The wasp sustains heavy injury and hovers unsteadily (7/52), it seems to consider to retreat for a moment (but I'm not sure if that options is contemplated for the monsters) but then decides that Peyton is nearly dead, too. The wasp looks for an opportunity to sting and pierce Peyton with stinger and talons.
Attack: 11 Damage: 5 piercing and Unable to parse dice roll. fire damage with DC 12 Con Save
Attack: 22 Damage: Unable to parse dice roll.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
With Peyton incapacitated, the wasp picks him up and takes flight towards her nest.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
With Peyton incapacitated, the wasp picks him up and takes flight towards her nest.
that is a hard fight.
You can try death saves. It needs more than 5 rounds to return and it doesn’t pay you much attention as long as you don’t move.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
With Peyton incapacitated, the wasp picks him up and takes flight towards her nest.
that is a hard fight.
Thanks for DMing. If I go again (tomorrow at the soonest) I might use bane for my concentration instead of hex.
If you want my unsolicited advice, I'd recommend against using bane. It's normally a spectacular spell on account of targeting a group, targeting a rare save, and messing with the game's oh-so-fragile bounded accuracy. It's one of the best support spells out there. The problem is, in the 1v1 format, a lot of its strengths go away. There's no group for it to target (unless we get enemies that can summon at some point), and there's no party to take advantage of the -1d4 to saving throws. When it comes down to the numbers, you're using a spell slot and more or less your entire turn to decrease the odds of your enemy hitting by about 10%, with a solid chance of all that being undone each turn because you lose concentration.
You've probably picked it up based on how often I use it, but I think protection from evil and good is a spectacular use for concentration. It perfectly complements a high AC, has a low chance of being lost on account of giving you a low chance of being hit, and the 10 minute duration means it's feasible to cast before combat (at least to me) and can last through multiple combats if you choose such an option. Of course, it's situational, but considering you're jumping through a portal into the Abyss, its situationality would seem to be a rather small issue.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
With Peyton incapacitated, the wasp picks him up and takes flight towards her nest.
that is a hard fight.
Thanks for DMing. If I go again (tomorrow at the soonest) I might use bane for my concentration instead of hex.
If you want my unsolicited advice, I'd recommend against using bane. It's normally a spectacular spell on account of targeting a group, targeting a rare save, and messing with the game's oh-so-fragile bounded accuracy. It's one of the best support spells out there. The problem is, in the 1v1 format, a lot of its strengths go away. There's no group for it to target (unless we get enemies that can summon at some point), and there's no party to take advantage of the -1d4 to saving throws. When it comes down to the numbers, you're using a spell slot and more or less your entire turn to decrease the odds of your enemy hitting by about 10%, with a solid chance of all that being undone each turn because you lose concentration.
You've probably picked it up based on how often I use it, but I think protection from evil and good is a spectacular use for concentration. It perfectly complements a high AC, has a low chance of being lost on account of giving you a low chance of being hit, and the 10 minute duration means it's feasible to cast before combat (at least to me) and can last through multiple combats if you choose such an option. Of course, it's situational, but considering you're jumping through a portal into the Abyss, its situationally would seem to be a rather small issue.
Excellent analysis and explanation.
Bane takes the average for a 1d20 (10.5) and reduces it by 2.5 for an average of 8, lowers chance to hit by 12.5% Protection from evil and good grants disadvantage that's taking the average 1d20 roll of (10.5) and reducing it 3.325 for a total of 7.175, lowers the change to hit by 16.625%
You're right, Protection from evil and good is almost 4.125% better.
I had mentioned before I was leaning towards the Zakya Rakshasa, but thinking about it further, while it would let me use Heat Metal I'm not sure it would be the most exciting. (Would be casting the spell and then using dashes/jumps to keep out of melee while bonus-action damaging with the heat metal.) So I'm leaning more towards the Gauth instead I think. Will have to deal with the eye beams, but that also means I'm under risk and having to counter it. Plus while it's slower, the WIS save it needs when close to it means I should have a mix of dashing away and using ranged attacks with my action.
With the Gauth, I'm thinking I'll try a strategy of using the Chalice Star Form to boost Healing Word so that a 1st lv Healing Word is like a 2nd lv Cure Wounds. And see about using Moonbeam as a damager while throwing in Guiding Bolt and a cantrip as ranged attacks.
For equipment:
Return the Wand of the War Mage +1 I'd initially bought for this fight: +1200 (gonna see about getting a +2 instead for the next fight, planning to rely on moonbeam with a a half damage on save so shouldn't the end of the world if the Gauth makes a save or two more than it would've otherwise... hopefullly...) Potion of Resistance (Necrotic): -300 Scroll of Longstrider: -60 Scroll of Absorb Elements x3: 180 //cheaper than a potion of Fire Resistance Cloak of Protection: -3500 Subtotal: -2840 Gold from: 3682 -> 842
Side Note: Been interesting looking at the fights against the hellwasp.
With Peyton incapacitated, the wasp picks him up and takes flight towards her nest.
that is a hard fight.
Thanks for DMing. If I go again (tomorrow at the soonest) I might use bane for my concentration instead of hex.
If you want my unsolicited advice, I'd recommend against using bane. It's normally a spectacular spell on account of targeting a group, targeting a rare save, and messing with the game's oh-so-fragile bounded accuracy. It's one of the best support spells out there. The problem is, in the 1v1 format, a lot of its strengths go away. There's no group for it to target (unless we get enemies that can summon at some point), and there's no party to take advantage of the -1d4 to saving throws. When it comes down to the numbers, you're using a spell slot and more or less your entire turn to decrease the odds of your enemy hitting by about 10%, with a solid chance of all that being undone each turn because you lose concentration.
You've probably picked it up based on how often I use it, but I think protection from evil and good is a spectacular use for concentration. It perfectly complements a high AC, has a low chance of being lost on account of giving you a low chance of being hit, and the 10 minute duration means it's feasible to cast before combat (at least to me) and can last through multiple combats if you choose such an option. Of course, it's situational, but considering you're jumping through a portal into the Abyss, its situationally would seem to be a rather small issue.
Excellent analysis and explanation.
Bane takes the average for a 1d20 (10.5) and reduces it by 2.5 for an average of 8, lowers chance to hit by 12.5% Protection from evil and good grants disadvantage that's taking the average 1d20 roll of (10.5) and reducing it 3.325 for a total of 7.175, lowers the change to hit by 16.625%
You're right, Protection from evil and good is almost 4.125% better.
I don’t think it works like this. Bane effectively raises you AC in this case by 2.5 and you’re right that you get hit 12.5% less often. Adv/dis, however, isn’t linear and will be more effective for high AC and less effective for low AC.
For example, assume you have AC 11 and get attacked by a mod 0 attack, you’ll get hit 50% of the times. With Bane, this will reduce to 37.5% and with Protection to 25%, because for the latter both dice rolled have a 50% chance to succeed but both only succeed 25% at the same time (to be hit at disadvantage). If you raise your AC to 16 for a 25% hit chance of your opponent, Bane will reduce that to 12.5%, while Protection reduces it to 6.25%. Additionally, Bane can be resisted while Protection is cast on you no matter what.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Actually scratch the x3 Absorb Elements. I'll still keep 1, but I just remembered the Harengon Lucky Footwork takes a reaction to use and the fact he could get knocked sleeping. So add a potion of fire resistance and nix two of the absorb elements. (Still want one in case the fire hits before I can get that potion drunk.) -300, +120, 180 diffence
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I don’t think it works like this. Bane effectively raises you AC in this case by 2.5 and you’re right that you get hit 12.5% less often. Adv/dis, however, isn’t linear and will be more effective for high AC and less effective for low AC.
For example, assume you have AC 11 and get attacked by a mod 0 attack, you’ll get hit 50% of the times. With Bane, this will reduce to 37.5% and with Protection to 25%, because for the latter both dice rolled have a 50% chance to succeed but both only succeed 25% at the same time (to be hit at disadvantage). If you raise your AC to 16 for a 25% hit chance of your opponent, Bane will reduce that to 12.5%, while Protection reduces it to 6.25%. Additionally, Bane can be resisted while Protection is cast on you no matter what.
You're right, I can't argue with your math or your logic. I love thinking about combinations and calculating probabilities.
I guess the reason these this comparison has always been confusing is that the number 3.325 is the average decrease for each die face when rolling with disadvantage. It's a less useful number than knowing the decrease for the percent chance to hit.
For Peyton, having an AC 20, meant that the Hellwasp needs to roll a 13 to hit. That means that on a single 1d20, there are 8 die rolls that hit and 12 that miss, or 8/20 = 40% chance to hit. Disadvantage would be like taking the total number of hits for 2d20 and then subtracting how many of those hits would be replaced with a miss, 8x20/400 = 40% minus 8x12/400 = 24% or (160-96)/400 = 64/400 (16%) Reducing the chance to hit by 24% is the same as reducing the die total by 4.8 which is higher than 3.325
But because there is a Save to get disadvantage, you have to calculate the percent chance to save and then the overall percent chance to hit (Peyton) will increase to something higher than 16% and lower than 40%
Atherna takes the platinum and looks at the map for a time before setting off for its location. Never the one to be unprepared, she reads a scroll of mage armor, orates a scroll of enhance ability (Cat's Grace), drinks a potion of heroism, and quaffs a potion of poison resistance once there. She tries to sneak near the teleportation circle in an attempt to get the drop on the wyvern that guards it with a Stealth of 14 (9,9 + 5) and an initiative of 15 (8,12 + 3)
(By the way, I probably should have asked sooner, but how would you prefer we handle pre-combat effects like potions and spells? I've only used things that last 10 minutes or longer, which seems fair to me, but I suppose I'd like to know if you'd allow 1 minute effects to be used pre-combat as well, or if you'd prefer I just cut out the pre-combat stuff regardless of duration.)
Welcome to Tier 4. The wyvern is a Challenge 6 which is your level +2. Good luck.
Peter Gathakanathi: Level up 4th level in Druid Feat: Spell Sniper (added cantrip: Produce Flame) New Druid Cantrip: Thorn Whip
New Equipment (may add more) Wand of the War Mage +1: 1200 Potion of Heroism: 180 Jump scroll: 60 Subtotal: 1440
Question 1: Should it be a short or long rest prior to the next fight? Question 2: If the devour magic ray of the Gauth negates the +2 WIS from the ioun stone, how does that impact prepared spell count? Would I have to drop one from the list or would it still be there, just with decreased spell attack/dc?
Monster to fight. (Writing this as a way of thinking aloud)
Wyvern Pros: The game is Dungeons and Dragons and it's a freaking wyvern! Cons: Very fast fly speed, make it hard to maneuver, may result in a melee outlast where it has the bigger HP. Workaround: Entangle and Earthbind have potential to negate the fly speed. But it also has reasonably good STR saving throws so may well get negated. (But you do have 3 lv2 slots for Earthbind.) Get a poison-resistance potion to help with that stinger.
Gauth Pros: Get to fight a beholder-like monster. Slow speed for maneuvering. Cons: Eye rays. Devour Magic ray has potential to negate ioun stone or wand of war mage. Paralyzing and Sleep rays can get it in melee range easy. Fire and Enervation rays can do a lot of damage. Workaround: Get scrolls of Blindness to negate eye rays. Potions of resistance for necrotic and fire. Buy some vicious weapons to decrease odds of getting important magic item drained. Rely on bonus-action starry archer + action produce flame to make up for action economy.
Hellwasp Pros: Rime found an awesome way to win this fight. Cons: Want to find something else.
Zakya Rakshasa Pros: Wears metal armor without fire immunity/resistance. Would be able to use Heat Metal. (never actually gotten to use this spell before) Cons: Immune to 1st level spells. Very formidable melee. Workarounds: Not being able to damage it with 1st level spells frees those slots up for self-buffs. Has same walk speed, can maneuver. Have reasonable odds of winning initiative.
Dybbuk Pros: Only has one attack. Cons: Can reduce max hit points. At will dimension door can negate maneuvering. Lots of magic resistances to effects. Workarounds: Not resistant to radiant damage. Relatively low hit points compared to other options.
Sivak Dragonian Pros: No ranged attacks. No resistances. Cons: Can knock prone. Faster fly speed. Workarounds: Earthbind or Entangle.
Right now leaning towards the Zakya Rakshasa with either the Gauth or Wyvern contending as a second option.
Welcome to Tier 4. The Zakya Rakshasa is a brutal foot soldier. Good luck.
Eladan wakes in the morning and heads back to the keep and through the first portal, returning to search for the wizard. He drinks a potion of heroism and casts Protection from Evil and Good on himself in preparation for what may lay ahead.
initiative 18 (Dybbuk)
Welcome to Tier 4. The Unable to parse dice roll. is a nasty monster with one of the longest stat blocks in Challenge 4. Good luck.
Eladan wakes in the morning and heads back to the keep and through the first portal, returning to search for the wizard. He drinks a potion of heroism and casts Protection from Evil and Good on himself in preparation for what may lay ahead. Initiative 18 (Dybbuk)
Welcome to Tier 4. The Dybbuk. is a nasty monster with one of the longest stat blocks in Challenge 4. Good luck. Dybbuk rolls initiative: 20
You travel the Abyss searching for another Portal. Having to use Survival, Stealth, and other skills, you narrowly avoid roaming creatures in an attempt to follow the Imp's map. You come upon a vast hellscape, flat in all directions for 80 feet, ending with a sheer drop to a lava pit and right up against the cliff is your portal, guarded by a its keeper. [combat]
The Dybbuk spots you and uses dimension door to teleport adjacent to where you begin. With no actions left, the Dybbyk speaks in common, "You will be my new corpse, soon."
@Nathan, I know I had mentioned the Zakya before, but was thinking about it here and thinking I might go for the Gauth instead. If you'd prefer to run the Zakya that's fine by me (I'll just need to readjust a couple purchases [mostly not getting some of the resistance potions]).
After a short rest and arming himself with some more equipment, Peter Gathakanathi sets out from where he fought the Merregon and follows the trail laid out on the map. The firey landscape grates on his nerves and he finds himself yearning the comfort of a forest meadow. As he starts to get nearer, about a half-hour from the destination, he seeks to speed up his journey to the portal and therefore his journey out of this hellscape by casting a scroll of Longstrider to quicken his journey. Won't be too shabby of a help if there's another fight as this godsforsaken portal he thinks to himself.
As he nears the final approach he shoulders his shield and sheathes his scimitar in preparation for a fight. "I doubt that mad wizard suddenly decided to make things easy." He downs a Potion of Heroism, assumes his Starry Chalice Form. Drawing up his cloak his approaches with a scroll of absorb elements in one hand and his yew wand in the other. "Let's see what beasty lies in wait this time."
@Nathan, I know I had mentioned the Zakya before, but was thinking about it here and thinking I might go for the Gauth instead. If you'd prefer to run the Zakya that's fine by me (I'll just need to readjust a couple purchases [mostly not getting some of the resistance potions]).
After a short rest and arming himself with some more equipment, Peter Gathakanathi sets out from where he fought the Merregon and follows the trail laid out on the map. The firey landscape grates on his nerves and he finds himself yearning the comfort of a forest meadow. As he starts to get nearer, about a half-hour from the destination, he seeks to speed up his journey to the portal and therefore his journey out of this hellscape by casting a scroll of Longstrider to quicken his journey. Won't be too shabby of a help if there's another fight as this godsforsaken portal he thinks to himself.
As he nears the final approach he shoulders his shield and sheathes his scimitar in preparation for a fight. "I doubt that mad wizard suddenly decided to make things easy." He downs a Potion of Heroism, assumes his Starry Chalice Form. Drawing up his cloak his approaches with a scroll of absorb elements in one hand and his yew wand in the other. "Let's see what beasty lies in wait this time."
Initiative: 4+5 = 9
No really, you pick. I want to stack this brutal mini campaign in favor of the players as much as possible (and within reason for the game). That's why I give you guys about 50% more gold or even double gold than you should have at this level. This rewards strategy and planning, which is what makes the game fun. I also hope it helps measure how difficult Challenges really are. At least I know I've learned a lot from the players over the past couple of weeks.
So if you are ready for the Gauth, I'll reroll initiative: 6
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The wasp sustains heavy injury and hovers unsteadily (7/52), it seems to consider to retreat for a moment (but I'm not sure if that options is contemplated for the monsters) but then decides that Peyton is nearly dead, too. The wasp looks for an opportunity to sting and pierce Peyton with stinger and talons.
Attack: 11 Damage: 5 piercing and Unable to parse dice roll. fire damage with DC 12 Con Save
Attack: 22 Damage: Unable to parse dice roll.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
With Peyton incapacitated, the wasp picks him up and takes flight towards her nest.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
that is a hard fight.
Thanks for DMing. If I go again (tomorrow at the soonest) I might use bane for my concentration instead of hex.
You can try death saves. It needs more than 5 rounds to return and it doesn’t pay you much attention as long as you don’t move.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
If you want my unsolicited advice, I'd recommend against using bane. It's normally a spectacular spell on account of targeting a group, targeting a rare save, and messing with the game's oh-so-fragile bounded accuracy. It's one of the best support spells out there. The problem is, in the 1v1 format, a lot of its strengths go away. There's no group for it to target (unless we get enemies that can summon at some point), and there's no party to take advantage of the -1d4 to saving throws. When it comes down to the numbers, you're using a spell slot and more or less your entire turn to decrease the odds of your enemy hitting by about 10%, with a solid chance of all that being undone each turn because you lose concentration.
You've probably picked it up based on how often I use it, but I think protection from evil and good is a spectacular use for concentration. It perfectly complements a high AC, has a low chance of being lost on account of giving you a low chance of being hit, and the 10 minute duration means it's feasible to cast before combat (at least to me) and can last through multiple combats if you choose such an option. Of course, it's situational, but considering you're jumping through a portal into the Abyss, its situationality would seem to be a rather small issue.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Excellent analysis and explanation.
Bane takes the average for a 1d20 (10.5) and reduces it by 2.5 for an average of 8, lowers chance to hit by 12.5%
Protection from evil and good grants disadvantage that's taking the average 1d20 roll of (10.5) and reducing it 3.325 for a total of 7.175, lowers the change to hit by 16.625%
You're right, Protection from evil and good is almost 4.125% better.
Cool with the magic shop updates.
I had mentioned before I was leaning towards the Zakya Rakshasa, but thinking about it further, while it would let me use Heat Metal I'm not sure it would be the most exciting. (Would be casting the spell and then using dashes/jumps to keep out of melee while bonus-action damaging with the heat metal.) So I'm leaning more towards the Gauth instead I think. Will have to deal with the eye beams, but that also means I'm under risk and having to counter it. Plus while it's slower, the WIS save it needs when close to it means I should have a mix of dashing away and using ranged attacks with my action.
With the Gauth, I'm thinking I'll try a strategy of using the Chalice Star Form to boost Healing Word so that a 1st lv Healing Word is like a 2nd lv Cure Wounds. And see about using Moonbeam as a damager while throwing in Guiding Bolt and a cantrip as ranged attacks.
For equipment:
Return the Wand of the War Mage +1 I'd initially bought for this fight: +1200 (gonna see about getting a +2 instead for the next fight, planning to rely on moonbeam with a a half damage on save so shouldn't the end of the world if the Gauth makes a save or two more than it would've otherwise... hopefullly...)
Potion of Resistance (Necrotic): -300
Scroll of Longstrider: -60
Scroll of Absorb Elements x3: 180 //cheaper than a potion of Fire Resistance
Cloak of Protection: -3500
Subtotal: -2840
Gold from: 3682 -> 842
Side Note: Been interesting looking at the fights against the hellwasp.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
I don’t think it works like this. Bane effectively raises you AC in this case by 2.5 and you’re right that you get hit 12.5% less often. Adv/dis, however, isn’t linear and will be more effective for high AC and less effective for low AC.
For example, assume you have AC 11 and get attacked by a mod 0 attack, you’ll get hit 50% of the times. With Bane, this will reduce to 37.5% and with Protection to 25%, because for the latter both dice rolled have a 50% chance to succeed but both only succeed 25% at the same time (to be hit at disadvantage). If you raise your AC to 16 for a 25% hit chance of your opponent, Bane will reduce that to 12.5%, while Protection reduces it to 6.25%. Additionally, Bane can be resisted while Protection is cast on you no matter what.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Actually scratch the x3 Absorb Elements. I'll still keep 1, but I just remembered the Harengon Lucky Footwork takes a reaction to use and the fact he could get knocked sleeping. So add a potion of fire resistance and nix two of the absorb elements. (Still want one in case the fire hits before I can get that potion drunk.)
-300, +120, 180 diffence
842 - 180 = 742 - 80 = 702 - 40 = 662
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
A list of the magic items I've got (since people seem to be doing that):
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
You're right, I can't argue with your math or your logic. I love thinking about combinations and calculating probabilities.
I guess the reason these this comparison has always been confusing is that the number 3.325 is the average decrease for each die face when rolling with disadvantage. It's a less useful number than knowing the decrease for the percent chance to hit.
For Peyton, having an AC 20, meant that the Hellwasp needs to roll a 13 to hit. That means that on a single 1d20, there are 8 die rolls that hit and 12 that miss, or 8/20 = 40% chance to hit. Disadvantage would be like taking the total number of hits for 2d20 and then subtracting how many of those hits would be replaced with a miss, 8x20/400 = 40% minus 8x12/400 = 24% or (160-96)/400 = 64/400 (16%) Reducing the chance to hit by 24% is the same as reducing the die total by 4.8 which is higher than 3.325
But because there is a Save to get disadvantage, you have to calculate the percent chance to save and then the overall percent chance to hit (Peyton) will increase to something higher than 16% and lower than 40%
Welcome to Tier 4, I will roll initiative for your monster, this round. If you want to try one any of the lower tiers let me know.
Initiative roll (plus Dex TBD): 17
Welcome to Tier 4. The wyvern is a Challenge 6 which is your level +2. Good luck.
Wyvern rolls Initiative: 16
Welcome to Tier 4. The Zakya Rakshasa is a brutal foot soldier. Good luck.
Zakya Rakshasa rolls initiative: 22
Welcome to Tier 4. I will roll initiative for your monster, this round. If you want to try one any of the lower tiers let me know.
Initiative roll (plus Dex TBD): 2
Welcome to Tier 4. The Unable to parse dice roll. is a nasty monster with one of the longest stat blocks in Challenge 4. Good luck.
Dybbuk rolls initiative: 7
You travel the Abyss searching for another Portal. Having to use Survival, Stealth, and other skills, you narrowly avoid roaming creatures in an attempt to follow the Imp's map. You come upon a vast hellscape, flat in all directions for 80 feet, ending with a sheer drop to a lava pit and right up against the cliff is your portal, guarded by a its keeper. [combat]
The Dybbuk spots you and uses dimension door to teleport adjacent to where you begin. With no actions left, the Dybbyk speaks in common, "You will be my new corpse, soon."
@Nathan, I know I had mentioned the Zakya before, but was thinking about it here and thinking I might go for the Gauth instead. If you'd prefer to run the Zakya that's fine by me (I'll just need to readjust a couple purchases [mostly not getting some of the resistance potions]).
After a short rest and arming himself with some more equipment, Peter Gathakanathi sets out from where he fought the Merregon and follows the trail laid out on the map. The firey landscape grates on his nerves and he finds himself yearning the comfort of a forest meadow. As he starts to get nearer, about a half-hour from the destination, he seeks to speed up his journey to the portal and therefore his journey out of this hellscape by casting a scroll of Longstrider to quicken his journey. Won't be too shabby of a help if there's another fight as this godsforsaken portal he thinks to himself.
As he nears the final approach he shoulders his shield and sheathes his scimitar in preparation for a fight. "I doubt that mad wizard suddenly decided to make things easy." He downs a Potion of Heroism, assumes his Starry Chalice Form. Drawing up his cloak his approaches with a scroll of absorb elements in one hand and his yew wand in the other. "Let's see what beasty lies in wait this time."
Initiative: 4+5 = 9
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
No really, you pick. I want to stack this brutal mini campaign in favor of the players as much as possible (and within reason for the game). That's why I give you guys about 50% more gold or even double gold than you should have at this level. This rewards strategy and planning, which is what makes the game fun. I also hope it helps measure how difficult Challenges really are. At least I know I've learned a lot from the players over the past couple of weeks.
So if you are ready for the Gauth, I'll reroll initiative: 6