Chapter 3: Level 2 dungeon
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1. Tinkara and Tante Lude
2. Skeletons
3. Nyx, Tinkara, Tante Lude
4. Skeletons
...
Rolls
Wisdom saves - (1d20-1, 1d20-1, 1d20-1, 1d20-1, 1d20-1)
1d20-1 : (7) - 1 = 6
1d20-1 : (11) - 1 = 10
1d20-1 : (17) - 1 = 16
1d20-1 : (18) - 1 = 17
1d20-1 : (6) - 1 = 5
More saves - (1d20-1, 1d20-1, 1d20-1, 1d20-1, 1d20-1)
1d20-1 : (14) - 1 = 13
1d20-1 : (14) - 1 = 13
1d20-1 : (19) - 1 = 18
1d20-1 : (13) - 1 = 12
1d20-1 : (17) - 1 = 16
4 skeletons attacking - (1d20+5, 1d20+5, 1d20+5, 1d20+5)
1d20+5 : (9) + 5 = 14
1d20+5 : (5) + 5 = 10
1d20+5 : (4) + 5 = 9
1d20+5 : (8) + 5 = 13
Damage - (1d6+3)
(6) + 3 = 9
Rolls
Cha - Save - (1d20+0)
(20) = 20
Bite cauldron - (1d20+5, 1d8+3)
1d20+5 : (9) + 5 = 14
1d8+3 : (5) + 3 = 8
3. Nyx, Tinkara, Tante Lude
4. Skeletons
...
@badbaron @thorsman99 your turns are pending
Rolls
Attack of opportunity - (1d20+5, 1d20+5, 1d20+5, 1d20+5)
1d20+5 : (2) + 5 = 7
1d20+5 : (2) + 5 = 7
1d20+5 : (10) + 5 = 15
1d20+5 : (9) + 5 = 14
damage - (1d6+3, 1d6+3)
1d6+3 : (3) + 3 = 6
1d6+3 : (5) + 3 = 8
Rolls
Firebolt to hit - (1d20+8)
(6) + 8 = 14
Firebolt damage - (2d10)
(29) = 11
Rolls
Toll the Dead, WIS save or necrotic damage - (2d12)
(31) = 4
Rolls
STR - (1d20)
(17) = 17
WIS - (1d20-1)
(12) - 1 = 11
Rolls
Attack on spider - (1d20+4, 1d20+4, 1d20+4)
1d20+4 : (5) + 4 = 9
1d20+4 : (4) + 4 = 8
1d20+4 : (7) + 4 = 11
Attack on Tante - (1d20+4, 1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (12) + 4 = 16
1d20+4 : (8) + 4 = 12
1d20+4 : (15) + 4 = 19
1d20+4 : (10) + 4 = 14
1d20+4 : (2) + 4 = 6
Damage Tante Lude (assuming AC 19) - (1d6+2)
(1) + 2 = 3
Rolls
Firebolt to hit - (1d20+8)
(19) + 8 = 27
Firebolt damage - (2d10)
(510) = 15
Advantage on Strength checks and Strength saving throws. Strength Melee weapon attack +2 damage
Resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging.
Rage ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
d8 | Wild Magic Effect |
1 | Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. |
2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. |
4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. |
6 | Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
7 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
4 = Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
Rolls
Bite skeleton - (1d20+5, 1d8+3)
1d20+5 : (15) + 5 = 20
1d8+3 : (4) + 3 = 7
wild magic - (1d8)
(4) = 4
Rolls
Twilight Sanctuary Temporary HP (if you want each person to roll individually that's fine) - (1d6+9)
(2) + 9 = 11
Everyone - please note following feature and roll 1d6+9 at the end of each of your turn (unless you have be charmed or frightened condition on your PC you want to end). Note this:
You grant it temporary hit points equal to 1d6 plus your cleric level.
You end one effect on it causing it to be charmed or frightened.
Rolls
Ixion Eldritch Blast - (1d20+9, 1d10+5)
1d20+9 : (16) + 9 = 25
1d10+5 : (3) + 5 = 8
Ixion Eldritch Blast second beam - (1d20+9, 1d10+5)
1d20+9 : (18) + 9 = 27
1d10+5 : (2) + 5 = 7
Sacred flame dex save - (1d20+2)
(6) + 2 = 8
Sacred flame damage - (2d8)
(18) = 9
Skeletons run to immediately attack closest target
Everyone - player's turn.
Rolls
Skeletons attack spider - (1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5)
1d20+5 : (12) + 5 = 17
1d20+5 : (13) + 5 = 18
1d20+5 : (12) + 5 = 17
1d20+5 : (14) + 5 = 19
1d20+5 : (5) + 5 = 10
1d20+5 : (4) + 5 = 9
Skeleton attack Zean - (1d20+5)
(1) + 5 = 6
Skeleton attack Tante Lude - (1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5)
1d20+5 : (8) + 5 = 13
1d20+5 : (16) + 5 = 21
1d20+5 : (9) + 5 = 14
1d20+5 : (13) + 5 = 18
1d20+5 : (6) + 5 = 11
damage spider - (1d6+2, 1d6+2, 1d6+2, 1d6+2)
1d6+2 : (5) + 2 = 7
1d6+2 : (5) + 2 = 7
1d6+2 : (4) + 2 = 6
1d6+2 : (4) + 2 = 6
damage tante lude - (1d6+2)
(2) + 2 = 4
She uses her mental power (telekinesis) to try to move the closest skeleton away from her and her path, then moves up off the wall to a more central location, one in which as many of the cauldrons as possible are within a 15 foot radius around her, taking attacks of opportunity from the skeletons as needed.
Reaching into twilight life left in her soul, she summons spirits, guides that followed souls and ferried them across to life and gave them a command to destroy the inhabitants of this dungeon, excepting the members of her party.
An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
Rolls
Spiritual weapon to hit cauldron - (1d20+8)
(17) + 8 = 25
Spiritual Weapon force damage - (1d8+4)
(6) + 4 = 10
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Ray of Front to hit - (1d20+8)
(19) + 8 = 27
Ray of Frost Damage - (2d8)
(31) = 4