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
The Dwarf sprints to catch his friend, and leans one hand on Brundir's shoulder "Told you once, don't run too fast or I will not be able to save your bearded ass, my dear". Vosiel casts Remove Curse on Brundir.
(Don't get your hopes out yet, he has a few tricks up his sleeve to make you chase him, he does know teleport, and a few other things. You must have line of sight for teleport, and this is his home field, so mishap chance zero. He can go 100 feet or so then move out of your sight.)
(Reading back, will make an edit in a minute.) (refixed the map, I glad I know where the walls should be)
Okay so enemies move and on both of Acereraks legendary actions, he has truesight so he can see Archy. He will ray of frost him twice 23 and 2nd one 33
if hit 9 cold dmg and another 13 cold dmg. If one or both hit you, take -10 to your speed on your next turn, these do not stack. "You can't catch me if you are all too slow"
Ongoing effects (all heroes have 11 dmg on them. Archy might have additional dmg on him and probably has -10 to speed).
The first shot narrowly misses, but the second hits Archy squarely. Archy Reacts with a Hellish Rebuke cast at 4th level. Dealing 22 fire damage (Dex save DC 22 for half) with the Dragon Fire feature of the Red Dragon Mask lighting Acererak on fire and dealing an additional 1d6 fire damage to start its turn each round until an action is used to put him out.
(Damage noted 247+4/248hp damage reduced twice by temp hp [edit: forgot to account for cold resistance.])
[Edit: not that "narrowly". DDB has fixed the way unarmored AC is calculated. Position updated]
15 dex, failed, he could use legendary resistance, but he ain't going to waste it on Hellish rebuke.
And he is hit by Fenhorn's by arrows 2 through 4 for 51 dmg as Fenhorn has trouble hitting the natural armor, then hits him again for another 14 dmg on the 6th arrow. (65 dmg) with the rebuke, (87 dmg)
His third legendary action he can't do much, but he will ray of frost fenhorn 30 if hit take 17 cold dmg and reduce your speed by 10 on your next turn.
effects (all heroes have 11 dmg on them, except for Fenhorn who has 28 on him, Archy who has 24 on him, both have reduced speeds of 10 on their turn. 87 dmg on Acererak and on fire).
Oh, yeah, for Archy, Brundir, Aeotoris, if there is a way to put your attacks in spoilers, please do so, he knows both shield and counterspell, and all spells up to 3rd level are at will for him, but AL rules states that you can only take 1 reaction per turn. He didn't shield Fenhorn's attacks cause it might be more beneficial to use counterspell. Spoilers allows me to read your attacks one at a time, and determine when he would shield even though the ac lasts till start of his turn, and prevents me from using metagaming knoweldge. He might not shield one guy for example, cause he might do so little dmg or only hit once out of 4 times, but when I read the next guy, he might shield or counterspell. Obviously he would shield or counterspell on the last one of you just so he uses it, it is all a gamble basically whether he saves his shield or thinks saving it to counterspell would be better.
(That should kill it returning Archy's lost 6 temp hp.)
Archy returns to targeting Acererak...
Arrow 3: hits AC 26 for 22 piercing damage.
Arrow 4: hits AC 28 for 22 piercing damage.
Action Surge:
Arrow 5: hits AC 21 for 21 piercing damage.
Arrow 6: hits AC 31 for 24 piercing damage.
Arrow 7: hits AC 26 for 22 piercing damage.
Arrow 8: hits AC 16 for 22 piercing damage.
Archy casts Quickened Eldritch Blast "pew pew!" expending his remaining Sorcerer Points to do so. Then he pulls out his bow. He releases a torrent of arrows with Sharp Shooting and uses his Action Surge to make it count.
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
Alright, will do this in order, Archy is first, so I will read his attacks, then Brundir, then Aeotoris.
He will shield Archy at first chance bringing his ac to 26 figuring the chances to hit. Rays 2 and 3 do it. Arrow 1 kills the trap, arrow 2 does still hit. Arrow 3 does hit. Arrows 5, 6 and 7 does hit (140 dmg to hit)
Brundir hits Acererak twice, attacks 2 and 4 miss as he is still shielded. (18,19 and 9 dmg for 46 dmg).
11 str saving throw vs watery sphere, if he fails, he will use 1 of his 3 legendary resistances to pass.
Str saving throw vs falling prone, cannot pass a dc 23 that so he will use his legendary resistance to pass, then when Brudir does it again in an attempt to trip him, he will use his last legendary resistance. Which means Brundir did spend the other superiority dice for another 7 dmg (140+46+7, +87 dmg on acererak from earlier. 280 dmg out of 285 total.)
His turn he is on fire 2 fire dmg as he will not use his action to put himself out. (282 out of 285 dmg). Instead he will use time stop to get away.
anyone with counterspell use it now and roll your chance to counter it, unless you haven't used your level 9 spell, then autosuccess and we will go onto next encounter as I'm saying he is dead and the zombies and traps you will clear out easily.
This post has potentially manipulated dice roll results.
(He would put out the fire after using timestop as his action on the first round of timestop, so that you all wouldn't get an extra turn on him, but Aeotoris counters it as he saved a 9th level spell. I don't think you can counterspell a counterspell, but it you could.... he has to use counterspell at level 3 or be forced to use his last level 9 slot) 12 and the dc is 19, he is confident.
(edit: Can anyone counterspell that counterspell? All you need is a level 3 counterspell.) Oh wait, the fire is at the start of his turn 1 fire dmg on his first timestop turn, which he will use his action to put out the fire if it doesn't kill him and his counterspell isn't counterspelled (If noone can counterspell the counterspell, he will be alive with 1 HP, if not I'm calling his death). 2 turns for time stop. One of which is used putting out the fire and moving and he can't use his legendary action to hit anyone or the spell ends. (I had to roll min turns for timestop for this guy.)
Alright so after the timestop, you see a cloudkill on the map, it hasn't touched any of you, so it is all legal, however clues as to where he is depends upon where the cloudkill moves as it has to move away from him. I left Acereraks last known position on the map but transparented it out so you know that is not where he is at. Vosiel is up.
Oh good I thought we were in for a long chase.
Extended Signature
(15 vs. Curse
Indominable: 11 reroll)
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
Vosiel Brewberry
The Dwarf sprints to catch his friend, and leans one hand on Brundir's shoulder "Told you once, don't run too fast or I will not be able to save your bearded ass, my dear". Vosiel casts Remove Curse on Brundir.
The first shot narrowly misses, but the second hits Archy squarely. Archy Reacts with a Hellish Rebuke cast at 4th level. Dealing 22 fire damage (Dex save DC 22 for half) with the Dragon Fire feature of the Red Dragon Mask lighting Acererak on fire and dealing an additional 1d6 fire damage to start its turn each round until an action is used to put him out.
(Damage noted 247+4/248hp damage reduced twice by temp hp [edit: forgot to account for cold resistance.])
[Edit: not that "narrowly". DDB has fixed the way unarmored AC is calculated. Position updated]
Extended Signature
Fenhorn flies past the wall to see the enemy, and swiftly nocks and releases one arrow after another into the Acererak.
Attack 1 28 Damage 8
Attack 2 26 Damage 13
Attack 3 31 Damage 10
Attack 4 18 Damage 8
Action Surge:
Attack 1 23 Damage 14
Attack 2 32 Damage 7
Attack 3 33 Damage 10
Attack 4 17 Damage 8
15 dex, failed, he could use legendary resistance, but he ain't going to waste it on Hellish rebuke.
And he is hit by Fenhorn's by arrows 2 through 4 for 51 dmg as Fenhorn has trouble hitting the natural armor, then hits him again for another 14 dmg on the 6th arrow. (65 dmg) with the rebuke, (87 dmg)
His third legendary action he can't do much, but he will ray of frost fenhorn 30 if hit take 17 cold dmg and reduce your speed by 10 on your next turn.
effects (all heroes have 11 dmg on them, except for Fenhorn who has 28 on him, Archy who has 24 on him, both have reduced speeds of 10 on their turn. 87 dmg on Acererak and on fire).
Init Order: Fenhorn 25, Acererak legendary action 3 Archy 21, Toun 14, Brundir 12, Aeotoris11, Acererak 8, Vosiel 3, Acererak legendary action 1, Zombies and traps 1, Acererak legendary action 2.
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit
Archy, Brundir, Aeotoris are up
Oh, yeah, for Archy, Brundir, Aeotoris, if there is a way to put your attacks in spoilers, please do so, he knows both shield and counterspell, and all spells up to 3rd level are at will for him, but AL rules states that you can only take 1 reaction per turn. He didn't shield Fenhorn's attacks cause it might be more beneficial to use counterspell. Spoilers allows me to read your attacks one at a time, and determine when he would shield even though the ac lasts till start of his turn, and prevents me from using metagaming knoweldge. He might not shield one guy for example, cause he might do so little dmg or only hit once out of 4 times, but when I read the next guy, he might shield or counterspell. Obviously he would shield or counterspell on the last one of you just so he uses it, it is all a gamble basically whether he saves his shield or thinks saving it to counterspell would be better.
Bonus: Quickened Eldritch Blast targeting Acererak.
Ray 1: hits AC 26 for 7 force damage
Ray 2: hits AC 30 for 16 force damage
Ray 3: hits AC 24 for 10 force damage
Ray 4: hits AC 19 for 8 force damage
Shortbow Sharpshooter targeting... Trap 3?
Arrow 1: hits AC 15 for 22 piercing damage.
Crit damage: 4
Arrow 2: hits AC 25 for 25 piercing damage.
(That should kill it returning Archy's lost 6 temp hp.)
Archy returns to targeting Acererak...
Arrow 3: hits AC 26 for 22 piercing damage.
Arrow 4: hits AC 28 for 22 piercing damage.
Action Surge:
Arrow 5: hits AC 21 for 21 piercing damage.
Arrow 6: hits AC 31 for 24 piercing damage.
Arrow 7: hits AC 26 for 22 piercing damage.
Arrow 8: hits AC 16 for 22 piercing damage.
Archy casts Quickened Eldritch Blast "pew pew!" expending his remaining Sorcerer Points to do so. Then he pulls out his bow. He releases a torrent of arrows with Sharp Shooting and uses his Action Surge to make it count.
Acrobatics DC 15 (before shooting): 21
Archy flies behind cover.
(159 damage assuming 21 AC based on Fenhorn's turn.
I'm out of Action Surge and Sorc Points for now, a good opening.
[Edit: Moved to spoilers as requested. I do hope he counter-spells me...])
Extended Signature
I cast watery sphere on him.
If he counterspells anything, I counterspell his counterspell.
"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)
"Come 'ere ya boney bastard! I'll sweep ye 'way like the dust on the walls!" Bründir charges straight for Acerak.
Attack 1: 28, hit for 20
Attack 2: 34, hit for 13
Attack 3: 36, hit for 18
Attack 4: 32, hit for 18
Savage Attacker: 15 replacing lowest damage
Trip Attack on Attack 1: 6 extra damage and STR save DC 23 vs. Prone.
Trip Attack on Attack 2: 11 extra damage and STR save DC 23 vs. Prone.
Trip Attack on Attack 3: 2 extra damage and STR save DC 23 vs. Prone.
Trip Attack on Attack 4: 8 extra damage and STR save DC 23 vs. Prone
(If any of the above Trip Attacks land, I'd like to remove the ones that follow to save superiority dice.)
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
Alright, will do this in order, Archy is first, so I will read his attacks, then Brundir, then Aeotoris.
He will shield Archy at first chance bringing his ac to 26 figuring the chances to hit. Rays 2 and 3 do it. Arrow 1 kills the trap, arrow 2 does still hit. Arrow 3 does hit. Arrows 5, 6 and 7 does hit (140 dmg to hit)
Brundir hits Acererak twice, attacks 2 and 4 miss as he is still shielded. (18,19 and 9 dmg for 46 dmg).
11 str saving throw vs watery sphere, if he fails, he will use 1 of his 3 legendary resistances to pass.
Str saving throw vs falling prone, cannot pass a dc 23 that so he will use his legendary resistance to pass, then when Brudir does it again in an attempt to trip him, he will use his last legendary resistance. Which means Brundir did spend the other superiority dice for another 7 dmg (140+46+7, +87 dmg on acererak from earlier. 280 dmg out of 285 total.)
His turn he is on fire 2 fire dmg as he will not use his action to put himself out. (282 out of 285 dmg). Instead he will use time stop to get away.
anyone with counterspell use it now and roll your chance to counter it, unless you haven't used your level 9 spell, then autosuccess and we will go onto next encounter as I'm saying he is dead and the zombies and traps you will clear out easily.
I knew there was a reason to keep that 9th-level spell slot. I counterspell his time stop at 9th level, then we kill him.
"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)
He could attempt to counter that. But there's no sense running from fate.
Even then one more tick of 1d6 to start his first time stopped turn might do him in...
And get the satisfaction of victory
Extended Signature
(He would put out the fire after using timestop as his action on the first round of timestop, so that you all wouldn't get an extra turn on him, but Aeotoris counters it as he saved a 9th level spell. I don't think you can counterspell a counterspell, but it you could.... he has to use counterspell at level 3 or be forced to use his last level 9 slot) 12 and the dc is 19, he is confident.
(edit: Can anyone counterspell that counterspell? All you need is a level 3 counterspell.) Oh wait, the fire is at the start of his turn 1 fire dmg on his first timestop turn, which he will use his action to put out the fire if it doesn't kill him and his counterspell isn't counterspelled (If noone can counterspell the counterspell, he will be alive with 1 HP, if not I'm calling his death). 2 turns for time stop. One of which is used putting out the fire and moving and he can't use his legendary action to hit anyone or the spell ends. (I had to roll min turns for timestop for this guy.)
Fenhorn does not know counterspell (nor does anyone else, Archy has no third level spells)
Extended Signature
Init Order: Fenhorn 25, Acererak legendary action 3 Archy 21, Toun 14, Brundir 12, Aeotoris11, Acererak 8, Vosiel 3, Acererak legendary action 1, Zombies and traps 1, Acererak legendary action 2.
https://docs.google.com/drawings/d/1vvrtJ_ShJpn2MruLov2LR8bIaMo9FNKQbl4uNoS8yL4/edit
Alright so after the timestop, you see a cloudkill on the map, it hasn't touched any of you, so it is all legal, however clues as to where he is depends upon where the cloudkill moves as it has to move away from him. I left Acereraks last known position on the map but transparented it out so you know that is not where he is at. Vosiel is up.
(I played a game called 'Exploding Kittens' on thanksgiving we had a turn involving 4 counter spells, or "nope"s in that game.)
Extended Signature
OOC: Didn't he use his reaction for shield?
"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)
The 'round' for the purpose of action economy begins at the start of your turn.
On his turn he has another Reaction (Action, Bonus, and Move) available
Time stop complicates things. Does he have a reaction available now?
Extended Signature