"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Zenodor gulps with fear, and dreads coming any closer to this fearsome creature in its shadowy lair. He casts "Sickening Radiance" on the creature inside its lair to try to force it out (trying to cover the creature and the inside of the cave/lair so that it has to come out or continue to suffer the effects of the spell).
CON21 save. On failed save, 29 radiant damage
Spell description and other effects:
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Tempe moves close as he can to the cave entrance and uses his staff,
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
custom: roll in game log
4 + 2 + 5 + 3 + 2 + 2 + 2 + 2 + 2 (so many 2s)🙄
9d6=
24
Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes
2d6=5+3=8
thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Tempe then uses step of the wind to get as far away as he can, having been bloodied "It is not wise to enter a dragons dojo."
Everybody needs to make a DC 19 WIS save or gain the Frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
( Forgot to make a new saving throw at the end of Z's turn: 18 )
Randall's sunburst spell instantaneously banishes the darkness within the cave.
Black Dragon?'s CON: 32
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
You can currently see the Black Dragon? in the cave due to the light spells that were cast.
Black Dragon?'s DEX: 22
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Don't forget to make your WIS save at the end of each of your turns to end the frightened condition.
@Tempe
Randall and Tempe are 60 feet from the Black Dragon? and if you use the Thunder Clap feature of your staff which has a range of 60 feet it would affect them also.
If 'friendly fire' isn't a concern or you guys can figure out a way to avoid being within 60 feet of each other please put it in a post and/or clarify if you want to use it for sure or not.
(This seems only fair as PbP is almost all theatre of the mind and in rl you would see where your allies are and not target them unknowingly.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Randall's sunburst spell instantaneously banishes the darkness within the cave.
Black Dragon?'s CON: 32
( Was this for Randall's Sunburst, or for Zenodor's Sickening Radiance? I'm assuming the Radiance. So had the Dragon? rolled for the Sickening Radiance already? Would be neat if we could get it some exhaustion levels to cancel those massive modifiers)
(Pepin is on the carpet with Randall, so just outside of the 60ft range of tempé apparently :P)
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Post #5145 was for Randall's sunburst. You're right though, ancient dragons have some massive bonuses.
Round 2
Initiative:
Tempe Shadow Dragon (you can all easily tell even after only fighting it for 1 round as you have fought an actual black dragon before... for comparison's sake.) Pepin Zenodor Randall
(Tempe is up.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
This post has potentially manipulated dice roll results.
Shadow Dragon CON: 24
(This is for the thunder effect from the staff.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(Lets see, I casted Daylight, the dragon clawed me retreated to the cave, then the group had their turns, then I used the staff. Also when the dragon attacked me earlier protective wings reaction adds +5 to my ac, but now its the dragons turn, I think.)
(You're right, so your staff attack is what you do for round 2 and now it's the dragon's turn.)
The Shadow Dragon suddenly bursts forth once again from the cave and this time flies to a position where it can target Randall and Pepin with it's breath weapon. Randall and Pepin are within 60 feet of the cave I believe. (correct me if I got this wrong)
DC 22 DEX save vs. Necrotic Breath Weapon or take 66 necrotic damage, half damage for a successful save.
The Shadow Dragon then finishes it's flight 80 feet from the mouth of the cave, apparently flying up and away.
"I am not a moth to be drawn to the flame, Lightbringer! You are only the third visitor this day to visit my lair but the most annoying by far, the others moved on... I suggest you do the same before I fall into a 'foul' mood!"
Shortly after it's declaration it appears to vanish into the everlasting starless night that has dominated the sky since you arrived here.
Shadow Dragon's Stealth:18
(Pepin is up. Zenodor and Randall are next.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"You know, my kin, you could of asked us why we were hear, instead of attacking! then told us that, and which way!, we could of parted ways as friends."Thinking how nice it wouldof been to simply talk to a dragon, Tempe will heal the group, if necessary "I suggest we rest soon."
Randall if 16 or higher add 6 from flash of genius
If flash of genius isn't used pepin uzes his reaction for date swap on Randall:
Fate Swap. As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature’s turn, or can take an action immediately even though it isn’t the creature’s turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
Which would happen before the dragon dissappears; waiting with Pepins turn till this all had been resolved
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Taking a massive amount of damage, Randall suddenly finds himself with an action as the dragon turns to fly away. He casts Banishment on the dragon (DC 21 Charisma Save) and easily follows its flight path given his Truesight ability.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
To post a comment, please login or register a new account.
Pepin sets up a protector cannon on Randall shoulder giving the two of them 10 temp hp, still sitting on the carpet (right?)
end of turn Wis save : Nat 20 for 23^^
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
(Z is 120ft from the Dragon)
Zenodor gulps with fear, and dreads coming any closer to this fearsome creature in its shadowy lair. He casts "Sickening Radiance" on the creature inside its lair to try to force it out (trying to cover the creature and the inside of the cave/lair so that it has to come out or continue to suffer the effects of the spell).
CON21 save. On failed save, 29 radiant damage
Spell description and other effects:
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Can we see the dragon?
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Tempe moves close as he can to the cave entrance and uses his staff,
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
( Forgot to make a new saving throw at the end of Z's turn: 18 )
Randall's sunburst spell instantaneously banishes the darkness within the cave.
Black Dragon?'s CON: 32
You can currently see the Black Dragon? in the cave due to the light spells that were cast.
Black Dragon?'s DEX: 22
@Zenodor
Don't forget to make your WIS save at the end of each of your turns to end the frightened condition.
@Tempe
Randall and Tempe are 60 feet from the Black Dragon? and if you use the Thunder Clap feature of your staff which has a range of 60 feet it would affect them also.
If 'friendly fire' isn't a concern or you guys can figure out a way to avoid being within 60 feet of each other please put it in a post and/or clarify if you want to use it for sure or not.
(This seems only fair as PbP is almost all theatre of the mind and in rl you would see where your allies are and not target them unknowingly.)
Randall and the flying carpet are 60 from the cave entrance, presumably somewhat farther from the dragon that is inside the cave.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
If he sees this, Tempe will move away from Randall, so the effect will end one foot from Randall, he still dashes away.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
( Was this for Randall's Sunburst, or for Zenodor's Sickening Radiance? I'm assuming the Radiance. So had the Dragon? rolled for the Sickening Radiance already? Would be neat if we could get it some exhaustion levels to cancel those massive modifiers)
(Pepin is on the carpet with Randall, so just outside of the 60ft range of tempé apparently :P)
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
@Zenodor
Post #5145 was for Randall's sunburst. You're right though, ancient dragons have some massive bonuses.
Round 2
Initiative:
Tempe
Shadow Dragon (you can all easily tell even after only fighting it for 1 round as you have fought an actual black dragon before... for comparison's sake.)
Pepin
Zenodor
Randall
(Tempe is up.)
Shadow Dragon CON: 24
(This is for the thunder effect from the staff.)
(Lets see, I casted Daylight, the dragon clawed me retreated to the cave, then the group had their turns, then I used the staff. Also when the dragon attacked me earlier protective wings reaction adds +5 to my ac, but now its the dragons turn, I think.)
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
(You're right, so your staff attack is what you do for round 2 and now it's the dragon's turn.)
The Shadow Dragon suddenly bursts forth once again from the cave and this time flies to a position where it can target Randall and Pepin with it's breath weapon. Randall and Pepin are within 60 feet of the cave I believe. (correct me if I got this wrong)
DC 22 DEX save vs. Necrotic Breath Weapon or take 66 necrotic damage, half damage for a successful save.
The Shadow Dragon then finishes it's flight 80 feet from the mouth of the cave, apparently flying up and away.
"I am not a moth to be drawn to the flame, Lightbringer! You are only the third visitor this day to visit my lair but the most annoying by far, the others moved on... I suggest you do the same before I fall into a 'foul' mood!"
Shortly after it's declaration it appears to vanish into the everlasting starless night that has dominated the sky since you arrived here.
Shadow Dragon's Stealth: 18
(Pepin is up. Zenodor and Randall are next.)
"You know, my kin, you could of asked us why we were hear, instead of attacking! then told us that, and which way!, we could of parted ways as friends." Thinking how nice it wouldof been to simply talk to a dragon, Tempe will heal the group, if necessary "I suggest we rest soon."
(Oie! my perception doesn't go beyond 25)
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Pepin de save: 15
Randall if 16 or higher add 6 from flash of genius
If flash of genius isn't used pepin uzes his reaction for date swap on Randall:
Fate Swap. As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature’s turn, or can take an action immediately even though it isn’t the creature’s turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
Which would happen before the dragon dissappears; waiting with Pepins turn till this all had been resolved
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Randall Dexterity Save: 13
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Randall:
Taking a massive amount of damage, Randall suddenly finds himself with an action as the dragon turns to fly away. He casts Banishment on the dragon (DC 21 Charisma Save) and easily follows its flight path given his Truesight ability.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"