The blue square is the rough terrain from the Erupting Earth cast earlier. So it can't get into range for an attack with 30ft. But can get next to Roger with a dash.
dash it is
As the myrmidon comes to him, Roger takes another Rabbit Hop and a dash. (Plan is to use dash for a round or two to fire off a healing word or two in the subsequent rounds and then ready for the eventual melee close.) (Initially thought I'd cast another Erupting Earth and that would give the distance needed; then I realized the math on that was off [I would've needed the both myrmidon and Roger to be standing in some of the rough terrain already and I'm not sure how I could finagle that at this point] and that it would just require another dash for the myrmidon to be in range; which would negate the goal of getting some bonus-healing off)
(I'm assuming Myrmidon charging through the rough terrain to directly in front of Roger; gonna drop posting the map as he'll be heading away from the prior Erupting Earth so the distance is the main thing) Action: Dash for 60ft
Bonus Action: Rabbit Hop 15ft Action: Dash for 60ft Distance from Myrmidon: 75ft
Looks like the monster continues to approach with double moves, dash and dash, until the rabbit stops hoping around.
The blue square is the rough terrain from the Erupting Earth cast earlier. So it can't get into range for an attack with 30ft. But can get next to Roger with a dash.
dash it is
As the myrmidon comes to him, Roger takes another Rabbit Hop and a dash. (Plan is to use dash for a round or two to fire off a healing word or two in the subsequent rounds and then ready for the eventual melee close.) (Initially thought I'd cast another Erupting Earth and that would give the distance needed; then I realized the math on that was off [I would've needed the both myrmidon and Roger to be standing in some of the rough terrain already and I'm not sure how I could finagle that at this point] and that it would just require another dash for the myrmidon to be in range; which would negate the goal of getting some bonus-healing off)
(I'm assuming Myrmidon charging through the rough terrain to directly in front of Roger; gonna drop posting the map as he'll be heading away from the prior Erupting Earth so the distance is the main thing) Action: Dash for 60ft
Bonus Action: Rabbit Hop 15ft Action: Dash for 60ft Distance from Myrmidon: 75ft
Looks like the monster continues to approach with double moves, dash and dash, until the rabbit stops hoping around.
After returning to the town's magic shop for supplies, Atherna heads off to where she first got involved with the mad wizard and begins to open the portal. Before she continues on, she reads a scroll of longstrider, orates a scroll of enhance ability (Cat's Grace), and drinks a potion of heroism. She tries to enter the portal without anything on the other side noticing, staff and sword ready. Atherna goes through the portal to face the stone giant with a Stealth of 19 (11,12 + 7) and an initiative of 23 (11,19 + 4).
And her owl has an initiative of 15 (14 + 1). I remembered!
Stone Giant Perception Check DC 19 vs 13 Stone Giant Initiative 16
You get a surprise round and then you go first.
Before it has a moment to think, a barrage of fire is hurled at the giant, a total of eight rays heading towards various parts of its body at once.
Ray 1: Nat 20 (2,20) to hit, 36 (17 + 19) fire damage
Ray 2: 28 (17 + 8 + 3) to hit, 10 (4 + 6) fire damage
Ray 3: 21 (12 + 8 + 1) to hit, 12 (5 + 7) fire damage
Ray 4: 31 (19 + 8 + 4) to hit, 16 (6 + 10) fire damage
Movement: Just out of reach of giant without Dash, presumably doable with 50 feet of movement.
Damn. Those were some pretty good rolls. I don't know how I did that.
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)
The blue square is the rough terrain from the Erupting Earth cast earlier. So it can't get into range for an attack with 30ft. But can get next to Roger with a dash.
dash it is
As the myrmidon comes to him, Roger takes another Rabbit Hop and a dash. (Plan is to use dash for a round or two to fire off a healing word or two in the subsequent rounds and then ready for the eventual melee close.) (Initially thought I'd cast another Erupting Earth and that would give the distance needed; then I realized the math on that was off [I would've needed the both myrmidon and Roger to be standing in some of the rough terrain already and I'm not sure how I could finagle that at this point] and that it would just require another dash for the myrmidon to be in range; which would negate the goal of getting some bonus-healing off)
(I'm assuming Myrmidon charging through the rough terrain to directly in front of Roger; gonna drop posting the map as he'll be heading away from the prior Erupting Earth so the distance is the main thing) Action: Dash for 60ft
Bonus Action: Rabbit Hop 15ft Action: Dash for 60ft Distance from Myrmidon: 75ft
Looks like the monster continues to approach with double moves, dash and dash, until the rabbit stops hoping around.
After returning to the town's magic shop for supplies, Atherna heads off to where she first got involved with the mad wizard and begins to open the portal. Before she continues on, she reads a scroll of longstrider, orates a scroll of enhance ability (Cat's Grace), and drinks a potion of heroism. She tries to enter the portal without anything on the other side noticing, staff and sword ready. Atherna goes through the portal to face the stone giant with a Stealth of 19 (11,12 + 7) and an initiative of 23 (11,19 + 4).
And her owl has an initiative of 15 (14 + 1). I remembered!
Stone Giant Perception Check DC 19 vs 13 Stone Giant Initiative 16
You get a surprise round and then you go first.
Before it has a moment to think, a barrage of fire is hurled at the giant, a total of eight rays heading towards various parts of its body at once.
Ray 1: Nat 20 (2,20) to hit, 36 (17 + 19) fire damage
Ray 2: 28 (17 + 8 + 3) to hit, 10 (4 + 6) fire damage
Ray 3: 21 (12 + 8 + 1) to hit, 12 (5 + 7) fire damage
Ray 4: 31 (19 + 8 + 4) to hit, 16 (6 + 10) fire damage
Movement: Just out of reach of giant without Dash, presumably doable with 50 feet of movement.
Damn. Those were some pretty good rolls. I don't know how I did that.
From the second spell, it takes 36 fire damage, then 10, then 12, then 16 Stone Giant (-9/126)
If it had gotten to take a turn, this would be the multiattack action Stone Giant Greatclub 1, Attack: 29 Damage: 31 Stone Giant Greatclub 2, Attack: 16 Damage: 19
After returning to the town's magic shop for supplies, Atherna heads off to where she first got involved with the mad wizard and begins to open the portal. Before she continues on, she reads a scroll of longstrider, orates a scroll of enhance ability (Cat's Grace), and drinks a potion of heroism. She tries to enter the portal without anything on the other side noticing, staff and sword ready. Atherna goes through the portal to face the stone giant with a Stealth of 19 (11,12 + 7) and an initiative of 23 (11,19 + 4).
And her owl has an initiative of 15 (14 + 1). I remembered!
Stone Giant Perception Check DC 19 vs 13 Stone Giant Initiative 16
You get a surprise round and then you go first.
Before it has a moment to think, a barrage of fire is hurled at the giant, a total of eight rays heading towards various parts of its body at once.
Ray 1: Nat 20 (2,20) to hit, 36 (17 + 19) fire damage
Ray 2: 28 (17 + 8 + 3) to hit, 10 (4 + 6) fire damage
Ray 3: 21 (12 + 8 + 1) to hit, 12 (5 + 7) fire damage
Ray 4: 31 (19 + 8 + 4) to hit, 16 (6 + 10) fire damage
Movement: Just out of reach of giant without Dash, presumably doable with 50 feet of movement.
Damn. Those were some pretty good rolls. I don't know how I did that.
From the second spell, it takes 36 fire damage, then 10, then 12, then 16 Stone Giant (-9/126)
If it had gotten to take a turn, this would be the multiattack action Stone Giant Greatclub 1, Attack: 29 Damage: 31 Stone Giant Greatclub 2, Attack: 16 Damage: 19
If it had taken that multiattack action, I would have casted silvery barbs as a reaction, turning the crit into a 15 (6 + 9), which is a miss, as well as giving me advantage on my next attack roll.
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)
The blue square is the rough terrain from the Erupting Earth cast earlier. So it can't get into range for an attack with 30ft. But can get next to Roger with a dash.
dash it is
As the myrmidon comes to him, Roger takes another Rabbit Hop and a dash. (Plan is to use dash for a round or two to fire off a healing word or two in the subsequent rounds and then ready for the eventual melee close.) (Initially thought I'd cast another Erupting Earth and that would give the distance needed; then I realized the math on that was off [I would've needed the both myrmidon and Roger to be standing in some of the rough terrain already and I'm not sure how I could finagle that at this point] and that it would just require another dash for the myrmidon to be in range; which would negate the goal of getting some bonus-healing off)
(I'm assuming Myrmidon charging through the rough terrain to directly in front of Roger; gonna drop posting the map as he'll be heading away from the prior Erupting Earth so the distance is the main thing) Action: Dash for 60ft
Bonus Action: Rabbit Hop 15ft Action: Dash for 60ft Distance from Myrmidon: 75ft
Looks like the monster continues to approach with double moves, dash and dash, until the rabbit stops hoping around.
This post has potentially manipulated dice roll results.
Rime gets hammered a few inch into the stone floor with two debilitating blows ((15-3)/2=6, (22-3)/2=9) from the giant. She quickly recasts Armor of Agathys (quicken spell with 2 sorcery points for bonus action) and redraws the arcane sigil to reinforce the Blade Ward (action). Then she strikes again with her rapier, counting down the remaining haste effect which is about 40 seconds.
haste action: Attack: 13 Damage: 14.
Stone Giant (54/126), multiattack Stone Giant Greatclub 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Stone Giant Greatclub 2, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
Reroll Stone Giant Greatclub 1, Attack: 29 Damage: 32 Stone Giant Greatclub 2, Attack: 18 Damage: 26
The giant brings down the great club in a mighty blow that alone could flatten someone like Rime. Fortunately, the sturdiness of her adamantine plate absorbs most of the shock (immune to crits, I’ll just take the first set of dice rolls: (16-3)/2=6 damage) and her ice armor still holds, too (10 cold damage to the giant - 4temporary HP remaining). Rime draws the arcane sigil to protect her from the blows and strikes once with her rapier, then channels some of her arcane energy into a pool of volatile energy. A little over half a minute remain on her potion.
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.
Got to do three concentration checks for pass without trace (not sure what if it will be needed during the fight), all DC 10: 19 / 11 / 10
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.
The blue square is the rough terrain from the Erupting Earth cast earlier. So it can't get into range for an attack with 30ft. But can get next to Roger with a dash.
dash it is
As the myrmidon comes to him, Roger takes another Rabbit Hop and a dash. (Plan is to use dash for a round or two to fire off a healing word or two in the subsequent rounds and then ready for the eventual melee close.) (Initially thought I'd cast another Erupting Earth and that would give the distance needed; then I realized the math on that was off [I would've needed the both myrmidon and Roger to be standing in some of the rough terrain already and I'm not sure how I could finagle that at this point] and that it would just require another dash for the myrmidon to be in range; which would negate the goal of getting some bonus-healing off)
(I'm assuming Myrmidon charging through the rough terrain to directly in front of Roger; gonna drop posting the map as he'll be heading away from the prior Erupting Earth so the distance is the main thing) Action: Dash for 60ft
Bonus Action: Rabbit Hop 15ft Action: Dash for 60ft Distance from Myrmidon: 75ft
Looks like the monster continues to approach with double moves, dash and dash, until the rabbit stops hoping around.
This post has potentially manipulated dice roll results.
Rime gets hammered a few inch into the stone floor with two debilitating blows ((15-3)/2=6, (22-3)/2=9) from the giant. She quickly recasts Armor of Agathys (quicken spell with 2 sorcery points for bonus action) and redraws the arcane sigil to reinforce the Blade Ward (action). Then she strikes again with her rapier, counting down the remaining haste effect which is about 40 seconds.
haste action: Attack: 13 Damage: 14.
Stone Giant (54/126), multiattack Stone Giant Greatclub 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Stone Giant Greatclub 2, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
Reroll Stone Giant Greatclub 1, Attack: 29 Damage: 32 Stone Giant Greatclub 2, Attack: 18 Damage: 26
@cyreon, I got lost in your combat. Did you see this damage?
This post has potentially manipulated dice roll results.
Rime gets hammered a few inch into the stone floor with two debilitating blows ((15-3)/2=6, (22-3)/2=9) from the giant. She quickly recasts Armor of Agathys (quicken spell with 2 sorcery points for bonus action) and redraws the arcane sigil to reinforce the Blade Ward (action). Then she strikes again with her rapier, counting down the remaining haste effect which is about 40 seconds.
haste action: Attack: 13 Damage: 14.
Stone Giant (54/126), multiattack Stone Giant Greatclub 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Stone Giant Greatclub 2, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
Reroll Stone Giant Greatclub 1, Attack: 29 Damage: 32 Stone Giant Greatclub 2, Attack: 18 Damage: 26
@cyreon, I got lost in your combat. Did you see this damage?
Yes, but Rime is immune to critical hits due to the adamantine plate that she wears. I simply took the first set of 3d8 for the final damage which was 16. The second attack didn’t hit, because with haste she has armor 20.
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.
This post has potentially manipulated dice roll results.
Rime gets hammered a few inch into the stone floor with two debilitating blows ((15-3)/2=6, (22-3)/2=9) from the giant. She quickly recasts Armor of Agathys (quicken spell with 2 sorcery points for bonus action) and redraws the arcane sigil to reinforce the Blade Ward (action). Then she strikes again with her rapier, counting down the remaining haste effect which is about 40 seconds.
haste action: Attack: 13 Damage: 14.
Stone Giant (54/126), multiattack Stone Giant Greatclub 1, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section. Stone Giant Greatclub 2, Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
Reroll Stone Giant Greatclub 1, Attack: 29 Damage: 32 Stone Giant Greatclub 2, Attack: 18 Damage: 26
The giant brings down the great club in a mighty blow that alone could flatten someone like Rime. Fortunately, the sturdiness of her adamantine plate absorbs most of the shock (immune to crits, I’ll just take the first set of dice rolls: (16-3)/2=6 damage) and her ice armor still holds, too (10 cold damage to the giant - 4temporary HP remaining). Rime draws the arcane sigil to protect her from the blows and strikes once with her rapier, then channels some of her arcane energy into a pool of volatile energy. A little over half a minute remain on her potion.
This post has potentially manipulated dice roll results.
Nadir reacts with a new blade Ward, a rapier strike and a quick cast of a new armor of Agathys. Attack: 20 Damage: 14
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.
The blue square is the rough terrain from the Erupting Earth cast earlier. So it can't get into range for an attack with 30ft. But can get next to Roger with a dash.
dash it is
As the myrmidon comes to him, Roger takes another Rabbit Hop and a dash. (Plan is to use dash for a round or two to fire off a healing word or two in the subsequent rounds and then ready for the eventual melee close.) (Initially thought I'd cast another Erupting Earth and that would give the distance needed; then I realized the math on that was off [I would've needed the both myrmidon and Roger to be standing in some of the rough terrain already and I'm not sure how I could finagle that at this point] and that it would just require another dash for the myrmidon to be in range; which would negate the goal of getting some bonus-healing off)
(I'm assuming Myrmidon charging through the rough terrain to directly in front of Roger; gonna drop posting the map as he'll be heading away from the prior Erupting Earth so the distance is the main thing) Action: Dash for 60ft
Bonus Action: Rabbit Hop 15ft Action: Dash for 60ft Distance from Myrmidon: 75ft
Looks like the monster continues to approach with double moves, dash and dash, until the rabbit stops hoping around.
Nadir reacts with a new blade Ward, a rapier strike and a quick cast of a new armor of Agathys. Attack: 20 Damage: 14
Wanted to write for Rime… also she took (21-3)/2=9 damage of which 4 were still from the spell, causing 10 cold damage to the giant. I believe only half a minute remain on her potion. Now I notice, I also always forgot the bless.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Nadir reacts with a new blade Ward, a rapier strike and a quick cast of a new armor of Agathys. Attack: 20 Damage: 14
Wanted to write for Rime… also she took (21-3)/2=9 damage of which 4 were still from the spell, causing 10 cold damage to the giant. I believe only half a minute remain on her potion. Now I notice, I also always forgot the bless.
After taking 14 damage and then 10 more cold, The Stone Giant (20/126), Multiattack Stone Giant Greatclub 1, Attack: 14 Damage: 16 Stone Giant Greatclub 2, Attack: 13 Damage: 23
Nadir reacts with a new blade Ward, a rapier strike and a quick cast of a new armor of Agathys. Attack: 20 Damage: 14
Wanted to write for Rime… also she took (21-3)/2=9 damage of which 4 were still from the spell, causing 10 cold damage to the giant. I believe only half a minute remain on her potion. Now I notice, I also always forgot the bless.
After taking 14 damage and then 10 more cold, The Stone Giant (20/126), Multiattack Stone Giant Greatclub 1, Attack: 22 Damage: 21 Stone Giant Greatclub 2, Attack: 17 Damage: 21
With this the giant causes again 9 damage (1 temp hp remaining) and takes another 10 cold damage and is nearly dead. Rime casts Booming Blade and attacks once more with her rapier before generating volatile energy.
3 plus Attack: 14 Damage: 15 4 plus Attack: 15 Damage: 7
convert 1st level slot to 2 sorcery points
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Nadir reacts with a new blade Ward, a rapier strike and a quick cast of a new armor of Agathys. Attack: 20 Damage: 14
Wanted to write for Rime… also she took (21-3)/2=9 damage of which 4 were still from the spell, causing 10 cold damage to the giant. I believe only half a minute remain on her potion. Now I notice, I also always forgot the bless.
After taking 14 damage and then 10 more cold, The Stone Giant (20/126), Multiattack Stone Giant Greatclub 1, Attack: 22 Damage: 21 Stone Giant Greatclub 2, Attack: 17 Damage: 21
With this the giant causes again 9 damage (1 temp hp remaining) and takes another 10 cold damage and is nearly dead. Rime casts Booming Blade and attacks once more with her rapier before generating volatile energy.
1 plus Attack: 27 Damage: 15 4 plus Attack: 14 Damage: 9
convert 1st level slot to 2 sorcery points
You win.
Congratulations, everyone's Tier 5 mission has completed (and I should say with overwhelming success). Your tactics and your item selections have secured a win (even made it look easy).
I'm open to planning to start Tier 6, I know that tactics-wise, and item selection strategies have really opened the doors to making these combats a little easier. I'm leaning towards Challenges of Level +3 or higher, for Tier 6 (6th Level) And that gold budget will go up and additional +20k (rounding up this time) to 40k gp and this means I'll need to add more Sane prices to the shop.
Looks like the monster continues to approach with double moves, dash and dash, until the rabbit stops hoping around.
Dash 1
Bonus Action: Healing Word
Healing: 4+4 = 8
Chalice Bonus: 6+4 = 10
Total: 8 + 10 = 18
Dash 2
Bonus Action: Healing Spirit //want to see how well this works
Healing: 6
Chalice Bonus: 1+4 = 5
Total: 11
Move 30ft (45ft from Myrmidon)
Action: Guiding Bolt
To-Hit: 19+7 = 26
Damage: 5+6+6+1 = 18
Bonus Action: Assume Starry Archer
To-Hit: Max(12,2) + 7 = 19
Damage: 8+4 = 12
(assuming the dash-into-range)
Action: Thorn Whip
To-Hit: 5+7 = 12
Damage: 6+1 = 7
Bonus Action: Starry Archer
To-Hit: Min(16,3) + 7 = 10
Damage: 1+4 = 5
Note: Healing Spirit 30ft away (requires bonus action to bring to Roger) with 4/5 charges left
Total Damage to Myrmidon: 18 + 12 + 7 + 5 = 42
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
Before it has a moment to think, a barrage of fire is hurled at the giant, a total of eight rays heading towards various parts of its body at once.
Atherna's Turn:
Action: Scorching ray (3rd level):
Bonus Action: Bladesong
Owl's Turn:
Movement: Fly to giant
Action: Help, next attack against giant has advantage
Atherna's Turn:
Action: Scorching ray (3rd level):
2,20) to hit, 36 (17 + 19) fire damageMovement: Just out of reach of giant without Dash, presumably doable with 50 feet of movement.
Damn. Those were some pretty good rolls. I don't know how I did that.
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)
The Earth Elemental Myrmidon (52/127), dashes (1), 75 - 60 = 15 feet
Dash 1, Bonus Action: Healing Word, Healing: 4+4 = 8, Chalice Bonus: 6+4 = 10, Total: 8 + 10 = 18
The Earth Elemental Myrmidon (52/127), dashes (2), 75 - 60 = 15 feet
Dash 2, Bonus Action: Healing Spirit, Healing: 6, Chalice Bonus: 1+4 = 5, Total: 11
The Earth Elemental Myrmidon (52/127), dashes (3), 75 - 60 = 15 feet
Move 30ft (45ft from Myrmidon), Action: Guiding Bolt, To-Hit: 19+7 = 26, Damage: 5+6+6+1 = 18, Bonus Action: Assume Starry Archer, To-Hit: Max(12,2) + 7 = 19, Damage: 8+4 = 12
Takes 30 damage, The Earth Elemental Myrmidon (22/127), dashes (3), 45 - 60 = 0 feet, now in melee
Action: Thorn Whip, To-Hit: 5+7 = 12, Damage: 6+1 = 7, Bonus Action: Starry Archer, To-Hit: Min(16,3) + 7 = 10, Damage: 1+4 = 5
Takes 12 more damage, The Earth Elemental Myrmidon (10/127), Multiattack
Maul Attack: 25 Damage: 14
Maul Attack: 18 Damage: 10
Takes 14 fire damage, then 16, then 10, then 21 Stone Giant (65/126)
From the second spell, it takes 36 fire damage, then 10, then 12, then 16 Stone Giant (-9/126)
If it had gotten to take a turn, this would be the multiattack action
Stone Giant Greatclub 1, Attack: 29 Damage: 31
Stone Giant Greatclub 2, Attack: 16 Damage: 19
If it had taken that multiattack action, I would have casted silvery barbs as a reaction, turning the crit into a 15 (6 + 9), which is a miss, as well as giving me advantage on my next attack roll.
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)
Roger retaliates at the Maul strikes into him with another Thorn Whip.
Concentration Saving Throw for Healing Spirit (DC 12)
CON Save: 14+4 = 18
Action: Thorn Whip
To-Hit: 16+7 = 23
Damage: 1+2 = 3
Bonus Action: Move Healing Spirit to himself
Healing: 1 (3/5 charges left)
HP: 43 - 12 + 1 = 32
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
The giant brings down the great club in a mighty blow that alone could flatten someone like Rime. Fortunately, the sturdiness of her adamantine plate absorbs most of the shock (immune to crits, I’ll just take the first set of dice rolls: (16-3)/2=6 damage) and her ice armor still holds, too (10 cold damage to the giant - 4temporary HP remaining). Rime draws the arcane sigil to protect her from the blows and strikes once with her rapier, then channels some of her arcane energy into a pool of volatile energy. A little over half a minute remain on her potion.
action: Blade Ward
haste action: rapier: Attack: 14 Damage: 11
bonus: transform level 1 slot to 2 sorcery points.
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 ||
Got to do three concentration checks for pass without trace (not sure what if it will be needed during the fight), all DC 10:
19 / 11 / 10
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
After taking 3 damage, the Earth Elemental Myrmidon (10/127), Multiattack
Maul 1 Attack: 9 Damage: 13
Maul 2 Attack: 13 Damage: 11
@cyreon, I got lost in your combat. Did you see this damage?
Yes, but Rime is immune to critical hits due to the adamantine plate that she wears. I simply took the first set of 3d8 for the final damage which was 16. The second attack didn’t hit, because with haste she has armor 20.
The post above (#988) is Rime’s turn after that.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
After taking 10 damage, The Stone Giant (44/126), Multiattack
Greatclub 1 Attack: 21 Damage: 21
Greatclub 2 Attack: 16 Damage: 22
Nadir reacts with a new blade Ward, a rapier strike and a quick cast of a new armor of Agathys.
Attack: 20 Damage: 14
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 ||
Roger seeks to make a final blow. He lets out his thorn whip with a roar!
Action: Thorn Whip
To-Hit: 20+7 = crit (booyah!)
Damage: 5+1+2+3 = 11
As the myrmidon falls he takes stock of the situation and licks his wounds. "Now how to destroy the gate?" he asks himself.
Healing Spirit
The remaining heals: 4+5+1 = 10
Out of curiosity, is there one of the 6 T5 monsters you'd have a hankering to run?
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Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
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Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Stone Giant and Myrmidon were the pinnacle monsters.
Wanted to write for Rime… also she took (21-3)/2=9 damage of which 4 were still from the spell, causing 10 cold damage to the giant. I believe only half a minute remain on her potion. Now I notice, I also always forgot the bless.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
After taking 14 damage and then 10 more cold, The Stone Giant (20/126), Multiattack
Stone Giant Greatclub 1, Attack: 14 Damage: 16
Stone Giant Greatclub 2, Attack: 13 Damage: 23
With this the giant causes again 9 damage (1 temp hp remaining) and takes another 10 cold damage and is nearly dead. Rime casts Booming Blade and attacks once more with her rapier before generating volatile energy.
3 plus Attack: 14 Damage: 15
4 plus Attack: 15 Damage: 7
convert 1st level slot to 2 sorcery points
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 ||
You win.
Congratulations, everyone's Tier 5 mission has completed (and I should say with overwhelming success). Your tactics and your item selections have secured a win (even made it look easy).
I'm open to planning to start Tier 6, I know that tactics-wise, and item selection strategies have really opened the doors to making these combats a little easier. I'm leaning towards Challenges of Level +3 or higher, for Tier 6 (6th Level) And that gold budget will go up and additional +20k (rounding up this time) to 40k gp and this means I'll need to add more Sane prices to the shop.
I'm thinking about running these creatures
Cloud Giant (Challenge 9)
Gray Slaad (Challenge 9)
Tyrannosaurus Rex (Challenge 8)
Hydra (Challenge 8