Ioun Insight: 3,000 Cloak of Protection: 3,500 Potion of Fire Resistance: 300 Potion of Necrotic Resistance: 300 Potion of Heroism: 180 Longstrider Scroll: 60 Studded Leather: 45 Yew Wand: 10 Shield: 10 Clothe's Travelers: 2 Riding Horse: 75 Saddle: 10 Total: 7492 Remaining Gold: 1008
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6
The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6
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 22 necrotic damage, save take half. 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
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
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.
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune.
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
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.
>>(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Absolutely, choose any tier you like. The purpose of tiers is just for the DM to have time to prepare monsters and shop item prices. Now that I've written everything out, I think we are good to start new players at any tier they would like. If we had more DMs and more players, we could probably setup a challenge like "contest", similar to Old School Core Colosseum from 3rd edition. Honestly, I think the only way to make this more rigorous, would be to restrict evasive tactics, because it takes a longer number of rounds to simulate and because most of the tactics are item or spell dependent instead of being build dependent, but then again, I think it's important for folks to know and understand how evasive tactics work within the rules, and that's another benefit for this small form mini-campaign, to just explore ideas in a practical and brutal way. I'm certainly open to suggestions, and would love to partner with someone for ideas on how to expand or sustain this mini-campaign.
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
Hellwasp Sting Attack: 10 Damage: 7, on hit take 7 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 8 Damage: 11
I drink a potion for 28
The Hellwasp (46/52) attacks,
Hellwasp Sting Attack: 13 Damage: 6, on hit take 7 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 12 Damage: 8
Neither hits, so I’ll attempt Thunderwave again, and if it fails, fly as far as possible away and sped a bardic inspiration die on myself in case I need to make another save. Thunderwave damage 12
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
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.
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
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.
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
The Hellwasp (52/52) responds to a reaction and grapple before taking a turn, Stone Rune Charm Wisdom Save DC 13 vs 8 Opposed Grapple Check (Strength) DC 23 vs 7
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
The Hellwasp (52/52) responds to a reaction and grapple before taking a turn, Stone Rune Charm Wisdom Save DC 13 vs 8 Opposed Grapple Check (Strength) DC 23 vs 7
The Charmed Hellwasp gets grappled and now must make an opposed grappled check to be pinned (prone) Opposed Grapple Check (Strength) DC 27 vs 22
Notes: A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Ioun Insight: 3,000 Cloak of Protection: 3,500 Potion of Fire Resistance: 300 Potion of Necrotic Resistance: 300 Potion of Heroism: 180 Longstrider Scroll: 60 Studded Leather: 45 Yew Wand: 10 Shield: 10 Clothe's Travelers: 2 Riding Horse: 75 Saddle: 10 Total: 7492 Remaining Gold: 1008
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6
The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6
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 Dice rolls not yet available for this section. necrotic damage, save take half. 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 Save: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
The Hellwasp (52/52) responds to a reaction and grapple before taking a turn, Stone Rune Charm Wisdom Save DC 13 vs 8 Opposed Grapple Check (Strength) DC 23 vs 7
Notes: A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
The Charmed Hellwasp gets grappled and now must make an opposed grappled check to be pinned (prone) Opposed Grapple Check (Strength) DC 27 vs 22
The Charmed, Grappled, Pinned Hellwasp buzzes lovingly and affectionately towards Berry. For it's action, it will extend its proboscis and lick all around Berry's lips and mouth, giving a sloppy wet insect kiss.
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
The Hellwasp (52/52) responds to a reaction and grapple before taking a turn, Stone Rune Charm Wisdom Save DC 13 vs 8 Opposed Grapple Check (Strength) DC 23 vs 7
The Charmed Hellwasp gets grappled and now must make an opposed grappled check to be pinned (prone) Opposed Grapple Check (Strength) DC 27 vs 22
Notes: A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
(The feature also states that the target is incapacitated not only charmed but it can repeat the save at the end of its turns.)
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.
Hellwasp Sting Attack: 10 Damage: 7, on hit take 7 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 8 Damage: 11
I drink a potion for 28
The Hellwasp (46/52) attacks,
Hellwasp Sting Attack: 13 Damage: 6, on hit take 7 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 12 Damage: 8
Neither hits, so I’ll attempt Thunderwave again, and if it fails, fly as far as possible away and sped a bardic inspiration die on myself in case I need to make another save. Thunderwave damage 16
The Hellwasp (46/52) rolls a Constitution Saving throw against the Thunderwave DC 14 vs 21
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
The Hellwasp (52/52) responds to a reaction and grapple before taking a turn, Stone Rune Charm Wisdom Save DC 13 vs 8 Opposed Grapple Check (Strength) DC 23 vs 7
Notes: A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
The Charmed Hellwasp gets grappled and now must make an opposed grappled check to be pinned (prone) Opposed Grapple Check (Strength) DC 27 vs 22
The Charmed, Grappled, Pinned Hellwasp buzzes lovingly and affectionately towards Berry. For it's action, it will extend its proboscis and lick all around Berry's lips and mouth, giving a sloppy wet insect kiss.
Now that was unexpected, bloody wasp. I'm all for hugs but you gotta respect my limits, thinks Berry somewhat hypocritical. Then he releases two quick kicks.
grapple hold: 3 bludgeoning damage
Attack: 24 Damage: 10
Attack: 22 Damage: 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.
Hellwasp Sting Attack: 10 Damage: 7, on hit take 7 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 8 Damage: 11
I drink a potion for 28
The Hellwasp (46/52) attacks,
Hellwasp Sting Attack: 13 Damage: 6, on hit take 7 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 12 Damage: 8
Neither hits, so I’ll attempt Thunderwave again, and if it fails, fly as far as possible away and sped a bardic inspiration die on myself in case I need to make another save. Thunderwave damage 16
The Hellwasp (46/52) rolls a Constitution Saving throw against the Thunderwave DC 14 vs 21
After taking half of 16 Thunderwave damage, The Hellwasp (38/52) attacks,
Hellwasp Sting Attack: 24 Damage: 11, on hit take 6 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 11 Damage: 8
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6 The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6 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 Dice rolls not yet available for this section. necrotic damage, save take half. 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 Save: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
Enervation Ray damage roll 11 necrotic damage, save take half.
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
The Hellwasp (52/52) responds to a reaction and grapple before taking a turn, Stone Rune Charm Wisdom Save DC 13 vs 8 Opposed Grapple Check (Strength) DC 23 vs 7
Notes: A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
The Charmed Hellwasp gets grappled and now must make an opposed grappled check to be pinned (prone) Opposed Grapple Check (Strength) DC 27 vs 22
The Charmed, Grappled, Pinned Hellwasp buzzes lovingly and affectionately towards Berry. For it's action, it will extend its proboscis and lick all around Berry's lips and mouth, giving a sloppy wet insect kiss.
Now that was unexpected, bloody wasp. I'm all for hugs but you gotta respect my limits, thinks Berry somewhat hypocritical. Then he releases two quick kicks.
grapple hold: 3 bludgeoning damage
Attack: 10 Damage: 10 Attack: 15 Damage: 8
Backing up to the end of the Hellwasp's last turn, Charmed Wis Save DC 13 vs 17
Rollback Post to RevisionRollBack
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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 22 necrotic damage, save take half.
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
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
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 ||
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune.
Frost Rune:
You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Berry's Initiative: 8
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 ||
>>(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Absolutely, choose any tier you like. The purpose of tiers is just for the DM to have time to prepare monsters and shop item prices. Now that I've written everything out, I think we are good to start new players at any tier they would like. If we had more DMs and more players, we could probably setup a challenge like "contest", similar to Old School Core Colosseum from 3rd edition. Honestly, I think the only way to make this more rigorous, would be to restrict evasive tactics, because it takes a longer number of rounds to simulate and because most of the tactics are item or spell dependent instead of being build dependent, but then again, I think it's important for folks to know and understand how evasive tactics work within the rules, and that's another benefit for this small form mini-campaign, to just explore ideas in a practical and brutal way. I'm certainly open to suggestions, and would love to partner with someone for ideas on how to expand or sustain this mini-campaign.
The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
Neither hits, so I’ll attempt Thunderwave again, and if it fails, fly as far as possible away and sped a bardic inspiration die on myself in case I need to make another save. Thunderwave damage 12
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
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 the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
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 Hellwasp (52/52) responds to a reaction and grapple before taking a turn,
Stone Rune Charm Wisdom Save DC 13 vs 8
Opposed Grapple Check (Strength) DC 23 vs 7
The Charmed Hellwasp gets grappled and now must make an opposed grappled check to be pinned (prone)
Opposed Grapple Check (Strength) DC 27 vs 22
Notes:
A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.
A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Devour Magic Save: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17
(not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage)
Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this)
Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
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
The Charmed, Grappled, Pinned Hellwasp buzzes lovingly and affectionately towards Berry. For it's action, it will extend its proboscis and lick all around Berry's lips and mouth, giving a sloppy wet insect kiss.
(The feature also states that the target is incapacitated not only charmed but it can repeat the save at the end of its turns.)
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 Hellwasp (46/52) rolls a Constitution Saving throw against the Thunderwave DC 14 vs 21
Now that was unexpected, bloody wasp. I'm all for hugs but you gotta respect my limits, thinks Berry somewhat hypocritical. Then he releases two quick kicks.
grapple hold: 3 bludgeoning damage
Attack: 24 Damage: 10
Attack: 22 Damage: 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 taking half of 16 Thunderwave damage, The Hellwasp (38/52) attacks,
Hellwasp Sting Attack: 24 Damage: 11, on hit take 6 fire damage and make a Con Save vs DC 12, or be poison paralyzed
Hellwasp Sword Talon Attack: 11 Damage: 8
Enervation Ray damage roll 11 necrotic damage, save take half.
Backing up to the end of the Hellwasp's last turn, Charmed Wis Save DC 13 vs 17