@Nathan, I know I had mentioned the Zakya before, but was thinking about it here and thinking I might go for the Gauth instead. If you'd prefer to run the Zakya that's fine by me (I'll just need to readjust a couple purchases [mostly not getting some of the resistance potions]).
After a short rest and arming himself with some more equipment, Peter Gathakanathi sets out from where he fought the Merregon and follows the trail laid out on the map. The firey landscape grates on his nerves and he finds himself yearning the comfort of a forest meadow. As he starts to get nearer, about a half-hour from the destination, he seeks to speed up his journey to the portal and therefore his journey out of this hellscape by casting a scroll of Longstrider to quicken his journey. Won't be too shabby of a help if there's another fight as this godsforsaken portal he thinks to himself.
As he nears the final approach he shoulders his shield and sheathes his scimitar in preparation for a fight. "I doubt that mad wizard suddenly decided to make things easy." He downs a Potion of Heroism, assumes his Starry Chalice Form. Drawing up his cloak his approaches with a scroll of absorb elements in one hand and his yew wand in the other. "Let's see what beasty lies in wait this time."
No really, you pick. I want to stack this brutal mini campaign in favor of the players as much as possible (and within reason for the game). That's why I give you guys about 50% more gold or even double gold than you should have at this level. This rewards strategy and planning, which is what makes the game fun. I also hope it helps measure how difficult Challenges really are. At least I know I've learned a lot from the players over the past couple of weeks.
Initiative: 4+5 = 9
So if you are ready for the Gauth, I'll reroll initiative: 11
You travel the Abyss searching for another Portal. Having to use Survival, Stealth, and other skills, you narrowly avoid roaming creatures in an attempt to follow the Imp's map. You come upon a vast hellscape, flat in all directions for 80 feet, ending with a sheer drop to a lava pit and right up against the cliff is your portal, guarded by its keeper. [combat]
I'll let you choose if you want to be 40 feet away to start or 80 feet away. Assuming 80 feet, the Guath looks at your approach and smiles saying in Undercommon, "This is my lucky day, here comes lunch."
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 1, 4, 2, 3, 5
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) Fire Ray (4). make a Dexterity Save DC 14 or take 28 fire damage 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
(side note, forgot to say I'd take the 80ft starting distance)
Oh wow, I totally missed the fire didn't have a half-damage on successful save clause. WHOOP! >> Looks like no half damage on a save. Your turn.
Filled with self-confidence Peter shouts at the Gauth in Druidic, "You can't stop me, ya multi-eyed freak!" He smiles and continues in his exhuberance, throwing caution to wind for a moment, "You know what, let's give your eyes something to see!" and casts Moonbeam He then takes some steps forward 15ft towards the Gauth. (Thinking about the possibility of that pushing ray so don't right to be right on the edge.)
Peter Gathakanathi's Longstider: adds the +10ft from Longstrider
Peter's Ring of Necrotic Resistance and Peter's Ring of Fire Resistance (neither equipped yet, will use for once he drinks the corresponding Potion of Resistance)
(Question: What kind of terrain is this arena? Could he use Mold Earth to get some cover?)
>>brimstone
Note: I added three homebrew items to Peter for the purpose of having some of the buffs reflected on his character sheet >>no problem, just to help with book keeping is fine.
Moonbeam: 11 radiant damage Save CON 14, half damage on save
The Gauth (67/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 12
Then it will fly 20 feet closer and attack with its eyes, Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 4, 3, 4, 5, 4
After taking 11 damage from moonbeam, Gauth (56/67)
Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Fire Ray (4). make a Dexterity Save DC 14 or take 21 fire damage 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
Push Save STR DC 14: 6 + [1,4], Peter is pushed to the edge Fire Save DEX 14: 8+4+2 = 14 //Potion of Heroism coming in clutch again Paralyzing Ray: 1 + 4 + [1,4] (ouch) //realized after the fact I rolled using Dex save instead of Con save, but it's a d20 and the same modifier anyways End-of-turn save: 13+4 = 17 (so at least I'm out of being paralyzed)
Peter's eyes go wide as he exits the paralysis only to be confronted with three more eye rays.
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later)
Enervation Ray: 16 + 4 = 20, half damage for 8
Pushing Ray: 3+4 = 7, darn that's a fail and Peter was on the edge...
For the devour magic ray, I created a custom action on his sheet to roll for it (not sure if this is how you'd like to go for the next round). I added an attack called 1-3 ioun 4-6 cloak and rolled damage Got a 5 (shows as 4 in log since I had to base it on a stat of some type and used my -1 STR) so that would be the cloak losing its magic.
Also, I gotta make a CON saving throw to maintain concentration of Moonbeam for the 8 damage taken which IIRC defaults to a 10 CON save Concentration 10 DC: 2 + 4 + 4 -1 (because no cloak) = 9, moonbeam concentration lost
Oh wait, the Enervation and Pushing rays happen after devour magic so I'm even worse off there with my saving throws XD
In case I missed something and by some chance Peter isn't pushed off the edge, I'll wait a little to enter the next character. I still want to keep the build (so I'll probably tap into siblings, hopefully not too many siblings XD, for why they're coming to avenge Peter) but I think this next time I'll try the Starry Archer again. Part of my reason for the chalice, in addition to the healing, was that I thought moving the moonbeam was bonus action instead of a full action but then I reread it and was like, "Oh... this action."
As Peter stands his ground he feels a shiver go down his spine despite the harsh environment around him and his cloak loses it magic. Steeling himself he faces off against the enervation ray only to be caught off guard by the shoving ray. As he falls down the cliff towards the lava he thinks to himself, "I really wish I could wildshape into a bird." and "Avenge me, brothers."
Spoiler (click to hide) The Gauth (56/67), fires its eye stalks,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 3, 2, 4, 5
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 16 necrotic damage, save take half. Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later) Enervation Ray: 16 + 4 = 20, half damage for 8 Pushing Ray: 3+4 = 7
Amazing RP, I almost feel bad about retroactively changing the continuity.
The Gauth and Portal on on the edge and you are coming from the rocky plains. So a push away from the Gauth will send you back where you came from and not towards the cliff. That's my bad for not drawing a map. I just wanted to make simple yet large maps, so people can use different strategies.
Also, the DM rolls 1d100 for random effects 5, to choose which item is effected by Devour Magic 1-50: Ioun Stone 51-100: Cloak
Sorry for speeding through the map and house rules, this should mean you are alive, you may still have +1d4 for saves, and it's still your turn.
Alrighty. Good to know! (And I'm not sure if you ever watched Fairly Oddparents, but I'm feeling like this scene (except the later variant where it's "I can breathe I can fight!")
Peter snaps himself out of a vision of his death and finds his footing on the ground. "Let's get a hold of ourselves. Those eye rays mean trouble." He drinks a potion of necrotic resistance and holds his ground.
(Initial distance 80ft, Peter moved 15 ft towards Gauth before [though do you mind if I retroactively nix that as I'd been doing it with thought of cliff-edge?], Guath moved 20 ft towards Peter. Peter got pushed 15ft back. Current distance: 60ft.)
Action: drink Potion of Necrotic Resistance //think I'll keep in the chalice form while doing buffs in case I need a big heal, might switch to starry form later for the damage boost
Action: drink Potion of Necrotic Resistance
The Gauth (56/67), moves 20 feet closer and attacks with eye stalks, Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 6, 6, 5, 5, 1
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) Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min 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: 7+4+3 = 14 Sleep Save: 19+6 = 25 //didn't bother with bless die Paralyzing Save: 10 + 4 = 14 //didn't bother with bless die
Using his half-speed, Peter counters the Gauth's advance with 20ft back of his own. Seeking to damage the abberation once more, he casts Moonbeam again. Action: Moonbeam, Damage: 8+9 = 17, CON DC: 14 (ioun stone is back), half damage on save Movement: 20ft back to counter Gauth's 20 ft forward
Spoiler (click to hide) The Gauth (56/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 14 Eye Stalks (rolling 6d6, taking the first non duplicate three): 2, 2, 4, 4, 6, 3
Enervation Ray (2), make a Dexterity Save DC 14 or take 16 necrotic damage, save take half. Fire Ray (4). make a Dexterity Save DC 14 or take 31 fire damage Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Enervation Ray: 5+4+4 = 13, with resistance takes 8 damage Fire Ray: 7+4+3 = 14 //so in retrospective I could've used Lucky Footwork without risking the fire damage; oh well. Sleep Ray: 16+6 = 22 CON save for concentration on moonbeam: 7+4 = 11 //no bless die needed
With the Gauth not moving, Peter takes the opportunity to drink a Potion of Fire Resistance as his moonbeam continues to deal its damage. Moonbeam Damage: 5+4 = 9, CON Save DC 14
The Gauth (56/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 5 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 6, 4, 5, 4
Initiative: 4+5 = 9 So if you are ready for the Gauth, I'll reroll initiative: 11
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 1, 4, 2, 3, 5 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) Fire Ray (4). make a Dexterity Save DC 14 or take 28 fire damage 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
Moonbeam: 11 radiant damage Save CON 14, half damage on save
The Gauth (67/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 12 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 4, 3, 4, 5, 4 After taking 11 damage from moonbeam, Gauth (56/67) Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Fire Ray (4). make a Dexterity Save DC 14 or take 21 fire damage 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
Push Save STR DC 14: 6 + [1,4], Peter is pushed to the edge Fire Save DEX 14: 8+4+2 = 14 //Potion of Heroism coming in clutch again Paralyzing Ray: 1 + 4 + [1,4] (ouch) //realized after the fact I rolled using Dex save instead of Con save, but it's a d20 and the same modifier anyways End-of-turn save: 13+4 = 17 (so at least I'm out of being paralyzed)
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later) Enervation Ray: 16 + 4 = 20, half damage for 8 Pushing Ray: 3+4 = 7, darn that's a fail and Peter was on the edge... Concentration 10 DC: 2 + 4 + 4 -1 (because no cloak) = 9, moonbeam concentration lost
The Gauth (56/67), fires its eye stalks, Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 3, 2, 4, 5 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 16 necrotic damage, save take half. Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later) Enervation Ray: 16 + 4 = 20, half damage for 8 Pushing Ray: 3+4 = 7
Also, the DM rolls 1d100 for random effects 5, to choose which item is effected by Devour Magic 1-50: Ioun Stone 51-100: Cloak
The Gauth (56/67), moves 20 feet closer and attacks with eye stalks, Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 6, 6, 5, 5, 1 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) Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min 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: 7+4+3 = 14 Sleep Save: 19+6 = 25 //didn't bother with bless die Paralyzing Save: 10 + 4 = 14 //didn't bother with bless die Using his half-speed, Peter counters the Gauth's advance with 20ft back of his own. Seeking to damage the abberation once more, he casts Moonbeam again. Action: Moonbeam, Damage: 8+9 = 17, CON DC: 14 (ioun stone is back), half damage on save Movement: 20ft back to counter Gauth's 20 ft forward
The Gauth (56/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 14 Eye Stalks (rolling 6d6, taking the first non duplicate three): 2, 2, 4, 4, 6, 3 Enervation Ray (2), make a Dexterity Save DC 14 or take 16 necrotic damage, save take half. Fire Ray (4). make a Dexterity Save DC 14 or take 31 fire damage Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Enervation Ray: 5+4+4 = 13, with resistance takes 8 damage Fire Ray: 7+4+3 = 14 //so in retrospective I could've used Lucky Footwork without risking the fire damage; oh well. Sleep Ray: 16+6 = 22 CON save for concentration on moonbeam: 7+4 = 11 //no bless die needed With the Gauth not moving, Peter takes the opportunity to drink a Potion of Fire Resistance as his moonbeam continues to deal its damage.
Moonbeam Damage: 5+4 = 9, CON Save DC 14
The Gauth (56/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 5 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 6, 4, 5, 4
After taking some damage, the Gauth (47/67) shoots rays out of three eyes, 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 Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Fire Ray (4). make a Dexterity Save DC 14 or take 17 fire damage
Welcome to Tier 4. I will roll initiative for your monster, this round. If you want to try one any of the lower tiers let me know. Initiative roll (plus Dex TBD): 6
Here's a new list: Crossbow +2 4000 Bracers of Archery 1500 2xScroll psychic lance 320 (640) 2xScroll greater invisibility 320 (640) Potion of Speed 400 Potion of Resistance - poison 300 Adamantine Splint 700 Potion of Heroism 180 Rapier 25 Shield 10 5 Daggers 10 — 8405 Potion of Heroism, Potion of Poison Resistance consumed before the encounter, and cast Armor of Agathys L2 and Enhance ability.
(Enhance Ability was Charisma) Rime's first action is to consume the Potion of Speed, shoot her crossbow at the Wyvern (haste action) and move 60 feet further away.
Wyvern rolls initiative: 6 Rime Initiative: 16
Attack: 21 Damage: 9
Crossbow hits the Wyvern (101/110), and now Rime is 80+60 = 140 feet away
The Wyvern double moves fly speed 80 feet to be adjacent, then ends its turn.
“Bloody Hell, this beast is fast, “ mutters Rime before she tries read out a scroll with Greater Invisibility, Charisma Check DC 14: 19 Now, unseen by the monster, Rime smiles and dashes 120 feet to where the beast came from. (Haste action Dash) (54s haste remaining)
Invisible An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Please make a "Move Silently" Check, Advantage on Stealth so that the Wyvern can try to find your location detected by any noise. It will roll a Perception check of 18 to hear your footsteps.
You are heavily obscured and have advantage on both Stealth rolls and Attack rolls.
Stealth: 22 (incl. disadvantage from heavy armor)
But I think the dust alone from dashing about would show Rime’s general location. >>so reasonable
The Wyvern (101/110), failing his Perception check against the invisible "clanky" foe, does see the dust from the earthen granite and sulfur, kick up in the path of 120 feet away. Using his 80 feet move and Multiattack, targeting one of the squares with "dust" but actually 40 feet away from your location, and keeping with the invisibility (disadvantage so that I can prepare formulas)
While Flying, Claw Attack: 24 Damage: 13 While Flying, Stinger Attack: 15 Damage: 15, on hit if you make a Con Save DC 15, take half of 19 poison damage.
( very nice, thanks.) (48s haste, 54s invisible)
Rime observes how the wyvern rabidly attacks dust clouds , before sending two new bolts its way and increases her distance as much as possible again (60 feet move).
Attack: 22 Damage: 12, Bless: 4
Attack: 16 Damage: 10, Bless: 4
After taking 22 damage from Crossbow hits, the Wyvern (101/110) makes a new Perception Check 19 for the sound of the attacks versus an opposed Stealth check with Advantage. He will fly up to 80 feet to pinpoint the square of the attack and Multiattack with disadvantage. Getting closer, if he makes his perception check, then these all target the correct square but if he misses the perception check, he will be 3 10x10 grid centered on your square being 55.
While Flying, Claw Attack: 17 Damage: 16 While Flying, Stinger Attack: 21 Damage: 10, on hit if you make a Con Save DC 15, take half of 26 poison damage.
Stealth: 14
(With 40 ft distance and moving away some 60 more, I think the wyvern doesn’t arrive to my square and still is able to attack but if it does - maybe because I couldn’t retreat straight away but in an angle - then the attacks both hit.)
You're right, 60+40 = 100 feet and with only 80 feet of movement, it will not attack, instead double moves to be on top of you, same configuration just without multiattack, squares 64, 65, 74, 75
Actually bless also works for concentration, so that’s at least 1 more for both rolls and that means they are passed! Hurray! But, holy cow, 35 damage…
I retroactively changed continuity, so because of the double move there was no multiattack this round. The dragon is on top of you, good luck.
Actually bless also works for concentration, so that’s at least 1 more for both rolls and that means they are passed! Hurray! But, holy cow, 35 damage…
I retroactively changed continuity, so because of the double move there was no multiattack this round. The dragon is on top of you, good luck.
(Ok. I wasn’t sure if it was an oversight or if it wasn’t possible to run away so far.)
Rime almost froze when the wyvern advanced on her, apparently having located her. A premonition of what might happen to her if she gets caught caused her to shiver. Yet, here she was and her hand was strong with a few more tricks up her sleeve. She brought again distance between her and the dragon (move 60 ft away). With a breadth of relief she aims with her crossbow and fires, then dashes 60 feet more for good measure.
(42s haste, 48s invisible)
Attack: 23 Damage: 9 Stealth: 5
After taking 9 damage from Crossbow hits, the Wyvern (92/110) makes a new Perception Check 24 for the sound of the "noisy" armor. He will fly up to 80 feet to pinpoint the square of the attack and Multiattack with disadvantage. If he rolls a 1, then he will multiattack a dust square on a random 10x10 grid 72, otherwise, with disadvantage, if he pinpoints your square, here are the attacks.
While Flying, Claw Attack: 11 Damage: 10 While Flying, Stinger Attack: 12 Damage: 16, on hit if you make a Con Save DC 15, take half of 29 poison damage.
**Edit, I'm assuming 11,12 are misses, so refer back to this map to see that the dragon is on top of you, 64, 65, 74, 75, even though all his attacks missed
Atherna takes the platinum and looks at the map for a time before setting off for its location. Never the one to be unprepared, she reads a scroll of mage armor, orates a scroll of enhance ability (Cat's Grace), drinks a potion of heroism, and quaffs a potion of poison resistance once there. She tries to sneak near the teleportation circle in an attempt to get the drop on the wyvern that guards it with a Stealth of 14 (9,9 + 5) and an initiative of 15 (8,12 + 3)
(By the way, I probably should have asked sooner, but how would you prefer we handle pre-combat effects like potions and spells? I've only used things that last 10 minutes or longer, which seems fair to me, but I suppose I'd like to know if you'd allow 1 minute effects to be used pre-combat as well, or if you'd prefer I just cut out the pre-combat stuff regardless of duration.)
Welcome to Tier 4. The wyvern is a Challenge 6 which is your level +2. Good luck.
Wyvern rolls Initiative: 11
(I always forget to do this. Owl's initiative: 13 [12 + 1]. Also, I'm assuming the wyvern is 80 feet away.)
Jumping into action as she spots the bipedal dragon(oid?), Atherna flicks two coins into the air. Just as they reach their apexes, they each shatter into two gluten-free darts that whistle towards the wyvern, each finding taking advantage of their foe's lack of preparation and finding weak spots in the dragon-kin's tough scales. She then makes a tactical retreat, slowly doing her dance-like movement to add some distance between herself and that which wishes to do her harm.
Owl's Turn: Action: Dodge Movement: 15 feet away from wyvern
Missile 1: 26 (15 + 7 + 4) to hit, 17 (6 + 11) force damage Missile 2: 22 (14 + 7 + 1) to hit, 12 (7 + 5) force damage Missile 3: 27 (19 + 7 + 1) to hit, 10 (4 + 6) force damage Missile 4: 29 (19 + 7 + 3) to hit, 9 (4 + 5) force damage Bonus Action: Bladesong Movement: 15 feet away from wyvern
Taking gluten-free darts has given this Wavyrn (62/110) a gluten-free aversion. The "Dragon" double moves to be adjacent.
Owl's Turn: Action: Help, next attack against wyvern has advantage Movement: If spell works, follow Atherna. Otherwise, nothing
Atherna is put a bit off-guard by how quickly the wyvern flies at her, taking out a special scroll for the occasion and reading it aloud. Chains of binding rise up from out of the earth, clasping themselves around the wings of the bipedal dragon and trying to pull it back to the hellish earth. At the same time, she tosses out a rapier that suspends itself in the air before swooshing about in the direction, almost resembling its owner in the way it dances about and plunges itself past the scales of its enemy.
Atherna's Turn: Action: Spell Scroll of earthbind: DC 13 Strength save or no flying speed for a minute Bonus Action: Dancing Rapier: 25 (18 + 5 + 2) to hit, 4 (1 + 3) piercing damage, move 30 feet away from wyvern if spell works Movement: If spell works, 50 feet away from wyvern. Otherwise, nothing
After taking Dancing Sword damage, the Wayvrn (58/110), makes a Strength Save for Earthbind against DC 13 vs 6+4 = 10
The grounded Wayvern takes an Attack of Opportunity against the agile foe, Attack: 8 Damage: 7
Atherna quickly maneuvers out of the way of the chained creature. Once away, she uncorks a yellow potion that seems to jump into her mouth. Instantly, its effects are felt, and her movements become supernaturally accelerated. In the meantime, the floating sword and the owl move towards the wyvern in tandem.
Owl's Turn: Movement: 50 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up
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)
This post has potentially manipulated dice roll results.
All looks like Rime’s plan works, she moves again 60ft away, attacks and dashes 60ft further.
Attack: 27 Damage: 17
Move: 120ft away from the dragon
Stealth: 14
(we forgot 22 damage, it should have 70/110 before this attack.)
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.
Initiative: 4+5 = 9 So if you are ready for the Gauth, I'll reroll initiative: 11
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 1, 4, 2, 3, 5 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) Fire Ray (4). make a Dexterity Save DC 14 or take 28 fire damage 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
Moonbeam: 11 radiant damage Save CON 14, half damage on save
The Gauth (67/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 12 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 4, 3, 4, 5, 4 After taking 11 damage from moonbeam, Gauth (56/67) Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Fire Ray (4). make a Dexterity Save DC 14 or take 21 fire damage 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
Push Save STR DC 14: 6 + [1,4], Peter is pushed to the edge Fire Save DEX 14: 8+4+2 = 14 //Potion of Heroism coming in clutch again Paralyzing Ray: 1 + 4 + [1,4] (ouch) //realized after the fact I rolled using Dex save instead of Con save, but it's a d20 and the same modifier anyways End-of-turn save: 13+4 = 17 (so at least I'm out of being paralyzed)
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later) Enervation Ray: 16 + 4 = 20, half damage for 8 Pushing Ray: 3+4 = 7, darn that's a fail and Peter was on the edge... Concentration 10 DC: 2 + 4 + 4 -1 (because no cloak) = 9, moonbeam concentration lost
The Gauth (56/67), fires its eye stalks, Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 3, 2, 4, 5 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 16 necrotic damage, save take half. Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn
Devour Magic Ray DEX 14: 4+4+[1,4] is a fail; gotta figure out which of my magic items between the ioun stone or the Cloak of Protection is getting messed up (I'll write that out later) Enervation Ray: 16 + 4 = 20, half damage for 8 Pushing Ray: 3+4 = 7
Also, the DM rolls 1d100 for random effects 5, to choose which item is effected by Devour Magic 1-50: Ioun Stone 51-100: Cloak
The Gauth (56/67), moves 20 feet closer and attacks with eye stalks, Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 6, 6, 5, 5, 1 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) Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min 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: 7+4+3 = 14 Sleep Save: 19+6 = 25 //didn't bother with bless die Paralyzing Save: 10 + 4 = 14 //didn't bother with bless die Using his half-speed, Peter counters the Gauth's advance with 20ft back of his own. Seeking to damage the abberation once more, he casts Moonbeam again. Action: Moonbeam, Damage: 8+9 = 17, CON DC: 14 (ioun stone is back), half damage on save Movement: 20ft back to counter Gauth's 20 ft forward
The Gauth (56/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 14 Eye Stalks (rolling 6d6, taking the first non duplicate three): 2, 2, 4, 4, 6, 3 Enervation Ray (2), make a Dexterity Save DC 14 or take 16 necrotic damage, save take half. Fire Ray (4). make a Dexterity Save DC 14 or take 31 fire damage Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Enervation Ray: 5+4+4 = 13, with resistance takes 8 damage Fire Ray: 7+4+3 = 14 //so in retrospective I could've used Lucky Footwork without risking the fire damage; oh well. Sleep Ray: 16+6 = 22 CON save for concentration on moonbeam: 7+4 = 11 //no bless die needed With the Gauth not moving, Peter takes the opportunity to drink a Potion of Fire Resistance as his moonbeam continues to deal its damage.
Moonbeam Damage: 5+4 = 9, CON Save DC 14
The Gauth (56/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 5 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 6, 4, 5, 4
After taking some damage, the Gauth (47/67) shoots rays out of three eyes, 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 Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Fire Ray (4). make a Dexterity Save DC 14 or take 17 fire damage
Fire Ray DEX 14: 15+4 = 19 Paralyzing Ray CON 14: 11+4 = 15 Sleep Ray WIS 14: 3+7+5 = 14 //had a +6 last time since I hadn't fixed re-affixing the ioun wisdom stone regaining its magic on the character sheet
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Atherna takes the platinum and looks at the map for a time before setting off for its location. Never the one to be unprepared, she reads a scroll of mage armor, orates a scroll of enhance ability (Cat's Grace), drinks a potion of heroism, and quaffs a potion of poison resistance once there. She tries to sneak near the teleportation circle in an attempt to get the drop on the wyvern that guards it with a Stealth of 14 (9,9 + 5) and an initiative of 15 (8,12 + 3)
(By the way, I probably should have asked sooner, but how would you prefer we handle pre-combat effects like potions and spells? I've only used things that last 10 minutes or longer, which seems fair to me, but I suppose I'd like to know if you'd allow 1 minute effects to be used pre-combat as well, or if you'd prefer I just cut out the pre-combat stuff regardless of duration.)
Welcome to Tier 4. The wyvern is a Challenge 6 which is your level +2. Good luck.
Wyvern rolls Initiative: 11
(I always forget to do this. Owl's initiative: 13 [12 + 1]. Also, I'm assuming the wyvern is 80 feet away.)
Jumping into action as she spots the bipedal dragon(oid?), Atherna flicks two coins into the air. Just as they reach their apexes, they each shatter into two gluten-free darts that whistle towards the wyvern, each finding taking advantage of their foe's lack of preparation and finding weak spots in the dragon-kin's tough scales. She then makes a tactical retreat, slowly doing her dance-like movement to add some distance between herself and that which wishes to do her harm.
Owl's Turn: Action: Dodge Movement: 15 feet away from wyvern
Missile 1: 26 (15 + 7 + 4) to hit, 17 (6 + 11) force damage Missile 2: 22 (14 + 7 + 1) to hit, 12 (7 + 5) force damage Missile 3: 27 (19 + 7 + 1) to hit, 10 (4 + 6) force damage Missile 4: 29 (19 + 7 + 3) to hit, 9 (4 + 5) force damage Bonus Action: Bladesong Movement: 15 feet away from wyvern
Taking gluten-free darts has given this Wavyrn (62/110) a gluten-free aversion. The "Dragon" double moves to be adjacent.
Owl's Turn: Action: Help, next attack against wyvern has advantage Movement: If spell works, follow Atherna. Otherwise, nothing
Atherna is put a bit off-guard by how quickly the wyvern flies at her, taking out a special scroll for the occasion and reading it aloud. Chains of binding rise up from out of the earth, clasping themselves around the wings of the bipedal dragon and trying to pull it back to the hellish earth. At the same time, she tosses out a rapier that suspends itself in the air before swooshing about in the direction, almost resembling its owner in the way it dances about and plunges itself past the scales of its enemy.
Atherna's Turn: Action: Spell Scroll of earthbind: DC 13 Strength save or no flying speed for a minute Bonus Action: Dancing Rapier: 25 (18 + 5 + 2) to hit, 4 (1 + 3) piercing damage, move 30 feet away from wyvern if spell works Movement: If spell works, 50 feet away from wyvern. Otherwise, nothing
After taking Dancing Sword damage, the Wayvrn (58/110), makes a Strength Save for Earthbind against DC 13 vs 6+4 = 10
The grounded Wayvern takes an Attack of Opportunity against the agile foe, Attack: 8 Damage: 7
Owl's Turn: Movement: 50 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up
Atherna quickly maneuvers out of the way of the chained creature. Once away, she uncorks a yellow potion that seems to jump into her mouth. Instantly, its effects are felt, and her movements become supernaturally accelerated. In the meantime, the floating sword and the owl move towards the wyvern in tandem.
After taking Dancing Sword damage, the Wayvrn (49/110), the Wyvern double moves, lumbering 40 feet towards Atherna who is now 15 feet away and just out of reach of the dragon. The Wyvern licks it's rigid wings and looks back at Atherna giving a frightful screach, "Rrrrawk-awk-awk-awk-awk!"
Fire Ray DEX 14: 15+4 = 19 Paralyzing Ray CON 14: 11+4 = 15 Sleep Ray WIS 14: 3+7+5 = 14 //had a +6 last time since I hadn't fixed re-affixing the ioun wisdom stone regaining its magic on the character sheet
Sounds good. I missed the half damage 8, and the last 9 damage, so 56-17 = 36 hp
Holding up through the rays, Peter adds some fire to his moonbeam.
Action: Produce Flame (normally range of 30ft when used to attack, boosted to 60ft by Spell Sniper feat) To-Hit: 20+6 (crit) Damage: 3+5 = 8 fire
Moonbeam with Gauth going to start its turn there Damage: 2+9 = 11 Con Save DC 14 for half damage
After taking 8 from half two moonbeams ago and the 9 from the last round, then taking a crit of 8, the Gauth (31/67) rolls a Constitution Saving Throw against the last Moonbeam DC 14 vs 6 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 1, 2, 5, 6
This post has potentially manipulated dice roll results.
After taking 8 from half two moonbeams ago and the 9 from the last round, then taking a crit of 8, the Gauth (31/67) rolls a Constitution Saving Throw against the last Moonbeam DC 14 vs 6 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 1, 2, 5, 6
Then takes 11 from moonbeam, the Gauth (20/67), uses three eye rays Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take 18 necrotic damage, save take half.
(we forgot 22 damage, it should have 70/110 before this attack.) >>sounds good
All looks like Rime’s plan works, she moves again 60ft away, attacks and dashes 60ft further. Attack: 22 Damage: 15 Move: 120ft away from the dragon Stealth: 22
After taking damage the Wyvern (55/110), if it was a real dragon and not a 5 int dragon-oid, he would fly back to the portal to wait out the magic. But he's not. Instead, the enraged dragon rolls Perception 13 and double moves again, hoping to change the outcome or get lucky trying. 10x10 grid 11
Eladan wakes in the morning and heads back to the keep and through the first portal, returning to search for the wizard. He drinks a potion of heroism and casts Protection from Evil and Good on himself in preparation for what may lay ahead. Initiative 18 (Dybbuk)
Welcome to Tier 4. The Dybbuk. is a nasty monster with one of the longest stat blocks in Challenge 4. Good luck. Dybbuk rolls initiative: 20
You travel the Abyss searching for another Portal. Having to use Survival, Stealth, and other skills, you narrowly avoid roaming creatures in an attempt to follow the Imp's map. You come upon a vast hellscape, flat in all directions for 80 feet, ending with a sheer drop to a lava pit and right up against the cliff is your portal, guarded by a its keeper. [combat]
The Dybbuk spots you and uses dimension door to teleport adjacent to where you begin. With no actions left, the Dybbyk speaks in common, "You will be my new corpse, soon."
"We shall see foul creature." Eladan replies before BA shifting into a bear and attacking,
Bite to hit: 22 damage: 5 Claw to hit: 27 damage: 8
The Dybbuk (24/37) Tendril Attack: 19 Damage: 12 necrotic damage. If it hits, then reduce your max hp by 6
Eladan takes the hit and returns the attack. (it's attacks should be at disadvantage from protection from evil and good. I took the hit this time though)
Bite to hit: 8 damage: 7 Claw to hit: 12 damage: 9
Cons save for concentration: 23
Disadvantage Tendril Attack from last round: 24
The Dybbuk (24/37) Tendril with Disadvantage Attack: 17 Damage: 10, If it hits, then reduce your max hp by 2
Eladan takes another hit from the creature and counter attacks with tooth and claw and BA's wild shape healing.
Bite to hit: 9 damage: 12 Claw to hit: 18 damage: 13
Healing: 11
Cons save for concentration: 15
The Dybbuk (11/37) Tendril with Disadvantage Attack: 16 Damage: 13, If it hits, then reduce your max hp by 6
The elf-bear is looking a little bloody but keeps attacking.
Bite to hit: 23 damage: 6 Claw to hit: 20 damage: 9
Cons save for concentration: 23
Congratulations, you've defeated the keeper and now you have two portals, some idea how to activate them, and the notion that a Demon Lord wants you to destroy both of them, but also that you would need to destroy one from the Abyss and the other from the Material Plane to prevent being trapped in the Abyss. We can call this a break, you can fight another monster, roleplay a little more, the next steps are up to you
After the creature falls dead, Eladan takes a rest. He will then attempt to destroy the portal in the location he is at now and then return to the first one he came through from the keep. Possibly running into another monster on his way back. (Draconian)
You gain 1100 XP and on your way to the first portal, you run into a roaming Sivak Draconian Sivak Draconian rolls initiative 5
Eladan spots the creature and goes on the offensive before it can react. (Initiative 11). He casts summon beast and commands the wolf spirit (AC 13 Hp 30) that appears to attack the draconian. He then BA wild shapes into a brown bear.
Bestial Spirit Maul to Hit: 23 Damage: 12
After taking some damage, the Sivak Draconian (45/57), uses multiattack on the summoned creature,
Sivak Draconian Serrated Sword 1 Attack: 12 Damage: 12 Sivak Draconian Serrated Sword 1 Attack: 21 Damage: 13 Sivak Draconian Tail Attack: 24 Damage: 11, make DC 14 Strength saving throw or be knocked prone
Two of the draconian's attacks tear into Eladan's companion and it's knocked prone. It gets up and tries to maul the draconian again as Eladan joins the fray and attacksas well.
Bestial Spirit Maul to Hit (with advantage from pack tactics): 26 (crit) Damage: 12
This post has potentially manipulated dice roll results.
Rime begins to feel confident that she can slay the beast. Surely, her speed will soon run out and the invisibility shortly after but with any luck the wyvern will be too injured to pose a serious threat. She moves again 60ft away, attacks and dashes 60ft further.
Attack: 25 Damage: 13
Move: total 120ft away from the dragon
Stealth: 9
(30s haste and 36s invisibility left)
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Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
After taking 8 from half two moonbeams ago and the 9 from the last round, then taking a crit of 8, the Gauth (31/67) rolls a Constitution Saving Throw against the last Moonbeam DC 14 vs 6 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 1, 2, 5, 6
Then takes 11 from moonbeam, the Gauth (20/67), uses three eye rays Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take 15 necrotic damage, save take half.
Paralyzing Ray CON 14: 15+4 = 19 Devour Ray DEX 14: 5+4+4 = 13 (let's use Lucky Footwork Reaction) 13 + 1 = 14 Enervation Ray DEX 14: 7+4+4 = 15 //half between half damage and resistance from potion 15/2/2 = 7.5/2 = 3.75 = 3 with rounding down
DC 10 CON save for concentration: 13+4 = 17
Even as the necrotic energy singes his shoulder, Peter finds himself with a giddy feeling inside him. He unleashes another production of flame into the light of his moonbeam.
Atherna takes the platinum and looks at the map for a time before setting off for its location. Never the one to be unprepared, she reads a scroll of mage armor, orates a scroll of enhance ability (Cat's Grace), drinks a potion of heroism, and quaffs a potion of poison resistance once there. She tries to sneak near the teleportation circle in an attempt to get the drop on the wyvern that guards it with a Stealth of 14 (9,9 + 5) and an initiative of 15 (8,12 + 3)
(By the way, I probably should have asked sooner, but how would you prefer we handle pre-combat effects like potions and spells? I've only used things that last 10 minutes or longer, which seems fair to me, but I suppose I'd like to know if you'd allow 1 minute effects to be used pre-combat as well, or if you'd prefer I just cut out the pre-combat stuff regardless of duration.)
Welcome to Tier 4. The wyvern is a Challenge 6 which is your level +2. Good luck.
Wyvern rolls Initiative: 11
(I always forget to do this. Owl's initiative: 13 [12 + 1]. Also, I'm assuming the wyvern is 80 feet away.)
Jumping into action as she spots the bipedal dragon(oid?), Atherna flicks two coins into the air. Just as they reach their apexes, they each shatter into two gluten-free darts that whistle towards the wyvern, each finding taking advantage of their foe's lack of preparation and finding weak spots in the dragon-kin's tough scales. She then makes a tactical retreat, slowly doing her dance-like movement to add some distance between herself and that which wishes to do her harm.
Owl's Turn: Action: Dodge Movement: 15 feet away from wyvern
Missile 1: 26 (15 + 7 + 4) to hit, 17 (6 + 11) force damage Missile 2: 22 (14 + 7 + 1) to hit, 12 (7 + 5) force damage Missile 3: 27 (19 + 7 + 1) to hit, 10 (4 + 6) force damage Missile 4: 29 (19 + 7 + 3) to hit, 9 (4 + 5) force damage Bonus Action: Bladesong Movement: 15 feet away from wyvern
Taking gluten-free darts has given this Wavyrn (62/110) a gluten-free aversion. The "Dragon" double moves to be adjacent.
Owl's Turn: Action: Help, next attack against wyvern has advantage Movement: If spell works, follow Atherna. Otherwise, nothing
Atherna is put a bit off-guard by how quickly the wyvern flies at her, taking out a special scroll for the occasion and reading it aloud. Chains of binding rise up from out of the earth, clasping themselves around the wings of the bipedal dragon and trying to pull it back to the hellish earth. At the same time, she tosses out a rapier that suspends itself in the air before swooshing about in the direction, almost resembling its owner in the way it dances about and plunges itself past the scales of its enemy.
Atherna's Turn: Action: Spell Scroll of earthbind: DC 13 Strength save or no flying speed for a minute Bonus Action: Dancing Rapier: 25 (18 + 5 + 2) to hit, 4 (1 + 3) piercing damage, move 30 feet away from wyvern if spell works Movement: If spell works, 50 feet away from wyvern. Otherwise, nothing
After taking Dancing Sword damage, the Wayvrn (58/110), makes a Strength Save for Earthbind against DC 13 vs 6+4 = 10
The grounded Wayvern takes an Attack of Opportunity against the agile foe, Attack: 8 Damage: 7
Owl's Turn: Movement: 50 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up
Atherna quickly maneuvers out of the way of the chained creature. Once away, she uncorks a yellow potion that seems to jump into her mouth. Instantly, its effects are felt, and her movements become supernaturally accelerated. In the meantime, the floating sword and the owl move towards the wyvern in tandem.
After taking Dancing Sword damage, the Wayvrn (49/110), the Wyvern double moves, lumbering 40 feet towards Atherna who is now 15 feet away and just out of reach of the dragon. The Wyvern licks it's rigid wings and looks back at Atherna giving a frightful screach, "Rrrrawk-awk-awk-awk-awk!"
Atherna's Turn: Movement: Adjacent to wyvern Action: Booming blade (Rapier, +1): 26 (14,16 + 6 + 4) to hit, 7 (3 + 4) piercing damage, 6 thunder damage on movement Bonus action: Dancing Rapier: Move 30 feet to behind wyvern, 13 (6 + 5 + 2) to hit, 10 (7 + 3) piercing damage Haste Action: Disengage Movement: Other side of wyvern, then move to be just out of reach of a double move (50 feet away I think, so definitely doable with 100 feet of movement)
Owl's Turn: Movement: 40 feet to wyvern Action: Help, next attack against wyvern has advantage Movement: 10 feet up
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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)
Eladan wakes in the morning and heads back to the keep and through the first portal, returning to search for the wizard. He drinks a potion of heroism and casts Protection from Evil and Good on himself in preparation for what may lay ahead. Initiative 18 (Dybbuk)
Welcome to Tier 4. The Dybbuk. is a nasty monster with one of the longest stat blocks in Challenge 4. Good luck. Dybbuk rolls initiative: 20
You travel the Abyss searching for another Portal. Having to use Survival, Stealth, and other skills, you narrowly avoid roaming creatures in an attempt to follow the Imp's map. You come upon a vast hellscape, flat in all directions for 80 feet, ending with a sheer drop to a lava pit and right up against the cliff is your portal, guarded by a its keeper. [combat]
The Dybbuk spots you and uses dimension door to teleport adjacent to where you begin. With no actions left, the Dybbyk speaks in common, "You will be my new corpse, soon."
"We shall see foul creature." Eladan replies before BA shifting into a bear and attacking,
Bite to hit: 22 damage: 5 Claw to hit: 27 damage: 8
The Dybbuk (24/37) Tendril Attack: 19 Damage: 12 necrotic damage. If it hits, then reduce your max hp by 6
Eladan takes the hit and returns the attack. (it's attacks should be at disadvantage from protection from evil and good. I took the hit this time though)
Bite to hit: 8 damage: 7 Claw to hit: 12 damage: 9
Cons save for concentration: 23
Disadvantage Tendril Attack from last round: 24
The Dybbuk (24/37) Tendril with Disadvantage Attack: 17 Damage: 10, If it hits, then reduce your max hp by 2
Eladan takes another hit from the creature and counter attacks with tooth and claw and BA's wild shape healing.
Bite to hit: 9 damage: 12 Claw to hit: 18 damage: 13
Healing: 11
Cons save for concentration: 15
The Dybbuk (11/37) Tendril with Disadvantage Attack: 16 Damage: 13, If it hits, then reduce your max hp by 6
The elf-bear is looking a little bloody but keeps attacking.
Bite to hit: 23 damage: 6 Claw to hit: 20 damage: 9
Cons save for concentration: 23
Congratulations, you've defeated the keeper and now you have two portals, some idea how to activate them, and the notion that a Demon Lord wants you to destroy both of them, but also that you would need to destroy one from the Abyss and the other from the Material Plane to prevent being trapped in the Abyss. We can call this a break, you can fight another monster, roleplay a little more, the next steps are up to you
After the creature falls dead, Eladan takes a rest. He will then attempt to destroy the portal in the location he is at now and then return to the first one he came through from the keep. Possibly running into another monster on his way back. (Draconian)
You gain 1100 XP and on your way to the first portal, you run into a roaming Sivak Draconian Sivak Draconian rolls initiative 5
Eladan spots the creature and goes on the offensive before it can react. (Initiative 11). He casts summon beast and commands the wolf spirit (AC 13 Hp 30) that appears to attack the draconian. He then BA wild shapes into a brown bear.
Bestial Spirit Maul to Hit: 23 Damage: 12
After taking some damage, the Sivak Draconian (45/57), uses multiattack on the summoned creature,
Sivak Draconian Serrated Sword 1 Attack: 12 Damage: 12 Sivak Draconian Serrated Sword 1 Attack: 21 Damage: 13 Sivak Draconian Tail Attack: 24 Damage: 11, make DC 14 Strength saving throw or be knocked prone
Two of the draconian's attacks tear into Eladan's companion and it's knocked prone. It gets up and tries to maul the draconian again as Eladan joins the fray and attacksas well.
Bestial Spirit Maul to Hit (with advantage from pack tactics): 26 (crit) Damage: 12 Eladan Bite to hit: 9 damage: 8 Claw to hit: 13 damage: 12
With some incredible damage from the summoned, the Sivak Draconian (33/57), will multiattack, split attacks on two targets
Eladan takes Sivak Draconian Serrated Sword 1 Attack: 26 Damage: 12 Eladan takes Sivak Draconian Serrated Sword 1 Attack: 26 Damage: 24 Summons will take Sivak Draconian Tail Attack: 18 Damage: 11, make DC 14 Strength saving throw or be knocked prone
(we forgot 22 damage, it should have 70/110 before this attack.) >>sounds good
All looks like Rime’s plan works, she moves again 60ft away, attacks and dashes 60ft further. Attack: 22 Damage: 15 Move: 120ft away from the dragon Stealth: 22
After taking damage the Wyvern (55/110), if it was a real dragon and not a 5 int dragon-oid, he would fly back to the portal to wait out the magic. But he's not. Instead, the enraged dragon rolls Perception 14 and double moves again, hoping to change the outcome or get lucky trying. 10x10 grid 82
Rime begins to feel confident that she can slay the beast. Surely, her speed will soon run out and the invisibility shortly after but with any luck the wyvern will be too injured to pose a serious threat. She moves again 60ft away, attacks and dashes 60ft further.
Attack: 25 Damage: 14 Move: total 120ft away from the dragon Stealth: 12 (30s haste and 36s invisibility left)
A bolt damages the Wyvern (31/110), Perception roll 24 Double move, hoping to catch the invisible "bolter" 10x10 grid 49
After taking 8 from half two moonbeams ago and the 9 from the last round, then taking a crit of 8, the Gauth (31/67) rolls a Constitution Saving Throw against the last Moonbeam DC 14 vs 6 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 1, 2, 5, 6
Then takes 11 from moonbeam, the Gauth (20/67), uses three eye rays Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take 15 necrotic damage, save take half.
Paralyzing Ray CON 14: 15+4 = 19 Devour Ray DEX 14: 5+4+4 = 13 (let's use Lucky Footwork Reaction) 13 + 1 = 14 Enervation Ray DEX 14: 7+4+4 = 15 //half between half damage and resistance from potion 15/2/2 = 7.5/2 = 3.75 = 3 with rounding down
DC 10 CON save for concentration: 13+4 = 17
Even as the necrotic energy singes his shoulder, Peter finds himself with a giddy feeling inside him. He unleashes another production of flame into the light of his moonbeam.
Action: Produce Flame, To-Hit: 13+6 = 19, Damage: 3 Moonbeam Damage: 9+1 = 10, CON Save 14, half damage on save
Produce Flame deals 3 damage, so the Gauth (28/67) must make a Constitution Saving Throw against 10 damage from Moonbeam DC 14 vs 20 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 3, 1, 6, 6
After taking 8 from half two moonbeams ago and the 9 from the last round, then taking a crit of 8, the Gauth (31/67) rolls a Constitution Saving Throw against the last Moonbeam DC 14 vs 6 Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 1, 2, 5, 6
Then takes 11 from moonbeam, the Gauth (20/67), uses three eye rays Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take 15 necrotic damage, save take half.
Paralyzing Ray CON 14: 15+4 = 19 Devour Ray DEX 14: 5+4+4 = 13 (let's use Lucky Footwork Reaction) 13 + 1 = 14 Enervation Ray DEX 14: 7+4+4 = 15 //half between half damage and resistance from potion 15/2/2 = 7.5/2 = 3.75 = 3 with rounding down
DC 10 CON save for concentration: 13+4 = 17
Even as the necrotic energy singes his shoulder, Peter finds himself with a giddy feeling inside him. He unleashes another production of flame into the light of his moonbeam.
Action: Produce Flame, To-Hit: 13+6 = 19, Damage: 3 Moonbeam Damage: 9+1 = 10, CON Save 14, half damage on save
Produce Flame deals 3 damage, so the Gauth (28/67) must make a Constitution Saving Throw against 10 damage from Moonbeam DC 14 vs 11 Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 1, 6, 1, 3, 1
After failing the save vs Moonbean, the Gauth (18) sets the following rays against you, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn
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The Gauth (56/67) rolls a Constitution Saving Throw against the Moonbeam DC 14 vs 5
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 6, 4, 5, 4
After taking some damage, the Gauth (47/67) shoots rays out of three eyes,
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
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Fire Ray (4). make a Dexterity Save DC 14 or take 17 fire damage
After taking 9 damage from Crossbow hits, the Wyvern (92/110) makes a new Perception Check 24 for the sound of the "noisy" armor. He will fly up to 80 feet to pinpoint the square of the attack and Multiattack with disadvantage. If he rolls a 1, then he will multiattack a dust square on a random 10x10 grid 72, otherwise, with disadvantage, if he pinpoints your square, here are the attacks.

While Flying, Claw Attack: 11 Damage: 10
While Flying, Stinger Attack: 12 Damage: 16, on hit if you make a Con Save DC 15, take half of 29 poison damage.
**Edit, I'm assuming 11,12 are misses, so refer back to this map to see that the dragon is on top of you, 64, 65, 74, 75, even though all his attacks missed
Atherna quickly maneuvers out of the way of the chained creature. Once away, she uncorks a yellow potion that seems to jump into her mouth. Instantly, its effects are felt, and her movements become supernaturally accelerated. In the meantime, the floating sword and the owl move towards the wyvern in tandem.
Atherna's Turn:
Action: Potion of Speed
Bonus Action: Dancing Rapier: 21 (
6,13 + 5 + 3) to hit, 9 (6 + 3) piercing damageOwl's Turn:
Movement: 50 feet to wyvern
Action: Help, next attack against wyvern has advantage
Movement: 10 feet up
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
All looks like Rime’s plan works, she moves again 60ft away, attacks and dashes 60ft further.
Attack: 27 Damage: 17
Move: 120ft away from the dragon
Stealth: 14
(we forgot 22 damage, it should have 70/110 before this attack.)
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 ||
Fire Ray DEX 14: 15+4 = 19
Paralyzing Ray CON 14: 11+4 = 15
Sleep Ray WIS 14: 3+7+5 = 14 //had a +6 last time since I hadn't fixed re-affixing the ioun wisdom stone regaining its magic on the character sheet
With the Gauth health, I think it's at 39/67
Here did 11 radiant, failed save 67->56
Here did 17 radiant damage, made save, 56->48 //unless gauth had moved
Then the 9 radiant with a failed save, 48->39
Holding up through the rays, Peter adds some fire to his moonbeam.
Action: Produce Flame
(normally range of 30ft when used to attack, boosted to 60ft by Spell Sniper feat)
To-Hit: 20+6 (crit)
Damage: 3+5 = 8 fire
Moonbeam with Gauth going to start its turn there
Damage: 2+9 = 11
Con Save DC 14 for half damage
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
(36s haste, 42s invisible)
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 ||
Derp. That should be 3+7+4 = 14
(Had the right end number in mind. Just forgot the in-between.)
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
After taking Dancing Sword damage, the Wayvrn (49/110), the Wyvern double moves, lumbering 40 feet towards Atherna who is now 15 feet away and just out of reach of the dragon. The Wyvern licks it's rigid wings and looks back at Atherna giving a frightful screach, "Rrrrawk-awk-awk-awk-awk!"
Sounds good. I missed the half damage 8, and the last 9 damage, so 56-17 = 36 hp
After taking 8 from half two moonbeams ago and the 9 from the last round, then taking a crit of 8, the Gauth (31/67) rolls a Constitution Saving Throw against the last Moonbeam DC 14 vs 6
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 1, 2, 5, 6
After taking 8 from half two moonbeams ago and the 9 from the last round, then taking a crit of 8, the Gauth (31/67) rolls a Constitution Saving Throw against the last Moonbeam DC 14 vs 6
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 5, 1, 2, 5, 6
Then takes 11 from moonbeam, the Gauth (20/67), uses three eye rays
Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions)
Enervation Ray (2), make a Dexterity Save DC 14 or take 18 necrotic damage, save take half.
After taking damage the Wyvern (55/110), if it was a real dragon and not a 5 int dragon-oid, he would fly back to the portal to wait out the magic. But he's not. Instead, the enraged dragon rolls Perception 13 and double moves again, hoping to change the outcome or get lucky trying. 10x10 grid 11
Two of the draconian's attacks tear into Eladan's companion and it's knocked prone. It gets up and tries to maul the draconian again as Eladan joins the fray and attacksas well.
Bestial Spirit Maul to Hit (with advantage from pack tactics): 26 (crit) Damage: 12
Eladan Bite to hit: 9 damage: 8
Claw to hit: 13 damage: 12
Rime begins to feel confident that she can slay the beast. Surely, her speed will soon run out and the invisibility shortly after but with any luck the wyvern will be too injured to pose a serious threat. She moves again 60ft away, attacks and dashes 60ft further.
Attack: 25 Damage: 13
Move: total 120ft away from the dragon
Stealth: 9
(30s haste and 36s invisibility left)
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 ||
Paralyzing Ray CON 14: 15+4 = 19
Devour Ray DEX 14: 5+4+4 = 13 (let's use Lucky Footwork Reaction) 13 + 1 = 14
Enervation Ray DEX 14: 7+4+4 = 15 //half between half damage and resistance from potion 15/2/2 = 7.5/2 = 3.75 = 3 with rounding down
DC 10 CON save for concentration: 13+4 = 17
Even as the necrotic energy singes his shoulder, Peter finds himself with a giddy feeling inside him. He unleashes another production of flame into the light of his moonbeam.
action: Produce Flame
To-Hit: 13+6 = 19
Damage: 3
Moonbeam
Damage: 9+1 = 10
CON Save 14, half damage on save
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
Atherna's Turn:
Movement: Adjacent to wyvern
Action: Booming blade (Rapier, +1): 26 (
14,16 + 6 + 4) to hit, 7 (3 + 4) piercing damage, 6 thunder damage on movementBonus action: Dancing Rapier: Move 30 feet to behind wyvern, 13 (6 + 5 + 2) to hit, 10 (7 + 3) piercing damage
Haste Action: Disengage
Movement: Other side of wyvern, then move to be just out of reach of a double move (50 feet away I think, so definitely doable with 100 feet of movement)
Owl's Turn:
Movement: 40 feet to wyvern
Action: Help, next attack against wyvern has advantage
Movement: 10 feet up
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
With some incredible damage from the summoned, the Sivak Draconian (33/57), will multiattack, split attacks on two targets
Eladan takes Sivak Draconian Serrated Sword 1 Attack: 26 Damage: 12
Eladan takes Sivak Draconian Serrated Sword 1 Attack: 26 Damage: 24
Summons will take Sivak Draconian Tail Attack: 18 Damage: 11, make DC 14 Strength saving throw or be knocked prone
A bolt damages the Wyvern (31/110),
Perception roll 24
Double move, hoping to catch the invisible "bolter" 10x10 grid 49
Produce Flame deals 3 damage, so the Gauth (28/67) must make a Constitution Saving Throw against 10 damage from Moonbeam DC 14 vs 20
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 3, 1, 6, 6
After failing the save vs Moonbean, the Gauth (18) sets the following rays against you,
Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions)
Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn