DM: Everyone except Celestial Cascade, please roll a d8.
Keen (human warlock): I rolled an 8.
Amari (human vampire): Me too.
Gronthil (dwarf runepriest): Same.
Calypso (human sorceress): (wailing) Why can’t we roll like this for damage?
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DM: Everyone except Celestial Cascade, please roll a d8.
Keen (human warlock): I rolled an 8.
Amari (human vampire): Me too.
Gronthil (dwarf runepriest): Same.
Calypso (human sorceress): (wailing) Why can’t we roll like this for damage?
Gronthil (dwarf runepriest): Can I find any gems or gold in the room?
DM: You might be able to mine some.
Gronthil: Racist.
MVPillow this week goes to Gronthil for immediately laying down a ‘resist 5 damage from all sources’ zone which probably prevented somewhere in the region of 200 damage.
But I want to talk about this week’s session in a little more detail. Most combat encounters, it feels like there are one or two people who really step up- usually different people each time, depending on rolls and what kind of encounter it is. But the boss fight of this dungeon was such a beautiful example of each character fulfilling their role exactly as required. Without every single one of us pulling our weight, we would all have died this session.
Gronthil laid down several helpful zones, the most significant of which prevented 5 damage from all sources to each of us. That kept us alive. Period.
Smitters tanked like a cast-iron boulder. If anyone else had gotten swallowed by the behir, they would have died with the passive damage going off every turn. Smitters outlasted it by healing inside the monster, buying us the time we needed to chip its health down.
Keen cast his daily hunger of hadar, which dealt 2d10+1d6 damage to the boss three times a round. Without dealing that much damage that fast, we could not have outlasted it.
Calypso, aside from dealing silly amounts of damage, contributed by using the control aspect of a daily power to keep the behir grounded in that damaging zone for the entire encounter. It wasn’t getting away.
Amari separately dominated and blinded the boss, limiting its ability to target us or land attacks. This was also the key to Smitters’ personal survival, since Amari caused the behir to let them go with just a sliver of health left.
Celestial Cascade bent luck to direct the course of the battle. Most impactfully, they let Calypso deal a devastating amount of damage on a critical hit, which was key in killing the boss before it killed us.
Gronthil, you’re MVP. But this was perhaps the best encounter we’ve ever fought, and everyone did so well. Thank you, team.
DM: Gronthil, a flash of godly intelligence goes through you. Until the end of your next turn, you get +5 to everything.
Calypso (human sorceress): Does that include ongoing damage?
Keen (human warlock): Ugh, I roll just 6 damage.
Gronthil (dwarf runepriest): On 3d10?
Keen: Yup.
Gronthil: *winces*
DM: Keen, you destroy the final few points of the behir’s health bar, and it crashes to the ground.
Keen: Oh my god.
Smitters (deva paladin): Allies in the zone get a +3 to damage rolls. *checks board* Just me and Gronthil.
DM: Ah, the lovers.
Smitters: We’re buff buddies!
Gronthil (dwarf runepriest): We just go to the gym together.
DM: The earth elemental causes a minor earthquake. Everyone except the twins takes 10 damage and then I get to slide you all. *picking up minis* Celestial Cascade, Smitters, Gronthil, you can go in the water. Amari, in the fire!
Celestial Cascade (shardmind bard): Vampires really shouldn’t be on fire.
Calypso (human sorceress): Vampfire.
DM: You’re not going to waste time with an empty room, so I’ll open the encounter. One of the ‘boulders’ by the door stands up and punches Gronthil.
Calypso (human sorceress): Mood.