This post has potentially manipulated dice roll results.
Tesco turns to Kane, "Hey Kane. Do you want to have a contest?" Kane finishes his rabbit skewer and asks, "What kind of contest?" Tesco continues, "Oh, just a friendly type of contest where we hang back and let you show off your talents." Kane stands up and grabs his staff, "You mean a battle of wits?" Tesco says, "Calm down. No, you beat us handily with your wits. Have you ever noticed all the [Tooltip Not Found]s lurking about, here in the valley? There is a pretty bounty on them and I think we could make a contest of sorts on seeing who can fell the most. Don't worry, if you falter, we will be hanging in the wings for a rescue. What say you? Would you like to have a Wearboar contest?" Kane turns to Zim, "Does that sound like fun to you?" Zim cries out, "Battle until we fall, that sounds glorious!"
Starting a Wearboar Contest with Kane Kane casts false life from a 2nd level slot to gain temp hp 11 and mage armor. Then takes a short rest for 1 hour and uses arcane recovery to gain back 3 spell slots. Kane init 5, [Tooltip Not Found] WB1 7
Round 1 WB1 bridges the gap and attacks Kane twice WB1 targets Kane, maul Attack: 9 Damage: 8 WB1 targets Kane, tusks Attack: 18 Damage: 10, Constitution DC 12 cursed with wereboar lycanthropy
Kane casts summon fey, Puck appears with AC 15, HP 30, fey blade +8 (2d6+6) Puck targets WB1, fuming fey blade Attack: 27 Damage: 15 force damage
Kane casts false life from a 2nd level slot to gain temp hp 14 and mage armor. Then takes a short rest for 1 hour and uses arcane recovery to gain back 3 spell slots. Kane init 7, [Tooltip Not Found] WB1 7
Kane has 32 hp and 14 temps. Kane wins initiative ties
WB1 takes 14 damage. WB1 (64/78) Kane casts the shield spell as a reaction. AC 15 becomes AC 20. Kane takes 7 damage and loses 7 temps. Kane (32/32, 7 temps) Heroic inspiration grants adv must make a Cursed Constitution Save DC 12 vs 15 Kane must also make a lucky adv, Concentration check, Constitution Save DC 10 vs 20
WB1 takes 18 damage. WB1 (46/78) Kane takes 9, 14, total 23 damage. Kane loses 7 temps and takes 16 real damage. Kane (16/32) Another Cursed Constitution Save DC 12 vs 18 Two more Concentration checks, Constitution Save DC 10 vs 15 Constitution Save DC 10 vs 10
Round 3 WB1 targets Puck, maul Attack: 10 Damage: 8 WB1 targets Puck, tusks Attack: 21 Damage: 6, Constitution DC 12 cursed with wereboar lycanthropy Kane casts chromatic orb from a 2nd level slot, with lucky adv Attack: 20 Damage: 17 cold damage. Puck targets WB1, fuming fey blade Attack: 27 Damage: 17 force damage
WB1 takes 17 cold damage and 17 force damage, total 34. WB1 (12/78) Puck takes 6 damage. Puck (24/30) Puck Cursed Constitution Save DC 12 vs 18
Round 4 WB1 targets Puck or Kane, maul Attack: 17 Damage: 9 WB1 targets Puck or Kane, tusks Attack: 8 Damage: 8, Constitution DC 12 cursed with wereboar lycanthropy Kane casts fire bolt, Attack: 20 Damage: 11 cold damage. Puck targets WB1, fuming fey blade Attack: 21 Damage: 14 force damage
WB1 takes 11 damage. WB1 (1/78) WB1 takes 14 damage and due to relentless has 1 hp remaining. WB1 (1/78) Puck takes 9 damage. Puck (15/30) Kane casts magic missile from a 1st level slot to finish off WB1 since relentless is on recharge, 2, 5, 4
Kane has 1 round to cast false life from a 2nd level slot 10 before another wereboar shows up. Kane init 7, wereboar WB2 init 3
Kane casts fireball, "Curse this contest!" hitting only WB2, dealing 35 fire damage, half if WB2 saves Dexterity DC 15 vs 8 Puck targets WB2, fuming fey blade Attack: 17 Damage: 15 force damage
Heroic inspiration grants adv must make a Cursed Constitution Save DC 12 vs 9
Kane is cursed with wereboar lycanthropy
Constitution Save DC 10 vs 4
Puck disappears due to lost concentration.
WB1 takes 17 cold damage and 17 force damage, total 34. WB1 (12/78)
WB1 only takes 17 damage. WB1 (29/78)
Puck takes 6 damage. Puck (24/30)
Kane takes 6 damage. Kane (10/32)
Round 4 WB1 targets Puck or Kane, maul Attack: 17 Damage: 9 WB1 targets Puck or Kane, tusks Attack: 8 Damage: 8, Constitution DC 12 cursed with wereboar lycanthropy Kane casts fire bolt, Attack: 20 Damage: 11 cold damage. Puck targets WB1, fuming fey blade Attack: 21 Damage: 14 force damage
WB1 takes 11 damage. WB1 (1/78)
Retcon: with Puck gone, Kane uses his 3rd level slot instead to case fireball for 23 damage, invalidating relentless and ending the combat before taking more damage.
Kane casts fireball, "Curse this contest!" hitting only WB2, dealing 23 fire damage, half if WB2 saves Dexterity DC 15 vs 9
Kane has 1 round to cast false life from a 2nd level slot 10 before another wereboar shows up. Kane init 11, wereboar WB2 init 5
Kane activates his pearl of power to regain a 3rd level slot Kane wins init
Round 1 WB2 targets Puck, maul Attack: 16 Damage: 7 WB2 targets Puck, tusks Attack: 7 Damage: 13, Constitution DC 12 cursed with wereboar lycanthropy Kane casts fireball, "Curse this contest!" hitting only WB2, dealing 23 fire damage, half if WB2 saves Dexterity DC 15 vs 9 Puck targets WB2, fuming fey blade Attack: 28 Damage: 27 force damage
Kane casts summon fey and Puck returns to the fight with full hitpoints! WB2 takes 27 damage from a crit. WB2 (51/78) Puck takes 7 damage. Puck (23/30)
Round 2 Kane now casts false life from a 2nd level slot, to gain 10 temps. Kane (10/32, 10 temps) Puck targets WB2, fuming fey blade Attack: 20 Damage: 15 force damage WB2 targets Puck, maul Attack: 7 Damage: 10 WB2 targets Puck, tusks Attack: 21 Damage: 11, Constitution DC 12 cursed with wereboar lycanthropy
Round 3 Kane targets WB2, fire bolt Attack: 20 Damage: 10 Puck targets WB2, fuming fey blade Attack: 18 Damage: 16 force damage WB2 targets Puck, maul Attack: 7 Damage: 5 WB2 targets Puck, tusks Attack: 16 Damage: 12, Constitution DC 12 cursed with wereboar lycanthropy
This post has potentially manipulated dice roll results.
Kane waves his hands, giving the signal. "I concede. I'm done. Two is enough for me, and now I'm cursed with wearboar lycanthropy." Kane rushes to the back of the ranks and says, "Here comes another one, who's up next?" Tesco says, "It's all yours Zim!"
Starting a Wearboar Contest with Zim Zim init 2, [Tooltip Not Found] WB3 20
This post has potentially manipulated dice roll results.
Round 1 WB5 targets Zim, maul Attack: 17 Damage: 8 (sap disadv 13) WB5 targets Zim, tusks Attack: 11 Damage: 14, Constitution DC 12 cursed with wereboar lycanthropy Zim morningstar1 Attack: 10 Damage: 9, sap disadv on a hit Zim morningstar2 Attack: 9 Damage: 11, sap disadv on a hit
Round 2 WB5 targets Zim, maul Attack: 21 Damage: 10 (sap disadv 20) WB5 targets Zim, tusks Attack: 9 Damage: 7, Constitution DC 12 cursed with wereboar lycanthropy Zim morningstar1 Attack: 25 Damage: 15, sap disadv on a hit Zim morningstar2 Attack: 23 Damage: 8, sap disadv on a hit
Round 3 WB5 targets Zim, maul Attack: 23 Damage: 6 (sap disadv 14) WB5 targets Zim, tusks Attack: 10 Damage: 12, Constitution DC 12 cursed with wereboar lycanthropy Zim morningstar1 Attack: 15 Damage: 9, sap disadv on a hit Zim morningstar2 Attack: 21 Damage: 8, sap disadv on a hit
Round 4 WB5 targets Zim, maul Attack: 14 Damage: 11 (sap disadv 8) WB5 targets Zim, tusks Attack: 8 Damage: 8, Constitution DC 12 cursed with wereboar lycanthropy Zim morningstar1 Attack: 9 Damage: 8, sap disadv on a hit Zim morningstar2 Attack: 13 Damage: 8, sap disadv on a hit
Round 5 WB5 targets Zim, maul Attack: 25 Damage: 16 (sap disadv 22) WB5 targets Zim, tusks Attack: 19 Damage: 13, Constitution DC 12 cursed with wereboar lycanthropy Zim morningstar1 Attack: 28 Damage: 14, sap disadv on a hit Zim morningstar2 Attack: 17 Damage: 9, sap disadv on a hit
Sap steals a hit from WB5, Zim takes 14 damage and uses parry to reduce by 13 (1/3 remaining second wind, 1/4 remaining maneuvers) Zim Cursed Constitution Save DC 12 vs 22
Zim morningstar1 Attack: 16 Damage: 13, sap disadv on a hit Zim morningstar2 Attack: 16 Damage: 12, sap disadv on a hit
Tesco reaction casts shield from a spell slot. AC 19 becomes AC 24 (2/4 1st slots, 2/2 2nd slots) Tesco still takes 11 damage. Tesco (21/44) Tesco Cursed Constitution Save DC 12 vs 6
WB8 takes a max roll for damage 23 add 3 from colossus slayer for 26 total. WB8 (12/78) WB8 then takes 18 damage which suppresses relentless and it dies. WB8 (-6/78)
Tesco announces that the contests are over and Zim is the winner with the most hitpoints and stamina remaining after defeating three wereboars. Kane says, "I'd like to stop in the Darkwoods to fight some more. I felt that I could have done better in the contest." Tesco says, "Let's return to Evergreen Hollow first and rest in the inn, then you can show your strength in the morning. Modest Rooms, modest meals (6 sp each).
Kane continues the contest, hunting down an owlbear Kane precasts false life 2nd slot 14 temps, and mage armor before using arcane recovery to gain back three spell slots. Kane init 23, owlbear O9 init 4
Round 1 O9 multiattacks Kane O9 beak Attack: 20 Damage: 13 O9 claw Attack: 12 Damage: 19 Kane casts fireball, 32, O9 Dexterity Save DC 15 vs 10
Round 2 O9 multiattacks Kane O9 beak Attack: 19 Damage: 12 O9 claw Attack: 23 Damage: 13 Kane casts fireball, 31, O9 Dexterity Save DC 15 vs 8
Round 3 O9 multiattacks Kane O9 beak Attack: 23 Damage: 14 O9 claw Attack: 25 Damage: 16 Kane casts magic missile from a 2nd level slot, 2, 5, 4, 2
Kane's Wereboar and Owlbear Contest Rewards 2900 XP (Kane Total 14,163 XP) 615 gp
Zim's Wereboar Contest Rewards 3300 XP (Zim Total 14,113 XP) 660 gp
Tesco's Wereboar Contest Rewards 3300 XP (Tesco Total 14,163 XP) 660 gp
Edit: due to "Dice rolls not yet available for this section"
DMG 2024 is officially out today as the pre-order digital version became live just a few hours ago.
In it you will find so many new and interesting ways to run 5e games, and I'm excited to finish reading it. I went ahead and made this post because of one small rule change, item prices by rarity. This is a big deal and it completely changes our campaign. I'm tempted to create two stores now, one with the old prices and one with the new ones.
Instead, I may start a new PbP thread, cloning this campaign and starting over. If you are still having fun on this thread, I'm here for you and I'm happy to honor the old prices and help you convert to the new. I'm leaning towards the rule of no "sellbacks" just if you want to use the new DMG 2024 prices, start using them going forward and if you want to keep using the old prices, that's fine too.
It's too early to say but I have a sneaky feeling that everything character is about to get saturated in low priced magic items.
You're the boss. I will keep existing equipment and use whichever prices you set (old 5e or new 5e2024) for new equipment. I will keep characters on your main thread (this one or a new one if you create it). Looking forward to reading the new DMG this weekend!
Eclipse compares the smell of the rotting bodies on the cart to Rahne's toes, to which Rahne responds that he prefers looking at their decaying faces over Eclipse's visage. After a few harmless swings at his kneecaps while he playfully holds her at arms length, Eclipse admits that she got roasted as good as some of her victims of Sacred Flame and the two mismatched friends resumed their journey home. However, their departure from the Canyon is broken by both feeling a strange constricting sensation.
CF1 and CF2 each cast Hold Person (DC spell save 11, Wisdom) against Rahne (10) and Eclipse (12). For their BA, they each cast Spiritual Weapon (with advantage against Rahne) (attack 17+3=20, damage 5) and against Eclipse (attack 17+3=20, damage 3)
Rahne breaks the Hold Person (16)
Eclipse sends three Scorching Rays at CF2 (the one that hit her with the Spiritual Weapon) (attack 9, 20, 18) hitting twice (damage 8, 8) (CF2 = 20hp) and fails concentration check to maintain the Weapon (7)
R2
CF1 attacks Rahne with the Weapon (11) but misses then cast Shield of Faith on itself (2lv2 and 1lv1 used)
CF2 attacks Eclipse with Inflict Wound (nat 1) but misses badly then casts Shield of Faith on itself (2lv2 and 2lv1 used)
Rahne closes half the distance (30') before throwing two javelins at CF2 (attack 10, 16) hitting once (damage 6). He then uses Second Wind (+13hp)
Eclipse sends a single Guiding Bolt (lv1) against CF2 (attack 13) that misses due to the Shield of Faith (CF2 hp=14)
R3
Having sacrificed the Weapon for the Shield, CF1 tries Hold Person again (7) and succeeds at restraining Rahne. (3lv2 - all out, 1lv1- 3 left)
CF2 sends a Sacred Flame against Rahne with Adv due to being Held (12, 21) that hits (damage 3)
Rahne breaks the Hold (12)
Eclipse resumes sending Scorching Rays at CF 2 (attack 24, 19, 13) almost killing it (damage 6, 7). CF2 maintains its Concentration (15) to keep the Shield of Faith
R4
CF1 is annoyed at having the goliath break his hold spells rapidly - twice now! - but still does not want to get into melee distance so sends a Sacred Flame against Rahne (14) but misses (3 lv1 left)
CF2 is feeling the burn and not in a good way. In an almost suicidal rage, it runs at Rahne to touch him with Inflict Wounds but the goliath pivots out of the way (attack 9) for no damage
Rahne dispatches CF2 with his handaxe (attack 22, damage 8) then spins to throw two javelins (including his last one) at CF1 (attack 18, 14) which succeeds once (damage 10) and causing it to drop its concentration for Shield (4)
Eclipse, pleased the one the smote her is dead, sends a Guiding Bolt against CF1 (14) that succeeds (damage 11). For her BA, she cast Shield of Faith on Rahne and decides to sit back to watch him pinata the remaining enemy (CF1 = 12hp)
R5
CF1 also decides that rushing the goliath to Inflict Wounds is the best option during this desperate time but also misses (16)
Rahne swings his greataxe once (attack 19, damage 12) to knock it out and then dispatches it with a second swing and without hesitation.
Rahne and Eclipse separate the bodies from the goods and pile everything into the cart and each gain 450xp. The finish the return home without incident.
Rahne returns looking and feeling stronger and with a yearning to practice with a greatsword. (He leveled up to 4.)
Rahne returns the cart and horses and collects the bounty for the bodies (130gp + 230gp + 230gp + 230gp + 300gp = 1,120gp) which he splits with Eclipse.
Rahne then sells the loot (1 mace=2.5gp, 1 crossbow,=12.5gp 2 heavy crossbow=50gp, 1 longsword=7.5gp, 2 short sword=10gp, 1splint armor=100gp, 1 plate armor=750gp, 1 great sword=25gp, 1 studded leather=22.5gp, 1 longbow=25gp, 2 leather armor=5gp, 2 daggers=2gp) for 1,012gp, which he also splits with Eclipse.
Rahne upgrades to a comfortable room for 5 days (10gp) and happily buys a Banquet for him, Eclipse and eight other guests at the Inn the first night they are back to celebrate (100gp), which he does not split with Eclipse.
This rule is under review as of DMG 2024 release (First Time New Players, skip on secondary characters) Roll twice on Magic Item from Magic Item Table F (to stock the Magic Shope)
Encounter Table 701 (Level 7recommended) 1-20: 1x Oni (2900 XP, 1160 gp) 21-40: 1x Stone Giant (2900 XP, 1160 gp) 41-60: 1x Shield Guardian (2900 XP, 1160 gp) 61-80: 1x Mind Flayer (2900 XP, 1160 gp) 81-100: 1x Young Black Dragon (2900 XP, 1450 gp)
This rule is under review as of the release of DMG 2024 Each player will roll for two random magic items that Evelyn's shop will sell. For now, I'm keeping the magic items core, with prices from this site: https://www.kassoon.com/dnd/5e/magic-item-prices/
Rollback Post to RevisionRollBack
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Tesco turns to Kane, "Hey Kane. Do you want to have a contest?" Kane finishes his rabbit skewer and asks, "What kind of contest?" Tesco continues, "Oh, just a friendly type of contest where we hang back and let you show off your talents." Kane stands up and grabs his staff, "You mean a battle of wits?" Tesco says, "Calm down. No, you beat us handily with your wits. Have you ever noticed all the [Tooltip Not Found]s lurking about, here in the valley? There is a pretty bounty on them and I think we could make a contest of sorts on seeing who can fell the most. Don't worry, if you falter, we will be hanging in the wings for a rescue. What say you? Would you like to have a Wearboar contest?" Kane turns to Zim, "Does that sound like fun to you?" Zim cries out, "Battle until we fall, that sounds glorious!"
Starting a Wearboar Contest with Kane
Kane casts false life from a 2nd level slot to gain temp hp 11 and mage armor. Then takes a short rest for 1 hour and uses arcane recovery to gain back 3 spell slots.
Kane init 5, [Tooltip Not Found] WB1 7
Round 1
WB1 bridges the gap and attacks Kane twice
WB1 targets Kane, maul Attack: 9 Damage: 8
WB1 targets Kane, tusks Attack: 18 Damage: 10, Constitution DC 12 cursed with wereboar lycanthropy
Kane casts summon fey, Puck appears with AC 15, HP 30, fey blade +8 (2d6+6)
Puck targets WB1, fuming fey blade Attack: 27 Damage: 15 force damage
Round 2
WB1 targets Kane, maul Attack: 22 Damage: 12
WB1 targets Kane, tusks Attack: 22 Damage: 10, Constitution DC 12 cursed with wereboar lycanthropy
Kane disengages and moves behind Puck
Puck targets WB1, fuming fey blade Attack: 26 Damage: 8 force damage
Round 3
WB1 targets Puck, maul Attack: 16 Damage: 9
WB1 targets Puck, tusks Attack: 6 Damage: 11, Constitution DC 12 cursed with wereboar lycanthropy
Kane casts chromatic orb from a 2nd level slot, with lucky adv Attack: 27 Damage: 17 cold damage.
Puck targets WB1, fuming fey blade Attack: 26 Damage: 14 force damage
Round 4
WB1 targets Puck or Kane, maul Attack: 16 Damage: 9
WB1 targets Puck or Kane, tusks Attack: 15 Damage: 6, Constitution DC 12 cursed with wereboar lycanthropy
Kane casts fire bolt, Attack: 15 Damage: 15 cold damage.
Puck targets WB1, fuming fey blade Attack: 20 Damage: 15 force damage
Kane has 32 hp and 14 temps.
Kane wins initiative ties
WB1 takes 14 damage. WB1 (64/78)
Kane casts the shield spell as a reaction. AC 15 becomes AC 20.
Kane takes 7 damage and loses 7 temps. Kane (32/32, 7 temps)
Heroic inspiration grants adv must make a Cursed Constitution Save DC 12 vs 15
Kane must also make a lucky adv, Concentration check, Constitution Save DC 10 vs 20
WB1 takes 18 damage. WB1 (46/78)
Kane takes 9, 14, total 23 damage. Kane loses 7 temps and takes 16 real damage. Kane (16/32)
Another Cursed Constitution Save DC 12 vs 18
Two more Concentration checks,
Constitution Save DC 10 vs 15
Constitution Save DC 10 vs 10
WB1 takes 17 cold damage and 17 force damage, total 34. WB1 (12/78)
Puck takes 6 damage. Puck (24/30)
Puck Cursed Constitution Save DC 12 vs 18
WB1 takes 11 damage. WB1 (1/78)
WB1 takes 14 damage and due to relentless has 1 hp remaining. WB1 (1/78)
Puck takes 9 damage. Puck (15/30)
Kane casts magic missile from a 1st level slot to finish off WB1 since relentless is on recharge, 2, 5, 4
Kane has 1 round to cast false life from a 2nd level slot 10 before another wereboar shows up.
Kane init 7, wereboar WB2 init 3
Round 1
WB2 targets Puck, maul Attack: 15 Damage: 10
WB2 targets Puck, tusks Attack: 12 Damage: 11, Constitution DC 12 cursed with wereboar lycanthropy
Kane casts fireball, "Curse this contest!" hitting only WB2, dealing 35 fire damage, half if WB2 saves Dexterity DC 15 vs 8
Puck targets WB2, fuming fey blade Attack: 17 Damage: 15 force damage
Kane is cursed with wereboar lycanthropy
Puck disappears due to lost concentration.
WB1 only takes 17 damage. WB1 (29/78)
Kane takes 6 damage. Kane (10/32)
Retcon: with Puck gone, Kane uses his 3rd level slot instead to case fireball for 23 damage, invalidating relentless and ending the combat before taking more damage.
Kane activates his pearl of power to regain a 3rd level slot
Kane wins init
Kane casts summon fey and Puck returns to the fight with full hitpoints!
WB2 takes 27 damage from a crit. WB2 (51/78)
Puck takes 7 damage. Puck (23/30)
Round 2
Kane now casts false life from a 2nd level slot, to gain 10 temps. Kane (10/32, 10 temps)
Puck targets WB2, fuming fey blade Attack: 20 Damage: 15 force damage
WB2 targets Puck, maul Attack: 7 Damage: 10
WB2 targets Puck, tusks Attack: 21 Damage: 11, Constitution DC 12 cursed with wereboar lycanthropy
Round 3
Kane targets WB2, fire bolt Attack: 20 Damage: 10
Puck targets WB2, fuming fey blade Attack: 18 Damage: 16 force damage
WB2 targets Puck, maul Attack: 7 Damage: 5
WB2 targets Puck, tusks Attack: 16 Damage: 12, Constitution DC 12 cursed with wereboar lycanthropy
Kane (10/32, 10 temps), Puck (23/30), WB2 (51/78)
WB2 takes 15 damage. WB2 (36/78)
Puck takes 11 damage. Puck (12/30)
Puck Cursed Constitution Save DC 12 vs 9
WB2 takes 10 damage. WB2 (26/78)
WB2 takes 16 damage. WB2 (10/78)
Puck takes 12 damage and disappears.
Round 4
Kane casts chromatic orb from a 2nd level slot, Attack: 10 Damage: 17
Kane waves his hands, giving the signal. "I concede. I'm done. Two is enough for me, and now I'm cursed with wearboar lycanthropy." Kane rushes to the back of the ranks and says, "Here comes another one, who's up next?" Tesco says, "It's all yours Zim!"
Starting a Wearboar Contest with Zim
Zim init 2, [Tooltip Not Found] WB3 20
Round 1
WB1 targets Zim, maul Attack: 6 Damage: 12
WB1 targets Zim, tusks Attack: 16 Damage: 15, Constitution DC 12 cursed with wereboar lycanthropy
Zim uses action surge with extra attack
Zim morningstar1 Attack: 19 Damage: 11
Zim morningstar2 Attack: 28 Damage: 15
Zim morningstar3 Attack: 24 Damage: 12
Zim morningstar4 Attack: 28 Damage: 17
Round 2
WB1 targets Zim, maul Attack: 12 Damage: 6
WB1 targets Zim, tusks Attack: 11 Damage: 8, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 25 Damage: 9
Zim morningstar2 Attack: 17 Damage: 15
Round 3
WB1 targets Zim, maul Attack: 15 Damage: 13
WB1 targets Zim, tusks Attack: 9 Damage: 9, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 12 Damage: 10
Zim morningstar2 Attack: 28 Damage: 15
WB3 wins init
Zim takes 10 damage. Zim (54/64)
Zim takes 20 damage and uses parry to reduce the damage by 12
Zim Cursed Constitution Save DC 12 vs 13
WB3 takes 12, 12, 10, 11, total 45 damage. WB3 (33/78)
miss-miss
WB3 takes 11, 8, total 19 damage. WB3 (14/78)
wiff-wiff
WB3 takes 12, 10, total 22 but because of relentless retain 1 hp. WB3 (1/78)
Round 4
WB1 targets Zim, maul Attack: 7 Damage: 11
WB1 targets Zim, tusks Attack: 14 Damage: 12, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 11 Damage: 8
Zim morningstar2 Attack: 23 Damage: 15
Zim uses second wind to heal 8 (2/3 remaining second wind, 3/4 remaining maneuvers)
When the wereboar goes down, Zim has a round to prepare but only cheers for himself,
Zim init 1, wereboar WB4 4
Round 1
WB4 targets Zim, maul Attack: 16 Damage: 6
WB4 targets Zim, tusks Attack: 20 Damage: 9, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 12 Damage: 11
Zim morningstar2 Attack: 21 Damage: 13
Round 3
WB4 targets Zim, maul Attack: 6 Damage: 14
WB4 targets Zim, tusks Attack: 21 Damage: 11, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 27 Damage: 8
Zim morningstar2 Attack: 14 Damage: 11
Round 4
WB4 targets Zim, maul Attack: 9 Damage: 14
WB4 targets Zim, tusks Attack: 6 Damage: 7, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 13 Damage: 14
Zim morningstar2 Attack: 11 Damage: 11
Round 5
WB4 targets Zim, maul Attack: 23 Damage: 13
WB4 targets Zim, tusks Attack: 20 Damage: 13, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 28 Damage: 18
Zim morningstar2 Attack: 10 Damage: 14
miss-miss
Zim strikes a difiative blow, ending WB3 (-14/78).
Zim heals 8. Zim (62/64)
WB4 wins init
Zim takes 9 damage. Zim (53/64)
Zim Cursed Constitution Save DC 12 vs 10
WB4 takes 11, 13, total 24 damage. WB4 (54/78)
Zim takes 11 damage but reduces the damage with parry 5.
Zim Cursed Constitution Save DC 12 vs 21
WB4 takes 8, 11, total 19 damage. WB4 (35/78)
Zim is so lucky in this fight right now.
WB4 takes 14, 11, total 25 damage. WB4 (10/78)
Zim takes 13 and 13, reducing one of them with parry by 6
WB4 takes 18 damage which doesn't trigger relentless. WB4 (-8/78)
Retcon: Zim needs to take 8 more damage.
Zim cancels the damage with parry.
Rough round for Zim, but he can take it.
Zim takes 13 damage. Zim (49/64)
Zim takes 13 reduced by 5, total 8 damage. Zim (41/64)
Zim takes 8 damage from an earlier round. Zim (33/64)
Zim uses second wind to heal 14 (1/3 remaining second wind, 2/4 remaining maneuvers)
Zim init 5, wereboar WB5 init 10
Round 1
WB5 targets Zim, maul Attack: 17 Damage: 8 (sap disadv 13)
WB5 targets Zim, tusks Attack: 11 Damage: 14, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 10 Damage: 9, sap disadv on a hit
Zim morningstar2 Attack: 9 Damage: 11, sap disadv on a hit
Round 2
WB5 targets Zim, maul Attack: 21 Damage: 10 (sap disadv 20)
WB5 targets Zim, tusks Attack: 9 Damage: 7, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 25 Damage: 15, sap disadv on a hit
Zim morningstar2 Attack: 23 Damage: 8, sap disadv on a hit
Round 3
WB5 targets Zim, maul Attack: 23 Damage: 6 (sap disadv 14)
WB5 targets Zim, tusks Attack: 10 Damage: 12, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 15 Damage: 9, sap disadv on a hit
Zim morningstar2 Attack: 21 Damage: 8, sap disadv on a hit
Round 4
WB5 targets Zim, maul Attack: 14 Damage: 11 (sap disadv 8)
WB5 targets Zim, tusks Attack: 8 Damage: 8, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 9 Damage: 8, sap disadv on a hit
Zim morningstar2 Attack: 13 Damage: 8, sap disadv on a hit
Round 5
WB5 targets Zim, maul Attack: 25 Damage: 16 (sap disadv 22)
WB5 targets Zim, tusks Attack: 19 Damage: 13, Constitution DC 12 cursed with wereboar lycanthropy
Zim morningstar1 Attack: 28 Damage: 14, sap disadv on a hit
Zim morningstar2 Attack: 17 Damage: 9, sap disadv on a hit
Zim heals 14. Zim (47/64)
WB5 wins init
Zim takes 10 damage. Zim (37/64)
WB5 takes 8 damage and gains sap. WB5 (70/78)
Sap steals a hit from WB5,
Zim takes 14 damage and uses parry to reduce by 13 (1/3 remaining second wind, 1/4 remaining maneuvers)
Zim Cursed Constitution Save DC 12 vs 22
WB5 takes 13, 12, total 25 damage. WB5 (45/78)
Zim takes a crit for 11 damage. HP total pending parry roll
WB5 takes a crit for 14 and a high roll for 14 more, total 28. WB5 (17/78)
Zim will use his last second wind 13
Zim takes 8 damage. HP TBD
Zim Cursed Constitution Save DC 12 vs 19
First, WB5 takes 15 damage. WB5 (2/78)
Next, WB5 takes 9 damage. Because of relentless is reduced to 1 hp. WB5 (1/78)
WB5 takes 11 damage and dies. WB5 (-10/78)
Tesco says, "All right, all right. No need to show off. My turn." He signals Zim to stand in the back.
Starting a Wearboar Contest with Tesco
Tesco init 4, [Tooltip Not Found] WB6 15
Round 1
WB6 targets Tesco, maul Attack: 10 Damage: 13 (sap disadv 19)
WB5 targets Tesco, tusks Attack: 15 Damage: 7, Constitution DC 12 cursed with wereboar lycanthropy
Tesco casts shillelagh
Tesco shillelagh1 Attack: 18 Damage: 8
Tesco shillelagh2 Attack: 17 Damage: 14, colossus slayer (+4)
Round 2
WB6 targets Tesco, maul Attack: 16 Damage: 12 (sap disadv 16)
WB5 targets Tesco, tusks Attack: 21 Damage: 12, Constitution DC 12 cursed with wereboar lycanthropy
Tesco casts hunter's mark, colossus slayer (+5)
Tesco shillelagh1 Attack: 17 Damage: 14
Tesco shillelagh2 Attack: 22 Damage: 21
Round 3
WB6 targets Tesco, maul Attack: 25 Damage: 13 (sap disadv 24)
WB5 targets Tesco, tusks Attack: 6 Damage: 11, Constitution DC 12 cursed with wereboar lycanthropy
Add colossus slayer (+8) damage
Tesco shillelagh1 Attack: 24 Damage: 15
Tesco shillelagh2 Attack: 10 Damage: 17
Round 4
WB6 targets Tesco, maul Attack: 15 Damage: 9 (sap disadv 12)
WB5 targets Tesco, tusks Attack: 25 Damage: 12, Constitution DC 12 cursed with wereboar lycanthropy
Add colossus slayer (+1) damage
Tesco shillelagh1 Attack: 16 Damage: 10
Tesco shillelagh2 Attack: 16 Damage: 17
Zim takes 14 damage reduced by 13, total 1. Zim (36/64)
Zim takes 11 damage. Zim (25/64)
Zim heals 13. Zim (38/64)
Zim takes 8 damage. Zim (30/64)
Correction: Zim dealt 14, 11, total 25 in Round 5.
WB6 wins init
miss-miss
WB6 takes 8 damage. WB6 (70/78)
WB6 takes 14, 4, total 18 damage. WB6 (52/78)
Tesco casts a reaction shield spell from a daily slot. AC 19 becomes AC 24
WB6 takes 14, 21, 6, total 41 damage. WB6 (11/78)
Tesco takes a crit for 13 damage. Tesco (31/44)
Tesco Concentration Constitution Save DC 10 vs 18
WB6 takes 15 damage and dies. WB6 (-4/78)
Tesco casts cure wounds from to heal 13
Tesco init 8, wereboar WB7 20
Tesco uses a bonus action to move hunter's mark
Tesco takes another crit for 12 damage. HP TBD
WB7 takes 10, 17, 1, total 28. WB7 (50/78)
Round 2
WB7 targets Tesco, maul Attack: 14 Damage: 12 (sap disadv 10)
WB7 targets Tesco, tusks Attack: 20 Damage: 12, Constitution DC 12 cursed with wereboar lycanthropy
Add colossus slayer (+5) damage
Tesco shillelagh1 Attack: 20 Damage: 16
Tesco shillelagh2 Attack: 12 Damage: 17
Round 3
WB7 targets Tesco, maul Attack: 23 Damage: 7 (sap disadv 15)
WB7 targets Tesco, tusks Attack: 24 Damage: 11, Constitution DC 12 cursed with wereboar lycanthropy
Add colossus slayer (+3) damage
Tesco shillelagh1 Attack: 26 Damage: 14
Tesco shillelagh2 Attack: 20 Damage: 14
Edit: Retry "Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section."
Tesco heals to full. Tesco (44/44, 3/4 1st slots, 2/2 2nd slots)
WB7 wins init
Tesco takes 12 damage. Tesco (32/44), WB7 (50/78)
Tesco Concentration Constitution Save DC 10 vs 11
Tesco reaction casts shield from a spell slot. AC 19 becomes AC 24 (2/4 1st slots, 2/2 2nd slots)
WB7 takes 16, 17, toal 33 damage. WB7 (17/78)
Tesco reaction casts shield from a spell slot. AC 19 becomes AC 24 (2/4 1st slots, 2/2 2nd slots)
Tesco still takes 11 damage. Tesco (21/44)
Tesco Cursed Constitution Save DC 12 vs 6
WB7 takes 14, 3, total 17 damage but keeps 1 hp due to relentless. WB7 (1/78)
WB7 takes 14 more damage and dies. WB7 (-13/78)
Tesco casts cure wounds from a 2nd level slot, to heal 22 (2/4 1st slots, 1/2 2nd slots)
Tesco init 12, wereboar WB8 12
Round 1
WB7 targets Tesco, maul Attack: 9 Damage: 8 (sap disadv 6)
WB7 targets Tesco, tusks Attack: 8 Damage: 7, Constitution DC 12 cursed with wereboar lycanthropy
Add colossus slayer (+3) damage
Tesco shillelagh1 Attack: 12 Damage: 12
Tesco shillelagh2 Attack: 17 Damage: 13
Round 2
WB7 targets Tesco, maul Attack: 21 Damage: 10 (sap disadv 24)
WB7 targets Tesco, tusks Attack: 21 Damage: 7, Constitution DC 12 cursed with wereboar lycanthropy
Add colossus slayer (+5) damage
Tesco shillelagh1 Attack: 11 Damage: 14
Tesco shillelagh2 Attack: 28 Damage: 18
Round 3
WB7 targets Tesco, maul Attack: 25 Damage: 21 (sap disadv 12)
WB7 targets Tesco, tusks Attack: 14 Damage: 10, Constitution DC 12 cursed with wereboar lycanthropy
Add colossus slayer (+7) damage
Tesco shillelagh1 Attack: 28 Damage: 21
Tesco shillelagh2 Attack: 14 Damage: 18
Tesco heals 15. Tesco (36/44)
Tesco wins init
Tesco uses a bonus action to move hunter's mark,
WB8 takes 17, 16, 7, total 40 damage. WB8 (38/78)
Tesco reaction casts the shield spell. AC 19 becomes AC 24, miss-miss (1/4 1st slots, 1/2 2nd slots)
WB8 takes a max roll for damage 23 add 3 from colossus slayer for 26 total. WB8 (12/78)
WB8 then takes 18 damage which suppresses relentless and it dies. WB8 (-6/78)
Tesco announces that the contests are over and Zim is the winner with the most hitpoints and stamina remaining after defeating three wereboars. Kane says, "I'd like to stop in the Darkwoods to fight some more. I felt that I could have done better in the contest." Tesco says, "Let's return to Evergreen Hollow first and rest in the inn, then you can show your strength in the morning. Modest Rooms, modest meals (6 sp each).
Kane continues the contest, hunting down an owlbear
Kane precasts false life 2nd slot 14 temps, and mage armor before using arcane recovery to gain back three spell slots.
Kane init 23, owlbear O9 init 4
Round 1
O9 multiattacks Kane
O9 beak Attack: 20 Damage: 13
O9 claw Attack: 12 Damage: 19
Kane casts fireball, 32, O9 Dexterity Save DC 15 vs 10
Round 2
O9 multiattacks Kane
O9 beak Attack: 19 Damage: 12
O9 claw Attack: 23 Damage: 13
Kane casts fireball, 31, O9 Dexterity Save DC 15 vs 8
Round 3
O9 multiattacks Kane
O9 beak Attack: 23 Damage: 14
O9 claw Attack: 25 Damage: 16
Kane casts magic missile from a 2nd level slot, 2, 5, 4, 2
Kane's Wereboar and Owlbear Contest Rewards
2900 XP (Kane Total 14,163 XP)
615 gp
Zim's Wereboar Contest Rewards
3300 XP (Zim Total 14,113 XP)
660 gp
Tesco's Wereboar Contest Rewards
3300 XP (Tesco Total 14,163 XP)
660 gp
Edit: due to "Dice rolls not yet available for this section"
Kane gains 12 temps. Kane (32/32, 12 temps)
Kane wins init
O9 takes 26 fire damage. O9 (33/59)
Kane casts shield, AC 15 becomes AC 20. One miss and one hit
Kane takes 9 damage to temps. Kane (32/32, 3 temps)
O9 takes 35 fire damage and dies. O9 (-2/59)
OOC: Now that the party has reached level 6, they will return to the next encounter in the Necromancer's Campaign.
DMG 2024 is officially out today as the pre-order digital version became live just a few hours ago.
In it you will find so many new and interesting ways to run 5e games, and I'm excited to finish reading it. I went ahead and made this post because of one small rule change, item prices by rarity. This is a big deal and it completely changes our campaign. I'm tempted to create two stores now, one with the old prices and one with the new ones.
Instead, I may start a new PbP thread, cloning this campaign and starting over. If you are still having fun on this thread, I'm here for you and I'm happy to honor the old prices and help you convert to the new. I'm leaning towards the rule of no "sellbacks" just if you want to use the new DMG 2024 prices, start using them going forward and if you want to keep using the old prices, that's fine too.
It's too early to say but I have a sneaky feeling that everything character is about to get saturated in low priced magic items.
Random Individual Treasure
Random Treasure Horde
Magic Item Value By Rarity
Consumable Are Half Value
Scrolls are priced double crafting cost
You're the boss. I will keep existing equipment and use whichever prices you set (old 5e or new 5e2024) for new equipment. I will keep characters on your main thread (this one or a new one if you create it). Looking forward to reading the new DMG this weekend!
Eclipse compares the smell of the rotting bodies on the cart to Rahne's toes, to which Rahne responds that he prefers looking at their decaying faces over Eclipse's visage. After a few harmless swings at his kneecaps while he playfully holds her at arms length, Eclipse admits that she got roasted as good as some of her victims of Sacred Flame and the two mismatched friends resumed their journey home. However, their departure from the Canyon is broken by both feeling a strange constricting sensation.
Initiative Rahne 15, Eclipse 15, Cult Fanatics (CF1, CF2) (17)
R1
CF1 and CF2 each cast Hold Person (DC spell save 11, Wisdom) against Rahne (10) and Eclipse (12). For their BA, they each cast Spiritual Weapon (with advantage against Rahne) (attack 17+3=20, damage 5) and against Eclipse (attack 17+3=20, damage 3)
Rahne breaks the Hold Person (16)
Eclipse sends three Scorching Rays at CF2 (the one that hit her with the Spiritual Weapon) (attack 9, 20, 18) hitting twice (damage 8, 8) (CF2 = 20hp) and fails concentration check to maintain the Weapon (7)
R2
CF1 attacks Rahne with the Weapon (11) but misses then cast Shield of Faith on itself (2lv2 and 1lv1 used)
CF2 attacks Eclipse with Inflict Wound (nat 1) but misses badly then casts Shield of Faith on itself (2lv2 and 2lv1 used)
Rahne closes half the distance (30') before throwing two javelins at CF2 (attack 10, 16) hitting once (damage 6). He then uses Second Wind (+13hp)
Eclipse sends a single Guiding Bolt (lv1) against CF2 (attack 13) that misses due to the Shield of Faith (CF2 hp=14)
R3
Having sacrificed the Weapon for the Shield, CF1 tries Hold Person again (7) and succeeds at restraining Rahne. (3lv2 - all out, 1lv1- 3 left)
CF2 sends a Sacred Flame against Rahne with Adv due to being Held (12, 21) that hits (damage 3)
Rahne breaks the Hold (12)
Eclipse resumes sending Scorching Rays at CF 2 (attack 24, 19, 13) almost killing it (damage 6, 7). CF2 maintains its Concentration (15) to keep the Shield of Faith
R4
CF1 is annoyed at having the goliath break his hold spells rapidly - twice now! - but still does not want to get into melee distance so sends a Sacred Flame against Rahne (14) but misses (3 lv1 left)
CF2 is feeling the burn and not in a good way. In an almost suicidal rage, it runs at Rahne to touch him with Inflict Wounds but the goliath pivots out of the way (attack 9) for no damage
Rahne dispatches CF2 with his handaxe (attack 22, damage 8) then spins to throw two javelins (including his last one) at CF1 (attack 18, 14) which succeeds once (damage 10) and causing it to drop its concentration for Shield (4)
Eclipse, pleased the one the smote her is dead, sends a Guiding Bolt against CF1 (14) that succeeds (damage 11). For her BA, she cast Shield of Faith on Rahne and decides to sit back to watch him pinata the remaining enemy (CF1 = 12hp)
R5
CF1 also decides that rushing the goliath to Inflict Wounds is the best option during this desperate time but also misses (16)
Rahne swings his greataxe once (attack 19, damage 12) to knock it out and then dispatches it with a second swing and without hesitation.
Rahne and Eclipse separate the bodies from the goods and pile everything into the cart and each gain 450xp. The finish the return home without incident.
Rahne returns looking and feeling stronger and with a yearning to practice with a greatsword. (He leveled up to 4.)
Rahne returns the cart and horses and collects the bounty for the bodies (130gp + 230gp + 230gp + 230gp + 300gp = 1,120gp) which he splits with Eclipse.
Rahne then sells the loot (1 mace=2.5gp, 1 crossbow,=12.5gp 2 heavy crossbow=50gp, 1 longsword=7.5gp, 2 short sword=10gp, 1splint armor=100gp, 1 plate armor=750gp, 1 great sword=25gp, 1 studded leather=22.5gp, 1 longbow=25gp, 2 leather armor=5gp, 2 daggers=2gp) for 1,012gp, which he also splits with Eclipse.
Rahne upgrades to a comfortable room for 5 days (10gp) and happily buys a Banquet for him, Eclipse and eight other guests at the Inn the first night they are back to celebrate (100gp), which he does not split with Eclipse.
Backing up posts before making DMG 2024 edits
This rule is under review as of DMG 2024 release
(First Time New Players, skip on secondary characters)
Roll twice on Magic Item from Magic Item Table F (to stock the Magic Shope)
(Level 1 recommended)
1-10: 1x Skeleton (50 XP, 10 gp)
11-20: 1x Zombie (50 XP, 10 gp)
21-90: 2x Skeleton(100 XP, 20 gp)
91-95: 1x Dire Wolf (200 XP, 40 gp)
96-100: 3x Skeleton (150 XP, 30 gp)
(Challenge Level 1)
1-40: 4x Skeleton (200 XP, 40 gp)
41-70: 4x Zombie (200 XP, 40 gp)
71-90: 2x Dire Wolf (400 XP, 80 gp)
91-100: 2x Giant Spider (400 XP, 80 gp)
(Level 1 recommended)
1-40: 1x Venomous Snake (25 XP, 10 gp)
41-70: 1x Giant Weasel (25 XP, 10 gp)
71-90: 2x Venomous Snake (50 XP, 20 gp)
91-100: 2x Giant Weasel (50 XP, 20 gp)
Encounter Table 102
(Level 1 recommended)
1-10: 2x Slaad Tadpole (50 XP, 20 gp)
11-20: 1x Pseudodragon (50 XP, 20 gp)
21-85: 1x Black Bear (100 XP, 20 gp)
86-90: 1x Brown Bear (200 XP, 80 gp)
91-95: 1x Dire Wolf (200 XP, 40 gp)
96-100: 1x Giant Spider (200 XP, 80 gp)
Encounter Table 203
(Level 2 recommended)
1-20: 1x Imp (200 XP, 100 gp)
21-40: 1x Quasit (200 XP, 100 gp)
41-60: 2x Imp (400 XP, 200 gp)
61-80: 2x Quasit (400 XP, 200 gp)
81-90: 1x sewer king (450 XP, 225 gp)
91-10: 1x rutterkin (450 XP, 225 gp)
(Level 3 recommended)
1-20: 1x Bearded Devil (700 XP, 350 gp)
21-40: 1x Bulezau (700 XP, 350 gp)
41-60: 1x Hell Hound (700 XP, 350 gp)
61-80: 1x Nightmare (700 XP, 350 gp)
81-100: 1x Spined Devil (450 XP, 225 gp)
(Level 5 recommended)
1-20: 1x Air Elemental (1800 XP, 720 gp)
21-40: 1x Barbed Devil (1800 XP, 720 gp)
41-60: 1x Barlgura (1800 XP, 720 gp)
61-80: 1x Hellwasp (1800 XP, 720 gp)
81-100: 1x Half-Red Dragon Veteran (1800 XP, 900 gp)
(Level 2 recommended)
1-10: 4x Bandit (100 XP, 30 gp)
11-20: 1x Scout (100 XP, 30 gp)
21-30: 4x Goblin (200 XP, 60 gp)
31-70: 2x Hobgoblin (200 XP, 60 gp)
71-80: 2x Scout (200 XP, 60 gp)
81-100: 1x Spy (200 XP, 60 gp)
(Challenge Level 2)
1-20: 4x Scout (400 XP, 130 gp)
21-80: 2x Spy (400 XP, 130 gp)
81-100: 1x Bandit Captain (450 XP, 150 gp)
(Level 3 recommended)
1-20: 2x Cult Fanatic (900 XP, 300 gp)
21-40: 1x Archer (700 XP, 230 gp)
41-60: 1x Knight (700 XP, 230 gp)
61-80: 1x Veteran (700 XP, 230 gp)
81-100: 4x Thug (400XP, 130 gp)
(Level 3 recommended)
1-20: 1x Basilisk (700 XP, 175 gp)
21-40: 1x Displacer Beast (700 XP, 175 gp)
41-60: 1x Manticore (700 XP, 175 gp)
61-80: 1x Hook Horror (700 XP, 175 gp)
81-100: 1x Owlbear (700 XP, 175 gp)
(Level 3 recommended)
1-20: 1x Ankheg (450 XP, 110 gp)
21-40: 1x Carrion Crawler (450 XP, 110 gp)
41-60: 1x Ettercap (450 XP, 110 gp)
61-80: 1x Grick (450 XP, 110 gp)
81-100: 1x Peryton (450 XP, 110 gp)
(Level 2 recommended)
1-20: 1x Goblin (50 XP, 20 gp)
21-40: 2x Goblins (100 XP, 40 gp)
41-60: 1x Orc (100 XP, 40 gp)
61-80: 2x Orcs (200 XP, 80 gp)
81-100: 1x Orog (450 XP, 180 gp)
(Level 4 recommended)
1-20: 1x Ettin (1100 XP, 220 gp)
21-40: 1x Ogre Battering Ram (1100 XP, 220 gp)
41-60: 1x Demogorgon (Monstrosity) (1100 XP, 220 gp)
61-80: 1x Wereboar (1100 XP, 220 gp)
81-100: 1x Red Dragon Wyrmling (1100 XP, 500 gp)
(Level 5 recommended)
1-20: 1x Hill Giant (1800XP, 720gp)
21-40: 1x Earth Elemental (1800 XP, 720 gp)
41-60: 1x Bulette (1800 XP, 720 gp)
61-80: 1x Werebear (1800 XP, 720 gp)
81-100: 1x Troll (1800 XP, 720 gp)
(Level 6 recommended)
1-20: 1x Chimera (2300 XP, 920 gp)
21-40: 1x Cyclops (2300 XP, 920 gp)
41-60: 1x Mage (2300 XP, 920 gp)
61-80: 1x Mammoth (2300 XP, 920 gp)
81-100: 1x Young White Dragon (2300 XP, 1150 gp)
(Level 7recommended)
1-20: 1x Oni (2900 XP, 1160 gp)
21-40: 1x Stone Giant (2900 XP, 1160 gp)
41-60: 1x Shield Guardian (2900 XP, 1160 gp)
61-80: 1x Mind Flayer (2900 XP, 1160 gp)
81-100: 1x Young Black Dragon (2900 XP, 1450 gp)
This rule is under review as of the release of DMG 2024
Each player will roll for two random magic items that Evelyn's shop will sell. For now, I'm keeping the magic items core, with prices from this site: https://www.kassoon.com/dnd/5e/magic-item-prices/