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L10E4: Blue Cosmic Frog 

d20Tactics
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This week I'm joined by BlindOracle, AzureWolf, Fear_No_Equal, and restricted as they slide into the fourth encounter of a level 10 cosmic prison.
You can find the first encounter in this dungeon here: • L10E1: Cosmic Toad of ...
You can find the next encounter in this dungeon here: • L10E5: Red Cosmic Frog
Attributions:
Maps by Luke Seefuss, a.k.a Seafoot Games | www.seafootgames.com
Assets by www.caeora.com/
Assets by 2-Minute Tabletop at 2minutetabletop.com
Music by Matthew Pablo www.matthewpablo.com

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15 дек 2023

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Комментарии : 7   
@honigjan5164
@honigjan5164 7 месяцев назад
Really enjoyed this episode. The role of position and sight was very interesting. Thanks guys 👌
@d20tactics
@d20tactics 7 месяцев назад
I'm glad you enjoyed it. It's slightly off due to the sizing issue, but many of the concepts still translate, and of course, they apply to other monsters that are supposed to be medium sized.
@honigjan5164
@honigjan5164 7 месяцев назад
@@d20tactics Do you plan on using bigger monsters to push or throw your players in the dangereous Terrain you often feature? Or use it more to the Enemy advantage since its there Hometurf? I would be curious to see thise tactics
@d20tactics
@d20tactics 7 месяцев назад
As I recall, there are few monsters that get bonuses to Shoving. I try to push the players around when possible, but they are usually good at avoiding positions where that would be possible. Usually the Fighter is the one in the position to get shoved, but he's got the best Athletics check, so it's hard to push him around.
@007ohboy
@007ohboy 7 месяцев назад
Great episode as always! Sarison - I don't see the caster/martial divide, seems to me people remember the crits martials do rather than a fireball from a mage. The actual game play - Wizard literally wipes out most the enemies with one very rememberable fireball, and now that mage is so unimportant that the cosmic frogs are falling over themselves to kill him. 😳 😅
@d20tactics
@d20tactics 7 месяцев назад
I don't disagree that Fireballs are effective. I just think that the narration of the Fighter's actions in combat is more interesting than "I cast Fireball." I fully admit that it's not tactically relevant.
@007ohboy
@007ohboy 7 месяцев назад
@d20tactics23 i get it. I was just being funny. Well, I would say you can also flair up your spells. I play a Clockwork Sorcerer/Fighter/Fiendish Warlock so I'm always roleplaying what the spells look like: As the plant spikes move in to shred Bertram, his eyes flash with a golden light as spinning clock faces replace his irises followed by an audible warped rapid ticking sound that slows down can be heard, as if time is shuddering around Betram as he taps into the plane of mecanus. A golden shield wraps around him and deflects the incoming swarm of spikes. Now Betram retaliates, he summons a redish swirling mist into his hands, summoning the hellish plane of Phlegethos, and then proceeds to fling the mist at the Shadow Druid, cursing and weakening her strength. Quickly followed by that action, Bertram holds up his guantlet covered hand and lights it up with a brilliant charge of yellow electricity as he grabs onto the wounded Druids face and unleashes its power. The electricity jolts through the druids body at the same time as necrotic enegery, also starting to decay her flesh. The druid is doomed, her face quickly blacken and starts to show exposed skull before betram releases his grasp. It all only took 6 seconds, but for the druid, it felt like a lifetime of pain. As the druid crumbles to the cold stone floor, the red mists that surround the Shadow Druid rise up from her shattered corpse and back into Betrams hand bringing with it the remaining life-force of the victim as Betram absorbes her essence and feels regenerated. Fierna, the Archdevil of Phlegethos must be pleased with her champions work of sending corrupted souls to her realm to be used in the Blood war. Or....I use my reaction to cast shield, then cast Hex as a bonus action disadvantaging strength and follow up with a Shocking Grasp spell. End of turn. The first times I use spells I RP them out and then just do very short descriptive summaries of my actions. I don't take up 2 minutes every time, by eventuality that Roleplay is used by the DM to describe my actions and it flows seamlessly.
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