Garagas smiles at the ooze. "I'm in the mood for an ooze roast, eh?" He drops the candle to light the spilled oil and G3 & G4 to bathe the jelly ochre in flame where it stands and unshoulders his Yklwa to thrust at his foe.
Yklwa To-Hit: 9+5 = 14 Yklwa Damage: 5+3 = 8
If the Ooze runs away from the flames without disengaging, Garagas will use his reaction to do an attack of opportunity with his Yklwa Yklwa To-Hit: 20+5 = nat 20 Yklwa Damage: 3+1+3 = 7
(If I'm misunderstanding anything with the oil dynamics, please let me know and I'll fix this.)
The Ochre Jelly takes 5 damage from G3 and another 5 damage from G4 and another 8 damage from the Yklwa.
The Ochre Jelly (13/45) is not looking great as it attacks back with a pseudopod
Ochre Jelly Pseudopod Attack 10 Damage: 10 (first 2d6 bludgeoning, last d6 is acid damage)
With hopes of victory on his mind Garagas makes another thrust with the Yklwa. "Take that, foul beast!" he shouts.
Yklwa To-Hit: 17+5 = 22 Yklwa Damage: 8+3 = 11
Attack-of-Opportunity reaction if Ochre Jelly leaves without disengaging
Yklwa To-Hit: 18+5 = 23 Yklwa Damage: 3+3 = 6
The Ochre Jelly takes 11 piercing damage from Garagas
The Ochre Jelly (2/45) melts and oozes into a much smaller mass before it musters all of its power into a final pseudopod attack
Ochre Jelly Pseudopod Attack 10 Damage: 16 (first 2d6 bludgeoning, last d6 is acid damage)
Garagas smiles at the ooze. "I'm in the mood for an ooze roast, eh?" He drops the candle to light the spilled oil and G3 & G4 to bathe the jelly ochre in flame where it stands and unshoulders his Yklwa to thrust at his foe.
Yklwa To-Hit: 9+5 = 14 Yklwa Damage: 5+3 = 8
If the Ooze runs away from the flames without disengaging, Garagas will use his reaction to do an attack of opportunity with his Yklwa Yklwa To-Hit: 20+5 = nat 20 Yklwa Damage: 3+1+3 = 7
(If I'm misunderstanding anything with the oil dynamics, please let me know and I'll fix this.)
The Ochre Jelly takes 5 damage from G3 and another 5 damage from G4 and another 8 damage from the Yklwa.
The Ochre Jelly (13/45) is not looking great as it attacks back with a pseudopod
Ochre Jelly Pseudopod Attack 10 Damage: 10 (first 2d6 bludgeoning, last d6 is acid damage)
With hopes of victory on his mind Garagas makes another thrust with the Yklwa. "Take that, foul beast!" he shouts.
Yklwa To-Hit: 17+5 = 22 Yklwa Damage: 8+3 = 11
Attack-of-Opportunity reaction if Ochre Jelly leaves without disengaging
Yklwa To-Hit: 18+5 = 23 Yklwa Damage: 3+3 = 6
The Ochre Jelly takes 11 piercing damage from Garagas
The Ochre Jelly (2/45) melts and oozes into a much smaller mass before it musters all of its power into a final pseudopod attack
Ochre Jelly Pseudopod Attack 10 Damage: 16 (first 2d6 bludgeoning, last d6 is acid damage)
Garagas makes one final thrust with his Yklwa and says a prayer of thanks to the gods.
The Ochre Jelly (2/45) melts and oozes into a much smaller mass before it musters all of its power into a final pseudopod attack
Ochre Jelly Pseudopod Attack 10 Damage: 16 (first 2d6 bludgeoning, last d6 is acid damage)
Garagas makes one final thrust with his Yklwa and says a prayer of thanks to the gods.
To-Hit: 12+5 = 17 Damage: 1+3 = 4
Garagas punctures the Ochre Jelly, falling over into a still mass of pudding
Having defeated the captured monster, you are free to explore the rest of the tower. To complete your mission, you must find clues that you can bring back to the Wardens."
Skill challenge (10 successes before 10 failures) 6x Investigation DC 8 4x Perception DC 9 2x Arcana DC 10 2x History DC 10. 1x Acrobatics DC 10 1x Animal Handling DC 10 1x Athletics DC 10 1x Insight DC 10 1x Nature DC 10 1x Medicine DC 10 1x Religion DC 10 1x Survival DC 10
Roll up to ten skill checks at a time. Each skill check has a maximum number of successes. You only need to roll again if you have failures. For every success, you will get a clue for your report.
Barri returns to the wardens and relays the information and clues he has found. When they offer him the chance to make more coin tracking the wizard, he accepts. He spends the night resting. In the morning, he stops by the magic shop, trading in his old axe for warhammer and purchasing a Vicious Battleaxe. He then journeys off, back to the keep and further into the wild, until he comes upon an old fortress. Determined to find the wizard, he heads inside. (Giant Scorpion, Initiative 11)
Garagas looks at the room and wonders what else might be in this tower. He kneels down to defeated jelly to examine it and the floor of this room for any clues.
After getting his reward from the Wardens, Aresus goes to the local enchanter, providing his maul to be enchanted with viciousness and his splint to be reinforced with adamantine. He also stops by an apothecary to pick up another potion of heroism and some supplies that he uses to make a potion of healing using his herbalism kit.
Once he arrives at the Old Keep, he drinks the potion of heroism and prepares to fight the polar bear (Encounter 2C) at the top of the vined wall with his initiative of 20 (19 + 1).
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Congratulations, you gain 450 XP and +500 gp. If you would like to roleplay your conversation with the Wardens, you can use the information you've gathered to post a scene. The Wardens will want you to track down the missing Wizard +500 gp
You can level up your character or start fresh with a new Tier 2 character, level 2 with 1500 gp. I've posted new Encounters and updated the lead post on this thread.
Hello Players, I'm happy to say that I've had a great time DMing for this mini campaign and that I think we can open it up to Tier 2 scenarios. I welcome your feedback, wishlist for the shop, wishlist for monsters, anything you can think of.
I'll update the lead post with Tier 2 experience and encounters. I may add a low encounter for Tier 1 as well.
Quick Announcement, part 2
The plan is to take a break before starting the second tier. We are still resolving the first round, so I want to focus on round 1 until everyone is done.
As for Tier 2, I think I'll start DMing on Saturday (morning), so feel free to post your encounter selection (lead post has been updated) and roll your initiative. I hope the increased CR doesn't scale too sharply, but then again, it's just a fun free-for-all, so don't worry too much about character death, there will be opportunities to come back or try again.
Rime evaded the bite skillfully and strikes again with her rapier. should the crocodile not die, she draws on her ability to ward herself and climbs onto a cage.
Rime evaded the bite skillfully and strikes again with her rapier. should the crocodile not die, she draws on her ability to ward herself and climbs onto a cage.
Attack: 12 Damage: 4
Retroactive, disengage, bonus action ward, then move into the cage and close the door.
The Crocodile (6/19) bites the cage (9/10), causing it to crush slightly, leaving you uninjured. The cage has hardness, and after repeated attacks may break or cause damage to you.
You can either attack with disadvantage, through the cage bars or move out of the cage, engage in melee and attack without disadvantage but be locked in melee once again.
Rime evaded the bite skillfully and strikes again with her rapier. should the crocodile not die, she draws on her ability to ward herself and climbs onto a cage.
Attack: 12 Damage: 4
Retroactive, disengage, bonus action ward, then move into the cage and close the door.
The Crocodile (6/19) bites the cage (9/10), causing it to crush slightly, leaving you uninjured. The cage has hardness, and after repeated attacks may break or cause damage to you.
You can either attack with disadvantage, through the cage bars or move out of the cage, engage in melee and attack without disadvantage but be locked in melee once again.
But I meant to climb on top of the cage without disengage risking an attack of opportunity after attacking. I can still attack from the top of the cage or I need to equip a crossbow?
Rime evaded the bite skillfully and strikes again with her rapier. should the crocodile not die, she draws on her ability to ward herself and climbs onto a cage.
Attack: 12 Damage: 4
Retroactive, disengage, bonus action ward, then move into the cage and close the door.
The Crocodile (6/19) bites the cage (9/10), causing it to crush slightly, leaving you uninjured. The cage has hardness, and after repeated attacks may break or cause damage to you.
You can either attack with disadvantage, through the cage bars or move out of the cage, engage in melee and attack without disadvantage but be locked in melee once again.
But I meant to climb on top of the cage without disengage risking an attack of opportunity after attacking. I can still attack from the top of the cage or I need to equip a crossbow?
I'll allow it. Crocodile hits the cage you are free to attack from above.
The Ochre Jelly takes 11 piercing damage from Garagas
The Ochre Jelly (2/45) melts and oozes into a much smaller mass before it musters all of its power into a final pseudopod attack
Ochre Jelly Pseudopod Attack 10 Damage: 16 (first 2d6 bludgeoning, last d6 is acid damage)
Garagas makes one final thrust with his Yklwa and says a prayer of thanks to the gods.
To-Hit: 12+5 = 17
Damage: 1+3 = 4
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 Crocodile (6/19) sheds tears before opening wide, attempting to swallow the Earth Genasi
Crocodile Bite Attack: 20, Damage: 5
Garagas punctures the Ochre Jelly, falling over into a still mass of pudding
Having defeated the captured monster, you are free to explore the rest of the tower. To complete your mission, you must find clues that you can bring back to the Wardens."
Skill challenge (10 successes before 10 failures)
6x Investigation DC 8
4x Perception DC 9
2x Arcana DC 10
2x History DC 10.
1x Acrobatics DC 10
1x Animal Handling DC 10
1x Athletics DC 10
1x Insight DC 10
1x Nature DC 10
1x Medicine DC 10
1x Religion DC 10
1x Survival DC 10
Roll up to ten skill checks at a time. Each skill check has a maximum number of successes. You only need to roll again if you have failures. For every success, you will get a clue for your report.
Ouch. Rime tries to escape again and gathers her strength.
Athletics dc12: 15
second wind:7
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Barri returns to the wardens and relays the information and clues he has found. When they offer him the chance to make more coin tracking the wizard, he accepts. He spends the night resting. In the morning, he stops by the magic shop, trading in his old axe for warhammer and purchasing a Vicious Battleaxe. He then journeys off, back to the keep and further into the wild, until he comes upon an old fortress. Determined to find the wizard, he heads inside. (Giant Scorpion, Initiative 11)
Garagas looks at the room and wonders what else might be in this tower. He kneels down to defeated jelly to examine it and the floor of this room for any clues.
Medicine
19+4 = 23 SUCCESS
Survival
9+2 = 11 SUCCESS
He then takes another look at the walls. The cage. Anything that may give a clue as to the nature of this place.
Perception
10+2 = 12 SUCCESS 1/4
1+2 = 3 FAILURE
1+2 = 3 FAILURE
5+2 = 7 FAILURE
20+2 = 22 SUCCESS 2/4
17+2 = 19 SUCCESS 3/4
8+2 = 10 SUCCESS 4/4
Having taken a first look at the situation, he leverages his strength to find further clues.
Athletics
2+5 = 7 FAILURE
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
Futher edit, just remembered he has the Guidance cantrip.
on 5+2 = 7 Failure for perception, let's add another 4
For 2+5 = 7 Failure for athletics, let's add another 3
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
Alright. 4 turns the 7 Perception to 11 Success, freeing up one roll from there.
And 3 for the athletics make a 10 for a success there.
And then the one extra roll (since I wouldn't have rolled the last perception roll there)
Insight
17+4 = 21 SUCCESS
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
After getting his reward from the Wardens, Aresus goes to the local enchanter, providing his maul to be enchanted with viciousness and his splint to be reinforced with adamantine. He also stops by an apothecary to pick up another potion of heroism and some supplies that he uses to make a potion of healing using his herbalism kit.
Once he arrives at the Old Keep, he drinks the potion of heroism and prepares to fight the polar bear (Encounter 2C) at the top of the vined wall with his initiative of 20 (19 + 1).
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 Crocodile (6/19) Bites
Crocodile Bite Attack: 21, Damage: 9
Congratulations, you gain 450 XP and +500 gp. If you would like to roleplay your conversation with the Wardens, you can use the information you've gathered to post a scene. The Wardens will want you to track down the missing Wizard +500 gp
You can level up your character or start fresh with a new Tier 2 character, level 2 with 1500 gp. I've posted new Encounters and updated the lead post on this thread.
The crocodile’s death roll takes its toll on Rime which desperately tries to escape, Athletics dc 12: 12
Is it possible to enter one of the cages and close the gate (not lock) and be safe from the crocodile’s attacks?
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
It's absolutely possible to go into a cage. I'm up for any suggestions, within reason.
While grappled, you can always attack your grappler. While restrained, you can still attack your grappler, but with disadvantage.
When the dice are rolling high for the monsters, it can seem redundant.
I think you may still have a Parry Reaction.
---
The Crocodile (6/19) Bites, again.
Crocodile Bite Attack: 9, Damage: 6
Quick Announcement, part 2
The plan is to take a break before starting the second tier. We are still resolving the first round, so I want to focus on round 1 until everyone is done.
As for Tier 2, I think I'll start DMing on Saturday (morning), so feel free to post your encounter selection (lead post has been updated) and roll your initiative. I hope the increased CR doesn't scale too sharply, but then again, it's just a fun free-for-all, so don't worry too much about character death, there will be opportunities to come back or try again.
Rime evaded the bite skillfully and strikes again with her rapier. should the crocodile not die, she draws on her ability to ward herself and climbs onto a cage.
Attack: 12 Damage: 4
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Retroactive, disengage, bonus action ward, then move into the cage and close the door.
The Crocodile (6/19) bites the cage (9/10), causing it to crush slightly, leaving you uninjured. The cage has hardness, and after repeated attacks may break or cause damage to you.
You can either attack with disadvantage, through the cage bars or move out of the cage, engage in melee and attack without disadvantage but be locked in melee once again.
But I meant to climb on top of the cage without disengage risking an attack of opportunity after attacking. I can still attack from the top of the cage or I need to equip a crossbow?
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
I'll allow it. Crocodile hits the cage you are free to attack from above.
Rime tries to strike the croc again.
Attack: 18 Damage: 4
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||