(to answer your concerns, I'll have to finish the fight first because this skill involves my background. It is not a typical ring of air elemental command, and it has special properties which I will explain when we have "conversations" after the fight. Sorry for any confusion.)
(While I think it is nice to have some equipment related to one's background, I firmly believe that that equipment has to be modest. A legendary item at Level 3 is already a fairly big boon that most players do not have. I trust you did pass this by the DM HomebrewMindFlayer and got it approved. But now, this already strong item has its limitations removed and allows to cast even stronger versions of spells that normal casters do not yet even have access to at this level. I'm not sure that I can go that route with you. Since we are kind of co-DMing this here, my vote would be to simply not allow that ring to control anything else than an air elemental and I would have let you know once we arrive to that point in the game. In fact, I personally believe that no character at level 3 should be running around with such an item, and less with one that has been improved to its highest potential, and even beyond that.)
(Shall we continue with our combat? Moreover, I would argue that the Dragon is intelligent, more than any of us with the exception of Gale, and therefore he would probably see that he is outmatched if he doesn't get his foes down fast. I think he would try to escape if not at least half of us are unconscious when he hits half his hit points. Let us know what you all think about that, when you do your turns.)
(Please, do your DEX saves and I updated the current turn order. )
The Wyrmling hisses when the heat emanating from the wildfire burst burns their scales, leaving a black mark. (They are at 15/22 HP) In their frustration, they gauged if they will be able to blast them all into oblivion with a final breath (breath weapon recharge for 5+, no worries it's for their next turn)
3
updated Ini (bold where we are now): Gordon (17 - attack), Gale (11 - Wind Wall), Wyrm (11-breath weapon), Rizo (5 - Wildfire Spirit + Shillelagh (BA)), Dorian (3 - tbd), Gordon (17-tbd), Gale (11-Crossbow attack), Wyrm (11-tbd), Rizo (5 - tbd), Dorian (3 - tbd), Gordon (17-tbd), Gale (11-Dominate Monster),...
I want to clarify. I rolled a 13 on the threat table and a 13 for the type of threat. I know the first line is a Wyrm but the 13 roll makes it an adult copper dragon, which has 184 health and a challenge rating of 14.
(For my rings special version, it only allows me to control for 5 minutes, this way it isn't too overpowered.)
(To us your item looks like a normal ring of elemental command just with a different name. We really cannot know what exactly your special version does if it isn't noted on the item. That said, I still think 5 minutes (in fact, for me even 1 round) is much too strong compared to the typical arsenal of a normal Level 3 character. I might go along with it affecting air elementals, but everything?)
(Please, do your DEX saves and I updated the current turn order. )
The Wyrmling hisses when the heat emanating from the wildfire burst burns their scales, leaving a black mark. (They are at 15/22 HP) In their frustration, they gauged if they will be able to blast them all into oblivion with a final breath (breath weapon recharge for 5+, no worries it's for their next turn)
3
updated Ini (bold where we are now): Gordon (17 - attack), Gale (11 - Wind Wall), Wyrm (11-breath weapon), Rizo (5 - Wildfire Spirit + Shillelagh (BA)), Dorian (3 - tbd), Gordon (17-tbd), Gale (11-Crossbow attack), Wyrm (11-tbd), Rizo (5 - tbd), Dorian (3 - tbd), Gordon (17-tbd), Gale (11-Dominate Monster),...
I want to clarify. I rolled a 13 on the threat table and a 13 for the type of threat. I know the first line is a Wyrm but the 13 roll makes it an adult copper dragon, which has 184 health and a challenge rating of 14.
Ah, now I understand why you rolled twice. I really was wondering. Well, the thing is that the table only needs one roll. The number in parenthesis in the field refers to the average party level, which is defined by us.
I don’t know if I am mistaken because an adult dragon for a 3rd level party is too much. A wyrm makes more sense because an adult dragon could use dragon breath on all of us and do 12d8 damage in a line, killing anyone at low level. Should we continue with the Wyrmling?
(Please, do your DEX saves and I updated the current turn order. )
The Wyrmling hisses when the heat emanating from the wildfire burst burns their scales, leaving a black mark. (They are at 15/22 HP) In their frustration, they gauged if they will be able to blast them all into oblivion with a final breath (breath weapon recharge for 5+, no worries it's for their next turn)
3
updated Ini (bold where we are now): Gordon (17 - attack), Gale (11 - Wind Wall), Wyrm (11-breath weapon), Rizo (5 - Wildfire Spirit + Shillelagh (BA)), Dorian (3 - tbd), Gordon (17-tbd), Gale (11-Crossbow attack), Wyrm (11-tbd), Rizo (5 - tbd), Dorian (3 - tbd), Gordon (17-tbd), Gale (11-Dominate Monster),...
I want to clarify. I rolled a 13 on the threat table and a 13 for the type of threat. I know the first line is a Wyrm but the 13 roll makes it an adult copper dragon, which has 184 health and a challenge rating of 14.
Ah, now I understand why you rolled twice. I really was wondering. Well, the thing is that the table only needs one roll. The number in parenthesis in the field refers to the average party level, which is defined by us.
Oh I understand. That makes so much more sense. In that case we are fighting a young dragon
(Please, do your DEX saves and I updated the current turn order. )
The Wyrmling hisses when the heat emanating from the wildfire burst burns their scales, leaving a black mark. (They are at 15/22 HP) In their frustration, they gauged if they will be able to blast them all into oblivion with a final breath (breath weapon recharge for 5+, no worries it's for their next turn)
3
updated Ini (bold where we are now): Gordon (17 - attack), Gale (11 - Wind Wall), Wyrm (11-breath weapon), Rizo (5 - Wildfire Spirit + Shillelagh (BA)), Dorian (3 - tbd), Gordon (17-tbd), Gale (11-Crossbow attack), Wyrm (11-tbd), Rizo (5 - tbd), Dorian (3 - tbd), Gordon (17-tbd), Gale (11-Dominate Monster),...
I want to clarify. I rolled a 13 on the threat table and a 13 for the type of threat. I know the first line is a Wyrm but the 13 roll makes it an adult copper dragon, which has 184 health and a challenge rating of 14.
Ah, now I understand why you rolled twice. I really was wondering. Well, the thing is that the table only needs one roll. The number in parenthesis in the field refers to the average party level, which is defined by us.
Oh I understand. That makes so much more sense. In that case we are fighting a young dragon
A wyrmling I believe because the average not the sum, which is 3 for us.
Dorian looks at the acid wound that he has received with quite a shock. He didn’t expect the beast to attack so suddenly. He hears Gale’s request to leave the beast be but Dorian can’t see reason. He feels a primal rage building inside. This creature attacked for no reason. He harmed him because he thought he was weak. While, he ain’t gonna have that. Dorian screams like a wild animal, unleashing his animal side. Same as last time, his fingernails extend to long claws as Dorian charges towards the creature, with rage building inside. He attacks with little care for defence, swinging with a craze look in his eyes.
(to answer your concerns, I'll have to finish the fight first because this skill involves my background. It is not a typical ring of air elemental command, and it has special properties which I will explain when we have "conversations" after the fight. Sorry for any confusion.)
(While I think it is nice to have some equipment related to one's background, I firmly believe that that equipment has to be modest. A legendary item at Level 3 is already a fairly big boon that most players do not have. I trust you did pass this by the DM HomebrewMindFlayer and got it approved. But now, this already strong item has its limitations removed and allows to cast even stronger versions of spells that normal casters do not yet even have access to at this level. I'm not sure that I can go that route with you. Since we are kind of co-DMing this here, my vote would be to simply not allow that ring to control anything else than an air elemental and I would have let you know once we arrive to that point in the game. In fact, I personally believe that no character at level 3 should be running around with such an item, and less with one that has been improved to its highest potential, and even beyond that.)
(Shall we continue with our combat? Moreover, I would argue that the Dragon is intelligent, more than any of us with the exception of Gale, and therefore he would probably see that he is outmatched if he doesn't get his foes down fast. I think he would try to escape if not at least half of us are unconscious when he hits half his hit points. Let us know what you all think about that, when you do your turns.)
Ok, I'll modify the spell to fail, with the story that Gale didn't know that it only works on Air Elementals, so the wyrm gets extra angry when it fails, and the fact that I tried to control it, so it is now targeting me? Does that sound good?
As Dorian charges to the dragon, he swings with an animal instinct. The dragon sees his first attack and steps to the side, mocking him as he misses. But then Dorian jumps towards one of the dragon’s legs and carves his hand into its flesh. He can’t hear the rest of the parties screams of approval or disgust but he didn’t care. One way or the other this dragon would fall.
So Dorian takes half damage. Thanks for letting me know. This is our 2nd threat out of 4 if I understand it correctly. That means we still have 2 more encounters after this before loot and 1000 experience points yes? Also as a point of question for the DM are we allowed short rests between threats? Sorry for all the questions, just trying to understand how this works. Never played this style before.
This post has potentially manipulated dice roll results.
With wyrm enraged by the injured leg, he takes to the skies, firing a line of acid at Gale. Gale, stunned that his ring's effect hadn't worked, quickly re-casts wind wall, but is still hit with a small glob of acid (2d8).
(to answer your concerns, I'll have to finish the fight first because this skill involves my background. It is not a typical ring of air elemental command, and it has special properties which I will explain when we have "conversations" after the fight. Sorry for any confusion.)
(While I think it is nice to have some equipment related to one's background, I firmly believe that that equipment has to be modest. A legendary item at Level 3 is already a fairly big boon that most players do not have. I trust you did pass this by the DM HomebrewMindFlayer and got it approved. But now, this already strong item has its limitations removed and allows to cast even stronger versions of spells that normal casters do not yet even have access to at this level. I'm not sure that I can go that route with you. Since we are kind of co-DMing this here, my vote would be to simply not allow that ring to control anything else than an air elemental and I would have let you know once we arrive to that point in the game. In fact, I personally believe that no character at level 3 should be running around with such an item, and less with one that has been improved to its highest potential, and even beyond that.)
(Sorry if I'n forgetting, but I do not think I did allow a legendary magic item at level three. I guess I should have caught that sooner, by bad. But anyway, for starting equipment you should have basic class and background starting equipment or basic class rolled money with can be spent however you wish.)
(to answer your concerns, I'll have to finish the fight first because this skill involves my background. It is not a typical ring of air elemental command, and it has special properties which I will explain when we have "conversations" after the fight. Sorry for any confusion.)
(While I think it is nice to have some equipment related to one's background, I firmly believe that that equipment has to be modest. A legendary item at Level 3 is already a fairly big boon that most players do not have. I trust you did pass this by the DM HomebrewMindFlayer and got it approved. But now, this already strong item has its limitations removed and allows to cast even stronger versions of spells that normal casters do not yet even have access to at this level. I'm not sure that I can go that route with you. Since we are kind of co-DMing this here, my vote would be to simply not allow that ring to control anything else than an air elemental and I would have let you know once we arrive to that point in the game. In fact, I personally believe that no character at level 3 should be running around with such an item, and less with one that has been improved to its highest potential, and even beyond that.)
(Sorry if I'n forgetting, but I do not think I did allow a legendary magic item at level three. I guess I should have caught that sooner, by bad. But anyway, for starting equipment you should have basic class and background starting equipment or basic class rolled money with can be spent however you wish.)
Removing the item from my character reforms much of my character's background, so I'll make him unable to use it, due to his "inexperience", but he will still keep it.
(to answer your concerns, I'll have to finish the fight first because this skill involves my background. It is not a typical ring of air elemental command, and it has special properties which I will explain when we have "conversations" after the fight. Sorry for any confusion.)
(While I think it is nice to have some equipment related to one's background, I firmly believe that that equipment has to be modest. A legendary item at Level 3 is already a fairly big boon that most players do not have. I trust you did pass this by the DM HomebrewMindFlayer and got it approved. But now, this already strong item has its limitations removed and allows to cast even stronger versions of spells that normal casters do not yet even have access to at this level. I'm not sure that I can go that route with you. Since we are kind of co-DMing this here, my vote would be to simply not allow that ring to control anything else than an air elemental and I would have let you know once we arrive to that point in the game. In fact, I personally believe that no character at level 3 should be running around with such an item, and less with one that has been improved to its highest potential, and even beyond that.)
(Sorry if I'n forgetting, but I do not think I did allow a legendary magic item at level three. I guess I should have caught that sooner, by bad. But anyway, for starting equipment you should have basic class and background starting equipment or basic class rolled money with can be spent however you wish.)
Removing the item from my character reforms much of my character's background, so I'll make him unable to use it, due to his "inexperience", but he will still keep it.
(Okay... I think that's probably fine. If you want to discuss this further we should move to a PM. But otherwise, I think you're okay with it in that case.)
With wyrm enraged by the injured leg, he takes to the skies, firing a line of acid at Gale. Gale, stunned that his ring's effect hadn't worked, quickly re-casts wind wall, but is still hit with a small glob of acid (2d8).
To Hit: 13
Gale narrowly dodges the glob.
(You don't get advantage on the Dex save, this was a special Barbarian ability of Dorian. Still, your first roll is high enough to succeed, so we go with that. Now, the breath weapon allows to reduce damage to half with a Dex save, so Gale still takes 11 acid damage - the same as Dorian. Unless someone of you objects, I think the wyrmling would see clearly that this fight is beyond him and would disengage at the next opportunity, which is basically after Gordon and Gale have their turns. I would let Gales Wind Wall vanish and retcon that he just did the crossbow attack at his entry, which would mean in his next turn he can act, I hope you all agree but please say if you do not. )
The wyrmling his visibly nervous and appears to be looking around to try and find an avenue to exit this battle. (Gordon and Gale are up.)
With wyrm enraged by the injured leg, he takes to the skies, firing a line of acid at Gale. Gale, stunned that his ring's effect hadn't worked, quickly re-casts wind wall, but is still hit with a small glob of acid (2d8).
To Hit: 13
Gale narrowly dodges the glob.
(You don't get advantage on the Dex save, this was a special Barbarian ability of Dorian. Still, your first roll is high enough to succeed, so we go with that. Now, the breath weapon allows to reduce damage to half with a Dex save, so Gale still takes 11 acid damage - the same as Dorian. Unless someone of you objects, I think the wyrmling would see clearly that this fight is beyond him and would disengage at the next opportunity, which is basically after Gordon and Gale have their turns. I would let Gales Wind Wall vanish and retcon that he just did the crossbow attack at his entry, which would mean in his next turn he can act, I hope you all agree but please say if you do not. )
The wyrmling his visibly nervous and appears to be looking around to try and find an avenue to exit this battle. (Gordon and Gale are up.)
(I gave myself a disadvantage, due to me being unprepared for the attack. I didn't have advantage.)
As my action, I use my two-weapon attack with my sickles:
Right Hand Sickle: Attack: 8 Damage: 2
Left Hand Sickle: Attack: 23 Damage: 2
As a bonus action, I activate Blood Curse of the Maledict and Crimson Rite (on my right hand sickle).
Crimson Rite: Right Hand Sickel extra damage: 4
Blood Curse of the Marked extra damage (x2 because it is two weapon attack): 8
With wyrm enraged by the injured leg, he takes to the skies, firing a line of acid at Gale. Gale, stunned that his ring's effect hadn't worked, quickly re-casts wind wall, but is still hit with a small glob of acid (2d8).
To Hit: 13
Gale narrowly dodges the glob.
(You don't get advantage on the Dex save, this was a special Barbarian ability of Dorian. Still, your first roll is high enough to succeed, so we go with that. Now, the breath weapon allows to reduce damage to half with a Dex save, so Gale still takes 11 acid damage - the same as Dorian. Unless someone of you objects, I think the wyrmling would see clearly that this fight is beyond him and would disengage at the next opportunity, which is basically after Gordon and Gale have their turns. I would let Gales Wind Wall vanish and retcon that he just did the crossbow attack at his entry, which would mean in his next turn he can act, I hope you all agree but please say if you do not. )
The wyrmling his visibly nervous and appears to be looking around to try and find an avenue to exit this battle. (Gordon and Gale are up.)
(I gave myself a disadvantage, due to me being unprepared for the attack. I didn't have advantage.)
As my action, I use my two-weapon attack with my sickles:
Right Hand Sickle: Attack: 5 Damage: 2
Left Hand Sickle: Attack: 20 Damage: 2
As a bonus action, I activate Blood Curse of the Maledict and Crimson Rite (on my right hand sickle).
Crimson Rite: Right Hand Sickel extra damage: 1
Blood Curse of the Marked extra damage (x2 because it is two weapon attack): 8
I forgot my Crimson Rite Damage to myself: 3
Rollback Post to RevisionRollBack
-Archie
To post a comment, please login or register a new account.
(While I think it is nice to have some equipment related to one's background, I firmly believe that that equipment has to be modest. A legendary item at Level 3 is already a fairly big boon that most players do not have. I trust you did pass this by the DM HomebrewMindFlayer and got it approved. But now, this already strong item has its limitations removed and allows to cast even stronger versions of spells that normal casters do not yet even have access to at this level. I'm not sure that I can go that route with you. Since we are kind of co-DMing this here, my vote would be to simply not allow that ring to control anything else than an air elemental and I would have let you know once we arrive to that point in the game. In fact, I personally believe that no character at level 3 should be running around with such an item, and less with one that has been improved to its highest potential, and even beyond that.)
(Shall we continue with our combat? Moreover, I would argue that the Dragon is intelligent, more than any of us with the exception of Gale, and therefore he would probably see that he is outmatched if he doesn't get his foes down fast. I think he would try to escape if not at least half of us are unconscious when he hits half his hit points. Let us know what you all think about that, when you do your turns.)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
I want to clarify. I rolled a 13 on the threat table and a 13 for the type of threat. I know the first line is a Wyrm but the 13 roll makes it an adult copper dragon, which has 184 health and a challenge rating of 14.
(To us your item looks like a normal ring of elemental command just with a different name. We really cannot know what exactly your special version does if it isn't noted on the item. That said, I still think 5 minutes (in fact, for me even 1 round) is much too strong compared to the typical arsenal of a normal Level 3 character. I might go along with it affecting air elementals, but everything?)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
Ah, now I understand why you rolled twice. I really was wondering. Well, the thing is that the table only needs one roll. The number in parenthesis in the field refers to the average party level, which is defined by us.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
I don’t know if I am mistaken because an adult dragon for a 3rd level party is too much. A wyrm makes more sense because an adult dragon could use dragon breath on all of us and do 12d8 damage in a line, killing anyone at low level. Should we continue with the Wyrmling?
Oh I understand. That makes so much more sense. In that case we are fighting a young dragon
A wyrmling I believe because the average not the sum, which is 3 for us.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
Dorian looks at the acid wound that he has received with quite a shock. He didn’t expect the beast to attack so suddenly. He hears Gale’s request to leave the beast be but Dorian can’t see reason. He feels a primal rage building inside. This creature attacked for no reason. He harmed him because he thought he was weak. While, he ain’t gonna have that. Dorian screams like a wild animal, unleashing his animal side. Same as last time, his fingernails extend to long claws as Dorian charges towards the creature, with rage building inside. He attacks with little care for defence, swinging with a craze look in his eyes.
Activates reckless attack
Bonus action: RAGE
Action: 2 claw attack
To hit:11. Damage 7
To hit:17. Damage 8
Ok, I'll modify the spell to fail, with the story that Gale didn't know that it only works on Air Elementals, so the wyrm gets extra angry when it fails, and the fact that I tried to control it, so it is now targeting me? Does that sound good?
-Archie
you could still try a dex save to avoid half (dc 11 with advantage because you see it coming)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
As Dorian charges to the dragon, he swings with an animal instinct. The dragon sees his first attack and steps to the side, mocking him as he misses. But then Dorian jumps towards one of the dragon’s legs and carves his hand into its flesh. He can’t hear the rest of the parties screams of approval or disgust but he didn’t care. One way or the other this dragon would fall.
Dragon current hit points. 7/25
Dex save (thanks, forgot about that. He does have advantage cus he could see it as well)
13
So Dorian takes half damage. Thanks for letting me know. This is our 2nd threat out of 4 if I understand it correctly. That means we still have 2 more encounters after this before loot and 1000 experience points yes? Also as a point of question for the DM are we allowed short rests between threats? Sorry for all the questions, just trying to understand how this works. Never played this style before.
With wyrm enraged by the injured leg, he takes to the skies, firing a line of acid at Gale. Gale, stunned that his ring's effect hadn't worked, quickly re-casts wind wall, but is still hit with a small glob of acid (2d8).
To Hit: 15
Gale narrowly dodges the glob.
-Archie
(Sorry if I'n forgetting, but I do not think I did allow a legendary magic item at level three. I guess I should have caught that sooner, by bad. But anyway, for starting equipment you should have basic class and background starting equipment or basic class rolled money with can be spent however you wish.)
I am an average mathematics enjoyer.
>Extended Signature<
Removing the item from my character reforms much of my character's background, so I'll make him unable to use it, due to his "inexperience", but he will still keep it.
-Archie
(Okay... I think that's probably fine. If you want to discuss this further we should move to a PM. But otherwise, I think you're okay with it in that case.)
I am an average mathematics enjoyer.
>Extended Signature<
(You don't get advantage on the Dex save, this was a special Barbarian ability of Dorian. Still, your first roll is high enough to succeed, so we go with that. Now, the breath weapon allows to reduce damage to half with a Dex save, so Gale still takes 11 acid damage - the same as Dorian. Unless someone of you objects, I think the wyrmling would see clearly that this fight is beyond him and would disengage at the next opportunity, which is basically after Gordon and Gale have their turns. I would let Gales Wind Wall vanish and retcon that he just did the crossbow attack at his entry, which would mean in his next turn he can act, I hope you all agree but please say if you do not. )
The wyrmling his visibly nervous and appears to be looking around to try and find an avenue to exit this battle. (Gordon and Gale are up.)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
(I gave myself a disadvantage, due to me being unprepared for the attack. I didn't have advantage.)
As my action, I use my two-weapon attack with my sickles:
Right Hand Sickle: Attack: 8 Damage: 2
Left Hand Sickle: Attack: 23 Damage: 2
As a bonus action, I activate Blood Curse of the Maledict and Crimson Rite (on my right hand sickle).
Crimson Rite: Right Hand Sickel extra damage: 4
Blood Curse of the Marked extra damage (x2 because it is two weapon attack): 8
-Archie
I forgot my Crimson Rite Damage to myself: 3
-Archie