(we forgot 22 damage, it should have 70/110 before this attack.) >>sounds good
All looks like Rime’s plan works, she moves again 60ft away, attacks and dashes 60ft further. Attack: 22 Damage: 15 Move: 120ft away from the dragon Stealth: 22
After taking damage the Wyvern (55/110), if it was a real dragon and not a 5 int dragon-oid, he would fly back to the portal to wait out the magic. But he's not. Instead, the enraged dragon rolls Perception 14 and double moves again, hoping to change the outcome or get lucky trying. 10x10 grid 82
Rime begins to feel confident that she can slay the beast. Surely, her speed will soon run out and the invisibility shortly after but with any luck the wyvern will be too injured to pose a serious threat. She moves again 60ft away, attacks and dashes 60ft further.
Attack: 25 Damage: 14 Move: total 120ft away from the dragon Stealth: 12 (30s haste and 36s invisibility left)
A bolt damages the Wyvern (31/110), Perception roll 24 Double move, hoping to catch the invisible "bolter" 10x10 grid 49
Already in her mind smelling the wyvern tender loin that she will certainly cut out, Rime forgot to dash away and simply seeks some 30 feet distance to bring in two more bolts.
Attack: 3 plus 25 Damage: 15
Attack:3 plus 24 Damage: 12
stealth: 9
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.
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.
Wyvern rolls Initiative: 11
(I always forget to do this. Owl's initiative: 13 [12 + 1]. Also, I'm assuming the wyvern is 80 feet away.)
Jumping into action as she spots the bipedal dragon(oid?), Atherna flicks two coins into the air. Just as they reach their apexes, they each shatter into two gluten-free darts that whistle towards the wyvern, each finding taking advantage of their foe's lack of preparation and finding weak spots in the dragon-kin's tough scales. She then makes a tactical retreat, slowly doing her dance-like movement to add some distance between herself and that which wishes to do her harm.
Owl's Turn: Action: Dodge Movement: 15 feet away from wyvern
Missile 1: 26 (15 + 7 + 4) to hit, 17 (6 + 11) force damage Missile 2: 22 (14 + 7 + 1) to hit, 12 (7 + 5) force damage Missile 3: 27 (19 + 7 + 1) to hit, 10 (4 + 6) force damage Missile 4: 29 (19 + 7 + 3) to hit, 9 (4 + 5) force damage Bonus Action: Bladesong Movement: 15 feet away from wyvern
Taking gluten-free darts has given this Wavyrn (62/110) a gluten-free aversion. The "Dragon" double moves to be adjacent.
Owl's Turn: Action: Help, next attack against wyvern has advantage Movement: If spell works, follow Atherna. Otherwise, nothing
Atherna is put a bit off-guard by how quickly the wyvern flies at her, taking out a special scroll for the occasion and reading it aloud. Chains of binding rise up from out of the earth, clasping themselves around the wings of the bipedal dragon and trying to pull it back to the hellish earth. At the same time, she tosses out a rapier that suspends itself in the air before swooshing about in the direction, almost resembling its owner in the way it dances about and plunges itself past the scales of its enemy.
Atherna's Turn: Action: Spell Scroll of earthbind: DC 13 Strength save or no flying speed for a minute Bonus Action: Dancing Rapier: 25 (18 + 5 + 2) to hit, 4 (1 + 3) piercing damage, move 30 feet away from wyvern if spell works Movement: If spell works, 50 feet away from wyvern. Otherwise, nothing
After taking Dancing Sword damage, the Wayvrn (58/110), makes a Strength Save for Earthbind against DC 13 vs 6+4 = 10
The grounded Wayvern takes an Attack of Opportunity against the agile foe, Attack: 8 Damage: 7
Owl's Turn: Movement: 50 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up
Atherna quickly maneuvers out of the way of the chained creature. Once away, she uncorks a yellow potion that seems to jump into her mouth. Instantly, its effects are felt, and her movements become supernaturally accelerated. In the meantime, the floating sword and the owl move towards the wyvern in tandem.
After taking Dancing Sword damage, the Wayvrn (49/110), the Wyvern double moves, lumbering 40 feet towards Atherna who is now 15 feet away and just out of reach of the dragon. The Wyvern licks it's rigid wings and looks back at Atherna giving a frightful screach, "Rrrrawk-awk-awk-awk-awk!"
Owl's Turn: Movement: 40 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up
Atherna's Turn: Movement: Adjacent to wyvern Action: Booming blade (Rapier, +1): 26 (14,16 + 6 + 4) to hit, 7 (3 + 4) piercing damage, 6 thunder damage on movement Bonus action: Dancing Rapier: Move 30 feet to behind wyvern, 13 (6 + 5 + 2) to hit, 10 (7 + 3) piercing damage Haste Action: Disengage Movement: Other side of wyvern, then move to be just out of reach of a double move (50 feet away I think, so definitely doable with 100 feet of movement)
After getting pierced by the rapier for 7 damage and skewered by the dancing sword for 10, the Wayvrn (32/110), under the transmutation of earthbind must walk, double moves, ing 40 feet towards Atherna.
@cyreon Two bolts will deal 27 damage, the Wyvern (4/110), last chance effort to triple crit the invisible foe Perception roll 11
Having pinpointed the dusty square of the hop-along bolter, the Wyvern multiattacks the correct square with disadvantage
While Flying, Claw Attack: 11 Damage: 10 While Flying, Stinger Attack: 12 Damage: 9, on hit if you make a Con Save DC 15, take half of 20 poison damage.
After taking 8 from half two moonbeams ago and the 9 from the last round, then taking a crit of 8, the Gauth (31/67) rolls a Constitution Saving Throw against the last Moonbeam DC 14 vs 6 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 1, 2, 5, 6
Then takes 11 from moonbeam, the Gauth (20/67), uses three eye rays Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take 15 necrotic damage, save take half.
Paralyzing Ray CON 14: 15+4 = 19 Devour Ray DEX 14: 5+4+4 = 13 (let's use Lucky Footwork Reaction) 13 + 1 = 14 Enervation Ray DEX 14: 7+4+4 = 15 //half between half damage and resistance from potion 15/2/2 = 7.5/2 = 3.75 = 3 with rounding down
DC 10 CON save for concentration: 13+4 = 17
Even as the necrotic energy singes his shoulder, Peter finds himself with a giddy feeling inside him. He unleashes another production of flame into the light of his moonbeam.
Action: Produce Flame, To-Hit: 13+6 = 19, Damage: 3 Moonbeam Damage: 9+1 = 10, CON Save 14, half damage on save
Produce Flame deals 3 damage, so the Gauth (28/67) must make a Constitution Saving Throw against 10 damage from Moonbeam DC 14 vs 11 Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 1, 6, 1, 3, 1
After failing the save vs Moonbean, the Gauth (18) sets the following rays against you, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn
Sleep Ray Save: 3+7+2 = 12 Let's use the inspiration you gave us to get advantage on this roll Second-shot: 1+7+2 = 10
WHELP!
Ignore the Dex save I made (had to reread what the sleep ray did and found unconscious auto-fails STR and DEX saving throws)
As the Gauth shoots its eye rays, Peter finds himself dozing off. Perhaps this whole hellscape was just a dream... Yeah, zzz.
This post has potentially manipulated dice roll results.
Dropping the crossbow, Rime draws her rapier and goes in for the killing blow.
Attack:4plus 19 Damage: 11
Attack:1plus 22 Damage: 7
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.
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."
"We shall see foul creature." Eladan replies before BA shifting into a bear and attacking,
Bite to hit: 22 damage: 5 Claw to hit: 27 damage: 8
The Dybbuk (24/37) Tendril Attack: 19 Damage: 12 necrotic damage. If it hits, then reduce your max hp by 6
Eladan takes the hit and returns the attack. (it's attacks should be at disadvantage from protection from evil and good. I took the hit this time though)
Bite to hit: 8 damage: 7 Claw to hit: 12 damage: 9
Cons save for concentration: 23
Disadvantage Tendril Attack from last round: 24
The Dybbuk (24/37) Tendril with Disadvantage Attack: 17 Damage: 10, If it hits, then reduce your max hp by 2
Eladan takes another hit from the creature and counter attacks with tooth and claw and BA's wild shape healing.
Bite to hit: 9 damage: 12 Claw to hit: 18 damage: 13
Healing: 11
Cons save for concentration: 15
The Dybbuk (11/37) Tendril with Disadvantage Attack: 16 Damage: 13, If it hits, then reduce your max hp by 6
The elf-bear is looking a little bloody but keeps attacking.
Bite to hit: 23 damage: 6 Claw to hit: 20 damage: 9
Cons save for concentration: 23
Congratulations, you've defeated the keeper and now you have two portals, some idea how to activate them, and the notion that a Demon Lord wants you to destroy both of them, but also that you would need to destroy one from the Abyss and the other from the Material Plane to prevent being trapped in the Abyss. We can call this a break, you can fight another monster, roleplay a little more, the next steps are up to you
After the creature falls dead, Eladan takes a rest. He will then attempt to destroy the portal in the location he is at now and then return to the first one he came through from the keep. Possibly running into another monster on his way back. (Draconian)
You gain 1100 XP and on your way to the first portal, you run into a roaming Sivak Draconian Sivak Draconian rolls initiative 5
Eladan spots the creature and goes on the offensive before it can react. (Initiative 11). He casts summon beast and commands the wolf spirit (AC 13 Hp 30) that appears to attack the draconian. He then BA wild shapes into a brown bear.
Bestial Spirit Maul to Hit: 23 Damage: 12
After taking some damage, the Sivak Draconian (45/57), uses multiattack on the summoned creature,
Sivak Draconian Serrated Sword 1 Attack: 12 Damage: 12 Sivak Draconian Serrated Sword 1 Attack: 21 Damage: 13 Sivak Draconian Tail Attack: 24 Damage: 11, make DC 14 Strength saving throw or be knocked prone
Two of the draconian's attacks tear into Eladan's companion and it's knocked prone. It gets up and tries to maul the draconian again as Eladan joins the fray and attacksas well.
Bestial Spirit Maul to Hit (with advantage from pack tactics): 26 (crit) Damage: 12 Eladan Bite to hit: 9 damage: 8 Claw to hit: 13 damage: 12
With some incredible damage from the summoned, the Sivak Draconian (33/57), will multiattack, split attacks on two targets
Eladan takes Sivak Draconian Serrated Sword 1 Attack: 26 Damage: 12 Eladan takes Sivak Draconian Serrated Sword 1 Attack: 20 Damage: 17 Summons will take Sivak Draconian Tail Attack: 9 Damage: 9, make DC 14 Strength saving throw or be knocked prone
The draconian's sword tears into Eladan but miss the spirit wolf. They both attack the creature again.
Bestial Spirit Maul to Hit (with advantage from pack tactics): 16 Damage: 12 Eladan Bite to hit: 12 damage: 12 Claw to hit: 24 damage: 11
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.
Wyvern rolls Initiative: 11
(I always forget to do this. Owl's initiative: 13 [12 + 1]. Also, I'm assuming the wyvern is 80 feet away.)
Jumping into action as she spots the bipedal dragon(oid?), Atherna flicks two coins into the air. Just as they reach their apexes, they each shatter into two gluten-free darts that whistle towards the wyvern, each finding taking advantage of their foe's lack of preparation and finding weak spots in the dragon-kin's tough scales. She then makes a tactical retreat, slowly doing her dance-like movement to add some distance between herself and that which wishes to do her harm.
Owl's Turn: Action: Dodge Movement: 15 feet away from wyvern
Missile 1: 26 (15 + 7 + 4) to hit, 17 (6 + 11) force damage Missile 2: 22 (14 + 7 + 1) to hit, 12 (7 + 5) force damage Missile 3: 27 (19 + 7 + 1) to hit, 10 (4 + 6) force damage Missile 4: 29 (19 + 7 + 3) to hit, 9 (4 + 5) force damage Bonus Action: Bladesong Movement: 15 feet away from wyvern
Taking gluten-free darts has given this Wavyrn (62/110) a gluten-free aversion. The "Dragon" double moves to be adjacent.
Owl's Turn: Action: Help, next attack against wyvern has advantage Movement: If spell works, follow Atherna. Otherwise, nothing
Atherna is put a bit off-guard by how quickly the wyvern flies at her, taking out a special scroll for the occasion and reading it aloud. Chains of binding rise up from out of the earth, clasping themselves around the wings of the bipedal dragon and trying to pull it back to the hellish earth. At the same time, she tosses out a rapier that suspends itself in the air before swooshing about in the direction, almost resembling its owner in the way it dances about and plunges itself past the scales of its enemy.
Atherna's Turn: Action: Spell Scroll of earthbind: DC 13 Strength save or no flying speed for a minute Bonus Action: Dancing Rapier: 25 (18 + 5 + 2) to hit, 4 (1 + 3) piercing damage, move 30 feet away from wyvern if spell works Movement: If spell works, 50 feet away from wyvern. Otherwise, nothing
After taking Dancing Sword damage, the Wayvrn (58/110), makes a Strength Save for Earthbind against DC 13 vs 6+4 = 10
The grounded Wayvern takes an Attack of Opportunity against the agile foe, Attack: 8 Damage: 7
Owl's Turn: Movement: 50 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up
Atherna quickly maneuvers out of the way of the chained creature. Once away, she uncorks a yellow potion that seems to jump into her mouth. Instantly, its effects are felt, and her movements become supernaturally accelerated. In the meantime, the floating sword and the owl move towards the wyvern in tandem.
After taking Dancing Sword damage, the Wayvrn (49/110), the Wyvern double moves, lumbering 40 feet towards Atherna who is now 15 feet away and just out of reach of the dragon. The Wyvern licks it's rigid wings and looks back at Atherna giving a frightful screach, "Rrrrawk-awk-awk-awk-awk!"
Owl's Turn: Movement: 40 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up
Atherna's Turn: Movement: Adjacent to wyvern Action: Booming blade (Rapier, +1): 26 (14,16 + 6 + 4) to hit, 7 (3 + 4) piercing damage, 6 thunder damage on movement Bonus action: Dancing Rapier: Move 30 feet to behind wyvern, 13 (6 + 5 + 2) to hit, 10 (7 + 3) piercing damage Haste Action: Disengage Movement: Other side of wyvern, then move to be just out of reach of a double move (50 feet away I think, so definitely doable with 100 feet of movement)
After getting pierced by the rapier for 7 damage and skewered by the dancing sword for 10, the Wayvrn (32/110), under the transmutation of earthbind must walk, double moves, ing 40 feet towards Atherna.
(The movement means it takes 6 thunder damage as well.)
Atherna continues to dance between being close enough to attack and far enough away to being unreachable, outrunning her foe's stinger as it chases after her during her retreat.
Atherna's Turn: Action: Booming blade (Rapier, +1): 25 (3,15 + 6 + 4) to hit, 7 (3 + 4) piercing damage, 8 thunder damage on movement Bonus action: Dancing Rapier: Move 30 feet to behind wyvern, 19 (11 + 5 + 3) to hit, 6 (3 + 3) piercing damage Haste Action: Disengage Movement: Around the wyvern, then 45 feet away
Owl's Turn: Movement: 45 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up
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)
Congratulations, you've defeated the keeper and now you have two portals, some idea how to activate them, and the notion that a Demon Lord wants you to destroy both of them, but also that you would need to destroy one from the Abyss and the other from the Material Plane to prevent being trapped in the Abyss.
Feel free to RP your return to the Material Plane, and if and how you might destroy the portals.
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.
Wyvern rolls Initiative: 11
(I always forget to do this. Owl's initiative: 13 [12 + 1]. Also, I'm assuming the wyvern is 80 feet away.)
Jumping into action as she spots the bipedal dragon(oid?), Atherna flicks two coins into the air. Just as they reach their apexes, they each shatter into two gluten-free darts that whistle towards the wyvern, each finding taking advantage of their foe's lack of preparation and finding weak spots in the dragon-kin's tough scales. She then makes a tactical retreat, slowly doing her dance-like movement to add some distance between herself and that which wishes to do her harm.
Owl's Turn: Action: Dodge Movement: 15 feet away from wyvern
Missile 1: 26 (15 + 7 + 4) to hit, 17 (6 + 11) force damage Missile 2: 22 (14 + 7 + 1) to hit, 12 (7 + 5) force damage Missile 3: 27 (19 + 7 + 1) to hit, 10 (4 + 6) force damage Missile 4: 29 (19 + 7 + 3) to hit, 9 (4 + 5) force damage Bonus Action: Bladesong Movement: 15 feet away from wyvern
Taking gluten-free darts has given this Wavyrn (62/110) a gluten-free aversion. The "Dragon" double moves to be adjacent.
Owl's Turn: Action: Help, next attack against wyvern has advantage Movement: If spell works, follow Atherna. Otherwise, nothing
Atherna is put a bit off-guard by how quickly the wyvern flies at her, taking out a special scroll for the occasion and reading it aloud. Chains of binding rise up from out of the earth, clasping themselves around the wings of the bipedal dragon and trying to pull it back to the hellish earth. At the same time, she tosses out a rapier that suspends itself in the air before swooshing about in the direction, almost resembling its owner in the way it dances about and plunges itself past the scales of its enemy.
Atherna's Turn: Action: Spell Scroll of earthbind: DC 13 Strength save or no flying speed for a minute Bonus Action: Dancing Rapier: 25 (18 + 5 + 2) to hit, 4 (1 + 3) piercing damage, move 30 feet away from wyvern if spell works Movement: If spell works, 50 feet away from wyvern. Otherwise, nothing
After taking Dancing Sword damage, the Wayvrn (58/110), makes a Strength Save for Earthbind against DC 13 vs 6+4 = 10
The grounded Wayvern takes an Attack of Opportunity against the agile foe, Attack: 8 Damage: 7
Owl's Turn: Movement: 50 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up
Atherna quickly maneuvers out of the way of the chained creature. Once away, she uncorks a yellow potion that seems to jump into her mouth. Instantly, its effects are felt, and her movements become supernaturally accelerated. In the meantime, the floating sword and the owl move towards the wyvern in tandem.
After taking Dancing Sword damage, the Wayvrn (49/110), the Wyvern double moves, lumbering 40 feet towards Atherna who is now 15 feet away and just out of reach of the dragon. The Wyvern licks it's rigid wings and looks back at Atherna giving a frightful screach, "Rrrrawk-awk-awk-awk-awk!"
Owl's Turn: Movement: 40 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up
Atherna's Turn: Movement: Adjacent to wyvern Action: Booming blade (Rapier, +1): 26 (14,16 + 6 + 4) to hit, 7 (3 + 4) piercing damage, 6 thunder damage on movement Bonus action: Dancing Rapier: Move 30 feet to behind wyvern, 13 (6 + 5 + 2) to hit, 10 (7 + 3) piercing damage Haste Action: Disengage Movement: Other side of wyvern, then move to be just out of reach of a double move (50 feet away I think, so definitely doable with 100 feet of movement)
After getting pierced by the rapier for 7 damage and skewered by the dancing sword for 10, the Wayvrn (32/110), under the transmutation of earthbind must walk, double moves, ing 40 feet towards Atherna.
Owl's Turn: Movement: 45 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up Atherna continues to dance between being close enough to attack and far enough away to being unreachable, outrunning her foe's stinger as it chases after her during her retreat.
(The movement means it takes 6 thunder damage as well.)
Atherna's Turn: Action: Booming blade (Rapier, +1): 25 (3,15 + 6 + 4) to hit, 7 (3 + 4) piercing damage, 8 thunder damage on movement Bonus action: Dancing Rapier: Move 30 feet to behind wyvern, 19 (11 + 5 + 3) to hit, 6 (3 + 3) piercing damage Haste Action: Disengage Movement: Around the wyvern, then 45 feet away
Starting with 32 hp, first taking 6 thunder from last round's Booming Blade Then taking another Booming Blade hit for 7 damage Another Dancing Sword damage for 6 damage The Wayvrn (13/110), in a futile attempt to catch up, with 1 minute of earthbind to slot it down, it will double move 40 feet towards Atherna, which is just out of reach for the dragon.
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."
"We shall see foul creature." Eladan replies before BA shifting into a bear and attacking,
Bite to hit: 22 damage: 5 Claw to hit: 27 damage: 8
The Dybbuk (24/37) Tendril Attack: 19 Damage: 12 necrotic damage. If it hits, then reduce your max hp by 6
Eladan takes the hit and returns the attack. (it's attacks should be at disadvantage from protection from evil and good. I took the hit this time though)
Bite to hit: 8 damage: 7 Claw to hit: 12 damage: 9
Cons save for concentration: 23
Disadvantage Tendril Attack from last round: 24
The Dybbuk (24/37) Tendril with Disadvantage Attack: 17 Damage: 10, If it hits, then reduce your max hp by 2
Eladan takes another hit from the creature and counter attacks with tooth and claw and BA's wild shape healing.
Bite to hit: 9 damage: 12 Claw to hit: 18 damage: 13
Healing: 11
Cons save for concentration: 15
The Dybbuk (11/37) Tendril with Disadvantage Attack: 16 Damage: 13, If it hits, then reduce your max hp by 6
The elf-bear is looking a little bloody but keeps attacking.
Bite to hit: 23 damage: 6 Claw to hit: 20 damage: 9
Cons save for concentration: 23
Congratulations, you've defeated the keeper and now you have two portals, some idea how to activate them, and the notion that a Demon Lord wants you to destroy both of them, but also that you would need to destroy one from the Abyss and the other from the Material Plane to prevent being trapped in the Abyss. We can call this a break, you can fight another monster, roleplay a little more, the next steps are up to you
After the creature falls dead, Eladan takes a rest. He will then attempt to destroy the portal in the location he is at now and then return to the first one he came through from the keep. Possibly running into another monster on his way back. (Draconian)
You gain 1100 XP and on your way to the first portal, you run into a roaming Sivak Draconian Sivak Draconian rolls initiative 5
Eladan spots the creature and goes on the offensive before it can react. (Initiative 11). He casts summon beast and commands the wolf spirit (AC 13 Hp 30) that appears to attack the draconian. He then BA wild shapes into a brown bear.
Bestial Spirit Maul to Hit: 23 Damage: 12
After taking some damage, the Sivak Draconian (45/57), uses multiattack on the summoned creature,
Sivak Draconian Serrated Sword 1 Attack: 12 Damage: 12 Sivak Draconian Serrated Sword 1 Attack: 21 Damage: 13 Sivak Draconian Tail Attack: 24 Damage: 11, make DC 14 Strength saving throw or be knocked prone
Two of the draconian's attacks tear into Eladan's companion and it's knocked prone. It gets up and tries to maul the draconian again as Eladan joins the fray and attacksas well.
Bestial Spirit Maul to Hit (with advantage from pack tactics): 26 (crit) Damage: 12 Eladan Bite to hit: 9 damage: 8 Claw to hit: 13 damage: 12
With some incredible damage from the summoned, the Sivak Draconian (33/57), will multiattack, split attacks on two targets
Eladan takes Sivak Draconian Serrated Sword 1 Attack: 26 Damage: 12 Eladan takes Sivak Draconian Serrated Sword 1 Attack: 20 Damage: 17 Summons will take Sivak Draconian Tail Attack: 9 Damage: 9, make DC 14 Strength saving throw or be knocked prone
The draconian's sword tears into Eladan but miss the spirit wolf. They both attack the creature again.
Bestial Spirit Maul to Hit (with advantage from pack tactics): 16 Damage: 12
Eladan Bite to hit: 12 damage: 12 Claw to hit: 24 damage: 11
BA wild shape healing: 8
Starting with 33 hp, first taking 12 damage from the summoned creature, Then dodging the Bite The Claw trikes true for 11 more damage The Sivak Draconian (10/57) hangs onto life and full attacks back, splitting up to target both creatures,
Eladan takes Sivak Draconian Serrated Sword 1 Attack: 26 Damage: 24 Eladan takes Sivak Draconian Serrated Sword 1 Attack: 26 Damage: 26 Summons will take Sivak Draconian Tail Attack: 24 Damage: 9, make DC 14 Strength saving throw or be knocked prone
(Would you let us try another character before we continue with the next step? I’d like to see how a different concept works.)
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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.
After taking 8 from half two moonbeams ago and the 9 from the last round, then taking a crit of 8, the Gauth (31/67) rolls a Constitution Saving Throw against the last Moonbeam DC 14 vs 6 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 1, 2, 5, 6
Then takes 11 from moonbeam, the Gauth (20/67), uses three eye rays Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take 15 necrotic damage, save take half.
Paralyzing Ray CON 14: 15+4 = 19 Devour Ray DEX 14: 5+4+4 = 13 (let's use Lucky Footwork Reaction) 13 + 1 = 14 Enervation Ray DEX 14: 7+4+4 = 15 //half between half damage and resistance from potion 15/2/2 = 7.5/2 = 3.75 = 3 with rounding down
DC 10 CON save for concentration: 13+4 = 17
Even as the necrotic energy singes his shoulder, Peter finds himself with a giddy feeling inside him. He unleashes another production of flame into the light of his moonbeam.
Action: Produce Flame, To-Hit: 13+6 = 19, Damage: 3 Moonbeam Damage: 9+1 = 10, CON Save 14, half damage on save
Produce Flame deals 3 damage, so the Gauth (28/67) must make a Constitution Saving Throw against 10 damage from Moonbeam DC 14 vs 11 Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 1, 6, 1, 3, 1
After failing the save vs Moonbean, the Gauth (18) sets the following rays against you, Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Sleep Ray Save: 3+7+2 = 12 Let's use the inspiration you gave us to get advantage on this roll Second-shot: 1+7+2 = 10
WHELP!
Ignore the Dex save I made (had to reread what the sleep ray did and found unconscious auto-fails STR and DEX saving throws)
As the Gauth shoots its eye rays, Peter finds himself dozing off. Perhaps this whole hellscape was just a dream... Yeah, zzz.
Taking multiple double moves, 40 feet per round, to get to the down'ed Harengon, the Gauth (28/67) licks it's lips and smells its prize. Sensing there is more life in this one, it will automatically score a critical hit, using it's bite attack, in hopes to coup de grace the meal.
Let’s try the hellwasp again. I’ll but 8 potions of superior healing, a suit of +1 studded leather, a ring of protection and a cloak of protection. I cast Heroism on myself and head into battle! I’m a lvl 3 college of lore bard.
Let’s try the hellwasp again. I’ll but 8 potions of superior healing, a suit of +1 studded leather, a ring of protection and a cloak of protection. I cast Heroism on myself and head into battle! I’m a lvl 3 college of lore bard. Init: 4
Hellwasp Init: 19
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
After taking 8 from half two moonbeams ago and the 9 from the last round, then taking a crit of 8, the Gauth (31/67) rolls a Constitution Saving Throw against the last Moonbeam DC 14 vs 6 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 1, 2, 5, 6
Then takes 11 from moonbeam, the Gauth (20/67), uses three eye rays Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take 15 necrotic damage, save take half.
Paralyzing Ray CON 14: 15+4 = 19 Devour Ray DEX 14: 5+4+4 = 13 (let's use Lucky Footwork Reaction) 13 + 1 = 14 Enervation Ray DEX 14: 7+4+4 = 15 //half between half damage and resistance from potion 15/2/2 = 7.5/2 = 3.75 = 3 with rounding down
DC 10 CON save for concentration: 13+4 = 17
Even as the necrotic energy singes his shoulder, Peter finds himself with a giddy feeling inside him. He unleashes another production of flame into the light of his moonbeam.
Action: Produce Flame, To-Hit: 13+6 = 19, Damage: 3 Moonbeam Damage: 9+1 = 10, CON Save 14, half damage on save
Produce Flame deals 3 damage, so the Gauth (28/67) must make a Constitution Saving Throw against 10 damage from Moonbeam DC 14 vs 11 Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 1, 6, 1, 3, 1
After failing the save vs Moonbean, the Gauth (18) sets the following rays against you, Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Sleep Ray Save: 3+7+2 = 12 Let's use the inspiration you gave us to get advantage on this roll Second-shot: 1+7+2 = 10
WHELP!
Ignore the Dex save I made (had to reread what the sleep ray did and found unconscious auto-fails STR and DEX saving throws)
As the Gauth shoots its eye rays, Peter finds himself dozing off. Perhaps this whole hellscape was just a dream... Yeah, zzz.
Taking multiple double moves, 40 feet per round, to get to the down'ed Harengon, the Gauth (28/67) licks it's lips and smells its prize. Sensing there is more life in this one, it will automatically score a critical hit, using it's bite attack, in hopes to coup de grace the meal.
Crit Bite Attack: 26 Damage: 20
Coulda been worse. It's not good. But it coulda been worse.
Awakened by the damage, Peter first needs to make a WIS saving throw against the Gauth's visage. (please correct me if I'm wrong)
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."
"We shall see foul creature." Eladan replies before BA shifting into a bear and attacking,
Bite to hit: 22 damage: 5 Claw to hit: 27 damage: 8
The Dybbuk (24/37) Tendril Attack: 19 Damage: 12 necrotic damage. If it hits, then reduce your max hp by 6
Eladan takes the hit and returns the attack. (it's attacks should be at disadvantage from protection from evil and good. I took the hit this time though)
Bite to hit: 8 damage: 7 Claw to hit: 12 damage: 9
Cons save for concentration: 23
Disadvantage Tendril Attack from last round: 24
The Dybbuk (24/37) Tendril with Disadvantage Attack: 17 Damage: 10, If it hits, then reduce your max hp by 2
Eladan takes another hit from the creature and counter attacks with tooth and claw and BA's wild shape healing.
Bite to hit: 9 damage: 12 Claw to hit: 18 damage: 13
Healing: 11
Cons save for concentration: 15
The Dybbuk (11/37) Tendril with Disadvantage Attack: 16 Damage: 13, If it hits, then reduce your max hp by 6
The elf-bear is looking a little bloody but keeps attacking.
Bite to hit: 23 damage: 6 Claw to hit: 20 damage: 9
Cons save for concentration: 23
Congratulations, you've defeated the keeper and now you have two portals, some idea how to activate them, and the notion that a Demon Lord wants you to destroy both of them, but also that you would need to destroy one from the Abyss and the other from the Material Plane to prevent being trapped in the Abyss. We can call this a break, you can fight another monster, roleplay a little more, the next steps are up to you
After the creature falls dead, Eladan takes a rest. He will then attempt to destroy the portal in the location he is at now and then return to the first one he came through from the keep. Possibly running into another monster on his way back. (Draconian)
You gain 1100 XP and on your way to the first portal, you run into a roaming Sivak Draconian Sivak Draconian rolls initiative 5
Eladan spots the creature and goes on the offensive before it can react. (Initiative 11). He casts summon beast and commands the wolf spirit (AC 13 Hp 30) that appears to attack the draconian. He then BA wild shapes into a brown bear.
Bestial Spirit Maul to Hit: 23 Damage: 12
After taking some damage, the Sivak Draconian (45/57), uses multiattack on the summoned creature,
Sivak Draconian Serrated Sword 1 Attack: 12 Damage: 12 Sivak Draconian Serrated Sword 1 Attack: 21 Damage: 13 Sivak Draconian Tail Attack: 24 Damage: 11, make DC 14 Strength saving throw or be knocked prone
Two of the draconian's attacks tear into Eladan's companion and it's knocked prone. It gets up and tries to maul the draconian again as Eladan joins the fray and attacksas well.
Bestial Spirit Maul to Hit (with advantage from pack tactics): 26 (crit) Damage: 12 Eladan Bite to hit: 9 damage: 8 Claw to hit: 13 damage: 12
With some incredible damage from the summoned, the Sivak Draconian (33/57), will multiattack, split attacks on two targets
Eladan takes Sivak Draconian Serrated Sword 1 Attack: 26 Damage: 12 Eladan takes Sivak Draconian Serrated Sword 1 Attack: 20 Damage: 17 Summons will take Sivak Draconian Tail Attack: 9 Damage: 9, make DC 14 Strength saving throw or be knocked prone
The draconian's sword tears into Eladan but miss the spirit wolf. They both attack the creature again.
Bestial Spirit Maul to Hit (with advantage from pack tactics): 16 Damage: 12
Eladan Bite to hit: 12 damage: 12 Claw to hit: 24 damage: 11
BA wild shape healing: 8
Starting with 33 hp, first taking 12 damage from the summoned creature, Then dodging the Bite The Claw trikes true for 11 more damage The Sivak Draconian (10/57) hangs onto life and full attacks back, splitting up to target both creatures,
Eladan takes Sivak Draconian Serrated Sword 1 Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Eladan takes Sivak Draconian Serrated Sword 1 Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Summons will take Sivak Draconian Tail Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section., make DC 14 Strength saving throw or be knocked prone
Rolls aren't showing up for me
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Already in her mind smelling the wyvern tender loin that she will certainly cut out, Rime forgot to dash away and simply seeks some 30 feet distance to bring in two more bolts.
Attack: 3 plus 25 Damage: 15
Attack:3 plus 24 Damage: 12
stealth: 9
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 ||
After getting pierced by the rapier for 7 damage and skewered by the dancing sword for 10, the Wayvrn (32/110), under the transmutation of earthbind must walk, double moves, ing 40 feet towards Atherna.
@cyreon
Two bolts will deal 27 damage, the Wyvern (4/110), last chance effort to triple crit the invisible foe
Perception roll 11
Having pinpointed the dusty square of the hop-along bolter, the Wyvern multiattacks the correct square with disadvantage
While Flying, Claw Attack: 11 Damage: 10
While Flying, Stinger Attack: 12 Damage: 9, on hit if you make a Con Save DC 15, take half of 20 poison damage.
Sleep Ray Save: 3+7+2 = 12
Let's use the inspiration you gave us to get advantage on this roll
Second-shot: 1+7+2 = 10
WHELP!
Ignore the Dex save I made (had to reread what the sleep ray did and found unconscious auto-fails STR and DEX saving throws)
As the Gauth shoots its eye rays, Peter finds himself dozing off. Perhaps this whole hellscape was just a dream... Yeah, zzz.
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
Dropping the crossbow, Rime draws her rapier and goes in for the killing blow.
Attack:4plus 19 Damage: 11
Attack:1plus 22 Damage: 7
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 ||
The draconian's sword tears into Eladan but miss the spirit wolf. They both attack the creature again.
Bestial Spirit Maul to Hit (with advantage from pack tactics): 16 Damage: 12
Eladan Bite to hit: 12 damage: 12
Claw to hit: 24 damage: 11
BA wild shape healing: 8
(The movement means it takes 6 thunder damage as well.)
Atherna continues to dance between being close enough to attack and far enough away to being unreachable, outrunning her foe's stinger as it chases after her during her retreat.
Atherna's Turn:
Action: Booming blade (Rapier, +1): 25 (
3,15 + 6 + 4) to hit, 7 (3 + 4) piercing damage, 8 thunder damage on movementBonus action: Dancing Rapier: Move 30 feet to behind wyvern, 19 (11 + 5 + 3) to hit, 6 (3 + 3) piercing damage
Haste Action: Disengage
Movement: Around the wyvern, then 45 feet away
Owl's Turn:
Movement: 45 feet to wyvern
Action: Help, next attack against wyvern has advantage
Movement: 10 feet up
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)
Congratulations, you've defeated the keeper and now you have two portals, some idea how to activate them, and the notion that a Demon Lord wants you to destroy both of them, but also that you would need to destroy one from the Abyss and the other from the Material Plane to prevent being trapped in the Abyss.
Feel free to RP your return to the Material Plane, and if and how you might destroy the portals.
Starting with 32 hp, first taking 6 thunder from last round's Booming Blade
Then taking another Booming Blade hit for 7 damage
Another Dancing Sword damage for 6 damage
The Wayvrn (13/110), in a futile attempt to catch up, with 1 minute of earthbind to slot it down, it will double move 40 feet towards Atherna, which is just out of reach for the dragon.
Starting with 33 hp, first taking 12 damage from the summoned creature,
Then dodging the Bite
The Claw trikes true for 11 more damage
The Sivak Draconian (10/57) hangs onto life and full attacks back, splitting up to target both creatures,
Eladan takes Sivak Draconian Serrated Sword 1 Attack: 26 Damage: 24
Eladan takes Sivak Draconian Serrated Sword 1 Attack: 26 Damage: 26
Summons will take Sivak Draconian Tail Attack: 24 Damage: 9, make DC 14 Strength saving throw or be knocked prone
(Would you let us try another character before we continue with the next step? I’d like to see how a different concept works.)
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 ||
Taking multiple double moves, 40 feet per round, to get to the down'ed Harengon, the Gauth (28/67) licks it's lips and smells its prize.
Sensing there is more life in this one, it will automatically score a critical hit, using it's bite attack, in hopes to coup de grace the meal.
Crit Bite Attack: 26 Damage: 19
Let’s try the hellwasp again. I’ll but 8 potions of superior healing, a suit of +1 studded leather, a ring of protection and a cloak of protection. I cast Heroism on myself and head into battle! I’m a lvl 3 college of lore bard.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Init: 4
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Let's break for a moment and think about Tier 5.
I was looking at Stone Giant and Mind Flayer, both because they have 60 foot range attacks (Stone Giant can attack at disadvantage at 240 feet)
Hellwasp Init: 13
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
Coulda been worse. It's not good. But it coulda been worse.
Awakened by the damage, Peter first needs to make a WIS saving throw against the Gauth's visage. (please correct me if I'm wrong)
Stunning Gaze DC 14: 4 + 7 + 1 = 12
Okay. Now it's worse.
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
Rolls aren't showing up for me