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Madeiner
2015-11-25, 12:05 PM
Reserved for me and MaxWilson in order to play a few encounters, PCs vs Deadly X4 groups of monsters.

Encounter #2 is here:
http://www.giantitp.com/forums/showthread.php?464979-5e-PCs-vs-Super-deadly-encounters-Party-2&p=20123998

Here's our first map, an arena with no features.

http://s3.postimg.org/f2syn02nn/1_a.png


First encounter is 2x 7th level PCs against 6x displacer beasts.
A deadly encounter for 7th level PCs is 3400xp. This encounter is 10500 xp, for an encounter challenge rating of 13, making it Deadly x3.
According to the DMG, this encounter should be basically impossible for players to win.

Since the displacer beasts are supposed to try and ambush their prey, i've set them up in a roughly ambushing formation. No hiding is possible in this specific map under current conditions, so they are all visible.

MaxWilson
2015-11-26, 11:47 AM
As discussed in the other thread, I'm going to use multiple parties in order to see whether only a single strategy is viable or if multiple approaches can work. All parties are rolled with PHB "4d6 drop lowest" on BrockJones.com. The same three parties will be used for several monster types, they won't be customized per-monster. All parties are intended to be PCs I would actually play in a real game from level 1 to 20, instead of gimmicked out for these particular fights. (However, there are other PCs I would play in a real game which I am excluding from these fights because level 7 is a weak point in their builds, e.g. Bardlock 7 is relatively weaker than Bardlock 6 or 8.)

Party #1: primary offensive strategy is "hordes of skeleton archers and a giant ape throwing rocks", primary defensive strategy is likewise "hordes of chaff dispersed over a large area".

Rolled stats:
11 16 7 9 14 11
9 13 14 12 17 8

Maldon e'Lanya (inspired by Morrolan e'Drien from Dragaera)
Human Noble Necromancer 7, supercilious and vain, loves fine things, pays debts in full (good and bad). Wears fine clothes and a rapier.
Str 9 Dex 14 Con 14 Int 18 Wis 12 Cha 8. AC 15, HP 37. +7, DC 15.
Feats: Lucky, Mobile
Spells memorized: Counterspell, Mage Armor, Disguise Self, Web, Fireball, Animate Dead, Blur, Hypnotic Pattern, Expeditious Retreat, Suggestion, Shield
Cantrips: Blade Ward, Booming Blade, Thunderclap, Fire Bolt
Skills: Stealth, Arcana, Perception, Acrobatics, Investigation, Common, Terran
Familiar: Loki the spotted owl

"Dirty" Franz Hoffmeier (inspired by Jayne Cobb from Firefly)
Human Outlander Moon Druid 7, mouthful of broken teeth
Str 11 Dex 12 Con 18 Int 9 Wis 14 Cha 7. AC 16, HP 66. +5, DC 13.
Feats: Resilient (Con), Mobile
Spells memorized: Healing Word, Cure Wounds, Dispel Magic, Conjure Animals, Longstrider, Entangle, Spike Growth, Goodberry, Fog Cloud
Cantrips: Produce Flame, Thorn Whip, Guidance
Skills: Stealth, Survival, Perception, Athletics, Nature, Herbalism Kit, Common, Giant

Madeiner
2015-11-26, 12:41 PM
Great :)
You can select your starting positions and roll iniative so we can begin

MaxWilson
2015-11-26, 12:48 PM
Party #2: Primary offensive strategy vs. Displacers is Spike Growth combined with ranged attacks. Primary defensive strategy is a zone of pain composed of Spike Growth, Careful Web, and Repelling Blast.

Rolled Stats:
13 16 8 14 8 15
10 12 13 12 10 16

Cardinal Ramsey (corrupt cleric, inspired by Cardinal Woolsey and Zhaspahr Clyntahn)
Acolyte Human Fighter 1/Fiendlock 2/Wild Sorcerer 4
Str 15 Dex 8 Con 14 Int 13 Wis 8 Cha 19 - ruddy, round, jowly, choleric and bad-tempered, forceful
HP 50, AC 21 [Plate armor, shield, defense Style]
Feats: Heavy Armor Master, [ASI: Cha 17 => 19]
Skills: Athletics, Deception, Religion, Intimidation, Insight
Invocations: Agonizing Blast, Repelling Blast
Metamagic: Quickened Spell, Careful spell
Cantrips: Eldritch Blast, Booming Blade, Thunderclap, Greenflame Blade, Minor Illusion, Blade Ward, Friends
Warlock spells: Expeditious Retreat, Hex, Armor of Agathys
Sorcerer spells: Disguise Self, Suggestion, Shield, Detect Thoughts, Blur
Spell slots: 4/3 and 2

Grey Strider (pragmatic mercenary/assassin, inspired by Captain Demos from Codex Aliera and Goodman Grey from Dresden Files)
Human Sailor Hunter 5/Rogue 2
Str 12 Dex 18 Con 14 Int 10 Wis 13 Cha 10 - quiet, nonchalant, self-confident, amoral, occasionally witty
HP 58, AC 16 [studded leather] or 18 [w/ shield]
Archery style
Feats: Sharpshooter, [ASI: Dex 17=>18, Con 13=>14]
Skills: (Expert)Stealth, Perception, (Expert)Athletics, Acrobatics, Deception
Spells: Longstrider, Spike Growth, Pass Without Trace, Fog Cloud
Spell slots: 4/2

MaxWilson
2015-11-26, 01:50 PM
Party #3 (Holy Horsemen): Primary offensive strategy is Spirit Guardians plus melee cantrips/GWM, primary defensive strategy is mobility and defeating enemy in detail

Rolled stats:
11 10 17 13 11 16
11 17 12 14 12 16

Sir Bevier (armored knight of piety, stolen from David Eddings' Elenium)
Human Paladin of Devotion 6/Wild Sorcerer 1
Str 16 Dex 12 Con 15 Int 11 Wis 12 Cha 18 - innocent, fresh-faced, student of military history and dramatics. Thorn in the flesh: quietly struggles with impure thoughts towards women. Wields a huge lochabar axe with casual brutality.
HP 58, AC 19 [plate armor, defense style] or 21 [with shield]
Feats: Mounted Combatant, Great Weapon Master
Skills: Athletics, Animal Handling, Perception, Persuasion, Medicine
Cantrips: Booming Blade, Dancing Lights, Blade Ward, Mending
Paladin spells: [Protection From Evil, Sanctuary, Lesser Restoration, Zone of Truth] Find Steed, Shield of Faith, Magic Weapon, Protection From Poison, Heroism, Command
Sorcerer spells: Expeditious Retreat, Shield,
Spell slots: 4/3

Sir Ulath (sarcastic knight of dubious piety, stolen from David Eddings' Elenium)
Human Soldier/Acolyte Cleric of Life 6/Wizard 1
Str 16 Dex 10 Con 12 Int 13 Wis 18 Cha 11 - wears ogre-horned helmet, hates to cook, doesn't get along with animals
HP 41, AC 18 [plate armor], 20 [with shield]
Feats: Mobile, Warcaster
Skills: Athletics, Stealth, Insight, Deception, Perception, Common, Troll
Familiar: Athena, spotted owl
Cantrips: Booming Blade, Greenflame Blade, Blade Ward, Guidance, Light, Sacred Flame
Wizard spells: Shield, Absorb Energy, Expeditious Retreat
Cleric spells: [Bless, Cure Wounds, Lesser Restoration, Spiritual Weapon, Beacon of Hope, Revivify] Warding Bond, Spirit Guardians, Aid, Blindness/Deafness, Hold Person, Sanctuary, Shield of Faith, Command, Dispel Magic, Healing Word
Spell slots: 4/3/3/1

MaxWilson
2015-11-26, 03:06 PM
Battle vs. displacer beasts:

Party #1: Before venturing into the dungeon, Maldon renews control of 20 skeletons (2 4th level slots (Arcane Recovery) + 2 3rd level slots = 20 skeletons), casts Mage Armor on self and Dirty Franz. Then, some time in the hour before finding himself in the adamantium cube, he casts Disguise Self on self to look like a knight in plate mail. Dirty Franz casts Longstrider II (on self and Maldon) and then Polymorphs Maldon into a Giant Ape, and the giant ape picks up 2d4 pieces of ammunition per MM page 11. (I rolled 5, so he finds 5 boulders.) Maldon's orders to his skeletons: "Kill anything that Franz or I try to kill."

Maldon's remaining slots: 1/3/1/0.
Franz's remaining slots: 4/2/3/0.
DM rulings needed: can I keep my boulders? Will Disguise Self still apply when Polymorph wears off? Does Mobile make my ape movement rate 60', or is it just 50' because of Longstrider?
Skeletons are armed with greatswords, heavy crossbows and 40 bolts apiece.
Loki is present.

Party #2: Sometime in the hour before finding himself in the cube, Cardinal Ramsey casts Armor of Agathys II and Disguise Self to look like a scrawny balding fellow in a blue robe. Grey Strider casts Longstrider on himself.

Ramsey's remaining slots: 4/1 and 1.
Grey's remaining slots: 3/2
Ramsey is wielding a battleaxe and shield
Grey has his shield and rapier slung but his longbow out

Party #3: Before entering the dungeon, Sir Ulath casts Aid III on himself, Sir Bevier, and Bevier's warhorse Fantus. Sometime in the hour before finding himself in the cube, he casts Warding Bond on Sir Bevier, and Sir Bevier casts Magic Weapon on his greataxe.

Ulath's remaining slots: 4/2/2/1
Bevier's remaining slots: 4/2
Ulath is has his shield and battleaxe out and his longbow slung
Bevier has his shield and longsword slung and his greataxe out.
Athena is present, and Bevier is mounted on Fantus.

Placement:

Party #1:

http://s13.postimg.org/7aslnlnvb/Party1.png

Skeletons with bows out are red, skeletons with greatswords out are dark blue, Maldon is green, Dirty Franz is brown, Loki is purple (and 15' up).

Party #2:

http://s24.postimg.org/6778iie11/Party2.png

Cardinal Ramsey is red, Grey is grey.

DM ruling needed: Web ensnares creatures who start their turn in the web or enter the web during their turn. Does casting a web on yourself and other creatures count as "entering the web during your turn" for only the caster, for all creatures, or for nobody? Who has to make a saving throw?

Party #3:

http://s29.postimg.org/mos9gwn8n/Party3.png

Fantus and Bevier are light blue, Athena is dark blue (and 15' up), Ulath is orange.

DM ruling needed: Sanctuary breaks when you cast a spell that affects an enemy creature. If you're maintaining a spell that can affect enemy creatures (Spirit Guardians), and someone casts Sanctuary on you, does it break?

DM ruling needed: if I am maintaining Spirit Guardians and I move near an enemy creature, does he take damage immediately or not until his own turn?

Party 1 rolled 13 on initiative, party 2 rolled 7, party 3 rolled 19.

MaxWilson
2015-11-26, 04:37 PM
Sorry, late-breaking change: in party #1, make those blue guys with greatswords zombies instead of skeletons. They have no reason to be skeletons in this scenario.

Happy American Thanksgiving everyone!

Madeiner
2015-11-26, 04:44 PM
Battle vs. displacer beasts:

Party #3 (Holy Horsemen): Primary offensive strategy is Spirit Guardians plus melee cantrips/GWM, primary defensive strategy is mobility and defeating enemy in detail

Rolled stats:
11 10 17 13 11 16
11 17 12 14 12 16

Sir Bevier (armored knight of piety, stolen from David Eddings' Elenium)
Human Paladin of Devotion 6/Wild Sorcerer 1
Str 16 Dex 12 Con 15 Int 11 Wis 12 Cha 18 - innocent, fresh-faced, student of military history and dramatics. Thorn in the flesh: quietly struggles with impure thoughts towards women. Wields a huge lochabar axe with casual brutality.
HP 58, AC 19 [plate armor, defense style] or 21 [with shield]
Feats: Mounted Combatant, Great Weapon Master
Skills: Athletics, Animal Handling, Perception, Persuasion, Medicine
Cantrips: Booming Blade, Dancing Lights, Blade Ward, Mending
Paladin spells: [Protection From Evil, Sanctuary, Lesser Restoration, Zone of Truth] Find Steed, Shield of Faith, Magic Weapon, Protection From Poison, Heroism, Command
Sorcerer spells: Expeditious Retreat, Shield,
Spell slots: 4/3

Sir Ulath (sarcastic knight of dubious piety, stolen from David Eddings' Elenium)
Human Soldier/Acolyte Cleric of Life 6/Wizard 1
Str 16 Dex 10 Con 12 Int 13 Wis 18 Cha 11 - wears ogre-horned helmet, hates to cook, doesn't get along with animals
HP 41, AC 18 [plate armor], 20 [with shield]
Feats: Mobile, Warcaster
Skills: Athletics, Stealth, Insight, Deception, Perception, Common, Troll
Familiar: Athena, spotted owl
Cantrips: Booming Blade, Greenflame Blade, Blade Ward, Guidance, Light, Sacred Flame
Wizard spells: Shield, Absorb Energy, Expeditious Retreat
Cleric spells: Warding Bond, Spirit Guardians, Aid, Blindness/Deafness, Hold Person, Sanctuary, Shield of Faith, Command, Dispel Magic, Healing Word
Spell slots: 4/3/3/1

[B]Party #3: Before entering the dungeon, Sir Ulath casts Aid III on himself, Sir Bevier, and Bevier's warhorse Fantus. Sometime in the hour before finding himself in the cube, he casts Warding Bond on Sir Bevier, and Sir Bevier casts Magic Weapon on his greataxe.

Ulath's remaining slots: 4/2/2/1
Bevier's remaining slots: 4/2
Ulath is has his shield and battleaxe out and his longbow slung
Bevier has his shield and longsword slung and his greataxe out.
Athena is present, and Bevier is mounted on Fantus.


Party #3:

http://s29.postimg.org/mos9gwn8n/Party3.png

Fantus and Bevier are light blue, Athena is dark blue (and 15' up), Ulath is orange.
party 3 rolled 19.



DM ruling needed: Sanctuary breaks when you cast a spell that affects an enemy creature. If you're maintaining a spell that can affect enemy creatures (Spirit Guardians), and someone casts Sanctuary on you, does it break?

RAW, sanctuary would not break. At my table, i would rule that you lose the sanctuary effect as soon as your spirits attack, as it is still an offensive action and i believe sanctuary is intended as a defensive option that does allow retalation.

DM ruling needed: if I am maintaining Spirit Guardians and I move near an enemy creature, does he take damage immediately or not until his own turn?

Damage needs to occur on the enemy creature's turn, otherwise you could move up the battlefield and deal damage to a much larger area than the spell intended, i think.




I'm starting with party 3 as it's the fastest for me to resolve. I'll post the other battles later, but feel free to continue with #3 if you are reading this.

I'm rolling initiative for all creatures, and grouping those that go before players, and those that go after. This way i (hopefully) don't have all creatures go together the first round, for more balanced battles.

The monsters group rolled initiative:
[1d20+2]->[16+2] = 18
[1d20+2]->[17+2] = 19
[1d20+2]->[6+2] = 8
[1d20+2]->[14+2] = 16
[1d20+2]->[4+2] = 6
[1d20+2]->[20+2] = 22

For the tied result, players win.
Displacer #6 will go first, then PCs, then beasts again (including #6, for cycling rounds)

Displacers beast (int 6, wis 12) are thinking their ambush has probably succeded, since there's an enemy close by.
The first beast is going to attack the only target it can reach, closing into adjacent melee to prevent his escape.

Dbeast #6 attack:
[1d20+6]->[7+6] = 13
[1d20+6]->[11+6] = 17

and misses both times.

PC's turn.

http://s17.postimg.org/s7nbdthrz/1_b.png
(note that there's a mistake in the initiative order, with #6 also appearing at low initiative. Disregard that, it's not supposed to be there)

I'm also opening new threads for battles #1 and #2, for clearer view on my side.

Battle #2 here.
http://www.giantitp.com/forums/showthread.php?464979-5e-PCs-vs-Super-deadly-encounters-Party-2&p=20123998#post20123998

MaxWilson
2015-11-26, 08:43 PM
Two small corrections before my turn:

1.) Athena is dark blue, Bevier is light blue. You have them reversed on your map. Bevier is on Fantus and is Large, Athena is a Small owl and is 15' in the air.

2.) I had posted an updated image of pre-battle positions (moved Bevier to the bottom) about an hour after I posted the initial. From your map it looks like you didn't see the updated one. Do you want me to stick with my initial positions or use the revised?

BTW I am glad you rule that way on Spirit Guardians. Using Spirit Guardians as a mobile zone of instant damage is silly, and I'm glad we're not doing it that way.

Madeiner
2015-11-26, 09:02 PM
Two small corrections before my turn:

1.) Athena is dark blue, Bevier is light blue. You have them reversed on your map. Bevier is on Fantus and is Large, Athena is a Small owl and is 15' in the air.

2.) I had posted an updated image of pre-battle positions (moved Bevier to the bottom) about an hour after I posted the initial. From your map it looks like you didn't see the updated one. Do you want me to stick with my initial positions or use the revised?

1) Will make the changes asap. I admit i wasn't sure i got everything right and the giant owl thing looked... strange. Will correct.

2) Realized that now, i will update the positions asap.

(It's bedtime for me now; i will check later tomorrow, even if i won't have much time)

I'm posting a new version of the map, i just quickly made it, hoping i got it right, before running to bed.
In this case, the beast didn't even get to attack due to distance.

http://s24.postimg.org/o3qr1096t/B1_round1.png

MaxWilson
2015-11-26, 09:37 PM
Fantus moves up and left to R/S-2/3. DM ruling needed: can Fantus, being an intelligent steed, act independently? If so he will ready an attack (stamp with hooves for +4 for 2d6+4) on the first enemy to approach within reach of his hooves. If not, he will just Dodge.

Ulath casts Spirit Guardians IV, exempting all the friendlies, and mutters something impolite in Trollish.

Bevier says a quick prayer to the Elene God [i.e. casts Sanctuary on himself, and uses Sacred Weapon (Channel Divinity)].

Athena flies by Displacer Beast 6, Helps to distract it (DM ruling needed: will that still be in effect next round, or was it pointless since we're using side initiative? or will it help Fantus on his opportunity attack?), and flies back up out of reach. No opportunity attack since she has Flyby.

Current status: Ulath is out of reach of Displacer Beasts, unless they Overrun Fantus and Bevier, and has slots remaining 4/2/2/0. Bevier is Sanctuaried (DC 15 Wisdom to attack), and has AC 20 (will Shield any hit between 14 and 18 on d20) due to Plate Armor + Defense Style + Warding Bond. He has resistance to all damage, but Ulath will take damage equally when Bevier is damaged. For the next 10 rounds, his axe attack is +11 for d12+4 due to Magic Weapon +1 and Sacred Weapon +4. There is a 15' radius Spirit Guardians 4d8/radiant effect (DC 15 Wisdom save for half) on Ulath.

Thanks to Aid II, Bevier is at 68/68 HP. Ulath is at 51/51.

http://s23.postimg.org/omih0oy97/B1_round1.png

Madeiner
2015-11-27, 07:10 AM
Fantus moves up and left to R/S-2/3. DM ruling needed: can Fantus, being an intelligent steed, act independently? If so he will ready an attack (stamp with hooves for +4 for 2d6+4) on the first enemy to approach within reach of his hooves. If not, he will just Dodge.

Ulath casts Spirit Guardians IV, exempting all the friendlies, and mutters something impolite in Trollish.

Bevier says a quick prayer to the Elene God [i.e. casts Sanctuary on himself, and uses Sacred Weapon (Channel Divinity)].

Athena flies by Displacer Beast 6, Helps to distract it (DM ruling needed: will that still be in effect next round, or was it pointless since we're using side initiative? or will it help Fantus on his opportunity attack?), and flies back up out of reach. No opportunity attack since she has Flyby.

Current status: Ulath is out of reach of Displacer Beasts, unless they Overrun Fantus and Bevier, and has slots remaining 4/2/2/0. Bevier is Sanctuaried (DC 15 Wisdom to attack), and has AC 20 (will Shield any hit between 14 and 18 on d20) due to Plate Armor + Defense Style + Warding Bond. He has resistance to all damage, but Ulath will take damage equally when Bevier is damaged. For the next 10 rounds, his axe attack is +11 for d12+4 due to Magic Weapon +1 and Sacred Weapon +4. There is a 15' radius Spirit Guardians 4d8/radiant effect (DC 15 Wisdom save for half) on Ulath.

Thanks to Aid II, Bevier is at 68/68 HP. Ulath is at 51/51.


The horse can act independently of course, so he has readied that action.
Help works normally: if the selected creature (i'm assuming Bevier?) attacks the distracted creature before the owl's next turn, they get advantage. I'm assuming the owl went as last PC in initiative.
Also, probably that Ulath saw that the beasts are quite interested in the owl (they look really feline in nature) so i guess he commanded the owl to end its movement some 30 feet up, to avoid jumping attacks (unless you want it to be attacked)

The beasts have quite again cornered their prey.
Some clearly want to kill the flapping owl, but they can't do anything about it right now.
#6, #3, and #4 try to attack Bevier, but are wise enough to stay out of his reach.

Their sanctuary roll:
[1d20+1]->[20+1] = 21
[1d20+1]->[7+1] = 8
[1d20+1]->[12+1] = 13

Only one beast gets to attack:
[1d20+6]->[13+6] = 19
[1d20+6]->[19+6] = 25

Bevier cannot shield against that, so he takes:
[1d6+4]->[2+4] = 6
[1d6]->[4+0] = 4

10 damage, which becomes 7 damage due to armor, which get splitted.
Bevier should still have 58 hp and 6 temporary hp.
Ulath has 41 hp and 7 temporary hp. He doesn't need to roll for concentration since he just lost temp hp.

#1 looks high up at the owl, tries to jump at it a couple of times, and readies an action.
We are back again at PC's turn.
http://s16.postimg.org/fxqgogs11/Bevier_round2.png

MaxWilson
2015-11-27, 12:58 PM
Quick note before my turn:

Aid doesn't produce temp HP, it increases your "real" HP, so Ulath is at 48/51 and Bevier is at 65/68.

Temp HP don't prevent you from having to make concentration checks, and it's not temp HP anyway, so Ulath has to roll to keep Spirit Guardians up. He has +5 and advantage on concentration checks from Con 12 and Bevier's +4 Aura of Protection, so he needs a 5 or better. He rolls (7,20)=25 and succeeds.

Let's say Athena is ending 25' up, assuming the displacer beasts are about 5' tall at the shoulder, so she will have to fly down 20' and fly back up 20', giving her 20' of mobility. If the beasts can jump 10' they'll be able to hit her. Her goal is to remain out of reach but also be able to contribute.

Athena was Helping Fantus.

MaxWilson
2015-11-27, 01:31 PM
Fantus moves up 5' and attacks Displacer Beast #6 (no disadvantage due to Help). Rolls 6+4=10, miss.

Bevier swings his mighty greataxe and attacks beast #6 once normally at +11 for d12+4. If it hits the second will be a power attack. Rolls a natural 1, miss, so the second one is a normal attack... and it is also a natural 1, miss. Bevier then prays again for mercy (Sanctuary, DC 15) and has 2/2 slots remaining.

Ulath cautiously (Dodging) closes with the Displacer Beasts #4, #3, and #6. (See visual.) He casts Spiritual Weapon at beast #6 and rolls at disadvantage (9,2)+7=9, miss.

Athena buzzes beast #6, Helping Bevier's next attack, then flies back up to the same elevation, 10' above their reach (25' up?).

Ulath is at 48/51 HP and 4/1/2/0 spell slots. He is Dodging and AC 20, and will Shield any hits from 14 to 18.

Bevier is at 65/68 HP and has 2/2 slots remaining. He is Sanctuaried.

http://s8.postimg.org/mp28ccy6t/Bevier_round2.png

Zalabim
2015-11-28, 06:50 AM
On Dashing, maybe I'm mis-remembering how diagonals are counted. I came up with either 55' with 5/10/5 diagonals, or 45' with 5/5/5 diagonals, or 65' with no diagonal movement at all. I thought the Beasts had 40' base movement. That's about the activity of Displacer Beast 6 on its first turn, since I see all the rest catch him on the next turn. He's not dodging, since it's a Displacer Beast, but maybe just suitably cautious.

Might come up as important later, but I don't see how the Paladin/Sorcerer Bevier cancels the disadvantage for attacking a displacer beast, since they are not smaller than his mount. Edit: Unless Normally in this case means without great weapon master, since he's getting Help next round.

I'm surprised no one's asked how Sanctuary and Mounted Combatant interact.

Last thing, in Party #1, neither character actually prepared Polymorph.

MaxWilson
2015-11-28, 11:45 AM
On Dashing, maybe I'm mis-remembering how diagonals are counted. I came up with either 55' with 5/10/5 diagonals, or 45' with 5/5/5 diagonals, or 65' with no diagonal movement at all. I thought the Beasts had 40' base movement. That's about the activity of Displacer Beast 6 on its first turn, since I see all the rest catch him on the next turn. He's not dodging, since it's a Displacer Beast, but maybe just suitably cautious.

Might come up as important later, but I don't see how the Paladin/Sorcerer Bevier cancels the disadvantage for attacking a displacer beast, since they are not smaller than his mount. Edit: Unless Normally in this case means without great weapon master, since he's getting Help next round.

I'm surprised no one's asked how Sanctuary and Mounted Combatant interact.

Last thing, in Party #1, neither character actually prepared Polymorph.

I'm interested in knowing how diagonals are being counted too--since I never play grid combat normally, I actually don't know how to count squares for AoE/reach/opportunity attacks/etc. How are we rounding?

Oh yes, by "normally" I meant "without power attack". I should have shown both rolls to make it clear he was attacking at Disadvantage. That's why "if he hits, the second attack will be a power attack", because if he hits the first time there won't be disadvantage on the second attack. I'll be more clear next time and show both halves of the disadvantage roll.

Good catch on Polymorph! Franz was obviously planning on it all along, so drop Fog Cloud from his memorized list and replace it with Polymorph. Maldon can't cast it because he blew his 4th level slots already.

Catch on my part: when Bevier took damage, he needs to make a concentration check to maintain Magic Weapon. Doing it now: he rolls a 10, and his bonus is +6, so he passed and didn't lose Magic Weapon--not that it mattered anyway with those crit fails. :)

I didn't ask how Sanctuary and Mounted Combatant interact, but I did want to find out, which is why I cast it on round 1, and then just watched to see what would happen. I guess I could have asked for a DM ruling directly but for some reason I chose to risk it instead.

Catch: on round 1 (post #12), damage should not have been reduced by armor, since Bevier doesn't have Heavy Armor Mastery. That's Cardinal Ramsey from the other party. :) So he and Ulath both took 5 points of damage, not 3. Bevier is therefore currently at 63/68 HP and Ulath is at 46/51.

MaxWilson
2015-11-28, 05:52 PM
DM ruling needed: how often should wild sorcerers like Bevier and Cardinal Ramsey roll for wild surges? Every spell, never, or something in between? How often after Tides of Chaos is invoked?