The Cleric laughs at Demogorgon comment "Yes indeed, he should, but he is not, and will be even more difficult for you.....the Morning Lord has other plans for him, and for us"
The Hill Dwarf rises his hands up and releases a striking wave of healing for his allies that close wounds and restore vitality using Mass Heal.
Brundir is now at full hp but consider the maximum hp reduction.
Then Brunidr uses his tail attack against Brundir, prone or not 26
if hit take 27 blunt and 24 necrotic
ah did the dice wrong, so adding a dice so it wouldn't go off on me 30 not to slip when grease is cast. If down he stays down cause he cannot move on a legendary action. Though I think he maintains balance
That kills the demon. As he falls down. "The abyss will investigate my death death and track who did this. It may take them a very long time to find out who it was, but they'll come for you." And after he falls a guys of wind blows him off the clouds. You see his soul being sucked into the void as it leaves his body. 5 minutes later your giant helicopter arrives. You are sent to the healing bay which heals your spells and HP.
(It was pointed out to me that Acererak actually appears twice, he is in tomb of annihilation which I knew about and he is in Tomb of Horrors which I must have missed, he is nothing more than a demiliche in that one. You will fight both versions at once, the tomb of annihilation version is the stronger version of him. Where do you want to fight him?)
Seems as though we have fought bosses on mostly neutral territory. Why not fight them somewhere on their turf? Maybe with added playmates? Ancient Wyrms are viscious, but when they can manipulate their natural lairs or fly in the plane of air (for instance) it's much more conducive to their fighting style.
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Okay, I had to clear the map to get everything back to normal easily, so that means I did have to delete you all, don't worry I can add you back.
A1 is the easyier acererak, A2 is the harder acerak, diamonds are zombies and the red things are mechanical traps. You start off knowing where everything is at, but you don't know where it truely is until you have line of sight,ie. the map will show that they have not moved at all, and then you see the zombie/trap and suddenly that thing is 30 to 50 feet from where you knew it to be. Zombies don't know you are there until line of sight is provided, but they move around randomly 10 feet every turn, but once they see you they will use their full speed. The red traps are fire off a level 1 burning hands when a living creatures gets within 15 ft cube of it, can only do this once per round. They have ac 20, 30 hit points, not a living creature for purpose of spells or consider them constructs, and they move around the dungeon 5 ft every round randomly. They have blindsight and truesight 15 feet.Immune to anything a golem construct is immune to. Oh and vulnerable to cold.
Okay place yourselves in the bottom right corner, within the green walls.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Added you all back on the map, if things seem off, cause it was move a little, did the best I could to fix things, but it might not be perfect. I'm also expecting the map to get accidentally moved a little. Anyway, reposition if you don't like your starting position.
1 zombies and traps init
5 Acereraks init (will get religion checks to you soon, still waiting to see if someone gets higher) 28 is the highest so far.
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit
Vosiel Brewberry
The Cleric laughs at Demogorgon comment "Yes indeed, he should, but he is not, and will be even more difficult for you.....the Morning Lord has other plans for him, and for us"
The Hill Dwarf rises his hands up and releases a striking wave of healing for his allies that close wounds and restore vitality using Mass Heal.
Brundir is now at full hp but consider the maximum hp reduction.
Using one of Bigby's hand's activated abilities is a bonus action, which means that I still have an action, which I'll use to cast grease.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Unable to parse dice roll. not to slip
Then Brunidr uses his tail attack against Brundir, prone or not 26
if hit take 27 blunt and 24 necrotic
ah did the dice wrong, so adding a dice so it wouldn't go off on me 30 not to slip when grease is cast. If down he stays down cause he cannot move on a legendary action. Though I think he maintains balance
Init Orders: Brundir:26, Aeotoris:25, Demogorgon Lair action:20, Demogorgon:18, Vosiel:17, Demogorgon legendary action 1, Archy:16, Demogorgon legendary action:2, Fenhorn:14, Demogorgon legendary action 3, Toun:6.
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit
Archy is up
Archy stows his broom moves to the south then looses another volley with sharp shooting.
Attack 1: Hits AC 14 for 24 piercing and 4 necrotic
Attack 2: Hits AC 27 for 20 piercing and 1 necrotic
Attack 3: Hits AC 17 for 22 piercing and 2 necrotic
He then casts Quickened Eldritch Blast "pew pew!"
Ray 1: Hits AC 23 for 15 force and 3 necrotic
Ray 2: Hits AC 24 for 7 force and 2 necrotic
Ray 3: Hits AC 25 for 13 force and 3 necrotic
Ray 4: Hits AC 17 for 8 force and 3 necrotic
Using his remaining sorcerer points.
(I did a little testing. Fixing unparced dice doesn't manipulate dice or cause a warning, which is pretty interesting.)
(109 damage on AC 22 with 5 hits)
Extended Signature
That kills the demon. As he falls down. "The abyss will investigate my death death and track who did this. It may take them a very long time to find out who it was, but they'll come for you." And after he falls a guys of wind blows him off the clouds. You see his soul being sucked into the void as it leaves his body. 5 minutes later your giant helicopter arrives. You are sent to the healing bay which heals your spells and HP.
(It was pointed out to me that Acererak actually appears twice, he is in tomb of annihilation which I knew about and he is in Tomb of Horrors which I must have missed, he is nothing more than a demiliche in that one. You will fight both versions at once, the tomb of annihilation version is the stronger version of him. Where do you want to fight him?)
One question, we could have access to some Epic Boons as a reward for these fights?
Archy flexes and pats Bründir on the shoulder as they climb aboard. He casts Guidance on Aetoris "What can you tell us about the next one?"
Extended Signature
Where would Acereraks like to fight us?
Extended Signature
I will cast enhance ability as usual
Seems as though we have fought bosses on mostly neutral territory. Why not fight them somewhere on their turf? Maybe with added playmates? Ancient Wyrms are viscious, but when they can manipulate their natural lairs or fly in the plane of air (for instance) it's much more conducive to their fighting style.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit
Okay, I had to clear the map to get everything back to normal easily, so that means I did have to delete you all, don't worry I can add you back.
A1 is the easyier acererak, A2 is the harder acerak, diamonds are zombies and the red things are mechanical traps. You start off knowing where everything is at, but you don't know where it truely is until you have line of sight,ie. the map will show that they have not moved at all, and then you see the zombie/trap and suddenly that thing is 30 to 50 feet from where you knew it to be. Zombies don't know you are there until line of sight is provided, but they move around randomly 10 feet every turn, but once they see you they will use their full speed. The red traps are fire off a level 1 burning hands when a living creatures gets within 15 ft cube of it, can only do this once per round. They have ac 20, 30 hit points, not a living creature for purpose of spells or consider them constructs, and they move around the dungeon 5 ft every round randomly. They have blindsight and truesight 15 feet.Immune to anything a golem construct is immune to. Oh and vulnerable to cold.
Okay place yourselves in the bottom right corner, within the green walls.
Religion to know about the Acereraks
Initiative 25
Religion 18
I will let also try the check with all the bonuses:
Religion Check+Enhance Ability+Guidance: 26+4
I will use again Heroes Feast: HP ->8 and Aid before the fight, eventually using other spells but waiting for the check result.
Finally
Initiative: 20
EDIT: I ate too much at the Feast, too much for promptly actions
(Feast: 11 plus Aid (5hp). Initiative: 12)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Initiative: 21
Heroe's Feast: 7 + Aid (5)
Extended Signature
Added you all back on the map, if things seem off, cause it was move a little, did the best I could to fix things, but it might not be perfect. I'm also expecting the map to get accidentally moved a little. Anyway, reposition if you don't like your starting position.
1 zombies and traps init
5 Acereraks init (will get religion checks to you soon, still waiting to see if someone gets higher) 28 is the highest so far.
Religion with enhance ability and guidance: 32
Initiative: 7
Heroes' feast HP: 8
Edit: Got my initiative modifier wrong; it should be 10.
Portents: 8, 7, and 17.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
We won't beat the 28 then. What are we up against? I think that's CR+5. I was hoping a for some info before I fix a starting position.
Extended Signature