Total damage Akkron takes from the Cold Breath comes out to 17 (half damage for successful save, resistance from potion of invulnerability
Note: Frightful presence only works once every 24 hours on a single creature --- Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
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Akkron's orders to the troops are to spread out as much as possible so the dragon can't hit all of them and for the melee fighters to hang back for the time being while the artillery pummel the dragon.
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6. Indigo. Save vs restrained, Constitution Save DC 22 vs 21 Legendary Resistance allows this to save (1/3 remaining)
Sorry, he saved vs restrained, otherwise, he would have been stopped, movement 0, and would not get blinded and still be trapped.
All good... he's got one Legendary resistance left that he's most likely going to need to use at the start of Akkron's next turn for the Violet wall. Anyway, looks like it's Follower Phase 3 to do their thing and start shooting/blasting the blinded dragon.
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Round 5 1. Followers first phase (Holding for orders) 2. Your turn (Dash) 3. Lair Action (skip because of LOS and LOE issues) 4. Followers second phase (Holding for orders) 5 Dragon's turn (Busting through) 6. Followers third phase << We are here (help me determine which followers were watching the Dragon break out)
Round 6 1. Followers first phase 2. Legendary Action 1 3. Your turn 3. Legendary Action 2 4. Lair Action 5. Followers second phase 6. Legendary Action 3 7 Dragon's turn 8. Followers third phase
Here is a visual, the dragon breath is 90 foot cone that stops at a 9 square diagonal
Round 5 6. Followers third phase << We are here (help me determine which followers were watching the Dragon break out)
Okay... so, I would imagine that Roxo probably took the lead since he's by far the toughest member of the party besides Lord Akkron (also, Amethyst dragons are immune to the Frightened condition).
He's probably being followed closely by the commander and Reggie.
Since this is a fight against a dragon, I think that the artillery fighters probably came next since they can actually hit a flying enemy.
And after that the melee fighters are staying in the back to guard the team in case of an attempt to flank us (presumably by guard drakes or other servants of the dragon).
Round 5 6. Followers third phase << We are here (help me determine which followers were watching the Dragon break out)
Okay... so, I would imagine that Roxo probably took the lead since he's by far the toughest member of the party besides Lord Akkron (also, Amethyst dragons are immune to the Frightened condition).
He's probably being followed closely by the commander and Reggie. Since this is a fight against a dragon, I think that the artillery fighters probably came next since they can actually hit a flying enemy. And after that the melee fighters are staying in the back to guard the team in case of an attempt to flank us.
Wizard Gaius, init 22, Wis save fear 8, outside of 90 feet Artillery Soldier 4, init 21, Wis save fear 18, outside of 90 feet Paragon Akkron, init 20, got hit by breath, made save vs fear Lair Action, init 20, skipped this round Inquisitor Reggie, init 18, false life temps 6, Wis save 14, Con save 21 Infantry Soldier 1, init 15, Wis save 6, Con save 11 Infantry Soldier 3, init 15, Wis save 20, Con save 14 Infantry Soldier 4, init 14, Wis save 21, Con save 20 Infantry Soldier 2, init 13, Wis save 21, Con save 26 Artillery Soldier 2, init 11, Wis save fear 25, outside of 90 feet Bard Tali, init 10, Wis save 12, outside of 90 feet Ranger Yoku, init 9, Wis save 23, outside of 90 feet Artillery Soldier 2, init 8, Wis save fear 10, outside of 90 feet Artillery Soldier 3, init 8, Wis save fear 16, outside of 90 feet Ancient White Dragon, init 4, hitpoints (244/333) Commander Bernard, init 2, Wis save 20, Con save 27
Round 5 6. Followers third phase << We are here (help me determine which followers were watching the Dragon break out)
Okay... so, I would imagine that Roxo probably took the lead since he's by far the toughest member of the party besides Lord Akkron (also, Amethyst dragons are immune to the Frightened condition).
He's probably being followed closely by the commander and Reggie. Since this is a fight against a dragon, I think that the artillery fighters probably came next since they can actually hit a flying enemy. And after that the melee fighters are staying in the back to guard the team in case of an attempt to flank us.
Wizard Gaius, init 22, Wis save fear 8, outside of 90 feet Failed fear save
Artillery Soldier 4, init 21, Wis save fear 14, outside of 90 feet failing fear save
Paragon Akkron, init 20 got hit by breath, made save vs fear
Lair Action, init 20 skipped this round
Inquisitor Reggie, init 18, false life temps 6, Wis save 12, Con save 26 failing fear save, Saved with resistance and takes 17 cold damage
Infantry Soldier 1, init 15, Wis save 10, Con save 8 Failed fear save, Failed Breath with cold res and takes 35 damage (-3/22)
Infantry Soldier 3, init 15, Wis save 19, Con save 18 Saves vs fear, Saves vs Breath with cold res and takes 17 cold damage (15/22)
Infantry Soldier 4, init 14, Wis save 16, Con save 23 Saves vs fear, Saves vs Breath with cold res and takes 17 cold damage (15/22)
Infantry Soldier 2, init 13, Wis save 12, Con save 8 Failed fear save, Failed Breath with cold res and takes 35 damage (-3/22)
Artillery Soldier 2, init 11, Wis save fear 8, outside of 90 feet Failed fear save
Bard Tali, init 10, Wis save 16, outside of 90 feet Saves vs fear
Ranger Yoku, init 9, Wis save 9, outside of 90 feet Failed fear save
Artillery Soldier 2, init 8, Wis save fear 15, outside of 90 feet failing fear save
Artillery Soldier 3, init 8, Wis save fear 12, outside of 90 feet failing fear save
Ancient White Dragon, init 4, hitpoints (244/333)
Commander Bernard, init 2, Wis save 12, Con save 24 failing fear save, Saved with resistance and takes 17 cold damage (87/94)
Okay... looks like Infantry Soldier 3, Infantry Soldier 4, and Bard Tali made their save, while everyone else is cowering in terror. The artillery fighters and Yoku can still make ranged attacks (at disadvantage... but the dragon is blinded right now, so that would negate the disadvantage).
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Round 6 1. Followers first phase 2. Legendary Action 1 3. Your turn << We are here 3. Legendary Action 2 4. Lair Action 5. Followers second phase 6. Legendary Action 3 7 Dragon's turn 8. Followers third phase
Okay... looks like Infantry Soldier 3, Infantry Soldier 4, and Bard Tali made their save, while everyone else is cowering in terror. The artillery fighters and Yoku can still make ranged attacks (at disadvantage... but the dragon is blinded right now, so that would negate the disadvantage).
disadvantage and can't move closer, so Gaius will fire scorching ray and Artillery 4 will shoot at advantage+disadvantage
I guess Gaius could have saved against the fear or maybe allowed the Commander to save, you choose
Gaius, Scorching Ray 1, Ancient White Dragon, Attack: bless 1 plus 18 Damage: 7 Gaius, Scorching Ray 2, Ancient White Dragon, Attack: bless 1 plus 17 Damage: 12 Gaius, Scorching Ray 3, Ancient White Dragon, Attack: bless 4 plus 18 Damage: 11
Heavy Crossbow, Ancient White Dragon, Attack: 2 plus 11 Damage: 14
Start of Akkron's turn... the dragon must make a DC 22 Wis save or be banished by the Violet layer of Akkron's prismatic wall
With his action, Akkron casts illusory dragon choosing Necrotic for the damage type that it deals.
Akkron uses his movement to get somewhere to the side where he can't easily be hit by an AoE from his illusory dragon... probably somewhere around Y 10
So... the first thing that the AWD will see upon regaining its sight is the illusion of another dragon... which proceeds to open its mouth to shoot a blast of necrotic energy right into the AWD's face, dealing 19 necrotic damage on a failed DC 22 Int save (half damage on a successful save). The AWD also needs to make a DC 22 Wis save or be Frightened of the illusory dragon for 1 minute.
I think it would probably be most beneficial to use the portent on the Commander since the Commander is the one who actually needs to move closer to the dragon to be useful.
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With his action, Akkron casts illusory dragon choosing Necrotic for the damage type that it deals. Akkron uses his movement to get somewhere to the side where he can't easily be hit by an AoE from his illusory dragon... probably somewhere around Y 10 So... the first thing that the AWD will see upon regaining its sight is the illusion of another dragon... which proceeds to open its mouth to shoot a blast of necrotic energy right into the AWD's face, dealing 19 necrotic damage on a failed DC 22 Int save (half damage on a successful save). The AWD also needs to make a DC 22 Wis save or be Frightened of the illusory dragon for 1 minute.
AWD Wis Save DC 22 vs 21 AWD Int Save DC 22 vs 8
I think it would probably be most beneficial to use the portent on the Commander since the Commander is the one who actually needs to move closer to the dragon to be useful.
Agreed, the Commander saved vs fear last turn, so he will get to act retcon for the past round
With his action, Akkron casts illusory dragon choosing Necrotic for the damage type that it deals. Akkron uses his movement to get somewhere to the side where he can't easily be hit by an AoE from his illusory dragon... probably somewhere around Y 10 So... the first thing that the AWD will see upon regaining its sight is the illusion of another dragon... which proceeds to open its mouth to shoot a blast of necrotic energy right into the AWD's face, dealing 19 necrotic damage on a failed DC 22 Int save (half damage on a successful save). The AWD also needs to make a DC 22 Wis save or be Frightened of the illusory dragon for 1 minute.
AWD Wis Save DC 22 vs 21 AWD Int Save DC 22 vs 8
No longer blind, but now frightened, the AWD can no longer move towards the Paragon and has disadvantage this combat (once again) After taking 19 necrotic damage, AWD (225/333)
With his action, Akkron casts illusory dragon choosing Necrotic for the damage type that it deals. Akkron uses his movement to get somewhere to the side where he can't easily be hit by an AoE from his illusory dragon... probably somewhere around Y 10 So... the first thing that the AWD will see upon regaining its sight is the illusion of another dragon... which proceeds to open its mouth to shoot a blast of necrotic energy right into the AWD's face, dealing 19 necrotic damage on a failed DC 22 Int save (half damage on a successful save). The AWD also needs to make a DC 22 Wis save or be Frightened of the illusory dragon for 1 minute.
AWD Wis Save DC 22 vs 21 AWD Int Save DC 22 vs 8
I think it would probably be most beneficial to use the portent on the Commander since the Commander is the one who actually needs to move closer to the dragon to be useful.
Agreed, the Commander saved vs fear last turn, so he will get to act retcon for the past round
And all continues according to plan... also, the AWD's retreat is cutoff by the shimmering globe of death that's just going to hang out there for 10 minutes. Oh, almost forgot... since Roxo actually acts simultaneously with Akkron, he's going to move to the space around Q 15, should probably check to see if his breath weapon has recharged yet 1
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I think it would probably be most beneficial to use the portent on the Commander since the Commander is the one who actually needs to move closer to the dragon to be useful.
Agreed, the Commander saved vs fear last turn, so he will get to act retcon for the past round
Retcon, Commander saved vs Frightful Presence due to Gaius' Portent Commander Bernard, init 2 (87/94) Bonus Action, Second Wind, Unable to parse dice roll. plus Unable to parse dice roll. plus 19 Damage: 7 Longsword, Extra Attack, Precision Attack, AWD, Attack: 4 plus Unable to parse dice roll. plus 11 Damage: 13
Round 5 1. Followers first phase (Holding for orders) 2. Your turn (Dash) 3. Lair Action (skip because of LOS and LOE issues) 4. Followers second phase (Holding for orders) 5 Dragon's turn (Busting through) 6. Followers third phase << We taking commander's lost turn
Round 6 1. Followers first phase 2. Legendary Action 1 3. Your turn << We are here 3. Legendary Action 2 4. Lair Action 5. Followers second phase 6. Legendary Action 3 7 Dragon's turn 8. Followers third phase
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Total damage Akkron takes from the Cold Breath comes out to 17 (half damage for successful save, resistance from potion of invulnerability
Note: Frightful presence only works once every 24 hours on a single creature
---
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
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Akkron's orders to the troops are to spread out as much as possible so the dragon can't hit all of them and for the melee fighters to hang back for the time being while the artillery pummel the dragon.
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Sorry, he saved vs restrained, otherwise, he would have been stopped, movement 0, and would not get blinded and still be trapped.
All good... he's got one Legendary resistance left that he's most likely going to need to use at the start of Akkron's next turn for the Violet wall. Anyway, looks like it's Follower Phase 3 to do their thing and start shooting/blasting the blinded dragon.
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Round 5
1. Followers first phase (Holding for orders)
2. Your turn (Dash)
3. Lair Action (skip because of LOS and LOE issues)
4. Followers second phase (Holding for orders)
5 Dragon's turn (Busting through)
6. Followers third phase << We are here (help me determine which followers were watching the Dragon break out)
Round 6
1. Followers first phase
2. Legendary Action 1
3. Your turn
3. Legendary Action 2
4. Lair Action
5. Followers second phase
6. Legendary Action 3
7 Dragon's turn
8. Followers third phase
Here is a visual, the dragon breath is 90 foot cone that stops at a 9 square diagonal

Okay... so, I would imagine that Roxo probably took the lead since he's by far the toughest member of the party besides Lord Akkron (also, Amethyst dragons are immune to the Frightened condition).
He's probably being followed closely by the commander and Reggie.
Since this is a fight against a dragon, I think that the artillery fighters probably came next since they can actually hit a flying enemy.
And after that the melee fighters are staying in the back to guard the team in case of an attempt to flank us (presumably by guard drakes or other servants of the dragon).
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Wizard Gaius, init 22, Wis save fear 8, outside of 90 feet
Artillery Soldier 4, init 21, Wis save fear 18, outside of 90 feet
Paragon Akkron, init 20, got hit by breath, made save vs fear
Lair Action, init 20, skipped this round
Inquisitor Reggie, init 18, false life temps 6, Wis save 14, Con save 21
Infantry Soldier 1, init 15, Wis save 6, Con save 11
Infantry Soldier 3, init 15, Wis save 20, Con save 14
Infantry Soldier 4, init 14, Wis save 21, Con save 20
Infantry Soldier 2, init 13, Wis save 21, Con save 26
Artillery Soldier 2, init 11, Wis save fear 25, outside of 90 feet
Bard Tali, init 10, Wis save 12, outside of 90 feet
Ranger Yoku, init 9, Wis save 23, outside of 90 feet
Artillery Soldier 2, init 8, Wis save fear 10, outside of 90 feet
Artillery Soldier 3, init 8, Wis save fear 16, outside of 90 feet
Ancient White Dragon, init 4, hitpoints (244/333)
Commander Bernard, init 2, Wis save 20, Con save 27
Artillery Soldier (Level 2, Equipped)
Human, Fighter 2 (11,16,16,10,14,10)
AC 17 (magic half plate +1, +2 dex), HP 32/22, Init +3, Speed 30 feet
Senses: Investigation 10, Perception 14, Saves: Strength +2, Constitution +5
Background Soldier: Animal Handling +4, Athletics +2, Intimidation +2, Perception +4
Fighting Style: Protection, Second Wind (1d10+2), Action Surge
Magic Heavy Crossbow (+1) +6 (1d10+4)
Magic Rapier (+1) +6 (1d8+4)
Common, Goblin
Ring of Resistance (cold, used)
Potion of Superior Healing
Potion of Heroism (used)
Infantry Soldier (Level 2, Equipped)
Human, Fighter 2 (16,11,16,10,14,10)
AC 22 (magic plate +1, magic shield +1), HP 32/22, Init +0, Speed 30 feet
Senses: Investigation 10, Perception 14, Saves: Strength +5, Constitution +5
Background Soldier: Animal Handling +4, Athletics +5, Intimidation +2, Perception +4
Fighting Style: Protection, Second Wind (1d10+2), Action Surge
Magic Longsword (+1) +6 (1d8+4), Common, Goblin
Ring of Resistance (cold, used)
Potion of Superior Healing
Potion of Heroism (used)
Inquisitor Reginald "Reggie" Tams (Equipped)
Human, Fighter 3, Eldritch Knight (16,11,16,10,14,10)
AC 22 (magic plate +1, magic shield +1), HP 31 (false life tbd) , Init +0, Speed 30 feet
Senses: Investigation 10, Perception 14, Saves: Strength +5, Constitution +5
Background Soldier: Animal Handling +4, Athletics +5, Intimidation +2, Perception +4
Fighting Style: Protection, Second Wind (1d10+2), Action Surge
Spells Known: Magic Blade Ward, Message, False Life, Magic Missile, Shield
Spellslots: 1st (2)
Magic Longsword (+1) +6 (1d8+4), Common, Goblin
Ring of Resistance (cold, used)
Potion of Superior Healing
Potion of Heroism (used)
x2 Scroll of Magic Missile (1st)
Gaius Pine (Equipped)
Varian Human, Wizard 3, Divination (8,16,14,16,10,8)
AC 16 (magic studded leather +1, +3 dex), HP 30/20, Init +3, Speed 30 feet
Senses: Investigation 12, Perception 12, Saves: Intelligence +5, Wisdom +2
Background Soldier: Arcana +4, Athletics +1, Intimidation +2, Investigation, Perception +2
Feat: Lightly Armored
Cantrips: Blade Ward, Firebolt, Poison Spray
Spells Known: Burning Hands, Expeditious Retreat, False Life, Magic Missile, Shield, Sleep
Feather Fall, Thunderwave, Scorching Ray, Shatter
Spellslots: 1st (4), 2nd (2)
Magic Dagger (+1) +5 (1d4+3), Firebolt +6 (1d10), Common, Orcish
Ring of Resistance (cold, used)
Potion of Superior Healing
Potion of Heroism (used)
Scroll of Scorching Ray
Scroll of Shatter
Sutalun "Tali" Banalli (Equipped)
Half Elf Bard 3, College of Lore (8,16,14,10,12,16)
AC 18 (magic studded leather +1, +2 shield, +3 dex), HP 34/24, Init +3, Speed 30 feet
Senses: Investigation 12, Perception 13, Saves: Dexterity +5, Charisma +5
Background Entertainer: Acrobatics +5, Arcana +2, Intimidation +5, Investigation +2, Perception +3, Performance +7, Stealth +7
Languages: Common, Elvish, Draconic
Cantrips: Prestidigitation, Vicious Mockery
Spells Known: Cure Wounds, Disguise Self, Healing Word, Sleep, Tasha’s Hideous Laughter, Invisibility
Magic Rapier (+1) +6 (1d8+4), Magic Hand Crossbow (+1) +6 (1d6+4)
Staff of Healing (5 charges used)
Potion of Resistance (cold, used)
Potion of Heroism (used)
Scroll of Healing Word (1st)
Scroll of Healing Word (2nd)
Commander "Sir" Bernard Fitzroy (Level 9, Equipped)
Variant Human, Fighter Battle Master 9 (20,10,18,12,14,10)
AC 22 (magic plate +1, magic shield +1, +1 defense style), HP 104/94, Init +0, Speed 30 feet
Senses: Investigation 11, Perception 16, Saves: Strength +9, Constitution +8
Background Nobel: Animal Handling +6, Athletics +7 History +5, Perception +6, Persuasion +4
Feat Linguist, Fighting Style Defense, Second Wind (1d10+9), Action Surge, Student of War, Extra Attack, Know Your Enemy, Indomitable
Maneuvers: 5d8, Menacing Attack, Parry, Precision Attack, Riposte, Sweeping Attack
Magic Longsword (+1) +10 (1d8+6), Common, Dwarven, Elven, Goblin, Orc, Draconic
Ring of Resistance (cold, used)
Potion of Superior Healing
Potion of Heroism (used)
Yoku Ikari (Level 8, Equipped)
Half-Elf, Ranger 5/Fighter 3 (10,20,14,12,14,10)
AC 19 (studded leather +1, +5 dex, +1 defense style), HP 68, Init +5, Speed 30 feet
Senses: Investigation 14, Perception 15, Saves: Strength +3, Dexterity +8
Background Criminal: Acrobatics +8, Animal Handling +5, Deception +3, Investigation +4, Perception +5, Stealth +8, Survival +5
Fighting Style Defense, Second Wind (1d10+3), Action Surge, Student of War
Maneuvers: 4d8, Menacing Attack, Parry, Precision Attack
Favored Enemy Dragons, Natural Explorer Mountains, Fighting Style Archery, Primeval Awareness, Colossus Slayer, Extra Attack
Oathbow +10 (1d8+7), Celestial, Common, Draconic, Elvish
Bracers of Archery
Ioun Stone of Agility
Spell Scroll of Hunter's Mark (1st)
Okay... looks like Infantry Soldier 3, Infantry Soldier 4, and Bard Tali made their save, while everyone else is cowering in terror. The artillery fighters and Yoku can still make ranged attacks (at disadvantage... but the dragon is blinded right now, so that would negate the disadvantage).
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Wizard Gaius, init 22, (outside of 90 feet)
Failed fear save, end of turn save again Wis DC 16 vs 10
Artillery Soldier 4, init 21, (outside of 90 feet)
Failed fear save, end of turn save again Wis DC 16 vs 24
Legendary Action 1, init 21
Detect (blind, disadvantage) perception 29
Paragon Akkron, init 20 << Your turn
Round 6
1. Followers first phase
2. Legendary Action 1
3. Your turn << We are here
3. Legendary Action 2
4. Lair Action
5. Followers second phase
6. Legendary Action 3
7 Dragon's turn
8. Followers third phase
disadvantage and can't move closer, so Gaius will fire scorching ray and Artillery 4 will shoot at advantage+disadvantage
I guess Gaius could have saved against the fear or maybe allowed the Commander to save, you choose
Gaius, Scorching Ray 1, Ancient White Dragon, Attack: bless 1 plus 18 Damage: 7
Gaius, Scorching Ray 2, Ancient White Dragon, Attack: bless 1 plus 17 Damage: 12
Gaius, Scorching Ray 3, Ancient White Dragon, Attack: bless 4 plus 18 Damage: 11
Heavy Crossbow, Ancient White Dragon, Attack: 2 plus 11 Damage: 14
Start of Akkron's turn... the dragon must make a DC 22 Wis save or be banished by the Violet layer of Akkron's prismatic wall
With his action, Akkron casts illusory dragon choosing Necrotic for the damage type that it deals.
Akkron uses his movement to get somewhere to the side where he can't easily be hit by an AoE from his illusory dragon... probably somewhere around Y 10
So... the first thing that the AWD will see upon regaining its sight is the illusion of another dragon... which proceeds to open its mouth to shoot a blast of necrotic energy right into the AWD's face, dealing 19 necrotic damage on a failed DC 22 Int save (half damage on a successful save). The AWD also needs to make a DC 22 Wis save or be Frightened of the illusory dragon for 1 minute.
I think it would probably be most beneficial to use the portent on the Commander since the Commander is the one who actually needs to move closer to the dragon to be useful.
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AWD Wis Save DC 22 vs 14
AWD uses it's last Legendary Resistance
AWD Wis Save DC 22 vs 21
AWD Int Save DC 22 vs 8
Agreed, the Commander saved vs fear last turn, so he will get to act retcon for the past round
No longer blind, but now frightened, the AWD can no longer move towards the Paragon and has disadvantage this combat (once again)
After taking 19 necrotic damage, AWD (225/333)
And all continues according to plan... also, the AWD's retreat is cutoff by the shimmering globe of death that's just going to hang out there for 10 minutes. Oh, almost forgot... since Roxo actually acts simultaneously with Akkron, he's going to move to the space around Q 15, should probably check to see if his breath weapon has recharged yet 1
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Guess that brings us to Legendary Action 2, Lair Action, and Follower phase 2
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Retcon, Commander saved vs Frightful Presence due to Gaius' Portent
Commander Bernard, init 2 (87/94)
Bonus Action, Second Wind, Unable to parse dice roll. plus Unable to parse dice roll. plus 19 Damage: 7
Longsword, Extra Attack, Precision Attack, AWD, Attack: 4 plus Unable to parse dice roll. plus 11 Damage: 13
Round 5
1. Followers first phase (Holding for orders)
2. Your turn (Dash)
3. Lair Action (skip because of LOS and LOE issues)
4. Followers second phase (Holding for orders)
5 Dragon's turn (Busting through)
6. Followers third phase << We taking commander's lost turn
Round 6
1. Followers first phase
2. Legendary Action 1
3. Your turn << We are here
3. Legendary Action 2
4. Lair Action
5. Followers second phase
6. Legendary Action 3
7 Dragon's turn
8. Followers third phase