Got a map with Psalm move 30ft East. Mostly just see more hall and two entrance to further rooms. But would need to be closer to see around the corners.
Psalm will Dash forward another 15', scatter his bag of caltrops on the ground then scootch back another 15' again, still walking on the wall, before laying himself flush against the ceiling.
Rollback Post to RevisionRollBack
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Lizardman 3, seeing the invisible Psalm leave the area, rushes towards the hall. But as he enters the Ball Bearings he trips (Dex Save: 7). After falling prone he uses his remaining movement to stand back up and then stands ready.
Lizardman 2 follows his comrade's course of action, moving the chair out of his way as he goes, and being vigilant of threats.
Kobold 1 goes towards the hall to see what's going on. Upon seeing the larger party he cries out in Draconic, ""There's more!" He looses a bullet from a sling at his side at Dain and then ducks back into the room.
Sling @ Dain Attack: 11 Damage: 5
Initiative Order
Samspon (dodge, Shillelagh), Psalm (z=10) K1, LM3, LM2 (Dodge Finn (15/15 Armor Agathys, concentrating on hex), Zylborin <---------------- currently up Quaggoth, LM1, K2, US1, US2, US3 Dain
Finn rose a few inches above the ground, then quickly flew forward until facing the lizardman. Focusing his magic on the enemy, he prepared his blade for an attack.
MOVE: Forward 30 feet ACTION:Dash forward another 30 feet BONUS: Shift Hex effect to lizardman (disadvantage on Strength checks)
[[ @Zylborin, Enhance Ability has a range of touch. So he's just shy of being able to cast it on his turn, but I'm good with changing that to a readied action to cast on Dain if he moves the 5ft towards Zylborin. Sound alright? ]]
Finn and Zylborin advance forward towards the sound of combat, Zylborin singing inspiring tunes and Finn hovering with his winged boots. As Finn hovers over the balls bearings towards the lizardman lunges its jaws out, trying to take a bite out of the warlock. Attack: 16 Damage: 6
Kobold 2 steps out from behind the hanging meat for a moment to loose a sling bullet at Finn, hoping his ally's presence will provide an opportunity. Attack: 15 Damage: 6
From the Southern Room the Quaggoth lets out a roar as it grabs one of the sacks. It then charges towards Finn, first taking a moment to throw the sack in Dain and Sampson's direction where it explodes in a rain of grains. Once it reaches Finn is then swipes out with a claw.
From the North Lizardman1 dashes towards the entrance, throwing a chair out of his way and climbing over the table as he goes. When he reaches the ball bearings he tries to keep his balance. DEX Save: 12 vs DC 10 to avoid prone
But he is not the only remaining lizardman in the room. From the East comes a lizardman draped in the trappings of a shaman. Fueled by the uncertainty of the moment he raises his staff and chants in an arcane tongue. As he speaks green wisps appear on the floor and coalesce into giant snakes that hiss and flick their tongues. (Creature Size Medium) [[ And listing these snakes as S# in in the init. Rolled a die, even or odd, to determine which NPC group they'd fall into for initiative. ]]
[[ gonna get the post an initiative order in the next post; gonna check for any status/hp changes in response to this ]]
The Quaggoth's claws hit Finn with a 24, and then it cries out as the cold damage of Armor of Agathys takes hold. (-15 hp) Lizard folk avoid falling prone in the ball bearings.
[[ Also revealed more of the Northern Room in preparation for any of you wanting to head up there. ]]
Dain shimmies a bit back to Zylborin for the Enhance Abilityc clearly enjoying the ditty before he rushes back into the crowd, ripping off the last shreds of his shirt as he goes into Rage.
He’ll rush to Snake 4 and start clearing a path, attacking Recklessly to stave off the poison’s effects. He’s making much wider, less controlled motions with his ax as he goes.
Attack against Snake 4: 25 for 16 Slashing damage
If the snake lives, he continues attacking it. If that kills it, he takes another step and targets the Quaggoth.
Psalm will run up to Lizard Man #3 and stab at him with his rapier, causing him to appear from his invisibility, shouting "Peekaboo!" before turning back to giddily run in the other direction. (Running along the wall the whole time, just for flavor... unless it effects the roll in which case he'll run on the floor)
TURN BREAKDOWN
Movement: 30' West
Action - Attack: To Hit (24) Damage: 7 + 13 (Sneak Attack)
Bonus Action - Cunning Action: Dash: 30' East
Feature: Fancy Footwork (Still triggers AOO from snake)
Rollback Post to RevisionRollBack
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
This post has potentially manipulated dice roll results.
Seeing the hoard of enemies before them, Sampson flashes a quick smile and charges forward! (Up/right diagonal for 5 ft, then 25 ft to the right, accounting for enemy difficult terrain.)
Stepping over a snake and sliding under Finn, Sampson raises his shield and unleashes a blinding radiant light!
(After briefly sharing the space with Finn, he would finish his movement of 5 ft to the right again, which should place him on the adjacent space to the right of Finn)
(Action: Radiance of the Dawn - Con save 16 - 10 on a failed save, half as much if successful. Based on the location, Sampson should be able to target all Snakes, Lizardmen, and Kobold 1)
This post has potentially manipulated dice roll results.
Dain comes to Zylborin for aid and then charges in, felling one of the snakes with a single blow from his axe. It hisses and then fades away in a fey mist. Stepping towards the Quaggoth his second blow chops off a tuft of fur from the beast but leaves no damage.
Walking along the ceiling like a humanoid spider Psalm is able to come in and deal death from above, his rapier sending the Lizardman to the ground. As he retreats back down the hall after felling the lizardman Snake 5 strikes out with a fanged bite.
Bite @ Psalm Attack: 24 Damage: 6 piercing. If it hits make a DC 11 CON Save and take 13 Poison damage on a fail, half on a success.
Sampson follows along behind the others, presenting a divine symbol and radiant light fills the halls. The reptilian horde cries out as the feel the radiant light of Sampson's channel divinity.
CON Saves vs DC 16 S1: 11 S2: 17 S3: 3 S5: 4 S6: 18 S7: 4 S8: 14 LM1: 15 LM2: 10 Quaggoth: 11
[[ For movement, I didn't see a way to to the spot next to Finn with 10ft to get next to Dain and then 20ft to get to Finn's space, not leaving enough room to end in a non-occupied square. (Please correct me if there's a path I missed.) So placed him behind Dain. It misses Kobold 1 as he'd have total cover, but gets all the others. Could also have him temporarily go into Dain's space to add K1 into the affected and then back if you're okay with the opportunity attacks. ]]
[[ Also just remembered that techincally Lizardman3 didn't die to Psalm's attack. But with fancy footwork there's no Opportunity Attack to roll and Sampson's Radiance of the Dawn is guaranteed to have finished him off. ]]
Though reeling from the radiant light, the enemy strikes back.
First the snakes slither along, seeking out targets for their bites.
S2 begins to slither through the ball bearings (DEX Save: 8) and falls prone, wriggling to upright itself. Slithering a little slower it ends next to Finn.
Bite @ Finn Attack: 12 Damage: 8 CON Save DC 11 for 10 poison or half on save.
[[ I'm not 100% sure how a snake trips on ball bearings, but I'm not opposed to an interesting D&D-ism, just like Elephants being able to jump 22 feet or spiders being strong enough to carry off a 5lb sack of flour. ]]
S1 follows, slithering slowly through the bearings, ending outside of them. But leaves parting bite at Finn too.
Bite @ Finn Attack: 26 Damage: 10 CON Save DC 11 for 10 poison or half on save.
S5 also slithers down, coiling itself and then lunging with speed towards the Tiefling on the ceiling.
Bite [ reach 10ft ] @ Psalm Attack: 13 Damage: 5 CON Save DC 11 for 11 poison or half on save.
Lizardman 2 moves into the ball bearings region with caution and then joins his fellow lizardman in the attack.
[[ attacks ]]
Kobold 1 steps out from behind the meat and looses a sling bullet at Dain. Sling @ Dain (has +2 AC from half-cover from interposing snake) Attack: 21 Damage: 4
Snake 3 breaks off from the melee ball, its beady eyes fixed on Zylborin. Assuming it survives the journey, it strikes out with a venomous bite.
Bite @ Zylborbin Attack: 14 Damage: 7 CON Save DC 11 for 7 poison or half on save.
Snake 8, slithering through the difficult terrain of its allies, is able to make its way towards where S3 was and strikes at Sampson, seeking vengeance for the damage wrought.
Bite @ Sampson Attack: 24 Damage: 8 CON Save DC 11 for 3 poison or half on save.
Snakes 6 and 7 however continue the assault on Dain.
Bite @ Dain Attack: 11 Damage: 7 CON Save DC 11 for 9 poison or half on save.
Bite @ Dain Attack: 26 Damage: 8 CON Save DC 11 for 11 poison or half on save.
[[ possible opportunity attacks (going to repeat this in next post) ]]
Finn: S5, S1, S3 Dain: S3 Sampson: S3
Self-Notes: If S3 dies then no attack on Zylborin. If S5 dies, no attack on Psalm.
Action: Zylborin's eyes go wide as the snake approaches, but he is saved by Dain. He yells out "Thank you!" before turning his attention to the other Snakes. He will cast Vicious Mockery at Snake 8 - Wisdom save DC 16 - for 5 damage.
"Danger Noodle? More like limp noodle!"
Bonus action: Cast 2nd Level Healing Word on Finn for 9 healing
Action: Zylborin's eyes go wide as the snake approaches, but he is saved by Dain. He yells out "Thank you!" before turning his attention to the other Snakes. He will cast Vicious Mockery at Snake 8 - Wisdom save DC 16 - for 5 damage.
"Danger Noodle? More like limp noodle!"
Bonus action: Cast 2nd Level Healing Word on Finn for 9 healing
Throwing a few Con saves in here for DM to use:
Con save 1: 3 Con save 2: 16 Con save 3: 17
Snake 8 WIS Save: 6 vs DC 16 If it fails, the insult is so heartbreaking that you can see it is on the verge of death.
Psalm calls down the hall, "A pair of kobolds and a hairy bloke down the southern chamber. Three lizardfellas up the northern passage."
In infernal he adds...
Hold tight to the southern wall and watch your step. I left a slippy-little gift at the entrance to the northern chamber.
He'll then use his full movement (no Dashes yet) to continue east, still walking on the wall near the ceiling to see who else might be coming.
(Will update with action and bonus action after more of the hallway is revealed)
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Got a map with Psalm move 30ft East. Mostly just see more hall and two entrance to further rooms. But would need to be closer to see around the corners.
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
*Sampson moves forward 30 ft, standing next to Dain! With no enemies in sight yet, he will focus on avoiding attacks and imbue his staff with magic!*
(Action: Dodge, Bonus action: Shillelagh)
Psalm will Dash forward another 15', scatter his bag of caltrops on the ground then scootch back another 15' again, still walking on the wall, before laying himself flush against the ceiling.
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Lizardman 3, seeing the invisible Psalm leave the area, rushes towards the hall. But as he enters the Ball Bearings he trips (Dex Save: 7). After falling prone he uses his remaining movement to stand back up and then stands ready.
Lizardman 2 follows his comrade's course of action, moving the chair out of his way as he goes, and being vigilant of threats.
Kobold 1 goes towards the hall to see what's going on. Upon seeing the larger party he cries out in Draconic, ""There's more!" He looses a bullet from a sling at his side at Dain and then ducks back into the room.
Sling @ Dain
Attack: 11 Damage: 5
Initiative Order
Samspon (dodge, Shillelagh), Psalm (z=10)
K1, LM3, LM2 (Dodge
Finn (15/15 Armor Agathys, concentrating on hex), Zylborin <---------------- currently up
Quaggoth, LM1, K2, US1, US2, US3
Dain
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
Zylborin will move towards Dain and Sampson, and perform a short inspirational song to give Dain Bardic Inspiration.
🎶When the going gets tough, the tough fear our Dain
He'll smash your armour, he'll bring the pain!🎵
He'll also cast Enhance Ability on Dain and give him Bear's Endurance, giving 11 temporary hit points.
(And advantage on Constitution checks)
Finn rose a few inches above the ground, then quickly flew forward until facing the lizardman. Focusing his magic on the enemy, he prepared his blade for an attack.
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
[[ @Zylborin, Enhance Ability has a range of touch. So he's just shy of being able to cast it on his turn, but I'm good with changing that to a readied action to cast on Dain if he moves the 5ft towards Zylborin. Sound alright? ]]
Finn and Zylborin advance forward towards the sound of combat, Zylborin singing inspiring tunes and Finn hovering with his winged boots. As Finn hovers over the balls bearings towards the lizardman lunges its jaws out, trying to take a bite out of the warlock.
Attack: 16 Damage: 6
Kobold 2 steps out from behind the hanging meat for a moment to loose a sling bullet at Finn, hoping his ally's presence will provide an opportunity.
Attack: 15 Damage: 6
From the Southern Room the Quaggoth lets out a roar as it grabs one of the sacks. It then charges towards Finn, first taking a moment to throw the sack in Dain and Sampson's direction where it explodes in a rain of grains. Once it reaches Finn is then swipes out with a claw.
1-2: Dain, 3-4: Sampson
Flower Sack @ Target: 2
Attack: 22 Damage: 6
Claws @ Finn
Attack: 24 Damage: 9
From the North Lizardman1 dashes towards the entrance, throwing a chair out of his way and climbing over the table as he goes. When he reaches the ball bearings he tries to keep his balance.
DEX Save: 12 vs DC 10 to avoid prone
But he is not the only remaining lizardman in the room. From the East comes a lizardman draped in the trappings of a shaman. Fueled by the uncertainty of the moment he raises his staff and chants in an arcane tongue. As he speaks green wisps appear on the floor and coalesce into giant snakes that hiss and flick their tongues. (Creature Size Medium)
[[ And listing these snakes as S# in in the init. Rolled a die, even or odd, to determine which NPC group they'd fall into for initiative. ]]
[[ gonna get the post an initiative order in the next post; gonna check for any status/hp changes in response to this ]]
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 Quaggoth's claws hit Finn with a 24, and then it cries out as the cold damage of Armor of Agathys takes hold. (-15 hp)
Lizard folk avoid falling prone in the ball bearings.
[[ Also revealed more of the Northern Room in preparation for any of you wanting to head up there. ]]
Initiative Order
Samspon (dodge, Shillelagh), Psalm (z=10), Dain (bardic inspiration d8) <---------------- currently up
K1, LM3 (hexed), LM2 (Dodge), S1, S2, S3, S4, S5, S6, S7, S8
Finn (15/15 Armor Agathys, concentrating on hex, hovering), Zylborin
Quaggoth (15-damage), LM1, K2, Shaman (Conjure Animals)
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
Dain shimmies a bit back to Zylborin for the Enhance Abilityc clearly enjoying the ditty before he rushes back into the crowd, ripping off the last shreds of his shirt as he goes into Rage.
He’ll rush to Snake 4 and start clearing a path, attacking Recklessly to stave off the poison’s effects. He’s making much wider, less controlled motions with his ax as he goes.
Attack against Snake 4: 25 for 16 Slashing damage
If the snake lives, he continues attacking it. If that kills it, he takes another step and targets the Quaggoth.
Second Attack: 10 for 18 Slashing damage
Psalm will run up to Lizard Man #3 and stab at him with his rapier, causing him to appear from his invisibility, shouting "Peekaboo!" before turning back to giddily run in the other direction. (Running along the wall the whole time, just for flavor... unless it effects the roll in which case he'll run on the floor)
TURN BREAKDOWN
Movement: 30' West
Action - Attack: To Hit (24) Damage: 7 + 13 (Sneak Attack)
Bonus Action - Cunning Action: Dash: 30' East
Feature: Fancy Footwork (Still triggers AOO from snake)
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Seeing the hoard of enemies before them, Sampson flashes a quick smile and charges forward! (Up/right diagonal for 5 ft, then 25 ft to the right, accounting for enemy difficult terrain.)
Stepping over a snake and sliding under Finn, Sampson raises his shield and unleashes a blinding radiant light!
(After briefly sharing the space with Finn, he would finish his movement of 5 ft to the right again, which should place him on the adjacent space to the right of Finn)
(Action: Radiance of the Dawn - Con save 16 - 10 on a failed save, half as much if successful. Based on the location, Sampson should be able to target all Snakes, Lizardmen, and Kobold 1)
Dain comes to Zylborin for aid and then charges in, felling one of the snakes with a single blow from his axe. It hisses and then fades away in a fey mist. Stepping towards the Quaggoth his second blow chops off a tuft of fur from the beast but leaves no damage.
Walking along the ceiling like a humanoid spider Psalm is able to come in and deal death from above, his rapier sending the Lizardman to the ground. As he retreats back down the hall after felling the lizardman Snake 5 strikes out with a fanged bite.
Bite @ Psalm
Attack: 24 Damage: 6 piercing. If it hits make a DC 11 CON Save and take 13 Poison damage on a fail, half on a success.
Sampson follows along behind the others, presenting a divine symbol and radiant light fills the halls. The reptilian horde cries out as the feel the radiant light of Sampson's channel divinity.
CON Saves vs DC 16
S1: 11
S2: 17
S3: 3
S5: 4
S6: 18
S7: 4
S8: 14
LM1: 15
LM2: 10
Quaggoth: 11
[[ For movement, I didn't see a way to to the spot next to Finn with 10ft to get next to Dain and then 20ft to get to Finn's space, not leaving enough room to end in a non-occupied square. (Please correct me if there's a path I missed.) So placed him behind Dain. It misses Kobold 1 as he'd have total cover, but gets all the others. Could also have him temporarily go into Dain's space to add K1 into the affected and then back if you're okay with the opportunity attacks. ]]
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
Fails: S2, S5, S6, S7, LM2 (10 radiant damage)
Succeeds: S1, S3, S8, LM1, Quaggoth (5 radiant damage)
[[ Also just remembered that techincally Lizardman3 didn't die to Psalm's attack. But with fancy footwork there's no Opportunity Attack to roll and Sampson's Radiance of the Dawn is guaranteed to have finished him off. ]]
Though reeling from the radiant light, the enemy strikes back.
First the snakes slither along, seeking out targets for their bites.
S2 begins to slither through the ball bearings (DEX Save: 8) and falls prone, wriggling to upright itself. Slithering a little slower it ends next to Finn.
Bite @ Finn
Attack: 12 Damage: 8
CON Save DC 11 for 10 poison or half on save.
[[ I'm not 100% sure how a snake trips on ball bearings, but I'm not opposed to an interesting D&D-ism, just like Elephants being able to jump 22 feet or spiders being strong enough to carry off a 5lb sack of flour. ]]
S1 follows, slithering slowly through the bearings, ending outside of them. But leaves parting bite at Finn too.
Bite @ Finn
Attack: 26 Damage: 10
CON Save DC 11 for 10 poison or half on save.
S5 also slithers down, coiling itself and then lunging with speed towards the Tiefling on the ceiling.
Bite [ reach 10ft ] @ Psalm
Attack: 13 Damage: 5
CON Save DC 11 for 11 poison or half on save.
Lizardman 2 moves into the ball bearings region with caution and then joins his fellow lizardman in the attack.
[[ attacks ]]
Kobold 1 steps out from behind the meat and looses a sling bullet at Dain.
Sling @ Dain (has +2 AC from half-cover from interposing snake)
Attack: 21 Damage: 4
Snake 3 breaks off from the melee ball, its beady eyes fixed on Zylborin. Assuming it survives the journey, it strikes out with a venomous bite.
Bite @ Zylborbin
Attack: 14 Damage: 7
CON Save DC 11 for 7 poison or half on save.
Snake 8, slithering through the difficult terrain of its allies, is able to make its way towards where S3 was and strikes at Sampson, seeking vengeance for the damage wrought.
Bite @ Sampson
Attack: 24 Damage: 8
CON Save DC 11 for 3 poison or half on save.
Snakes 6 and 7 however continue the assault on Dain.
Bite @ Dain
Attack: 11 Damage: 7
CON Save DC 11 for 9 poison or half on save.
Bite @ Dain
Attack: 26 Damage: 8
CON Save DC 11 for 11 poison or half on save.
[[ possible opportunity attacks (going to repeat this in next post) ]]
Finn: S5, S1, S3
Dain: S3
Sampson: S3
Self-Notes: If S3 dies then no attack on Zylborin. If S5 dies, no attack on Psalm.
[[ map ]]
Samspon (Shillelagh), Psalm (z=10), Dain (rage, Enhance Ability Bear's Endurance, bardic inspiration d8)
K1, LM2 (10-damage), S1 (5-damage), S2 (10-damage), S3 (5-damage), S5 (10-damage), S6 (10-damage), S7 (10-damage), S8 (5-damage)
Finn (15/15 Armor Agathys, concentrating on hex, hovering), Zylborin <---------------- currently up
Quaggoth (20-damage), LM1 (5-damage), K2, Shaman (Conjure Animals)
Notes: All of the 10-damage snakes are looking a lot worse for wear.
[[ map in next post, gonna see if anything dies from attacking Finn and taking Armor of Agathys damage. ]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
[[ Yep, that'll kill S1 when Finn's Armor of Agathys retaliates with the 15 cold damage. ]]
[[ possible opportunity attacks ]]
Finn: S5, S3
Dain: S3
Sampson: S3
Initiative
Samspon (Shillelagh), Psalm (z=10), Dain (rage, Enhance Ability Bear's Endurance, bardic inspiration d8)
K1, LM2 (10-damage), S2 (10-damage), S3 (5-damage), S5 (10-damage), S6 (10-damage), S7 (10-damage), S8 (5-damage)
Finn (concentrating on hex, hovering), Zylborin <---------------- currently up
Quaggoth (20-damage), LM1 (5-damage), K2, Shaman (Conjure Animals)
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
Con Save: 19
Opportunity Attack on S3: 20 for 17 Slashing Damage
Dain's axe is able to cleave S3 before it even can make its way towards Zylborin.
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
Action: Zylborin's eyes go wide as the snake approaches, but he is saved by Dain. He yells out "Thank you!" before turning his attention to the other Snakes. He will cast Vicious Mockery at Snake 8 - Wisdom save DC 16 - for 5 damage.
"Danger Noodle? More like limp noodle!"
Bonus action: Cast 2nd Level Healing Word on Finn for 9 healing
Throwing a few Con saves in here for DM to use:
Con save 1: 3
Con save 2: 16
Con save 3: 17
[[ I totally forgot to actually include those attack. Whoops! ]]
Club @ Finn
Attack: 24 Damage: 8
Spiked Shield @ Finn
Attack: 12 Damage: 6
Snake 8 WIS Save: 6 vs DC 16
If it fails, the insult is so heartbreaking that you can see it is on the verge of death.
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
(( Finn takes an opportunity attack at S5. Attack for the snake: 23, CON Save for Poison: 6, 2nd attack roll in case poison causes disadvantage: 15 ))
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf