[[ 80% hit points Half of long rest resources (so halve the spell slots; (think of how you'd use them going through a dungeon prior when doing things like trying to even out the odd-numbereds) Channel Divinity is a short rest, so that'll be available ]]
This post has potentially manipulated dice roll results.
As the trio enters Ignis takes a look at the group, at first seeming annoyed. But then smiles. "Well then, let us begin."
First a burst of fire arcs out as burning rays fire towards each member of the party, followed up with a crown of meteors appearing above his head with some shooting off towards Tatts and Hardanvil.
Aimed towards Tatts and Hardanvil 14 fire damage DEX Save DC 15 for half
After unleashing his fire Ignis draws out his sword and takes a step back.
Movement: NW
Inititiative Ignis Tatts <---------------- currently up Lair Action Hardanvil Morjan
Map
x x x x x x x x x x x x x
x - - - - I c c - - - - x
x - - x t - - - - x - - x
x b - - t - - - - - - b x
x - - - - - - - - - - - x
x - - - - - - - t t - - x
x b - - - - - - - - - b x
x - - x - - - - - x - - x
x - - - - - - - - - - - x
x x x x x T H M x x x x x
x x x - - - - - - - x x x
Key
x = impassable b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage]) c = cabinet (can be shoved with a DC 10 STR Check) t = table (rough terrain, can be knocked over with action) I = Ignis T = Tatts H = Hardanvil M = Morjan
After loosing his flame the genasi points his sword towards Morjan, calling upon a firey pillar.
A pillar of fire appears in front of one creature that Ignis can see within 60 feet of him. The creature must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.
@Morjan DC 15 CON Save or blinded until the end of Morjan's next turn
Inititiative Ignis Tatts Lair Action Hardanvil <---------------- currently up Morjan
Map
x x x x x x x x x x x x x
x - - - - I c c - - - - x
x - - x t - - - - x - - x
x b - - t T - - - - - b x
x - - - - - - - - - - - x
x - - - - - - - t t - - x
x b - - - - - - - - - b x
x - - x - - - - - x - - x
x - - - - - - - - - - - x
x x x x x - H M x x x x x
x x x - - - - - - - x x x
Key
x = impassable b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage]) c = cabinet (can be shoved with a DC 10 STR Check) t = table (rough terrain, can be knocked over with action) I = Ignis T = Tatts H = Hardanvil M = Morjan
Hargurn Hardanvil moves 5 squares North and attempts to end this battle quickly. He casts BANISHMENT on Ignis.
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw (DC14) or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
Since Hargurn does not know which plane Ignis is from, he will attempt to send him to the Negative Plane.
IF Hargurn is unsuccessful, he will cast Spiritual Weapon as a BONUS ACTION at the 2nd Level.
This post has potentially manipulated dice roll results.
Legendary Resistance
[[ As a reminder, when casting a bonus-action spell, the only spell cast with the action that turn has to be a cantrip. So with a levelled spell as the action, Hargurn would not be able to cast spiritual weapon. ]]
Legendary Action With no one else in range yet, Ignis casts another Produce Flame at the dragonborn.
Inititiative Ignis 4-damage (concentrating on Melf's Minute Meteors 4 meteors left, 1 3rd level spell slot used, 1 2nd level spell slot used, 1 legendary resistance used) Tatts Lair Action Hardanvil Morjan <---------------- currently up
Map
x x x x x x x x x x x x x
x - - - - I c c - - - - x
x - - x t - - - - x - - x
x b - - t T - - - - - b x
x - - - - - - - - - - - x
x - - - - - - - t t - - x
x b - - - - - - - - - b x
x - - x - - - - - x - - x
x - - - - - H - - - - - x
x x x x x - - M x x x x x
x x x - - - - - - - x x x
Key
x = impassable b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage]) c = cabinet (can be shoved with a DC 10 STR Check) t = table (rough terrain, can be knocked over with action) I = Ignis T = Tatts H = Hardanvil M = Morjan
Morjan manages to avoid the blinding effect from Ignis. As he looks around a small smirk crosses his face as he taunts towards Ignis. This should be fun. As he finishes speaking Morjan form begins to disappear into a blue mist.
Action: Blink, rolled 15. In ethereal plane until next turn.
Action: Blink, rolled 15. In ethereal plane until next turn.
[[
*flackbacks ensue* :D ]]
Ignis snarls as Morjan blinks out of the room. He moves to his right and around a pillar to come in between Tatts and Hardanvil. Once there he looses bursts of fire once more.
Scorching Ray (2nd level) @ Hardanvil Attack: 10 Damage: 4 fire Attack: 9 Damage: 6 fire Attack: 16 Damage: 7 fire
After doing so he beats his sword against his shield with a smile on his face as if to welcome the (presumably) impending melee.
Inititiative Ignis 4-damage (concentrating on Melf's Minute Meteors 2 meteors left, 1 3rd level spell slot used, 2 2nd level spell slot used, 1 legendary resistance used) Tatts <---------------- currently up Lair Action Hardanvil Morjan (Blink, currently on Ethereal)
Map
x x x x x x x x x x x x x
x - - - - - c c - - - - x
x - - x t - - - - x - - x
x b - - t T - - - - - b x
x - - - - - - - - - - - x
x - - - I - - - t t - - x
x b - - - - - - - - - b x
x - - x - - - - - x - - x
x - - - - - H - - - - - x
x x x x x - - M x x x x x
x x x - - - - - - - x x x
Key
x = impassable b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage]) c = cabinet (can be shoved with a DC 10 STR Check) t = table (rough terrain, can be knocked over with action) I = Ignis T = Tatts H = Hardanvil M = Morjan
[If you allow as bonus, Tatts will drink his, if it requires an option, he will not drink it this round]
Attacks, with Action Surge:
one: 18 dmg 8
He will use a trip attack, DC 16 Str or he's knocked prone. Will roll twice in case he fails. If he succeeds use the first number, if he fails, use the higher number!
Tatts strikes out with a fury of blows. However between his plate armor and shield Ignis is able to weather the storm. [[ AC 20, so superiority die for Trip unused ]]
Striking back, Ignis attacks with his own sword.
Legendary Action: Attack
Longsword @ Tatts Attack: 14 Damage: 10 magical slashing and 4 fire
Lair Action
After striking with the sword he eyes the dwarf and and then looks back to Tatts, "We duel for now."
A 10-foot radius of ground centered on Ignis becomes rough terrain as small flames erupt. A creature takes 5 (2d4) fire damage for each 5ft travelled within the area of effect. This effect lasts until Ignis takes another lair action.
Inititiative Ignis 4-damage (concentrating on Melf's Minute Meteors 2 meteors left, 1 3rd level spell slot used, 2 2nd level spell slot used, 1 legendary resistance used) Tatts Lair Action Hardanvil <---------------- currently up Morjan (Blink, currently on Ethereal)
Map
x x x x x x x x x x x x x
x - - - - - c c - - - - x
x - - x t - - - - x - - x
x b - - t - - - - - - b x
x - - f f T - - - - - - x
x - f f I f f - t t - - x
x b - f f f - - - - - b x
x - - x f - - - - x - - x
x - - - - - H - - - - - x
x x x x x - - M x x x x x
x x x - - - - - - - x x x
Key
x = impassable b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage]) c = cabinet (can be shoved with a DC 10 STR Check) t = table (rough terrain, can be knocked over with action) f = flames I = Ignis T = Tatts H = Hardanvil M = Morjan
[[
80% hit points
Half of long rest resources (so halve the spell slots; (think of how you'd use them going through a dungeon prior when doing things like trying to even out the odd-numbereds)
Channel Divinity is a short rest, so that'll be available
]]
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
I'll stick with Tatts for now. Ready to go, resources set to 80%.
Nice to have a cleric join the gang!
I added Hargurn Hardanvil to the campaign and pulled Herren and rolled a 9 for initiative.
I will select which spell slots I want to use up soon.
Initiative 8
I will stick with the same character. For 50% resources I’ve gone with 2 third level spells available but the only 4th level used.
As the trio enters Ignis takes a look at the group, at first seeming annoyed. But then smiles. "Well then, let us begin."
First a burst of fire arcs out as burning rays fire towards each member of the party, followed up with a crown of meteors appearing above his head with some shooting off towards Tatts and Hardanvil.
Scorching Ray 2nd lv
Ray 1 @ Tatts
Attack: 12 Damage: 6 fire
Ray 2 @ Hardanvil
Attack: 15 Damage: 7 fire
Ray 3 @ Morjan
Attack: 22 Damage: 7 fire
Melf's Minute Meteors
Aimed towards Tatts and Hardanvil
14 fire damage
DEX Save DC 15 for half
After unleashing his fire Ignis draws out his sword and takes a step back.
Movement: NW
Inititiative
Ignis
Tatts <---------------- currently up
Lair Action
Hardanvil
Morjan
Map
Key
x = impassable
b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage])
c = cabinet (can be shoved with a DC 10 STR Check)
t = table (rough terrain, can be knocked over with action)
I = Ignis
T = Tatts
H = Hardanvil
M = Morjan
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
[sorry, christmas time delay] ...
Dex save for meteors: 7
He will move 30 feet straight, which leaves him 10 feet form Ignis.
Breath Weapon: 8 acid dmg, Dex DC 13 for half.
Bonus: Second Wind: 15
[[ No prob. I had my own Christmas delays with here. ]]
Ignis DEX Save: 17
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
//Note to self: remember the CON saves in the future...
Concentration Save DC 10: 17
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
Though surprised by the acid breath, Ignis avoids the brunt of it as the crown of meteors stays lit.
Retaliating, he looses a burst of flame towards Tatts.
Cantrip. Ignis casts a cantrip.
produce flame @ Tatts
Attack: 20 Damage: 16 fire
After loosing his flame the genasi points his sword towards Morjan, calling upon a firey pillar.
@Morjan DC 15 CON Save or blinded until the end of Morjan's next turn
Inititiative
Ignis
Tatts
Lair Action
Hardanvil <---------------- currently up
Morjan
Map
Key
x = impassable
b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage])
c = cabinet (can be shoved with a DC 10 STR Check)
t = table (rough terrain, can be knocked over with action)
I = Ignis
T = Tatts
H = Hardanvil
M = Morjan
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
[[ ... and forgot to include the Damage from Tatts' breath. Self reminder to fix the info with Ignis to include 4 damage and the rest. ]]
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
Hargurn Hardanvil moves 5 squares North and attempts to end this battle quickly. He casts BANISHMENT on Ignis.
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw (DC14) or be banished.
If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
Since Hargurn does not know which plane Ignis is from, he will attempt to send him to the Negative Plane.
IF Hargurn is unsuccessful, he will cast Spiritual Weapon as a BONUS ACTION at the 2nd Level.
END TURN
Ignis CHA Save: 5
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
Legendary Resistance
[[ As a reminder, when casting a bonus-action spell, the only spell cast with the action that turn has to be a cantrip. So with a levelled spell as the action, Hargurn would not be able to cast spiritual weapon. ]]
Legendary Action
With no one else in range yet, Ignis casts another Produce Flame at the dragonborn.
Produce Flame @ Tatts
Attack: 17 Damage: 14 fire
Inititiative
Ignis 4-damage (concentrating on Melf's Minute Meteors 4 meteors left, 1 3rd level spell slot used, 1 2nd level spell slot used, 1 legendary resistance used)
Tatts
Lair Action
Hardanvil
Morjan <---------------- currently up
Map
Key
x = impassable
b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage])
c = cabinet (can be shoved with a DC 10 STR Check)
t = table (rough terrain, can be knocked over with action)
I = Ignis
T = Tatts
H = Hardanvil
M = Morjan
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
What was the result of the BANISHMENT?
[[ failed save, legendary resistance used ]]
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: 16
Morjan manages to avoid the blinding effect from Ignis. As he looks around a small smirk crosses his face as he taunts towards Ignis. This should be fun. As he finishes speaking Morjan form begins to disappear into a blue mist.
Action: Blink, rolled 15. In ethereal plane until next turn.
[[

*flackbacks ensue* :D
]]
Ignis snarls as Morjan blinks out of the room. He moves to his right and around a pillar to come in between Tatts and Hardanvil. Once there he looses bursts of fire once more.
Movement: W, W, SW, SE, S, SE
Melf's Minute Meteors (2 meteors) @ Tatts
19 fire
DC 15 DEX Save for half
Scorching Ray (2nd level) @ Hardanvil
Attack: 10 Damage: 4 fire
Attack: 9 Damage: 6 fire
Attack: 16 Damage: 7 fire
After doing so he beats his sword against his shield with a smile on his face as if to welcome the (presumably) impending melee.
Inititiative
Ignis 4-damage (concentrating on Melf's Minute Meteors 2 meteors left, 1 3rd level spell slot used, 2 2nd level spell slot used, 1 legendary resistance used)
Tatts <---------------- currently up
Lair Action
Hardanvil
Morjan (Blink, currently on Ethereal)
Map
Key
x = impassable
b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage])
c = cabinet (can be shoved with a DC 10 STR Check)
t = table (rough terrain, can be knocked over with action)
I = Ignis
T = Tatts
H = Hardanvil
M = Morjan
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
Dex Save: 17
Do you allow potions as bonus actions or action only?
[If you allow as bonus, Tatts will drink his, if it requires an option, he will not drink it this round]
Attacks, with Action Surge:
one: 18 dmg 8
He will use a trip attack, DC 16 Str or he's knocked prone. Will roll twice in case he fails. If he succeeds use the first number, if he fails, use the higher number!
two: 18/15 dmg 10
three: 15/15 dmg 12
four: 14/13 dmg 9
[[ I keep RAW on potions being an action. ]]
Tatts strikes out with a fury of blows. However between his plate armor and shield Ignis is able to weather the storm. [[ AC 20, so superiority die for Trip unused ]]
Striking back, Ignis attacks with his own sword.
Legendary Action: Attack
Longsword @ Tatts
Attack: 14 Damage: 10 magical slashing and 4 fire
Lair Action
After striking with the sword he eyes the dwarf and and then looks back to Tatts, "We duel for now."
Inititiative
Ignis 4-damage (concentrating on Melf's Minute Meteors 2 meteors left, 1 3rd level spell slot used, 2 2nd level spell slot used, 1 legendary resistance used)
Tatts
Lair Action
Hardanvil <---------------- currently up
Morjan (Blink, currently on Ethereal)
Map
Key
x = impassable
b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage])
c = cabinet (can be shoved with a DC 10 STR Check)
t = table (rough terrain, can be knocked over with action)
f = flames
I = Ignis
T = Tatts
H = Hardanvil
M = Morjan
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