to Drake 3 (14/52)
Infantry Soldier 2, (22/22, init 13)
Moves to an open square to attack Drake 3
Longsword, against White Guard Drake 3, Attack: 28 Damage: 11
Infantry Soldier 2 deals 11 damage to Drake 3 (3/52)
Artillery Soldier 1, (22/22, init 11)
Artillery Soldier 4, loads a bolt and fires, targeting Guard Drake 4
Artillery Soldier 4, Heavy Crossbow, White Guard Drake 4, Attack: bless 3 plus 11 Damage: 8
Tali, init 10
Hand Crossbow, against White Guard Drake 2, Attack: 15 Damage: 10
Ranger Yoku, init 9
Bonus Action to move Hunter's Mark to the remaining Drake
Longbow, Hunter's Mark, Colossus Slayer, Attack: 13 Damage: 21
Longbow, Extra Attack, Hunter's Mark,
Colossus Slayer, against White Guard Drake 1, Attack: 30 Damage: 17Artillery Soldier 2, init 8
Finish off drake 3
Heavy Crossbow, against White Guard Drake 3, Attack: 20 Damage: 12
Artillery Soldier 3, init 8
Finish off drake 3
Heavy Crossbow, against White Guard Drake 3, Attack: 7 Damage: 14
Commander Bernard, init 2
Longsword, against White Guard Drake 3, Attack: 16 Damage: 13
Longsword, Extra Attack, against White Guard Drake 3, Attack: 11 Damage: 13
White Guard Drake 450 x20 for 9000 XP
Followers x13 +1 Paragon player
9000 / 14 = 643 xp each but none for monsters (Roxo)
With potions of heroism running (I forgot to give people 10 temps) for 1 hour, if you rush ahead without resting, you can keep the buff, otherwise, you can short rest now before rolling a new round of initiative in the Ancient White Dragon's Lair.
I think the men will take a round or two to have the bard heal the nastiest injuries... while Akkron will go ahead into the next cavern alone (he'll have the men and Roxo follow as soon as their wounds have been treated).
Akkron puts up his hood to turn invisible. He then goes to the dragon's cavern, drinking his potion of invulnerability right before entering the lair.
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(I'm guessing that it will take about two rounds to reach the dragon's lair since it takes 1 activate the cloak and 1 action to drink the potion)
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exactly 2 rounds. We are the top of round 3 now.
Alright, Akkron goes ahead and enters the dragon's lair... kind of hoping to catch it by surprise, but the plan should still be workable even if the dragon is aware of his presence.
Stealth: 23
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Round 3, Tali uses mass cure wounds, from staff of healing, using 5 charges, to cast mass cure wounds on up to six people for 3d8+3, 16, targeting Roxo (132/168, [monster]young amethyst Dragon[monster]), Reggie (28/31), Infantry Soldier 4 (16/22), Artillery Soldier 3 (13/22)
Everyone is healed up full except for Roxo who is only down by 20, (148/168)
Ancient White Dragon
Perception Check: 26
Initiative Roll: 2
Round 3
It takes the followers 1 round to heal up and regroup. As they are regrouping, you move through the cave ahead of them 1 round.
Round 4
You arrive at the mouth of the Dragon Lair, the prone dragon hears you enter but you gain the initiative.
1, Your turn, << We are here (Begin your turn rolling a Wisdom Save for Frightful Presence DC 16)
2, Lair Action
3, Followers begin to arrive
4, Dragon's Turn
Round 5
1. Followers with high initiative will go first
2. Your turn
3. Lair Action
4. Followers second phase
5 Dragon's turn
6. Followers third phase
Wis save: 13 + 2 (from the potion of heroism)
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Akkron starts off by moving as close as he can to the beast.
He then proceeds to cast tasha's mind whip, forcing the creature to make a DC 22 Int save or take 13 psychic damage. If it fails the save, the dragon cannot take reactions, and it must choose between taking an action, a bonus action, or movement on its turn.
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Or, if he is able to get close enough to do so, Akkron will instead cast prismatic wall, using the sphere option to enclose the dragon inside a shimmering wall of death (so, if he's not able to get within 60 feet of the dragon Akkron will use tasha's mind whip, if, on the other hand, he does manage to get within 60 feet of it, then he'll instead use prismatic wall to shut the dragon down ASAP)
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
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That's a tough one. I guess if I drew the map smaller you could have been closer, when turning the corner. Or I could rule based on the distance of the sound or when the epic white dragon would hear. So that will be my ruling. You move silently into the chamber, you are undetected until you can cast prismatic wall at 60 feet. In the map there are two locations for the dragon to start, Either way, I'll give you a surprise round to cast prismatic wall and then you get to go again, around S10

I was going to roll a d6, 1,2,3 where the token is, 4,5, in the black square, 6 asleep in the black square: 1