bookrat |
You can Misty Step halfway down the steps. The stairs are 60' long, and Misty Step allows for a 30' teleport. Moving down first, Misty Step will stop in front of the magical darkness.
Dark vision does not see through the magical darkness.
Knowing this, you can hold off on the announcement and lightning.
Narzor |
I'll hold off on casting Chain Lightning and instead cast Dispel Magic as a 6th level spell targeting the darkness. This will autodispel 6th or lower level spells, and I can make a caster level check if needed for high level spells.
Narzor |
Any chance I can identify the wall? Also, btw, casting Dispel as 4th still lets me get a chance to get rid of anything, up to a 9th level spell, but I don't autodispel it, I have to make a check.
Arcana: 1d20 + 11 ⇒ (15) + 11 = 26
Spellcasting ability modifier vs. dc 10+Spell Level, in case it matters: 1d20 + 5 ⇒ (5) + 5 = 10 lol nm!
Narzor takes a deep breath and holds it before stepping through the wall.
bookrat |
I know you get a chance. In this very specific case, it's an auto fail. Dispel Magic spell specifically does not work on it.
The wall is a Prismatic Wall, a 9th level spell.
Stepping into the wall, your world becomes red and your skin starts to burn.
Dex Save DC 17, Save for half
Fire Damage: 10d6 ⇒ (6, 3, 1, 4, 3, 1, 6, 3, 2, 1) = 30
Walking through a prismatic wall can cause a lot of damage. If you're going to continue, recheck all your abilities and equipment to see if you have any special abilities or magic to help with saving throws or damage resistance/immunity, etc...
After this save, you can choose to go back out the way you came, or enter further into the wall. If you're going to power through and take the damage, then the next four layers are all Dex saves. You can roll them now. If you want to stop and cast a spell on yourself, exit the wall (no saves leaving it the way you came), but then you'll have to re-enter each layer again.
bookrat |
The wall is opaque, and you can't see through it. A dimension door spell (if you have it) doesn't have the "must see the destination" requirement and could be used to bypass the wall.
Studying the wall, you also see that the wall is 30' high, but the stairwell is 40' high. You could Misty Step to the top of the wall and then fall back down the other side.
bookrat |
Ok, I'm going to count that as your last 2nd level spell slot, because wasting the same spell going down the steps is kind of silly.
Falling Damage: 3d6 ⇒ (3, 3, 4) = 10
Once on the other side, it's a whole new world. The gigantic room is filled with crackling magical and necrotic energy starting at the center of the room and filling into each of six alcoves raound the room. The energy is filling giants, who squirm and writhe in pain from the magic.
Each alcove is sixty feet wide and sixty feet deep. They evenly surround the main room, which is about 150 feet in diameter.
In the center of the room is a large dias with four ritual priests surrounding it equidistant. Surrounding each ritual priest is a small shimmering globe and ghostly apparitions flying around them. The closest priest is about 60 feet from you, with one each to his left and right about 80 feet from you, and the final one opposite the first about 90 feet from you. In the far back right corner there's is a circle with magical symbols drawn on the ground.
Other creatures in the room: an elven wizard in elaborate robes, a skeletal wizard in necromantic robes, a giant Zombie, and a Dreagloth (a large creature that looks like this.
I'll try to create a map later today and place everyone for you to more easily see what's going on.
bookrat |
Ok, I laid down a grid on the map with my map program, and it turned out that the distances I mentioned in my previous post don't like up with how the grid ended up.
So here's the new distances:
There's that large creature with four arms and clawed feet about 20' I'm front of you. The nearest ritual priest is 55 feet in front of you, with the priest opposite them is 85' from you. The giant Zombie is 55' from you, towards the right. The skeletal magic user is ten feet behind the furthest priest. The drow wizard is 70' from you and to the left of the priests.
I'll include the map at the top of the screen.
Narzor |
Narzor smiles and then calls upon his wizardly magic, determined to end whatever shenanigans are going on here.
The bolt of lightning arcs out towards the monstrous creature in front of him, which instinctively moves out of the way. This, however, reveals Narzor's true targets: the 4 priests conducting the ritual. Lightning smashes into the nearby one, then arcs to the other three priests, the Draegoloth and the Giant zombie as well
Casting Chain Lightning as an 8th level spell, for 5 total secondary targets.
DC 19 Dex Save for half of: 10d6 ⇒ (3, 2, 6, 5, 5, 6, 3, 6, 3, 4) = 43 Lightning Damage.
bookrat |
You prepare to target the priests in front of you, but you can't quite seem to complete that magical tether which links you and the target of your spell! Something is blocking your magical path!
Cannot cast the spell. Spell slot not spent. Action not taken. Although that was a pretty good roll, so you can use it when you're able to get a valid target, if you like.
Narzor |
I see. I missed the description of them being inside the globes. In that case, I would have actually moved up to the Draegoloth and hit it with my mace.
Attack Roll: 1d20 + 15 ⇒ (9) + 15 = 24
Damage Roll + Holy Weapon (2d8 Radiant) + Divine Smite (1d8 Fire): 1d6 + 9 + 2d8 + 1d8 ⇒ (5) + 9 + (2, 1) + (1) = 18
bookrat |
It wasn't the globes. :)
You move up to the Dreagloth and slam your mace into an invisible wall! There's a wall of force in front of you!
That was only 10' of movement. You can finish your movement by following the wall to its edge left or right. If you only have 30' movement, then it will take the rest of your movement to get to its edge. If you have more, then you can move beyond.
I actually took the question of how a spell interacts with a wall of force to the forums, and a lot of people said that the spell should be wasted as it slams against the wall and the effect happens right there. But I felt that was way too harsh, especially for a 6th level spell. If it were a cantrip, that might he different. I went with the second most common opinion: invalid selection, spell slot not wasted.
bookrat |
The Archmage moves forward and casts Finger of Death. If you have a counterspell, you may use it.
DC 17 Con Save or take 7d8+30 Necrotic damage, or half on a success.
Necrotic: 7d8 + 30 ⇒ (2, 1, 5, 3, 4, 1, 4) + 30 = 50
The lich and giant Zombie will move to get into position.
The Dreagloth will move and attack, claw claw bite.
Claw: 1d20 + 8 ⇒ (3) + 8 = 11
Claw: 1d20 + 8 ⇒ (4) + 8 = 12
Bite: 1d20 + 8 ⇒ (11) + 8 = 19
All Miss.
Narzor |
I think I was gonna post something but got rushed for time.
Forgoing casting a spell, Narzor turns his mace on the Draegoloth, deciding to teach it a lesson in pain.
Attack Roll: 1d20 + 15 ⇒ (17) + 15 = 32
Damage Roll + Holy Weapon (2d8 Radiant) + Divine Smite (1d8 Fire): 1d6 + 3d8 + 9 ⇒ (4) + (6, 8, 6) + 9 = 33
bookrat |
The lich fires a Finger of Death.
DC 20 Con Save, for half.
Necrotic Damage: 7d8 + 30 ⇒ (6, 7, 3, 2, 5, 4, 3) + 30 = 60
The Archmage casts stoneskin on himself.
The zombie giant rushes forward and squeezes in, unleashing a storm of lightning.
DC 17 Dex for half, 6d8 lightning and 6d8 necrotic.
Lightning Damage: 6d8 ⇒ (3, 8, 4, 4, 4, 1) = 24
Necrotic Damage: 6d8 ⇒ (6, 2, 8, 4, 3, 3) = 26
Dreagloth Dex: 1d20 + 2 ⇒ (9) + 2 = 11
The Dreagloth takes 12 lightning and 26 Necrotic for a total of 38 damage. He's now at 71 damage and he's bloodied.
The Dreagloth does a claw claw bite, with disadvantage because he's squeezing with the giant.
3d20 ⇒ (16, 7, 5) = 28
None of those hit, even without disadvantage.
Meanwhile, the priests chanting causes one of the storm giants chained to the table to rise up as a Death Giant (Undead, Storm).
You're up! The wall of force is still there.
Narzor |
Con Save, using my Arcane Ward: 1d20 + 9 ⇒ (2) + 9 = 11
Dex Save: 1d20 + 6 ⇒ (20) + 6 = 26
Narzor smashes his mace into the Draegoloth again, then steps behind the Wall of Force.
Attack Roll: 1d20 + 15 ⇒ (8) + 15 = 23
Damage Roll + Holy Weapon (2d8 Radiant) + Divine Smite (1d8 Fire): 1d6 + 3d8 + 9 ⇒ (1) + (8, 5, 8) + 9 = 31
bookrat |
No worries!
The giant Zombie screaches as it tries and fails to squeeze past the wall of force. The Archmage and lich both double move - the mage to get a better angle and the lich practically right next to you.
Meanwhile, the death giant starts to move out of its chamber.
You're up!
Map updated.
bookrat |
I think there's been a miscommunication. The Lich is ten feet from you, behind the wall of force. He did a double move (with difficult terrain for moving through the giant zombie's squares) to get up close and personal.
You can restate your actions.
Also, the giant Zombie was formed from a Storm Giant, and is *really* tough. Your mission is to defeat the spell casters, I'd ignore him and just keep away.
Are you able to see the map, or should I use a different format to host it? I'm using Google pics right now but I can put it on a PowerPoint document or even upload the image to an image hosting site.
Narzor |
I can see the map just fine. As I said, the lich doesn't currently threaten me, so I am using a cantrip (which I had to this round due to using Arcane Deflection) and I plan on trying to use teleportation magic to get inside the circle with the spellcasters in in next round.
bookrat |
Sounds good!
The fire piffs against the giant Zombie, barely making a dent. -7 HP.
The giant Zombie still struggles to get to you. It's a dumb creature.
The lich moves up and tries to touch you.
Lich Attack: 1d20 + 12 ⇒ (8) + 12 = 20
The Archmage moves up and casts Cone of Cold. DC 17 for half.
Cold Damage: 8d8 ⇒ (1, 7, 7, 6, 7, 5, 3, 2) = 38
Lich Save: 1d20 + 10 ⇒ (15) + 10 = 25
Zombie Save: 1d20 + 9 ⇒ (17) + 9 = 26
10 damage to each of them.[/dice]
The priests continue their ritual, and a new death giant emerges. Another struggling storm giant has been converted! The previous death giant makes its way towards the back corner of the room.
From the center of the ritual priests, a Necrotic Beam Lance's out and strikes the Giant Zombie, closing his wounds and repairing the dead flesh.
[Ooc]You're up!
Narzor |
Dex Save: 1d20 + 6 ⇒ (8) + 6 = 14
Narzor staggers under the weight of the biting cold, then summons his magic to teleport next to one of the priests conducting the ritual.
My target spot is the sw square next to the northmost priest, assuming that the top of the map is the north orientation. Using Dim Door to get there.
bookrat |
Success!
From here, there's a couple of savig throws to be made.
1) DC 20 Charisma Save. You've entered into an area under the Hallow spell effect. Before now, you've been behind the Wall of Force, and the Hallow effect was on the other side of it. Failure means you're now vulnerable to Necrotic damage. Success means you ignore it.
2) DC 18 Wisdom save. You've entered a location next to one of the priests, who are protected by spiritual guardians surrounding them. Failure means you take Necrotic Damage: 8d8 ⇒ (1, 8, 6, 3, 2, 2, 3, 4) = 29. Success means you take half. Double these numbers if you failed the above charisma save.
You also see a shimmering field surrounding them. They're protected by a Globe of Invulnerability. Take an action to study it and you'll know what level it's cast at.
Your magical knowledge tells you that if you take out two of these ritual priests, these three protective spells will end.
If there's anything else you'd like to do this round, let me know.
Narzor |
Sorry, I was targeting the north one as my point of reference, just to give me some breathing room to work.
Charisma Save + Arcane Deflection: 1d20 + 7 ⇒ (7) + 7 = 14
Wisdom Save: 1d20 + 14 ⇒ (15) + 14 = 29
I'm down to single digit HP! Wish I had an action to study the globe, too, but something tells me I'm gonna be real busy.
bookrat |
Death Giants: Each moves their distance closer to the drawn circle in the upper right corner of the room. One of them makes it there and waits, while the other just emerges from his room.
Giant Zombie: He takes a double move and ends up right next to you.
Lich: He moves out from behind the wall of force and casts Ray of Frost.
Attack: 1d20 + 12 ⇒ (10) + 12 = 22
Cold Damage: 4d8 ⇒ (3, 5, 1, 5) = 14
Miss.
The archmage moves closer and around (double move).
You're up! I'll update the map soon.
Narzor |
Narzor swings his hammer at the Priest he teleported next to.
Attack Roll: 1d20 + 15 ⇒ (14) + 15 = 29
Damage Roll + Holy Weapon (2d8 Radiant) + Divine Smite (1d8 Fire): 1d6 + 3d8 + 9 ⇒ (1) + (5, 1, 5) + 9 = 21
bookrat |
You land a solid blow, dealing about 1/5 of his total HP. The priest runs away over to the death giant in the back corner. Opportunity Attack available.
The giant Zombie makes two slam attacks.
Slam: 1d20 + 14 ⇒ (15) + 14 = 29
Slam: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 6d6 + 9 ⇒ (6, 2, 2, 3, 4, 1) + 9 = 27
Damage: 6d6 + 9 ⇒ (6, 4, 4, 1, 1, 5) + 9 = 30
Both potentially hit, depending on your current AC.
The Archmage casts Lightning Bolt. Dex DC 17 for half. (3rd level spell).
Lightning Damage: 8d6 ⇒ (5, 3, 2, 1, 1, 2, 4, 3) = 21
Zombie Save: 1d20 + 6 ⇒ (2) + 6 = 8
The lich fires a Ray of Frost.
Ray: 1d20 + 12 ⇒ (9) + 12 = 21
Cold Damage: 4d8 ⇒ (2, 5, 3, 7) = 17
Miss.
One priest is out of the ritual circle.
Map updated.
Narzor |
That's pretty well it for me. My current AC is 29, and I only had 3 HP left. Man, that's a rough fight. It's like being a GM with only a single villain against a group of PCs who had time to prepare ahead of time. I have to say, though, I think I might have had a different experience if I had been a single class who focused either all on casting or on melee with spellcasting support (like a cleric or bard). I think having so many options caused me to probably miss one or two things, and having higher than 6th level spells could have been fun as well.
It might have also been fun to do it as a 20th level non-caster, like a fighter or barbarian (as a quick aside, I find it funny how OP people think fighters are in 5e; especially given all the "fighters are bad" threads on this forum).
Thank you for running. It was an interesting game!
bookrat |
Thanks for participating!
This is a really tough adventure for a single PC. The champion managed to kill the lich and Archmage, plus three of the priests before getting taken down. His solution to the Prismatic Wall was to walk right through it - made every save!
Would you like to make a single class level 20 and try again? We can skip the RP for most of it and just go through the rolls.
I've always believed that single classed - multiclassed - any class, they're all roughly the same. That 5e is balanced out pretty well. Others say that 6+ level spells are the "game changers."
So far, I've run three games. Level 20 Necromancer with a huge minion army. This PC I had used the Level 15 adventure, and it was so simple for him. Having that army was really powerful. I'm one who sides with the player more often than the NPCs when I GM, but I think if I ever had an undead army like that I'd be role-playing them as mindless as they are and treat them like computer commands (it does exactly what you *say* to do, not necessarily what you *want* it to do).
After that, I felt the level 15 wasn't a good enough test, so I bumped it up to the Level 17 for the champion and yourself.
I'm not sure even the necromancer could defeat this adventure solo, but I do think that he could get further that anyone else.