[5e] Saga of the Worm (Inactive)

Game Master mishima


151 to 200 of 303 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

I believe in the Hudson approach: Nuke it from orbit. it's the only way to be sure.


Male; HP 191/191; AC24; Init +1; STR+7, DEX+2, CON+9, INT +4, WIS +10, CHA+13; Fatigue Level - 0 Dragonborn Paladin / 17; LOH 85/60 Modest lifestyle (1-gp)

The Aid spell lasts 8-hours. If it is expiring soon or has already expired, then Daryl will recast it upon the same three.

In addition if anything fishy is encountered he will use another of his Divine Sense abilities for the day. 2/4.


AvernusArt 2Grid

Lindaer, True Seeing actually doesn't help against mundane fog or smoke afaik, which is what is here (smoke from real fires). Not that it really matters.

teh Crawfords

edit: Ah nevermind, you weren't saying that at all.


AvernusArt 2Grid
Quote:
Fire: 8d6 ⇒ (6, 1, 1, 2, 3, 1, 2, 3)

Look how f#+*ing lame the pit fiend's fireball was. What a wiener.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

So...how do familiars work in 5e? I know in pathfinder they get the same saves and 1/2 HP, but I can’t find any rules here...


AvernusArt 2Grid

Its just whatever their stat block says, pretty vulnerable to AoE when out of pocket (warlock gets some upgrades). What form did you choose it to take? The allowed types (and everything regarding familiars) are listed in the spell Find Familiar.

edit: conjuration wizards also give them a 30 hp temp hp buff starting at lvl 14 :)


1 person marked this as a favorite.
AvernusArt 2Grid

Sorry, owl as you said...one of my 'not reading' days again apparently.

Since you were using it to hitnrun with flyby, we can say it was 30 ft up and out of fireball range. However, the terrifying command ability reaches 60 ft and would prevent it from swooping in.

So its alive, just unable to approach the paladin (and you).


1 person marked this as a favorite.
Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

I finally figured out how to position that Tsunami. So, the Wave has an footprint area of 50 ft by 300 ft standing 300 ft tall. It moves 50 ft per round for 6 rounds. So, the bad guys need to be in the 50 ft square that gets hit 6 times, in order to maximize the damage and spell.

So, I should have had the 50 ft width stretch perpendicular from the back of the tent line, such that the 300 ft line would be collinear with where I put it, but stretch 300 ft back and right. So, the Tsunami would move form the bottom right to the top right dropping on the 50-ft square the two fiends are in 6 times.

Is that clear? Ah live and learn.

cheers


AvernusArt 2Grid
Quote:
the Wave has an footprint area of 50 ft by 300 ft standing 300 ft tall. It moves 50 ft per round for 6 rounds.

Check.

Quote:
the bad guys need to be in the 50 ft square that gets hit 6 times, in order to maximize the damage and spell

I suppose, but creatures caught in it move with it. So in this case, with the wave line stretching out the top-right of the map like an exclamation point, they will move 50 ft top-rightish as the wave rolls away from you. Unless they swim free, lol.

We're going to need a bigger map.

Please don't summon sharks.


HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

What about meteors slamming into the earth? I assume those are okay?


AvernusArt 2Grid

Other than a big splash of water in your mouth I suppose you are fine.

Though you have to ask yourself if the devils from the 9th layer of Hell have ever heard the old 'we don't swim in your toilet, don't pee in our tsunami' adage. (Spoiler: they haven't.)


HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

lol I've never heard of that adage =D


AvernusArt 2Grid
Quote:
Fair enough. I wasn't sure if the fear thing was a spell effect.

It was an ability, not tied to innate spellcasting nor a spell.

To be clear I'm going to do it where if the monster block has a spell with a level its Counterspellable. If there's just a monster ability (without a spell level) its not Counterspellable.

For example, a pixie has the Innate Spellcasting ability and a list of spells it can cast including Confusion. However, a basilisk doesn't have innate spellcasting, just its unique Petrification Gaze. You could counterspell the pixie casting but not the basilisk using its gaze.


HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

that's totally fair.

Like I said, I wasn't sure if the fear thing was a spell or not, which is why I rolled.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Feels great when magic carpet and rogue dip allows for the insane movement needed to Crit with a vorpal scimitar :D

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

To not take up more space in gameplay:

Strength: 1d20 + 4 ⇒ (17) + 4 = 21

Moving forward, I hereby give my consent to roll any die roll that I failed to make. I promise that I won’t complain about the results, but will instead only bring up rules issues if I see them.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Druidcraft is a fairly useless spell. Hopefully, you'll let me get some mileage out of it.

Cheers


HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

Druidcraft has some abilities that you really can't get anywhere else.


AvernusArt 2Grid

Agreed druidcraft gives you cool abilities, and certainly use it.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

High level spellcasters are scary! That’s what this fight taught me.

That and Vorpal is awesome. Imagine a fighter champion with this sword.


AvernusArt 2Grid

Yeah, but Champion wouldn't make the vorpal proc more often. Vorpal requires roll 20 not crit.


I would like to suggest that we share our observations on high power games using 5e based on our current experience. We're all learning a thing or two in doing, but I think sharing our thoughts might bring us all to new understandings. To be clear, this is not about commenting on how WE or our GM is doing, but more on balancing characters and encounters, and telling high-level stories.

Infinity, would you be ok with that?


Unrelated: I'm contemplating switching either my Con increase or my Resilient (Wis) feat for Greater Weapon Master. Would that be okay? Also, any thoughts or suggestions are welcome!

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Saves vs spells are really important. I’d drop the con increase for the feat, personally


Lindaer Elyrien wrote:
Saves vs spells are really important. I’d drop the con increase for the feat, personally

But don't you want to fight the barbarian in the middle of the boss fight and really show who's boss? ;)


AvernusArt 2Grid

Certainly fine with you guys discussing stuff, since you asked.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Honestly? Not so much. :p


Lindaer Elyrien wrote:
Honestly? Not so much. :p

Good advice regardless.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

My lessons learned:
- Not being legendary exposes high CR to being one-shotted by missing a save or being critted, PCs included
- How to position a Tsunami, so it forces saves 6 consecutive rounds
- Quick combats (and powerful melee allies) makes Wild Shape irrelevant

cheers


HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

One takeway I found is that counterspell is kinda short ranged, or at least it was in that fight.


AvernusArt 2Grid

Heads up tomorrow I will actually be at work all day...packing up the classroom for the year. Will try to get up at least one more substance post before I hit the hay in a few hours.


Male; HP 191/191; AC24; Init +1; STR+7, DEX+2, CON+9, INT +4, WIS +10, CHA+13; Fatigue Level - 0 Dragonborn Paladin / 17; LOH 85/60 Modest lifestyle (1-gp)

Good idea on the discussion thread. It's a bit out-of-hand right now, as we learn how to best use our powerful abilities to work as a team when needed. Normally a group has the "growth" time to work together, so the strategies and tactics are known to all. I think the biggest challenge might be to learn to work together as a team. Everybody has super powerful abilities to try out, and so far they're working out well. Daryl is more of a support / buff character even at this level, but has some nasty tricks up his sleeve if needed.

For some reason the "Gameplay" thread is not 'dotting' for me. Hopefully that will correct itself, but in the meantime I'll just have to check for new posts more.


Falko Escheus wrote:
Unrelated: I'm contemplating switching either my Con increase or my Resilient (Wis) feat for Greater Weapon Master. Would that be okay? Also, any thoughts or suggestions are welcome!

Update: I've dropped my Con and got the GWM feat. We'll see how this goes, as hp and AC have dropped.


Daryl the Pious wrote:

Good idea on the discussion thread. It's a bit out-of-hand right now, as we learn how to best use our powerful abilities to work as a team when needed. Normally a group has the "growth" time to work together, so the strategies and tactics are known to all. I think the biggest challenge might be to learn to work together as a team. Everybody has super powerful abilities to try out, and so far they're working out well. Daryl is more of a support / buff character even at this level, but has some nasty tricks up his sleeve if needed.

For some reason the "Gameplay" thread is not 'dotting' for me. Hopefully that will correct itself, but in the meantime I'll just have to check for new posts more.

Yes, this feels more like an all-star team at the moment, with every character developed in a vacuum. But that's interesting as well to see how the group will develop over time, mixing tactics and personalities.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Avengers?

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Well that’s what we are. A bunch of “heroes” gathered together by the Thayans.

I think the challenge will come when we have our resources spent without rest, and when we face foes with legendary resistances.

Or when we are surrounded by a large number of mediocre foes who can’t be killed easily with AOE. Action economy is what wins in 5e


Can't wait!


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Rastol Shan = Nick Fury?


Falko = Ironman then (in his mind).


AvernusArt 2Grid

Just getting home, super long day. Will advance to next scene later tonight.


HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

Szasa is the Hulk.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

It takes a minute so 10 rounds to transform from cloud form. Running may be a good tactic.

Cheers


AvernusArt 2Grid

Yeah, just noticed that detail...lets ignore it just for this battle. I didn't consider it and it will make things way too challenging. So just an action.


AvernusArt 2Grid

Lindaer, I hear you on the Mantle/Rays wtf but the game does indeed distinguish between spells and magical effects. The rays are definitely not a spell, despite being magical and affected by their antimagic cones.

The Mantle of Spell Resistance is not identical to the monster ability Magic Resistance. Magic Resistance includes spells and magical effects. The Mantle only includes spells.

Theres some magic items that can though. The Holy Avenger, Robe of the Archmagi, and Spellguard Shield for example from the original DMG where Mantle was also located. Spoiler alert: the party will find one of these items.

Anyways, that's where I'm coming from with that, if it matters.

The Exchange

1 person marked this as a favorite.
[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

No worries, it makes sense. And it cuts both ways. My divine strike worked, for example. So what hurts can also help. I’m not complaining. :)

I am worried though on needing to make constant DC16 saves, especially con saves. Note to self...stick next to the Paladin!


AvernusArt 2Grid

Yeah, an absurd number of saves going on here...still I feel like its the right amount of challenge this time. You've almost brought 2 down, and a few PCs are temporarily down. Hope you guys are having fun (I am).


Yes! and learning lots!


HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

I hate beholders =P

Still, pretty fun.


AvernusArt 2Grid

Fin, doesn't matter since that didn't hit, but for future I think your damage for a successful dive is actually 6d6+2


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Wow. OK. thanks.

151 to 200 of 303 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [5e] Saga of the Worm Discussion All Messageboards

Want to post a reply? Sign in.