Once he arrives at the Old Keep, he drinks the potion of heroism and prepares to fight the polar bear (Encounter 2C) at the top of the vined wall with his initiative of 20 (19 + 1).
Polar Bear initiative roll 12
(For clarification, there is only one monster at a time, right?)
Standing at the top of the wall, Aresus looks down upon the arctic monstrosity with a grim fire in his eyes. He and polar bears have a long and storied history. Needless to say, this fight's going to be personal. Seeing that the distance between him and the cause of his ire is too great to cover with a javelin, the bugbear instead takes the fire in his eyes and channels it into a glowing red bolt that takes the shape of a throwing axe and spins through the air towards the unpigmented ursidae.
Movement: None, but I'll start at W13 Action: Guiding bolt: 20 (13 + 5 + 2) to hit, 20 (15 + 5) radiant damage
>> (For clarification, there is only one monster at a time, right?) Yes
The Polar Bear (22/42) double moves up the Yellow Ramp to get as close as possible to W13
Nowhere to run now. Aresus takes his oversized hammer, leaps up, and makes the head of the hammer contact with the head of his snow-white foe.
Movement: 10 feet away from the polar bear Action: Attack (vicious maul): 15 (5,6 + 5 + 4) to hit, 13 (10 + 3) bludgeoning damage Bonus Action: War Priest (vicious maul): 13 (7 + 5 + 1) to hit, 9 (6 + 3) bludgeoning damage
The polar bear falls to the overwhelming damage dealt by the war priest.
You can take a short rest or continue through a door, leading to the cellar.
Aresus will swiftly continue on into the cellar! Not much point in taking a short rest, I could get a slot back but I'd lose the effects of my potion.
Initiative: 15 (14 + 1)
Under the inner ward are cellar doors. When you open them, another Polar Bear greats you with a roar.
Initiative: 15 (14 + 1) Polar Bear initiative 19
Without warning, there is a Polar Bear upon you. In the center of the ward are cellar doors that lead into the yard. The opening is 10 feet by 10 feet. The Polar bear attacks.
Bite Attack 24, Damage 12
Claw Attack 11, Damage 10
The bear's bite pierces his armor, but thanks to a combination of the potion he drank and his own anger, Aresus stands strong through the pain. The Cleric of Mars retaliates with remarkable speed, sending two blows towards the albino terror.
Once again, the bite goes through, bloodying Aresus severely. Seeing his state, he holds out a hand to make a divine command towards his foe. His other hand takes a potion from his belt and provides his mouth the opportunity to swiftly gulp down its contents.
The Polar Bear (22/42) makes a Wisdom save to attack through Sanctuary DC 13 vs 19
Aresus (Quar1on) The Polar Bear (22/42) rears up and attacks through the Sanctuary
Bite Attack 8, Damage 8
Claw Attack 23, Damage 11
(I was under the impression that the save had to be made per attack, but rereading the spell now, I see it's a lot less obvious how it's supposed to work than I thought. Ah well, no biggie- alive is alive.)
The polar bear's bite misses for once, but that doesn't stop its claws from slashing through Aresus's armor, leaving a gash that can only be described as "nasty". He's on the very brink of death at this point. Nevertheless, his anger towards the white monstrosity in front of him is as strong as ever. A blank canvas of an enemy, that he seeks to paint red. He lashes out against it, causing his suggestion of peace to fade, which he quickly makes efforts to reestablish. Clearly, the Cleric is more concerned about not dying (or at least killing his enemy) than fighting fair.
Once he arrives at the Old Keep, he drinks the potion of heroism and prepares to fight the polar bear (Encounter 2C) at the top of the vined wall with his initiative of 20 (19 + 1).
Polar Bear initiative roll 12
(For clarification, there is only one monster at a time, right?)
Standing at the top of the wall, Aresus looks down upon the arctic monstrosity with a grim fire in his eyes. He and polar bears have a long and storied history. Needless to say, this fight's going to be personal. Seeing that the distance between him and the cause of his ire is too great to cover with a javelin, the bugbear instead takes the fire in his eyes and channels it into a glowing red bolt that takes the shape of a throwing axe and spins through the air towards the unpigmented ursidae.
Movement: None, but I'll start at W13 Action: Guiding bolt: 20 (13 + 5 + 2) to hit, 20 (15 + 5) radiant damage
>> (For clarification, there is only one monster at a time, right?) Yes
The Polar Bear (22/42) double moves up the Yellow Ramp to get as close as possible to W13
Nowhere to run now. Aresus takes his oversized hammer, leaps up, and makes the head of the hammer contact with the head of his snow-white foe.
Movement: 10 feet away from the polar bear Action: Attack (vicious maul): 15 (5,6 + 5 + 4) to hit, 13 (10 + 3) bludgeoning damage Bonus Action: War Priest (vicious maul): 13 (7 + 5 + 1) to hit, 9 (6 + 3) bludgeoning damage
The polar bear falls to the overwhelming damage dealt by the war priest.
You can take a short rest or continue through a door, leading to the cellar.
Aresus will swiftly continue on into the cellar! Not much point in taking a short rest, I could get a slot back but I'd lose the effects of my potion.
Initiative: 15 (14 + 1)
Under the inner ward are cellar doors. When you open them, another Polar Bear greats you with a roar.
Initiative: 15 (14 + 1) Polar Bear initiative 19
Without warning, there is a Polar Bear upon you. In the center of the ward are cellar doors that lead into the yard. The opening is 10 feet by 10 feet. The Polar bear attacks.
Bite Attack 24, Damage 12
Claw Attack 11, Damage 10
The bear's bite pierces his armor, but thanks to a combination of the potion he drank and his own anger, Aresus stands strong through the pain. The Cleric of Mars retaliates with remarkable speed, sending two blows towards the albino terror.
Once again, the bite goes through, bloodying Aresus severely. Seeing his state, he holds out a hand to make a divine command towards his foe. His other hand takes a potion from his belt and provides his mouth the opportunity to swiftly gulp down its contents.
The Polar Bear (22/42) makes a Wisdom save to attack through Sanctuary DC 13 vs 19
Aresus (Quar1on) The Polar Bear (22/42) rears up and attacks through the Sanctuary
Bite Attack 8, Damage 8
Claw Attack 23, Damage 11
(I was under the impression that the save had to be made per attack, but rereading the spell now, I see it's a lot less obvious how it's supposed to work than I thought. Ah well, no biggie- alive is alive.)
The polar bear's bite misses for once, but that doesn't stop its claws from slashing through Aresus's armor, leaving a gash that can only be described as "nasty". He's on the very brink of death at this point. Nevertheless, his anger towards the white monstrosity in front of him is as strong as ever. A blank canvas of an enemy, that he seeks to paint red. He lashes out against it, causing his suggestion of peace to fade, which he quickly makes efforts to reestablish. Clearly, the Cleric is more concerned about not dying (or at least killing his enemy) than fighting fair.
Once he arrives at the Old Keep, he drinks the potion of heroism and prepares to fight the polar bear (Encounter 2C) at the top of the vined wall with his initiative of 20 (19 + 1).
Polar Bear initiative roll 12
(For clarification, there is only one monster at a time, right?)
Standing at the top of the wall, Aresus looks down upon the arctic monstrosity with a grim fire in his eyes. He and polar bears have a long and storied history. Needless to say, this fight's going to be personal. Seeing that the distance between him and the cause of his ire is too great to cover with a javelin, the bugbear instead takes the fire in his eyes and channels it into a glowing red bolt that takes the shape of a throwing axe and spins through the air towards the unpigmented ursidae.
Movement: None, but I'll start at W13 Action: Guiding bolt: 20 (13 + 5 + 2) to hit, 20 (15 + 5) radiant damage
>> (For clarification, there is only one monster at a time, right?) Yes
The Polar Bear (22/42) double moves up the Yellow Ramp to get as close as possible to W13
Nowhere to run now. Aresus takes his oversized hammer, leaps up, and makes the head of the hammer contact with the head of his snow-white foe.
Movement: 10 feet away from the polar bear Action: Attack (vicious maul): 15 (5,6 + 5 + 4) to hit, 13 (10 + 3) bludgeoning damage Bonus Action: War Priest (vicious maul): 13 (7 + 5 + 1) to hit, 9 (6 + 3) bludgeoning damage
The polar bear falls to the overwhelming damage dealt by the war priest.
You can take a short rest or continue through a door, leading to the cellar.
Aresus will swiftly continue on into the cellar! Not much point in taking a short rest, I could get a slot back but I'd lose the effects of my potion.
Initiative: 15 (14 + 1)
Under the inner ward are cellar doors. When you open them, another Polar Bear greats you with a roar.
Initiative: 15 (14 + 1) Polar Bear initiative 19
Without warning, there is a Polar Bear upon you. In the center of the ward are cellar doors that lead into the yard. The opening is 10 feet by 10 feet. The Polar bear attacks.
Bite Attack 24, Damage 12
Claw Attack 11, Damage 10
The bear's bite pierces his armor, but thanks to a combination of the potion he drank and his own anger, Aresus stands strong through the pain. The Cleric of Mars retaliates with remarkable speed, sending two blows towards the albino terror.
Once again, the bite goes through, bloodying Aresus severely. Seeing his state, he holds out a hand to make a divine command towards his foe. His other hand takes a potion from his belt and provides his mouth the opportunity to swiftly gulp down its contents.
The Polar Bear (22/42) makes a Wisdom save to attack through Sanctuary DC 13 vs 19
Aresus (Quar1on) The Polar Bear (22/42) rears up and attacks through the Sanctuary
Bite Attack 8, Damage 8
Claw Attack 23, Damage 11
(I was under the impression that the save had to be made per attack, but rereading the spell now, I see it's a lot less obvious how it's supposed to work than I thought. Ah well, no biggie- alive is alive.)
The polar bear's bite misses for once, but that doesn't stop its claws from slashing through Aresus's armor, leaving a gash that can only be described as "nasty". He's on the very brink of death at this point. Nevertheless, his anger towards the white monstrosity in front of him is as strong as ever. A blank canvas of an enemy, that he seeks to paint red. He lashes out against it, causing his suggestion of peace to fade, which he quickly makes efforts to reestablish. Clearly, the Cleric is more concerned about not dying (or at least killing his enemy) than fighting fair.
Rime flanges a dagger at the Tiger, and draws a new one.
Attack: 7 Damage: 5
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.
Once he arrives at the Old Keep, he drinks the potion of heroism and prepares to fight the polar bear (Encounter 2C) at the top of the vined wall with his initiative of 20 (19 + 1).
Polar Bear initiative roll 12
(For clarification, there is only one monster at a time, right?)
Standing at the top of the wall, Aresus looks down upon the arctic monstrosity with a grim fire in his eyes. He and polar bears have a long and storied history. Needless to say, this fight's going to be personal. Seeing that the distance between him and the cause of his ire is too great to cover with a javelin, the bugbear instead takes the fire in his eyes and channels it into a glowing red bolt that takes the shape of a throwing axe and spins through the air towards the unpigmented ursidae.
Movement: None, but I'll start at W13 Action: Guiding bolt: 20 (13 + 5 + 2) to hit, 20 (15 + 5) radiant damage
>> (For clarification, there is only one monster at a time, right?) Yes
The Polar Bear (22/42) double moves up the Yellow Ramp to get as close as possible to W13
Nowhere to run now. Aresus takes his oversized hammer, leaps up, and makes the head of the hammer contact with the head of his snow-white foe.
Movement: 10 feet away from the polar bear Action: Attack (vicious maul): 15 (5,6 + 5 + 4) to hit, 13 (10 + 3) bludgeoning damage Bonus Action: War Priest (vicious maul): 13 (7 + 5 + 1) to hit, 9 (6 + 3) bludgeoning damage
The polar bear falls to the overwhelming damage dealt by the war priest.
You can take a short rest or continue through a door, leading to the cellar.
Aresus will swiftly continue on into the cellar! Not much point in taking a short rest, I could get a slot back but I'd lose the effects of my potion.
Initiative: 15 (14 + 1)
Under the inner ward are cellar doors. When you open them, another Polar Bear greats you with a roar.
Initiative: 15 (14 + 1) Polar Bear initiative 19
Without warning, there is a Polar Bear upon you. In the center of the ward are cellar doors that lead into the yard. The opening is 10 feet by 10 feet. The Polar bear attacks.
Bite Attack 24, Damage 12
Claw Attack 11, Damage 10
The bear's bite pierces his armor, but thanks to a combination of the potion he drank and his own anger, Aresus stands strong through the pain. The Cleric of Mars retaliates with remarkable speed, sending two blows towards the albino terror.
Once again, the bite goes through, bloodying Aresus severely. Seeing his state, he holds out a hand to make a divine command towards his foe. His other hand takes a potion from his belt and provides his mouth the opportunity to swiftly gulp down its contents.
The Polar Bear (22/42) makes a Wisdom save to attack through Sanctuary DC 13 vs 19
Aresus (Quar1on) The Polar Bear (22/42) rears up and attacks through the Sanctuary
Bite Attack 8, Damage 8
Claw Attack 23, Damage 11
(I was under the impression that the save had to be made per attack, but rereading the spell now, I see it's a lot less obvious how it's supposed to work than I thought. Ah well, no biggie- alive is alive.)
The polar bear's bite misses for once, but that doesn't stop its claws from slashing through Aresus's armor, leaving a gash that can only be described as "nasty". He's on the very brink of death at this point. Nevertheless, his anger towards the white monstrosity in front of him is as strong as ever. A blank canvas of an enemy, that he seeks to paint red. He lashes out against it, causing his suggestion of peace to fade, which he quickly makes efforts to reestablish. Clearly, the Cleric is more concerned about not dying (or at least killing his enemy) than fighting fair.
“Ah! Bloody hell, I’m not a trapper. Let’s finish this the old fashioned way.” Rime drops her dagger, draws the rapier and attacks.
Attack: 21 Damage: 4
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.
Nadir parries 7 damage, and her armor deals 5 cold damage to the river when it hit her. Then she attacks again with her rapier.
Attack: 13 Damage: 5
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.
Once he arrives at the Old Keep, he drinks the potion of heroism and prepares to fight the polar bear (Encounter 2C) at the top of the vined wall with his initiative of 20 (19 + 1).
Polar Bear initiative roll 12
(For clarification, there is only one monster at a time, right?)
Standing at the top of the wall, Aresus looks down upon the arctic monstrosity with a grim fire in his eyes. He and polar bears have a long and storied history. Needless to say, this fight's going to be personal. Seeing that the distance between him and the cause of his ire is too great to cover with a javelin, the bugbear instead takes the fire in his eyes and channels it into a glowing red bolt that takes the shape of a throwing axe and spins through the air towards the unpigmented ursidae.
Movement: None, but I'll start at W13 Action: Guiding bolt: 20 (13 + 5 + 2) to hit, 20 (15 + 5) radiant damage
>> (For clarification, there is only one monster at a time, right?) Yes
The Polar Bear (22/42) double moves up the Yellow Ramp to get as close as possible to W13
Nowhere to run now. Aresus takes his oversized hammer, leaps up, and makes the head of the hammer contact with the head of his snow-white foe.
Movement: 10 feet away from the polar bear Action: Attack (vicious maul): 15 (5,6 + 5 + 4) to hit, 13 (10 + 3) bludgeoning damage Bonus Action: War Priest (vicious maul): 13 (7 + 5 + 1) to hit, 9 (6 + 3) bludgeoning damage
The polar bear falls to the overwhelming damage dealt by the war priest.
You can take a short rest or continue through a door, leading to the cellar.
Aresus will swiftly continue on into the cellar! Not much point in taking a short rest, I could get a slot back but I'd lose the effects of my potion.
Initiative: 15 (14 + 1)
Under the inner ward are cellar doors. When you open them, another Polar Bear greats you with a roar.
Initiative: 15 (14 + 1) Polar Bear initiative 19
Without warning, there is a Polar Bear upon you. In the center of the ward are cellar doors that lead into the yard. The opening is 10 feet by 10 feet. The Polar bear attacks.
Bite Attack 24, Damage 12
Claw Attack 11, Damage 10
The bear's bite pierces his armor, but thanks to a combination of the potion he drank and his own anger, Aresus stands strong through the pain. The Cleric of Mars retaliates with remarkable speed, sending two blows towards the albino terror.
Once again, the bite goes through, bloodying Aresus severely. Seeing his state, he holds out a hand to make a divine command towards his foe. His other hand takes a potion from his belt and provides his mouth the opportunity to swiftly gulp down its contents.
The Polar Bear (22/42) makes a Wisdom save to attack through Sanctuary DC 13 vs 19
Aresus (Quar1on) The Polar Bear (22/42) rears up and attacks through the Sanctuary
Bite Attack 8, Damage 8
Claw Attack 23, Damage 11
(I was under the impression that the save had to be made per attack, but rereading the spell now, I see it's a lot less obvious how it's supposed to work than I thought. Ah well, no biggie- alive is alive.)
The polar bear's bite misses for once, but that doesn't stop its claws from slashing through Aresus's armor, leaving a gash that can only be described as "nasty". He's on the very brink of death at this point. Nevertheless, his anger towards the white monstrosity in front of him is as strong as ever. A blank canvas of an enemy, that he seeks to paint red. He lashes out against it, causing his suggestion of peace to fade, which he quickly makes efforts to reestablish. Clearly, the Cleric is more concerned about not dying (or at least killing his enemy) than fighting fair.
retroactively, I'll make a second save for second attack
The Polar Bear (22/42) makes a second Wisdom save to attack through Sanctuary DC 13 vs 14
The Polar Bear (14/42) makes a Wisdom save to attack through the next Sanctuary DC 13 vs 11
The Polar Bear (14/42) makes a Wisdom save to attempt to make a second attack through 2nd Sanctuary DC 13 vs 14
Claw Attack 27, Damage 12
Since it's Adamantine, no extra crit dice
Aresus's strikes are not enough to kill the bear, nor is his ward enough to keep its attacks away. Its claws go straight through his chest, and he collapses to the floor, unconscious. Even as he bleeds out, his inexplicable hatred for polar bears burns on in his eyes.
Death Saving Throws: 6 (2 + 4), 18 (14 + 4), 18 (15 + 3), and Nat 1. Even with the effects of bless, that's 3 fails and 2 successes.
The bugbear Cleric of Mars dies on the floor of the cellar, the excessive dislike for polar bears that drove him to adventuring in the first place permeating his thoughts in his final few moments. His last breath sounds more like a grumble of discontent than anything else, with naught but the polar bear that slew him there to hear it.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Question: can booming blade be cast from 10 feet away from a target if you have 10 feet of reach? Specifically 10 feet of reach from the bugbear's Long-Limbed ability (yes, I like bugbears).
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
My thoughts are that the 5 foot range isn't malleable, but I'm just asking for DM confirmation.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Congratulations, you gain 450 XP and +500 gp. If you would like to roleplay your conversation with the Wardens, you can use the information you've gathered to post a scene. The Wardens will want you to track down the missing Wizard +500 gp
You can level up your character or start fresh with a new Tier 2 character, level 2 with 1500 gp. I've posted new Encounters and updated the lead post on this thread.
OOC: I think I'll keep going with Garagas for now. Kind of want to see how far he can get before he dies. (Plus that'll give me more time to think of what the next character will be. The content sharing is opening up a lot of options I'll want to look at.)
For the information I've gathered, is there a place I should look for that?
And with exploring the tower, is that going through the other T1 encounters too still? Or choose one of the T2 encounters for the next one in the tower? Probably looking at the two polar bears. Gonna want to prep the room with the jelly ochre with some traps and things before proceeding up the stairs though.
I'm open to going backwards and exploring more T1 action, different monsters, what not. The beauty of D&D is that having a real live person as the DM, and not an AI or computer program, the game becomes limitless. Right now we are starting T2 but if you have something else in mind, want to go off script (just a little), let me know. I'm curious if you have an idea that we can try but using the limitations and confines of the Solos mini campaign.
Alrighty. Good to know for going forward. (And in reply to the earlier DM side note, been fun going with the challenges.)
Garagas reaches the top of the vines, potion of heroism in hand and traps dangling at his waist, and gazes into the interior. "Polar bears?" he mutters. Shaking his head at the discovery he says a quick prayer and readies for battle.
Garagas will enter on W7. (light grey is ground-level, right?) Initiative: 5
(self-note: Try using caltrops to slow them down, lay a hunting trap to hold one [use shove actions to push it there if need], and try to get a one on one. Also cast Bane on them.)
Garagas reaches the top of the vines, potion of heroism in hand and traps dangling at his waist, and gazes into the interior. "Polar bears?" he mutters. Shaking his head at the discovery he says a quick prayer and readies for battle.
Garagas will enter on W7. (light grey is ground-level, right?) (self-note: Try using caltrops to slow them down, lay a hunting trap to hold one [use shove actions to push it there if need], and try to get a one on one. Also cast Bane on them.)
Garagas Initiative: 5 Polar Bear initiative roll 19
Polar bear will double move to be adjacent to W7
OOC: Saw the clarification that's it's one monster at a time. So is it a case of "Fight one bear, and then the second afterwards."?
yes
Garagas flinches as the polar bear charges. He downs the Potion of Heroism, grabs his Yklwa, and begins circling the beast, seeing if he can reposition himself and get a sense of its nature.
Action: Drink potion //+10 temp HP and Bless effects Movement: W7->W8->V9->U9->T8->T7->T6 //assuming polar bear is on V7, V8, U7, U8 and so staying in its melee range doesn't provoke opportunity attack. Please correct me if I'm wrong Bonus Action (if able to do this): Assess the polar bear and ladder to see if it's capable of climbing the ladder Nature: 3
You seem to think that the polar bear is unable to use a ladder, for various reasons.
The Polar Bear will move close enough to multiattack
Congratulations, you gain 450 XP and +500 gp. If you would like to roleplay your conversation with the Wardens, you can use the information you've gathered to post a scene. The Wardens will want you to track down the missing Wizard +500 gp
You can level up your character or start fresh with a new Tier 2 character, level 2 with 1500 gp. I've posted new Encounters and updated the lead post on this thread.
OOC: I think I'll keep going with Garagas for now. Kind of want to see how far he can get before he dies. (Plus that'll give me more time to think of what the next character will be. The content sharing is opening up a lot of options I'll want to look at.)
For the information I've gathered, is there a place I should look for that?
And with exploring the tower, is that going through the other T1 encounters too still? Or choose one of the T2 encounters for the next one in the tower? Probably looking at the two polar bears. Gonna want to prep the room with the jelly ochre with some traps and things before proceeding up the stairs though.
I'm open to going backwards and exploring more T1 action, different monsters, what not. The beauty of D&D is that having a real live person as the DM, and not an AI or computer program, the game becomes limitless. Right now we are starting T2 but if you have something else in mind, want to go off script (just a little), let me know. I'm curious if you have an idea that we can try but using the limitations and confines of the Solos mini campaign.
Alrighty. Good to know for going forward. (And in reply to the earlier DM side note, been fun going with the challenges.)
Garagas reaches the top of the vines, potion of heroism in hand and traps dangling at his waist, and gazes into the interior. "Polar bears?" he mutters. Shaking his head at the discovery he says a quick prayer and readies for battle.
Garagas will enter on W7. (light grey is ground-level, right?) Initiative: 5
(self-note: Try using caltrops to slow them down, lay a hunting trap to hold one [use shove actions to push it there if need], and try to get a one on one. Also cast Bane on them.)
Garagas reaches the top of the vines, potion of heroism in hand and traps dangling at his waist, and gazes into the interior. "Polar bears?" he mutters. Shaking his head at the discovery he says a quick prayer and readies for battle.
Garagas will enter on W7. (light grey is ground-level, right?) (self-note: Try using caltrops to slow them down, lay a hunting trap to hold one [use shove actions to push it there if need], and try to get a one on one. Also cast Bane on them.)
Garagas Initiative: 5 Polar Bear initiative roll 19
Polar bear will double move to be adjacent to W7
OOC: Saw the clarification that's it's one monster at a time. So is it a case of "Fight one bear, and then the second afterwards."?
yes
Garagas flinches as the polar bear charges. He downs the Potion of Heroism, grabs his Yklwa, and begins circling the beast, seeing if he can reposition himself and get a sense of its nature.
Action: Drink potion //+10 temp HP and Bless effects Movement: W7->W8->V9->U9->T8->T7->T6 //assuming polar bear is on V7, V8, U7, U8 and so staying in its melee range doesn't provoke opportunity attack. Please correct me if I'm wrong Bonus Action (if able to do this): Assess the polar bear and ladder to see if it's capable of climbing the ladder Nature: 3
You seem to think that the polar bear is unable to use a ladder, for various reasons.
The Polar Bear will move close enough to multiattack
Bite Attack 8, Damage 13
Claw Attack 27, Damage 16
Please add 2d6 9 to the above 16 damage (25)
Well this seems like a good time to use Stone's Endurance.
Reaction: Reduce damage taken by 1d12 + CON 9 + 3 = 12 25 damage reduced to 13.
Garagas bites his cheek at the polar bear's attack. "You sure pack a punch." he mutters. Seeking put some distance between him and the bear in hopes of setting an obstacle he takes a risk and darts to the ladder and up the ramparts, sidling his yklwa to free up his hand.
Action: [action]dodge[/spell] Movement: 15ft to get to the magenta ladder and ascend it (6+5 >= 5 Athletics passed) and then the other 45ft to get to J2.
(Hoping this works out. Gambling on the opportunity attack missing to try laying a caltrop or something to take out its speed advantage.)
The Polar Bear (42/42) takes an attack of opportunity
Bite Attack 9, Damage 7
The Polar Bear will double move to get back into melee range at J2, no actions left this round.
Garagas breathes a sigh of relief as he escapes the polar bear only for it to come up the ramp. "Let's give it another go around." He snarls as he extricates himself more carefully and heads towards the green ladder to flourish down it and arrive at H3, palming a bag of caltrops in his hand.
Action: Disengage Movement: 30 ft to H3 Item Interaction: Palm caltrops
/* assuming the bear double-moves up and around to be on ~G4, G5, F4, F5 */
With the bear at his throat once more he looks back to the magenta ladder. "One more risk and then I finally take the fight to you." he says, dashing up away to T2.
Action: Dash Athletics x + 5 > 5 (ladder climbed) Movement: To T2
Condition Bonus Action: If the Polar Bear's opportunity attack hits and does 6+ damage he will cast Healing Word on himself. Hit Points Healed: 2+5 = 7 Self-Note: Remember to knock off spell slot if condition is met
(I'm thinking I might try a goblin for the next character. I feel like bonus-action disengage would come in handy to free up some actions to do things like lay caltrops and set traps.)
Question: can booming blade be cast from 10 feet away from a target if you have 10 feet of reach? Specifically 10 feet of reach from the bugbear's Long-Limbed ability (yes, I like bugbears).
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
My thoughts are that the 5 foot range isn't malleable, but I'm just asking for DM confirmation.
This is a curious ruling. I'll allow Booming Blade with reach. It should be interesting.
Congratulations, you gain 450 XP and +500 gp. If you would like to roleplay your conversation with the Wardens, you can use the information you've gathered to post a scene. The Wardens will want you to track down the missing Wizard +500 gp
You can level up your character or start fresh with a new Tier 2 character, level 2 with 1500 gp. I've posted new Encounters and updated the lead post on this thread.
OOC: I think I'll keep going with Garagas for now. Kind of want to see how far he can get before he dies. (Plus that'll give me more time to think of what the next character will be. The content sharing is opening up a lot of options I'll want to look at.)
For the information I've gathered, is there a place I should look for that?
And with exploring the tower, is that going through the other T1 encounters too still? Or choose one of the T2 encounters for the next one in the tower? Probably looking at the two polar bears. Gonna want to prep the room with the jelly ochre with some traps and things before proceeding up the stairs though.
I'm open to going backwards and exploring more T1 action, different monsters, what not. The beauty of D&D is that having a real live person as the DM, and not an AI or computer program, the game becomes limitless. Right now we are starting T2 but if you have something else in mind, want to go off script (just a little), let me know. I'm curious if you have an idea that we can try but using the limitations and confines of the Solos mini campaign.
Alrighty. Good to know for going forward. (And in reply to the earlier DM side note, been fun going with the challenges.)
Garagas reaches the top of the vines, potion of heroism in hand and traps dangling at his waist, and gazes into the interior. "Polar bears?" he mutters. Shaking his head at the discovery he says a quick prayer and readies for battle.
Garagas will enter on W7. (light grey is ground-level, right?) Initiative: 5
(self-note: Try using caltrops to slow them down, lay a hunting trap to hold one [use shove actions to push it there if need], and try to get a one on one. Also cast Bane on them.)
Garagas reaches the top of the vines, potion of heroism in hand and traps dangling at his waist, and gazes into the interior. "Polar bears?" he mutters. Shaking his head at the discovery he says a quick prayer and readies for battle.
Garagas will enter on W7. (light grey is ground-level, right?) (self-note: Try using caltrops to slow them down, lay a hunting trap to hold one [use shove actions to push it there if need], and try to get a one on one. Also cast Bane on them.)
Garagas Initiative: 5 Polar Bear initiative roll 19
Polar bear will double move to be adjacent to W7
OOC: Saw the clarification that's it's one monster at a time. So is it a case of "Fight one bear, and then the second afterwards."?
yes
Garagas flinches as the polar bear charges. He downs the Potion of Heroism, grabs his Yklwa, and begins circling the beast, seeing if he can reposition himself and get a sense of its nature.
Action: Drink potion //+10 temp HP and Bless effects Movement: W7->W8->V9->U9->T8->T7->T6 //assuming polar bear is on V7, V8, U7, U8 and so staying in its melee range doesn't provoke opportunity attack. Please correct me if I'm wrong Bonus Action (if able to do this): Assess the polar bear and ladder to see if it's capable of climbing the ladder Nature: 3
You seem to think that the polar bear is unable to use a ladder, for various reasons.
The Polar Bear will move close enough to multiattack
Congratulations, you gain 450 XP and +500 gp. If you would like to roleplay your conversation with the Wardens, you can use the information you've gathered to post a scene. The Wardens will want you to track down the missing Wizard +500 gp
You can level up your character or start fresh with a new Tier 2 character, level 2 with 1500 gp. I've posted new Encounters and updated the lead post on this thread.
OOC: I think I'll keep going with Garagas for now. Kind of want to see how far he can get before he dies. (Plus that'll give me more time to think of what the next character will be. The content sharing is opening up a lot of options I'll want to look at.)
For the information I've gathered, is there a place I should look for that?
And with exploring the tower, is that going through the other T1 encounters too still? Or choose one of the T2 encounters for the next one in the tower? Probably looking at the two polar bears. Gonna want to prep the room with the jelly ochre with some traps and things before proceeding up the stairs though.
I'm open to going backwards and exploring more T1 action, different monsters, what not. The beauty of D&D is that having a real live person as the DM, and not an AI or computer program, the game becomes limitless. Right now we are starting T2 but if you have something else in mind, want to go off script (just a little), let me know. I'm curious if you have an idea that we can try but using the limitations and confines of the Solos mini campaign.
Alrighty. Good to know for going forward. (And in reply to the earlier DM side note, been fun going with the challenges.)
Garagas reaches the top of the vines, potion of heroism in hand and traps dangling at his waist, and gazes into the interior. "Polar bears?" he mutters. Shaking his head at the discovery he says a quick prayer and readies for battle.
Garagas will enter on W7. (light grey is ground-level, right?) Initiative: 5
(self-note: Try using caltrops to slow them down, lay a hunting trap to hold one [use shove actions to push it there if need], and try to get a one on one. Also cast Bane on them.)
Garagas reaches the top of the vines, potion of heroism in hand and traps dangling at his waist, and gazes into the interior. "Polar bears?" he mutters. Shaking his head at the discovery he says a quick prayer and readies for battle.
Garagas will enter on W7. (light grey is ground-level, right?) (self-note: Try using caltrops to slow them down, lay a hunting trap to hold one [use shove actions to push it there if need], and try to get a one on one. Also cast Bane on them.)
Garagas Initiative: 5 Polar Bear initiative roll 19
Polar bear will double move to be adjacent to W7
OOC: Saw the clarification that's it's one monster at a time. So is it a case of "Fight one bear, and then the second afterwards."?
yes
Garagas flinches as the polar bear charges. He downs the Potion of Heroism, grabs his Yklwa, and begins circling the beast, seeing if he can reposition himself and get a sense of its nature.
Action: Drink potion //+10 temp HP and Bless effects Movement: W7->W8->V9->U9->T8->T7->T6 //assuming polar bear is on V7, V8, U7, U8 and so staying in its melee range doesn't provoke opportunity attack. Please correct me if I'm wrong Bonus Action (if able to do this): Assess the polar bear and ladder to see if it's capable of climbing the ladder Nature: 3
You seem to think that the polar bear is unable to use a ladder, for various reasons.
The Polar Bear will move close enough to multiattack
Bite Attack 8, Damage 13
Claw Attack 27, Damage 16
Please add 2d6 9 to the above 16 damage (25)
Well this seems like a good time to use Stone's Endurance.
Reaction: Reduce damage taken by 1d12 + CON 9 + 3 = 12 25 damage reduced to 13.
Garagas bites his cheek at the polar bear's attack. "You sure pack a punch." he mutters. Seeking put some distance between him and the bear in hopes of setting an obstacle he takes a risk and darts to the ladder and up the ramparts, sidling his yklwa to free up his hand.
Action: [action]dodge[/spell] Movement: 15ft to get to the magenta ladder and ascend it (6+5 >= 5 Athletics passed) and then the other 45ft to get to J2.
(Hoping this works out. Gambling on the opportunity attack missing to try laying a caltrop or something to take out its speed advantage.)
The Polar Bear (42/42) takes an attack of opportunity
Bite Attack 9, Damage 7
The Polar Bear will double move to get back into melee range at J2, no actions left this round.
Garagas breathes a sigh of relief as he escapes the polar bear only for it to come up the ramp. "Let's give it another go around." He snarls as he extricates himself more carefully and heads towards the green ladder to flourish down it and arrive at H3, palming a bag of caltrops in his hand.
Action: Disengage Movement: 30 ft to H3 Item Interaction: Palm caltrops
/* assuming the bear double-moves up and around to be on ~G4, G5, F4, F5 */
With the bear at his throat once more he looks back to the magenta ladder. "One more risk and then I finally take the fight to you." he says, dashing up away to T2.
Action: Dash Athletics x + 5 > 5 (ladder climbed) Movement: To T2
Condition Bonus Action: If the Polar Bear's opportunity attack hits and does 6+ damage he will cast Healing Word on himself. Hit Points Healed: 2+5 = 7 Self-Note: Remember to knock off spell slot if condition is met
(I'm thinking I might try a goblin for the next character. I feel like bonus-action disengage would come in handy to free up some actions to do things like lay caltrops and set traps.)
The Polar Bear (42/42) takes another attack of opportunity
Once he arrives at the Old Keep, he drinks the potion of heroism and prepares to fight the polar bear (Encounter 2C) at the top of the vined wall with his initiative of 20 (19 + 1).
Polar Bear initiative roll 12
(For clarification, there is only one monster at a time, right?)
Standing at the top of the wall, Aresus looks down upon the arctic monstrosity with a grim fire in his eyes. He and polar bears have a long and storied history. Needless to say, this fight's going to be personal. Seeing that the distance between him and the cause of his ire is too great to cover with a javelin, the bugbear instead takes the fire in his eyes and channels it into a glowing red bolt that takes the shape of a throwing axe and spins through the air towards the unpigmented ursidae.
Movement: None, but I'll start at W13 Action: Guiding bolt: 20 (13 + 5 + 2) to hit, 20 (15 + 5) radiant damage
>> (For clarification, there is only one monster at a time, right?) Yes
The Polar Bear (22/42) double moves up the Yellow Ramp to get as close as possible to W13
Nowhere to run now. Aresus takes his oversized hammer, leaps up, and makes the head of the hammer contact with the head of his snow-white foe.
Movement: 10 feet away from the polar bear Action: Attack (vicious maul): 15 (5,6 + 5 + 4) to hit, 13 (10 + 3) bludgeoning damage Bonus Action: War Priest (vicious maul): 13 (7 + 5 + 1) to hit, 9 (6 + 3) bludgeoning damage
The polar bear falls to the overwhelming damage dealt by the war priest.
You can take a short rest or continue through a door, leading to the cellar.
Aresus will swiftly continue on into the cellar! Not much point in taking a short rest, I could get a slot back but I'd lose the effects of my potion.
Initiative: 15 (14 + 1)
Under the inner ward are cellar doors. When you open them, another Polar Bear greats you with a roar.
Initiative: 15 (14 + 1) Polar Bear initiative 19
Without warning, there is a Polar Bear upon you. In the center of the ward are cellar doors that lead into the yard. The opening is 10 feet by 10 feet. The Polar bear attacks.
Bite Attack 24, Damage 12
Claw Attack 11, Damage 10
The bear's bite pierces his armor, but thanks to a combination of the potion he drank and his own anger, Aresus stands strong through the pain. The Cleric of Mars retaliates with remarkable speed, sending two blows towards the albino terror.
Once again, the bite goes through, bloodying Aresus severely. Seeing his state, he holds out a hand to make a divine command towards his foe. His other hand takes a potion from his belt and provides his mouth the opportunity to swiftly gulp down its contents.
The Polar Bear (22/42) makes a Wisdom save to attack through Sanctuary DC 13 vs 19
Aresus (Quar1on) The Polar Bear (22/42) rears up and attacks through the Sanctuary
Bite Attack 8, Damage 8
Claw Attack 23, Damage 11
(I was under the impression that the save had to be made per attack, but rereading the spell now, I see it's a lot less obvious how it's supposed to work than I thought. Ah well, no biggie- alive is alive.)
The polar bear's bite misses for once, but that doesn't stop its claws from slashing through Aresus's armor, leaving a gash that can only be described as "nasty". He's on the very brink of death at this point. Nevertheless, his anger towards the white monstrosity in front of him is as strong as ever. A blank canvas of an enemy, that he seeks to paint red. He lashes out against it, causing his suggestion of peace to fade, which he quickly makes efforts to reestablish. Clearly, the Cleric is more concerned about not dying (or at least killing his enemy) than fighting fair.
retroactively, I'll make a second save for second attack
The Polar Bear (22/42) makes a second Wisdom save to attack through Sanctuary DC 13 vs 14
The Polar Bear (14/42) makes a Wisdom save to attack through the next Sanctuary DC 13 vs 11
The Polar Bear (14/42) makes a Wisdom save to attempt to make a second attack through 2nd Sanctuary DC 13 vs 14
Claw Attack 27, Damage 12
Since it's Adamantine, no extra crit dice
Aresus's strikes are not enough to kill the bear, nor is his ward enough to keep its attacks away. Its claws go straight through his chest, and he collapses to the floor, unconscious. Even as he bleeds out, his inexplicable hatred for polar bears burns on in his eyes.
Death Saving Throws: 6 (2 + 4), 18 (14 + 4), 18 (15 + 3), and Nat 1. Even with the effects of bless, that's 3 fails and 2 successes.
The bugbear Cleric of Mars dies on the floor of the cellar, the excessive dislike for polar bears that drove him to adventuring in the first place permeating his thoughts in his final few moments. His last breath sounds more like a grumble of discontent than anything else, with naught but the polar bear that slew him there to hear it.
Aresus fought valiantly and will never be forgotten.
The Polar Bear (14/42) makes a Wisdom save to attack through the next Sanctuary DC 13 vs 11
The Polar Bear (14/42) makes a Wisdom save to attempt to make a second attack through 2nd Sanctuary DC 13 vs 14
Claw Attack 27, Damage 12
Rime flanges a dagger at the Tiger, and draws a new one.
Attack: 7 Damage: 5
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 ||
Since it's Adamantine, no extra crit dice
The trapped Tiger (36/37) uses its action to free itself from the hunting trap. Strength Save DC 13 vs 18
Moving to engage in melee and ends its turn adjacent
“Ah! Bloody hell, I’m not a trapper. Let’s finish this the old fashioned way.” Rime drops her dagger, draws the rapier and attacks.
Attack: 21 Damage: 4
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 Tiger (32/37) attacks,
Bite Attack 20, Damage 6
Nadir parries 7 damage, and her armor deals 5 cold damage to the river when it hit her. Then she attacks again with her rapier.
Attack: 13 Damage: 5
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 ||
Aresus's strikes are not enough to kill the bear, nor is his ward enough to keep its attacks away. Its claws go straight through his chest, and he collapses to the floor, unconscious. Even as he bleeds out, his inexplicable hatred for polar bears burns on in his eyes.
Death Saving Throws: 6 (2 + 4), 18 (14 + 4), 18 (15 + 3), and Nat 1. Even with the effects of bless, that's 3 fails and 2 successes.
The bugbear Cleric of Mars dies on the floor of the cellar, the excessive dislike for polar bears that drove him to adventuring in the first place permeating his thoughts in his final few moments. His last breath sounds more like a grumble of discontent than anything else, with naught but the polar bear that slew him there to hear it.
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)
"Haha hit me already," the dwarf laughs as he blocks all the scorpions attacks and makes one of his own.
Attack: 15
Damage: 13
Question: can booming blade be cast from 10 feet away from a target if you have 10 feet of reach? Specifically 10 feet of reach from the bugbear's Long-Limbed ability (yes, I like bugbears).
My thoughts are that the 5 foot range isn't malleable, but I'm just asking for DM confirmation.
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)
Garagas breathes a sigh of relief as he escapes the polar bear only for it to come up the ramp. "Let's give it another go around." He snarls as he extricates himself more carefully and heads towards the green ladder to flourish down it and arrive at H3, palming a bag of caltrops in his hand.
Athletics: x + 5 = 17 >= 10 (ladder flourished)
Action: Disengage
Movement: 30 ft to H3
Item Interaction: Palm caltrops
/* assuming the bear double-moves up and around to be on ~G4, G5, F4, F5 */
With the bear at his throat once more he looks back to the magenta ladder. "One more risk and then I finally take the fight to you." he says, dashing up away to T2.
Action: Dash
Athletics x + 5 > 5 (ladder climbed)
Movement: To T2
Condition Bonus Action: If the Polar Bear's opportunity attack hits and does 6+ damage he will cast Healing Word on himself.
Hit Points Healed: 2+5 = 7
Self-Note: Remember to knock off spell slot if condition is met
(I'm thinking I might try a goblin for the next character. I feel like bonus-action disengage would come in handy to free up some actions to do things like lay caltrops and set traps.)
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This is a curious ruling. I'll allow Booming Blade with reach. It should be interesting.
The Polar Bear (42/42) takes another attack of opportunity
Bite Attack 16, Damage 13
The Scorpion (11/52), takes a beating and fights back
Claw 1 Attack 9, Damage 9
Claw 2 Attack 6, Damage 8
Sting Attack 6, Damage 3
Aresus fought valiantly and will never be forgotten.
“I hope all my opponents fight as sloppy as you…” the dwarf taunts as he blocks the scorpions attacks and counters.
Attack: 7
Damage: 10
The Tiger (27/37) takes some cold damage and bites back,
Bite Attack 18, Damage 12