(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
The Hellwasp (52/52) responds to a reaction and grapple before taking a turn, Stone Rune Charm Wisdom Save DC 13 vs 8 Opposed Grapple Check (Strength) DC 23 vs 7
Notes: A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
The Charmed Hellwasp gets grappled and now must make an opposed grappled check to be pinned (prone) Opposed Grapple Check (Strength) DC 27 vs 22
The Charmed, Grappled, Pinned Hellwasp buzzes lovingly and affectionately towards Berry. For it's action, it will extend its proboscis and lick all around Berry's lips and mouth, giving a sloppy wet insect kiss.
Now that was unexpected, bloody wasp. I'm all for hugs but you gotta respect my limits, thinks Berry somewhat hypocritical. Then he releases two quick kicks.
grapple hold: 3 bludgeoning damage
Attack: 10 Damage: 10 Attack: 15 Damage: 8
Backing up to the end of the Hellwasp's last turn, Charmed Wis Save DC 13 vs 6
After taking 3 damage, The Hellwasp (49/52) is Charmed, Incapacitated (grants advantage), Grappled, Prone (grants advantage in melee), and remains in a dreamy stupor.
At the end of this turn, the Hellwasp will roll four end-of-turn saves against the Charmed effect, in an effort to help expedite your turn. The first four fails and only the first saved roll will be kept. All rolls after the first Successful save will be tossed. Stone Rune Charm DC 13 vs 9, 16, 23, 23
(42s potion and giant) Berry continues head butting and kicking the overly affectionate wasp, twice (after which it had saved its previous turn)
Taking 1 damage, Then taking 8, Taking 2 damage, Then taking 13 more, The Hellwasp (25/52) becomes uncharmed at the end of this round, finds itself Grappled and Prone, and not so happy.
(I think it saved before Berry’s last attack and would now have a chance to do as it pleases - within its constraints.)
The Hellwasp (25/52), dreaming of hugging and kissing you has enraged it,
Hellwasp Sting Attack: 11 Damage: 7, on hit take 10 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 14 Damage: 12
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6 The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6 Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take Dice rolls not yet available for this section. necrotic damage, save take half. Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
Devour Magic Save: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
Enervation Ray damage roll 11 necrotic damage, save take half.
Thanks.
Roger takes a step back as the necrotic damage hits him and lets out a Moonbeam of retaliation. "This is for killing my brother!" he shouts.
Action: Moonbeam Damage: 10+3 = 13 Save CON 14: half damage on save
Movement: 20ft back, 80ft distance between him and Gauth
The Gauth (67/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 6 61 remaining hitpoints on a successful save, 54 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 6, 4, 4, 2
The Gauth (54/67) fires 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 Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Paralyzing Ray CON 14: 15+4 = 19 Pushing Ray STR 14: 4+1 = 5 Sleep Ray WIS 14: 17+7 = 24
Taking the opportunity of surviving the next set of eyes rays, Roger downs a Potion of Necrotic Resistance. Moonbeam Damage: 8+8 = 16 DC CON 14: half damage on save
The Gauth (54/67) rolls against Moonbeam damage 16, Constitution Save DC 14 vs 16 46 remaining hitpoints on a successful save, 38 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 2, 3, 2, 4, 5
The Gauth (46/67), eye rays, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 18 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
Sleep Ray WIS 14: 12+7 = 19 Enervation Ray: 6 + 4 + 3 = 13 (Reaction Lucky Footwork) + 1 = 14 for half (and then half more with resistance) Pushing Ray: 7 + 2 = 9
So currently 110 ft from Gauth (80ft followed by 2 pushing ray save fails)
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
The Hellwasp (52/52) responds to a reaction and grapple before taking a turn, Stone Rune Charm Wisdom Save DC 13 vs 8 Opposed Grapple Check (Strength) DC 23 vs 7
Notes: A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
The Charmed Hellwasp gets grappled and now must make an opposed grappled check to be pinned (prone) Opposed Grapple Check (Strength) DC 27 vs 22
The Charmed, Grappled, Pinned Hellwasp buzzes lovingly and affectionately towards Berry. For it's action, it will extend its proboscis and lick all around Berry's lips and mouth, giving a sloppy wet insect kiss.
Now that was unexpected, bloody wasp. I'm all for hugs but you gotta respect my limits, thinks Berry somewhat hypocritical. Then he releases two quick kicks.
grapple hold: 3 bludgeoning damage
Attack: 10 Damage: 10 Attack: 15 Damage: 8
Backing up to the end of the Hellwasp's last turn, Charmed Wis Save DC 13 vs 6
After taking 3 damage, The Hellwasp (49/52) is Charmed, Incapacitated (grants advantage), Grappled, Prone (grants advantage in melee), and remains in a dreamy stupor.
At the end of this turn, the Hellwasp will roll four end-of-turn saves against the Charmed effect, in an effort to help expedite your turn. The first four fails and only the first saved roll will be kept. All rolls after the first Successful save will be tossed. Stone Rune Charm DC 13 vs 9, 16, 23, 23
(42s potion and giant) Berry continues head butting and kicking the overly affectionate wasp, twice (after which it had saved its previous turn)
Taking 1 damage, Then taking 8, Taking 2 damage, Then taking 13 more, The Hellwasp (25/52) becomes uncharmed at the end of this round, finds itself Grappled and Prone, and not so happy.
(I think it saved before Berry’s last attack and would now have a chance to do as it pleases - within its constraints.)
The Hellwasp (25/52), dreaming of hugging and kissing you has enraged it,
Hellwasp Sting Attack: 11 Damage: 7, on hit take 10 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 14 Damage: 12
Trying to hold the wasp such that neither talons nor stinger can reach him, Berry keeps kicking at the cracking chitin carapace.
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6 The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6 Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take Dice rolls not yet available for this section. necrotic damage, save take half. Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
Devour Magic Save: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
Enervation Ray damage roll 11 necrotic damage, save take half.
Thanks.
Roger takes a step back as the necrotic damage hits him and lets out a Moonbeam of retaliation. "This is for killing my brother!" he shouts.
Action: Moonbeam Damage: 10+3 = 13 Save CON 14: half damage on save
Movement: 20ft back, 80ft distance between him and Gauth
The Gauth (67/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 6 61 remaining hitpoints on a successful save, 54 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 6, 4, 4, 2
The Gauth (54/67) fires 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 Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Paralyzing Ray CON 14: 15+4 = 19 Pushing Ray STR 14: 4+1 = 5 Sleep Ray WIS 14: 17+7 = 24
Taking the opportunity of surviving the next set of eyes rays, Roger downs a Potion of Necrotic Resistance. Moonbeam Damage: 8+8 = 16 DC CON 14: half damage on save
The Gauth (54/67) rolls against Moonbeam damage 16, Constitution Save DC 14 vs 16 46 remaining hitpoints on a successful save, 38 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 2, 3, 2, 4, 5
The Gauth (46/67), eye rays, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 18 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
Roger takes a look at the situation and uses this as an opportunity to down a potion of fire resistance.
Sleep Ray WIS 14: 12+7 = 19 Enervation Ray: 6 + 4 + 3 = 13 (Reaction Lucky Footwork) + 1 = 14 for half (and then half more with resistance) Pushing Ray: 7 + 2 = 9 So currently 110 ft from Gauth (80ft followed by 2 pushing ray save fails) Concentration Check DC 10: 20 + 4 = 24 (moonbeam stays) 18 / 2 / 2 = 4.5 rounded down to 4
Moonbeam Damage: 10 + 3 = 13 Save CON 14: half on save
The Gauth (46/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 22 40 remaining hitpoints on a successful save, 33 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 2, 4
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6 The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6 Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take Dice rolls not yet available for this section. necrotic damage, save take half. Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
Devour Magic Save: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
Enervation Ray damage roll 11 necrotic damage, save take half.
Thanks.
Roger takes a step back as the necrotic damage hits him and lets out a Moonbeam of retaliation. "This is for killing my brother!" he shouts.
Action: Moonbeam Damage: 10+3 = 13 Save CON 14: half damage on save
Movement: 20ft back, 80ft distance between him and Gauth
The Gauth (67/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 6 61 remaining hitpoints on a successful save, 54 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 6, 4, 4, 2
The Gauth (54/67) fires 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 Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Paralyzing Ray CON 14: 15+4 = 19 Pushing Ray STR 14: 4+1 = 5 Sleep Ray WIS 14: 17+7 = 24
Taking the opportunity of surviving the next set of eyes rays, Roger downs a Potion of Necrotic Resistance. Moonbeam Damage: 8+8 = 16 DC CON 14: half damage on save
The Gauth (54/67) rolls against Moonbeam damage 16, Constitution Save DC 14 vs 16 46 remaining hitpoints on a successful save, 38 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 2, 3, 2, 4, 5
The Gauth (46/67), eye rays, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 18 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
Roger takes a look at the situation and uses this as an opportunity to down a potion of fire resistance.
Sleep Ray WIS 14: 12+7 = 19 Enervation Ray: 6 + 4 + 3 = 13 (Reaction Lucky Footwork) + 1 = 14 for half (and then half more with resistance) Pushing Ray: 7 + 2 = 9 So currently 110 ft from Gauth (80ft followed by 2 pushing ray save fails) Concentration Check DC 10: 20 + 4 = 24 (moonbeam stays) 18 / 2 / 2 = 4.5 rounded down to 4
Moonbeam Damage: 10 + 3 = 13 Save CON 14: half on save
The Gauth (46/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 18 40 remaining hitpoints on a successful save, 33 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 4, 3, 2, 4, 4, 2
The Gauth (40/67), fires eye rays, Fire Ray (4). make a Dexterity Save DC 14 or take 18 fire damage 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 Enervation Ray (2), make a Dexterity Save DC 14 or take 20 necrotic damage, save take half
@VitusW, the Gauth moves each turn 20 feet closer. We can say 110 - 20, this turn 90 feet before the eye rays. I'll make sure I post it in each thread going forward. Both Eye Rays and Moonbeam have a range of 120 feet.
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
The Hellwasp (52/52) responds to a reaction and grapple before taking a turn, Stone Rune Charm Wisdom Save DC 13 vs 8 Opposed Grapple Check (Strength) DC 23 vs 7
Notes: A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
The Charmed Hellwasp gets grappled and now must make an opposed grappled check to be pinned (prone) Opposed Grapple Check (Strength) DC 27 vs 22
The Charmed, Grappled, Pinned Hellwasp buzzes lovingly and affectionately towards Berry. For it's action, it will extend its proboscis and lick all around Berry's lips and mouth, giving a sloppy wet insect kiss.
Now that was unexpected, bloody wasp. I'm all for hugs but you gotta respect my limits, thinks Berry somewhat hypocritical. Then he releases two quick kicks.
grapple hold: 3 bludgeoning damage
Attack: 10 Damage: 10 Attack: 15 Damage: 8
Backing up to the end of the Hellwasp's last turn, Charmed Wis Save DC 13 vs 6
After taking 3 damage, The Hellwasp (49/52) is Charmed, Incapacitated (grants advantage), Grappled, Prone (grants advantage in melee), and remains in a dreamy stupor.
At the end of this turn, the Hellwasp will roll four end-of-turn saves against the Charmed effect, in an effort to help expedite your turn. The first four fails and only the first saved roll will be kept. All rolls after the first Successful save will be tossed. Stone Rune Charm DC 13 vs 9, 16, 23, 23
(42s potion and giant) Berry continues head butting and kicking the overly affectionate wasp, twice (after which it had saved its previous turn)
Taking 1 damage, Then taking 8, Taking 2 damage, Then taking 13 more, The Hellwasp (25/52) becomes uncharmed at the end of this round, finds itself Grappled and Prone, and not so happy.
(I think it saved before Berry’s last attack and would now have a chance to do as it pleases - within its constraints.)
The Hellwasp (25/52), dreaming of hugging and kissing you has enraged it,
Hellwasp Sting Attack: 11 Damage: 7, on hit take 10 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 14 Damage: 12
36s buffs left Trying to hold the wasp such that neither talons nor stinger can reach him, Berry keeps kicking at the cracking chitin carapace.
After taking 7 damage and then 2 damage, The Hellwasp (16/52), multiattack,
Hellwasp Sting Attack: 17 Damage: 8, on hit take 10 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 22 Damage: 13
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6 The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6 Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take Dice rolls not yet available for this section. necrotic damage, save take half. Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
Devour Magic Save: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
Enervation Ray damage roll 11 necrotic damage, save take half.
Thanks.
Roger takes a step back as the necrotic damage hits him and lets out a Moonbeam of retaliation. "This is for killing my brother!" he shouts.
Action: Moonbeam Damage: 10+3 = 13 Save CON 14: half damage on save
Movement: 20ft back, 80ft distance between him and Gauth
The Gauth (67/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 6 61 remaining hitpoints on a successful save, 54 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 6, 4, 4, 2
The Gauth (54/67) fires 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 Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Paralyzing Ray CON 14: 15+4 = 19 Pushing Ray STR 14: 4+1 = 5 Sleep Ray WIS 14: 17+7 = 24
Taking the opportunity of surviving the next set of eyes rays, Roger downs a Potion of Necrotic Resistance. Moonbeam Damage: 8+8 = 16 DC CON 14: half damage on save
The Gauth (54/67) rolls against Moonbeam damage 16, Constitution Save DC 14 vs 16 46 remaining hitpoints on a successful save, 38 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 2, 3, 2, 4, 5
The Gauth (46/67), eye rays, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 18 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
Roger takes a look at the situation and uses this as an opportunity to down a potion of fire resistance.
Sleep Ray WIS 14: 12+7 = 19 Enervation Ray: 6 + 4 + 3 = 13 (Reaction Lucky Footwork) + 1 = 14 for half (and then half more with resistance) Pushing Ray: 7 + 2 = 9 So currently 110 ft from Gauth (80ft followed by 2 pushing ray save fails) Concentration Check DC 10: 20 + 4 = 24 (moonbeam stays) 18 / 2 / 2 = 4.5 rounded down to 4
Moonbeam Damage: 10 + 3 = 13 Save CON 14: half on save
The Gauth (46/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 18 40 remaining hitpoints on a successful save, 33 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 4, 3, 2, 4, 4, 2
The Gauth (40/67), fires eye rays, Fire Ray (4). make a Dexterity Save DC 14 or take 18 fire damage 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 Enervation Ray (2), make a Dexterity Save DC 14 or take 20 necrotic damage, save take half
Fire Ray DEX 14: 4+4+2 = 10 (I'd been debating whether or not to down the fire resistance yet or hurl a guiding bolt; glad I took the potion) Pushing Ray STR 14: 7+3 = 10 Enervation Ray: 13+4 = 17
For curiosity's sake, would Lucky Footwork have helped with the fire? (with that much of difference, I had wanted to save it for the Enervation just in case): 1 (so no)
So 9 (18/2) fire damage and 5 (20/2/2) necrotic damage
Concentration DC 10: 11+4 = 15 Concentration DC 10: 3+4+2 = 9
Moonbeam concentration lost (oh well)
Distance from Gauth now: 125
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance.
Healing Word: 4+4 = 8 Chalice Bonus: 1d8 + 4: 8+4 = 12 Total: 20 (wow, I got lucky there! I wasn't expecting to not be able to heal the full amount with excess, from 16/35 -> 35/35)
So I succeed but I’m still hit by both. I cast healing word on myself 5 healing and I attack it with my rapier! Attack: 7 Damage: 7
The Hellwasp (32/52) will attacks again, Hellwasp Sting Attack: 8 Damage: 11, on hit take 8 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 14 Damage: 10
Neither hits. Another thunderwave! 2nd lvl. (also I got mixed up. I thought I had +3s in Dex, con, and cha, but instead it’s +2 in Dex and con and 4 in cha. So it’s a dc14 save for my spells.
thunderwave damage: 19
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
@VitusW, the Gauth moves each turn 20 feet closer. We can say 110 - 20, this turn 90 feet before the eye rays. I'll make sure I post it in each thread going forward. Both Eye Rays and Moonbeam have a range of 120 feet.
Oh if he's been moving, that really puts a change in the damage I've done. Moonbeam doesn't move with the target. It takes an action to do that. (60ft so it'll always be able to follow him, but I've also used actions for taking the potions)
And yeah that makes more sense that he'd be moving.
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
The Hellwasp (52/52) responds to a reaction and grapple before taking a turn, Stone Rune Charm Wisdom Save DC 13 vs 8 Opposed Grapple Check (Strength) DC 23 vs 7
Notes: A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
The Charmed Hellwasp gets grappled and now must make an opposed grappled check to be pinned (prone) Opposed Grapple Check (Strength) DC 27 vs 22
The Charmed, Grappled, Pinned Hellwasp buzzes lovingly and affectionately towards Berry. For it's action, it will extend its proboscis and lick all around Berry's lips and mouth, giving a sloppy wet insect kiss.
Now that was unexpected, bloody wasp. I'm all for hugs but you gotta respect my limits, thinks Berry somewhat hypocritical. Then he releases two quick kicks.
grapple hold: 3 bludgeoning damage
Attack: 10 Damage: 10 Attack: 15 Damage: 8
Backing up to the end of the Hellwasp's last turn, Charmed Wis Save DC 13 vs 6
After taking 3 damage, The Hellwasp (49/52) is Charmed, Incapacitated (grants advantage), Grappled, Prone (grants advantage in melee), and remains in a dreamy stupor.
At the end of this turn, the Hellwasp will roll four end-of-turn saves against the Charmed effect, in an effort to help expedite your turn. The first four fails and only the first saved roll will be kept. All rolls after the first Successful save will be tossed. Stone Rune Charm DC 13 vs 9, 16, 23, 23
(42s potion and giant) Berry continues head butting and kicking the overly affectionate wasp, twice (after which it had saved its previous turn)
Taking 1 damage, Then taking 8, Taking 2 damage, Then taking 13 more, The Hellwasp (25/52) becomes uncharmed at the end of this round, finds itself Grappled and Prone, and not so happy.
(I think it saved before Berry’s last attack and would now have a chance to do as it pleases - within its constraints.)
The Hellwasp (25/52), dreaming of hugging and kissing you has enraged it,
Hellwasp Sting Attack: 11 Damage: 7, on hit take 10 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 14 Damage: 12
36s buffs left Trying to hold the wasp such that neither talons nor stinger can reach him, Berry keeps kicking at the cracking chitin carapace.
After taking 7 damage and then 2 damage, The Hellwasp (16/52), multiattack,
Hellwasp Sting Attack: 15 Damage: 5, on hit take 11 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 13 Damage: 9
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6 The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6 Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take Dice rolls not yet available for this section. necrotic damage, save take half. Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
Devour Magic Save: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
Enervation Ray damage roll 11 necrotic damage, save take half.
Thanks.
Roger takes a step back as the necrotic damage hits him and lets out a Moonbeam of retaliation. "This is for killing my brother!" he shouts.
Action: Moonbeam Damage: 10+3 = 13 Save CON 14: half damage on save
Movement: 20ft back, 80ft distance between him and Gauth
The Gauth (67/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 6 61 remaining hitpoints on a successful save, 54 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 6, 4, 4, 2
The Gauth (54/67) fires 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 Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Paralyzing Ray CON 14: 15+4 = 19 Pushing Ray STR 14: 4+1 = 5 Sleep Ray WIS 14: 17+7 = 24
Taking the opportunity of surviving the next set of eyes rays, Roger downs a Potion of Necrotic Resistance. Moonbeam Damage: 8+8 = 16 DC CON 14: half damage on save
The Gauth (54/67) rolls against Moonbeam damage 16, Constitution Save DC 14 vs 16 46 remaining hitpoints on a successful save, 38 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 2, 3, 2, 4, 5
The Gauth (46/67), eye rays, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 18 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
Roger takes a look at the situation and uses this as an opportunity to down a potion of fire resistance.
Sleep Ray WIS 14: 12+7 = 19 Enervation Ray: 6 + 4 + 3 = 13 (Reaction Lucky Footwork) + 1 = 14 for half (and then half more with resistance) Pushing Ray: 7 + 2 = 9 So currently 110 ft from Gauth (80ft followed by 2 pushing ray save fails) Concentration Check DC 10: 20 + 4 = 24 (moonbeam stays) 18 / 2 / 2 = 4.5 rounded down to 4
Moonbeam Damage: 10 + 3 = 13 Save CON 14: half on save
The Gauth (46/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 18 40 remaining hitpoints on a successful save, 33 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 4, 3, 2, 4, 4, 2
The Gauth (40/67), fires eye rays, Fire Ray (4). make a Dexterity Save DC 14 or take 18 fire damage 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 Enervation Ray (2), make a Dexterity Save DC 14 or take 20 necrotic damage, save take half
Fire Ray DEX 14: 4+4+2 = 10 (I'd been debating whether or not to down the fire resistance yet or hurl a guiding bolt; glad I took the potion) Pushing Ray STR 14: 7+3 = 10 Enervation Ray: 13+4 = 17
For curiosity's sake, would Lucky Footwork have helped with the fire? (with that much of difference, I had wanted to save it for the Enervation just in case): 1 (so no)
So 9 (18/2) fire damage and 5 (20/2/2) necrotic damage
Concentration DC 10: 11+4 = 15 Concentration DC 10: 3+4+2 = 9
Moonbeam concentration lost (oh well)
Distance from Gauth now: 125
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance.
Healing Word: 4+4 = 8 Chalice Bonus: 1d8 + 4: 8+4 = 12 Total: 20 (wow, I got lucky there! I wasn't expecting to not be able to heal the full amount with excess, from 16/35 -> 35/35)
The Gauth (40/67) moves 20 feet to bridge the gap (105 feet) Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 4, 4, 5, 4, 1
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6 The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6 Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take Dice rolls not yet available for this section. necrotic damage, save take half. Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
Devour Magic Save: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
Enervation Ray damage roll 11 necrotic damage, save take half.
Thanks.
Roger takes a step back as the necrotic damage hits him and lets out a Moonbeam of retaliation. "This is for killing my brother!" he shouts.
Action: Moonbeam Damage: 10+3 = 13 Save CON 14: half damage on save
Movement: 20ft back, 80ft distance between him and Gauth
The Gauth (67/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 6 61 remaining hitpoints on a successful save, 54 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 6, 4, 4, 2
The Gauth (54/67) fires 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 Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Paralyzing Ray CON 14: 15+4 = 19 Pushing Ray STR 14: 4+1 = 5 Sleep Ray WIS 14: 17+7 = 24
Taking the opportunity of surviving the next set of eyes rays, Roger downs a Potion of Necrotic Resistance. Moonbeam Damage: 8+8 = 16 DC CON 14: half damage on save
The Gauth (54/67) rolls against Moonbeam damage 16, Constitution Save DC 14 vs 16 46 remaining hitpoints on a successful save, 38 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 2, 3, 2, 4, 5
The Gauth (46/67), eye rays, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 18 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
Roger takes a look at the situation and uses this as an opportunity to down a potion of fire resistance.
Sleep Ray WIS 14: 12+7 = 19 Enervation Ray: 6 + 4 + 3 = 13 (Reaction Lucky Footwork) + 1 = 14 for half (and then half more with resistance) Pushing Ray: 7 + 2 = 9 So currently 110 ft from Gauth (80ft followed by 2 pushing ray save fails) Concentration Check DC 10: 20 + 4 = 24 (moonbeam stays) 18 / 2 / 2 = 4.5 rounded down to 4
Moonbeam Damage: 10 + 3 = 13 Save CON 14: half on save
The Gauth (46/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 18 40 remaining hitpoints on a successful save, 33 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 4, 3, 2, 4, 4, 2
The Gauth (40/67), fires eye rays, Fire Ray (4). make a Dexterity Save DC 14 or take 18 fire damage 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 Enervation Ray (2), make a Dexterity Save DC 14 or take 20 necrotic damage, save take half
Fire Ray DEX 14: 4+4+2 = 10 (I'd been debating whether or not to down the fire resistance yet or hurl a guiding bolt; glad I took the potion) Pushing Ray STR 14: 7+3 = 10 Enervation Ray: 13+4 = 17
For curiosity's sake, would Lucky Footwork have helped with the fire? (with that much of difference, I had wanted to save it for the Enervation just in case): 1 (so no)
So 9 (18/2) fire damage and 5 (20/2/2) necrotic damage
Concentration DC 10: 11+4 = 15 Concentration DC 10: 3+4+2 = 9
Moonbeam concentration lost (oh well)
Distance from Gauth now: 125
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance.
Healing Word: 4+4 = 8 Chalice Bonus: 1d8 + 4: 8+4 = 12 Total: 20 (wow, I got lucky there! I wasn't expecting to not be able to heal the full amount with excess, from 16/35 -> 35/35)
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance. >>looks like this paid off because of the Fire Ray getting rolled.
The Gauth (40/67) moves 20 feet to bridge the gap (105 feet) Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 4, 4, 5, 4, 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) Fire Ray (4). make a Dexterity Save DC 14 or take 33 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
@VitusW, the Gauth moves each turn 20 feet closer. We can say 110 - 20, this turn 90 feet before the eye rays. I'll make sure I post it in each thread going forward. Both Eye Rays and Moonbeam have a range of 120 feet.
Oh if he's been moving, that really puts a change in the damage I've done. Moonbeam doesn't move with the target. It takes an action to do that. (60ft so it'll always be able to follow him, but I've also used actions for taking the potions)
And yeah that makes more sense that he'd be moving.
I didn't ret-con, just going forward I will state when moving.
So I succeed but I’m still hit by both. I cast healing word on myself 5 healing and I attack it with my rapier! Attack: 7 Damage: 7
The Hellwasp (32/52) will attacks again, Hellwasp Sting Attack: 8 Damage: 11, on hit take 8 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 14 Damage: 10
Neither hits. Another thunderwave! 2nd lvl. (also I got mixed up. I thought I had +3s in Dex, con, and cha, but instead it’s +2 in Dex and con and 4 in cha. So it’s a dc14 save for my spells.
thunderwave damage: 16
The Hellwasp (32/52) rolls a new Constitution Saving throw against the Thunderwave (16 damage) DC 14 vs 14 24 remaining hitpoints on a successful save, it multiattacks, 16 remaining hitpoints on a failed save, it moves then multiattacks,
Hellwasp Sting Attack: 20 Damage: 8, on hit take 11 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 23 Damage: 16
(@DM: Would you let us try an additional second character without having lost the first? There's a concept that I would love to try but the character lost their campaign very early on.)
of course... Sounds reasonable. If you need me to give you a second character slot, just let me know how and I'll do it.
(I'm assuming he can skip Tier 1 and 2, or would you want that a new character starts from zero?)
Berry Belcra had just discovered a portal and, after reporting back, jumped right into it. He had used his new funds to get a Potion of Speed, Heroism and Fire Resistance (of which the later two he drinks before the encounter), a shield, a new magically reinforced studded leather (+1) and a new tattoo that is supposed to improve his unarmed strikes (Eldritch Claw Tattoo in lieu of a weapon +1? I can delete that if you feel there is a good reason there are not items that provide unarmed attacks with a magical bonus.)
Frost Rune: You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune:
When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Giant’s Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
On the other side of the portal he confronts a Hellwasp after he invokes his frost rune. Berry's Initiative: 8 The Hellwasp rolls initiative 21
The Hellwasp (52/52) has no ranged attacks, so going first, will simply double move to end adjacent to you.
As an reaction to the wasp's approach, Berry invokes his stone rune and attempts to charm the wasp (DC 13 WIS save or charmed for a minute - repeat save at its turn's end). Then he imbues himself with ancestral magic assuming the might of a Giant. After chugging the Potion of Speed, he tries to grab the wasp and hold it tight: grapple check: 23
If the grapple is successful, Berry presses on and action surges a shove to push the wasp prone: 27
The Hellwasp (52/52) responds to a reaction and grapple before taking a turn, Stone Rune Charm Wisdom Save DC 13 vs 8 Opposed Grapple Check (Strength) DC 23 vs 7
Notes: A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
The Charmed Hellwasp gets grappled and now must make an opposed grappled check to be pinned (prone) Opposed Grapple Check (Strength) DC 27 vs 22
The Charmed, Grappled, Pinned Hellwasp buzzes lovingly and affectionately towards Berry. For it's action, it will extend its proboscis and lick all around Berry's lips and mouth, giving a sloppy wet insect kiss.
Now that was unexpected, bloody wasp. I'm all for hugs but you gotta respect my limits, thinks Berry somewhat hypocritical. Then he releases two quick kicks.
grapple hold: 3 bludgeoning damage
Attack: 10 Damage: 10 Attack: 15 Damage: 8
Backing up to the end of the Hellwasp's last turn, Charmed Wis Save DC 13 vs 6
After taking 3 damage, The Hellwasp (49/52) is Charmed, Incapacitated (grants advantage), Grappled, Prone (grants advantage in melee), and remains in a dreamy stupor.
At the end of this turn, the Hellwasp will roll four end-of-turn saves against the Charmed effect, in an effort to help expedite your turn. The first four fails and only the first saved roll will be kept. All rolls after the first Successful save will be tossed. Stone Rune Charm DC 13 vs 9, 16, 23, 23
(42s potion and giant) Berry continues head butting and kicking the overly affectionate wasp, twice (after which it had saved its previous turn)
Taking 1 damage, Then taking 8, Taking 2 damage, Then taking 13 more, The Hellwasp (25/52) becomes uncharmed at the end of this round, finds itself Grappled and Prone, and not so happy.
(I think it saved before Berry’s last attack and would now have a chance to do as it pleases - within its constraints.)
The Hellwasp (25/52), dreaming of hugging and kissing you has enraged it,
Hellwasp Sting Attack: 11 Damage: 7, on hit take 10 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 14 Damage: 12
36s buffs left Trying to hold the wasp such that neither talons nor stinger can reach him, Berry keeps kicking at the cracking chitin carapace.
After taking 7 damage and then 2 damage, The Hellwasp (16/52), multiattack,
Hellwasp Sting Attack: 15 Damage: 5, on hit take 11 fire damage and make a Con Save vs DC 12, or be poison paralyzed Hellwasp Sword Talon Attack: 13 Damage: 9
@VitusW, the Gauth moves each turn 20 feet closer. We can say 110 - 20, this turn 90 feet before the eye rays. I'll make sure I post it in each thread going forward. Both Eye Rays and Moonbeam have a range of 120 feet.
Oh if he's been moving, that really puts a change in the damage I've done. Moonbeam doesn't move with the target. It takes an action to do that. (60ft so it'll always be able to follow him, but I've also used actions for taking the potions)
And yeah that makes more sense that he'd be moving.
I didn't ret-con, just going forward I will state when moving.
As Peter falls, a brotherly connections finds itself awakened. Out in the woods a Harengon druid awakes from his slumber. "Brother." he whispers. For years Roger Gathakanathi had hoped his name might be cleared, that whoever framed him for a murder he didn't commit might become known, that he would be able to return home. For though is family bonds held tight, others had not been so welcoming. But now he would never see Peter again. But while his brother lay fallen, he could take the fight to whoever had slain dear Peter. Mounting his riding horse he set on a course that brought him through the portal and into the burning landscape. With his mind full of revenge he dismounts, downs a potion of heroism, assumes the chalice form, and readies for battle.
Initiative: 1+5 = 6 The Gauth (67/67) rolls initiative: 14
80 feet away, the Gauth sees you and advances 20 feet (now 60 ft away), fire all your guns at once and. Explode into Space.
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 5, 6 Devour Magic Ray (1), make a Dexterity Save DC 14 or lose a magic item until the start of the Gauth's turn (ignore scrolls and potions) Enervation Ray (2), make a Dexterity Save DC 14 or take Dice rolls not yet available for this section. necrotic damage, save take half. Paralyzing Ray (5), make a Constitution Save DC 14 or be paralyzed for 1 min, you can make follow-up saves at the end of your turn
Devour Magic Save: 6+4+3 = 13 (Reaction Lucky footwork) + 4 = 17 (not sure how much the Enervation ray will damage, but figure the ability to make saves is much more important than healable damage) Enervation Ray: 1 + 4 + 3 = 8 (on the one hand, darn, on the other it's a bit of a relief to know there wasn't a point to me saving Lucky Footwork for this) Paralyzing Ray: 7 + 4 + 3 = 14 (looks like the bless dice really likes the number 3 this time)
Could you reroll the Enervation Ray's damage? (It got the "dice rolls not available") I'm hovering between taking a potion and using Healing Word or casting Moonbeam to start doling out damage followed by gulping the potions depending on how much damage he takes..
Enervation Ray damage roll 11 necrotic damage, save take half.
Thanks.
Roger takes a step back as the necrotic damage hits him and lets out a Moonbeam of retaliation. "This is for killing my brother!" he shouts.
Action: Moonbeam Damage: 10+3 = 13 Save CON 14: half damage on save
Movement: 20ft back, 80ft distance between him and Gauth
The Gauth (67/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 6 61 remaining hitpoints on a successful save, 54 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 5, 3, 6, 4, 4, 2
The Gauth (54/67) fires 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 Pushing Ray (3), make a Strength Save DC 14 or be pushed 15 feet away and half your speed until the end of the Gauth's next turn Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min
Paralyzing Ray CON 14: 15+4 = 19 Pushing Ray STR 14: 4+1 = 5 Sleep Ray WIS 14: 17+7 = 24
Taking the opportunity of surviving the next set of eyes rays, Roger downs a Potion of Necrotic Resistance. Moonbeam Damage: 8+8 = 16 DC CON 14: half damage on save
The Gauth (54/67) rolls against Moonbeam damage 16, Constitution Save DC 14 vs 16 46 remaining hitpoints on a successful save, 38 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 6, 2, 3, 2, 4, 5
The Gauth (46/67), eye rays, Sleep Ray (6), make a Wisdom Save DC 14 or be put to sleep for 1 min Enervation Ray (2), make a Dexterity Save DC 14 or take 18 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
Roger takes a look at the situation and uses this as an opportunity to down a potion of fire resistance.
Sleep Ray WIS 14: 12+7 = 19 Enervation Ray: 6 + 4 + 3 = 13 (Reaction Lucky Footwork) + 1 = 14 for half (and then half more with resistance) Pushing Ray: 7 + 2 = 9 So currently 110 ft from Gauth (80ft followed by 2 pushing ray save fails) Concentration Check DC 10: 20 + 4 = 24 (moonbeam stays) 18 / 2 / 2 = 4.5 rounded down to 4
Moonbeam Damage: 10 + 3 = 13 Save CON 14: half on save
The Gauth (46/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 18 40 remaining hitpoints on a successful save, 33 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 4, 3, 2, 4, 4, 2
The Gauth (40/67), fires eye rays, Fire Ray (4). make a Dexterity Save DC 14 or take 18 fire damage 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 Enervation Ray (2), make a Dexterity Save DC 14 or take 20 necrotic damage, save take half
Fire Ray DEX 14: 4+4+2 = 10 (I'd been debating whether or not to down the fire resistance yet or hurl a guiding bolt; glad I took the potion) Pushing Ray STR 14: 7+3 = 10 Enervation Ray: 13+4 = 17
For curiosity's sake, would Lucky Footwork have helped with the fire? (with that much of difference, I had wanted to save it for the Enervation just in case): 1 (so no)
So 9 (18/2) fire damage and 5 (20/2/2) necrotic damage
Concentration DC 10: 11+4 = 15 Concentration DC 10: 3+4+2 = 9
Moonbeam concentration lost (oh well)
Distance from Gauth now: 125
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance.
Healing Word: 4+4 = 8 Chalice Bonus: 1d8 + 4: 8+4 = 12 Total: 20 (wow, I got lucky there! I wasn't expecting to not be able to heal the full amount with excess, from 16/35 -> 35/35)
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance. >>looks like this paid off because of the Fire Ray getting rolled.
The Gauth (40/67) moves 20 feet to bridge the gap (105 feet) Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 4, 4, 5, 4, 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) Fire Ray (4). make a Dexterity Save DC 14 or take 20 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: I had missed the post where you gave the new distance of 90 feet and had been working off the 110 not the actual 90 when I gave the new 125 distance. So working off that, should've gone to 105 and now 85 ft if I'm right.
Devour Magic Ray: Max(16, x) [not bothering to roll advantage from dodge when first is already sufficient] + 4 = 20 Fire Ray DC Dex 14: Max(20, x) [again not bothering on second roll here] + 4 = 24 Paralyzing Ray: 17+4 = 21
Roger, feeling better after the healing, casts a Guiding Bolt at the Gauth and holds his ground, thinking there may be advantage in be closer to the Gauth. (Thinking it'll open up some healing word + cantrip combos if needed; but need to measure that against the risk of closer distance if I'm hit by a paralyzing ray. So might change mind. Other idea was to go with getting distance and casting moonbeam again, but want to make some use of the bless bonus to attacks.)
Guiding Bolt To-Hit: 9+6 = 15 (bless not needed) Damage: 3+4+5+3 = 15 radiant advantage on next ranged attack
The Hellwasp (25/52), dreaming of hugging and kissing you has enraged it,
Hellwasp Sting Attack: 11 Damage: 7, on hit take 10 fire damage and make a Con Save vs DC 12, or be poison paralyzed
Hellwasp Sword Talon Attack: 14 Damage: 12
Sleep Ray WIS 14: 12+7 = 19
Enervation Ray: 6 + 4 + 3 = 13 (Reaction Lucky Footwork) + 1 = 14 for half (and then half more with resistance)
Pushing Ray: 7 + 2 = 9
So currently 110 ft from Gauth (80ft followed by 2 pushing ray save fails)
Concentration Check DC 10: 20 + 4 = 24 (moonbeam stays)
18 / 2 / 2 = 4.5 rounded down to 4
Roger takes a look at the situation and uses this as an opportunity to down a potion of fire resistance.
Moonbeam
Damage: 10 + 3 = 13
Save CON 14: half 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
Trying to hold the wasp such that neither talons nor stinger can reach him, Berry keeps kicking at the cracking chitin carapace.
Attack: 17 Damage: 6
Attack: 22 Damage: 7
Grapple: 2
36s buffs left
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
The Gauth (46/67) rolls against Moonbeam damage 13, Constitution Save DC 14 vs 22
40 remaining hitpoints on a successful save,
33 remaining hitpoints on a failed save,
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 1, 1, 2, 2, 4
The Gauth (40/67), fires eye rays,
Fire Ray (4). make a Dexterity Save DC 14 or take 18 fire damage
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
Enervation Ray (2), make a Dexterity Save DC 14 or take 20 necrotic damage, save take half
@VitusW, the Gauth moves each turn 20 feet closer. We can say 110 - 20, this turn 90 feet before the eye rays. I'll make sure I post it in each thread going forward. Both Eye Rays and Moonbeam have a range of 120 feet.
After taking 7 damage and then 2 damage,
The Hellwasp (16/52), multiattack,
Hellwasp Sting Attack: 17 Damage: 8, on hit take 10 fire damage and make a Con Save vs DC 12, or be poison paralyzed
Hellwasp Sword Talon Attack: 22 Damage: 13
Fire Ray DEX 14: 4+4+2 = 10 (I'd been debating whether or not to down the fire resistance yet or hurl a guiding bolt; glad I took the potion)
Pushing Ray STR 14: 7+3 = 10
Enervation Ray: 13+4 = 17
For curiosity's sake, would Lucky Footwork have helped with the fire? (with that much of difference, I had wanted to save it for the Enervation just in case): 1 (so no)
So 9 (18/2) fire damage and 5 (20/2/2) necrotic damage
Concentration DC 10: 11+4 = 15
Concentration DC 10: 3+4+2 = 9
Moonbeam concentration lost (oh well)
Distance from Gauth now: 125
Taking a moment to recuperate, Roger casts a 1st level Healing Word and takes a dodge stance.
Healing Word: 4+4 = 8
Chalice Bonus: 1d8 + 4: 8+4 = 12
Total: 20 (wow, I got lucky there! I wasn't expecting to not be able to heal the full amount with excess, from 16/35 -> 35/35)
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
Neither hits. Another thunderwave! 2nd lvl.
(also I got mixed up. I thought I had +3s in Dex, con, and cha, but instead it’s +2 in Dex and con and 4 in cha. So it’s a dc14 save for my spells.
thunderwave damage: 19
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Oh if he's been moving, that really puts a change in the damage I've done. Moonbeam doesn't move with the target. It takes an action to do that. (60ft so it'll always be able to follow him, but I've also used actions for taking the potions)
And yeah that makes more sense that he'd be moving.
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
Berry keeps kicking the wasp.
Attack: 21 Damage: 15
Attack: 14 Damage: 7
Grapple: 1
30s buffs left
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
The Gauth (40/67) moves 20 feet to bridge the gap (105 feet)
Eye Stalks (rolling 6d6, taking the first non duplicate three): 1, 4, 4, 5, 4, 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)
Fire Ray (4). make a Dexterity Save DC 14 or take 33 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
I didn't ret-con, just going forward I will state when moving.
The Hellwasp (32/52) rolls a new Constitution Saving throw against the Thunderwave (16 damage) DC 14 vs 14
24 remaining hitpoints on a successful save, it multiattacks,
16 remaining hitpoints on a failed save, it moves then multiattacks,
Hellwasp Sting Attack: 20 Damage: 8, on hit take 11 fire damage and make a Con Save vs DC 12, or be poison paralyzed
Hellwasp Sword Talon Attack: 23 Damage: 16
Starting with 16 hitpoints, it then takes 15 damage,
And from the grapple it takes 1 more point of damage,
The Hellwasp (0/52) dies from a hug,
Congratulations, you defeated the Hellwasp and gained XP and glory
I use Cutting Words on the guest, attempting to turn it into a miss. 1 subtracted from the attack.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Nope, I’m down. Death saved in case I get a nat 20: 19 8 13
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Tyron fought valiantly and will never be forgotten.
Okay. Good to know.
Side note: I had missed the post where you gave the new distance of 90 feet and had been working off the 110 not the actual 90 when I gave the new 125 distance. So working off that, should've gone to 105 and now 85 ft if I'm right.
Devour Magic Ray: Max(16, x) [not bothering to roll advantage from dodge when first is already sufficient] + 4 = 20
Fire Ray DC Dex 14: Max(20, x) [again not bothering on second roll here] + 4 = 24
Paralyzing Ray: 17+4 = 21
Roger, feeling better after the healing, casts a Guiding Bolt at the Gauth and holds his ground, thinking there may be advantage in be closer to the Gauth. (Thinking it'll open up some healing word + cantrip combos if needed; but need to measure that against the risk of closer distance if I'm hit by a paralyzing ray. So might change mind. Other idea was to go with getting distance and casting moonbeam again, but want to make some use of the bless bonus to attacks.)
Guiding Bolt
To-Hit: 9+6 = 15 (bless not needed)
Damage: 3+4+5+3 = 15 radiant
advantage on next ranged attack
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