D&D 5E Vs Vecna battle simulations.

FitzTheRuke

Legend
I'm thinking Malek will slip behind one of the other party members and use svirfneblin camouflage to look like part of the wall, and then stealth (with advantage) along the wall to the right. If that works, and it seems like he hasn't noticed me, I'll shoot him with my shortbow with sneak attack (unless anyone has a better idea).

Note: Malek gave a rousing pep-talk before we came in here, and everyone has 23 temporary hit points.
 

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Malek Succeeded with a 36 on Stealth, Moved along the right wall Firing his shortbow around the middle of his move so the pillar would not be in the way. Hitting for 43 Damage. He took 9 Damage from Fell Rebuke in return and Vecna teleported behind the bottom left pillar breaking line of sight with everyone. Thought they can all see the shimmering barrier of his Globe. Vecna also got a 13 a natural 1 on his Concentration Save, and is forced to use one of his LRs to keep the Globe up.

Hjalman's turn. (Reminder anyone who wants to can decide what Hjalman does)
 
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FitzTheRuke

Legend
You're right. What was I thinking? How about I just watch this unfold.
Sure. I mean, presumably we will whack him pretty hard at 20th level, seeing as he's a better fit for 4x level 16s, IIRC. But I believe that the plan is to do it at four different levels, to see how it goes. What are your reservations?
 







Relevant stuff for this and future battles: Globe of Invulnerability does not move once cast, even if the caster moves. :D

"An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration."
 

Relevant stuff for this and future battles: Globe of Invulnerability does not move once cast, even if the caster moves. :D

"An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration."
Thank you for this, missed that part.
 

DND_Reborn

The High Aldwin
Wait a minute!!!

What are my three portent dice? First thing Egar would do depends on these dice. Giving Vecna a low initiative roll so he is likely to go last is important, especially on the first round.

Also, if I have another low roll he would reserve that to stop Dread Counterspell.
 


@ MonsterEnvy...I know this will really bog down the simulation, but maybe run it as play by post, where each player runs the char?
But to be fair, I am also happy you running my char.

A couple of comments on my char Arthur:
1. How many Javelin's would he be carrying, given he is in full plate, plus shield, plus long sword.
2. This gets very meta-gamey (which I hate). So a few things:
a. Arthur has no idea of the abilities of Vecna, so will attack with Long Sword until Vecna teleports away after the 1st of potentially two long sword attacks. At that point Arthur will consider using Javelins or spells, but also knows that a Divine Smite with a 5th level spell slot is a huge deal.
b. Does Arthur learn after a round or two, or three, quantities of Reactions and LR's that Vecna has and plan attacks accordingly?
c. Arthur will most definitely close to within 10 feet to trigger the bonus action Channel Divinity Vow of enmity to gain Advantage on attacks. That is likely not the most optimal group move for the 1st turn, but given Arthur does not know the full power of Vecna, he would do that.

Re: Metagaming, a DM has to be very careful, and very tough, with players who will already know this stat block and plan accordingly. I am talking about in a real D&D session.
 

Quartz

Hero
There will be no magic items, but we will assume that all martial characters have gotten a permanent enchantment on their weapons that let them ignore Damage immunities (AKA I am basically turning off Vecna's Immunity to non magical weapons for this fight, as Martial Characters would probably have one by now anyway).

Why? Surely one of the party spellcasters will be able to help them in this regard?
 

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