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    Foul Portents

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    MAS
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    Foul Portents

    Post  MAS on Sun Jul 10, 2016 9:18 pm

    It appears that the tracks become clearer as the Druid leads the companions further along the trail. "There are two" Ronan whispers, as he moves in a crouch, his free hand extended in front of him as if he is touching the tracks he follows by sight, somehow reading the signs as remains alert for danger, never slowing the pace.

    The other follow behind him, wary for danger.

    The Mystic is not familiar with the intensity of the hunt. He is more comfortable buried in books and gazing at stars. A strange, gurgling tension twists his gut. Is he predator or prey here in the wild, he wonders? Despite this, Vozz's mind stays calm, silently calculating arcane formulas as a mantra against the unknown. His studies have unlocked a formidable power and he will not hesitate to unleash it.

    The Warrior is impressed with the Druid's command of fieldcraft and tracking. He catches occasional glimpses of the trail that Ronan follows, and is certain that the trail has been lost several times - before it reappears and his respect grows.  Tungo strides confidently along with his greataxe balanced over one shoulder, head and eyes gently swaying from side to side scanning for signs of the enemy. He is thirsty for battle.

    The Brigand is no stranger to "cat and mouse". He harbors a strong preference for being the former, but is not entirely convinced that recent events have not forced him into the role of the later. What choice does he have? He walks alert and with weapons ready, resolved that he'll always find a way to escape danger. He's always pulled it off before, right?

    "We are close" says the Druid as the party slips through a break in the trees.

    A small, shallow stream drops about 5 feet and then runs to your right. Across the stream, a jumble of boulders and thick underbrush. Further back (17-18/X-Y) there is 15ft high pile of what appears to be stacked wood.

    In sight, separated by the rocks, two Gnollish Scouts. Clad in blue and black kilts, bearing spears and  longbows. The closest stands facing the party, a twisted snarl on its face and murder in its eyes. The other seems to be moving away and out around the rocks.

    ROLL INITIATIVE!!!




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    Re: Foul Portents

    Post  Chris on Sun Jul 10, 2016 9:47 pm

    Vozz
    AC 10
    PP 12
    HP 9\9

    Initiative:
    Roll(1d20)+0:
    7,+0
    Total:7


    Any chance Vozz would have read the stars before setting out on this adventure?  (Astrology for daily influences, party bonus, special events, etc)

    What time and day is it?  (as it might affect spells chosen)

    Charlie (spider familiar) is tucked into the pocket dimension

    Are we still inside the Shielding?
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    Re: Foul Portents

    Post  MAS on Sun Jul 10, 2016 10:11 pm

    Chris wrote:Vozz
    AC 10
    PP 12
    HP 9\9

    Initiative:
    Roll(1d20)+0:
    7,+0
    Total:7


    Any chance Vozz would have read the stars before setting out on this adventure?  (Astrology for daily influences, party bonus, special events, etc)

    What time and day is it?  (as it might affect spells chosen)

    Charlie (spider familiar) is tucked into the pocket dimension

    Are we still inside the Shielding?

    All good questions, I should have addressed that. Today is "new years day".

    It is the first Honur of Kusha in the year 417, Age of Ashes. (first monday of the month, and first day of the year).

    It is 10 AM.
    You are in the Shielding (goes without saying at this point).

    Full Moons =
    Light/Good
    Necromancy

    New Moons =
    Dark/Evil
    Psionics

    The party has succesfully identified the astrological event. Any party member with Astrology can make a roll to activate the effect.
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    Re: Foul Portents

    Post  Chris on Sun Jul 10, 2016 10:30 pm

    Chris wrote:Vozz
    AC 10
    PP 12
    HP 9\9

    MAS wrote:
    The party has succesfully identified the astrological event. Any party member with Astrology can make a roll to activate the effect.

    Vozz recalls his reading from last night....

    Astrology +2 wis +2 prof = +4

    Roll(1d20)+4:
    19,+4
    Total:23

    Vozz smiles as he whispers, "We are off to an auspicious start"
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    Re: Foul Portents

    Post  MAS on Sun Jul 10, 2016 10:52 pm

    Chris wrote:
    Chris wrote:Vozz
    AC 10
    PP 12
    HP 9\9

    MAS wrote:
    The party has succesfully identified the astrological event. Any party member with Astrology can make a roll to activate the effect.

    Vozz recalls his reading from last night....

    Astrology +2 wis +2 prof = +4

    Roll(1d20)+4:
    19,+4
    Total:23

    Vozz smiles as he whispers, "We are off to an auspicious start"

    Shooting Star - All day party effect = roll 1d4 for movement bonus (1-2 = +5/3-4 = +10)
    Roll away!
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    Re: Foul Portents

    Post  Chris on Sun Jul 10, 2016 11:15 pm

    [quote="Chris"]
    Chris wrote:Vozz
    AC 10
    PP 12
    Move: 35*
    HP 9\9

    Roll(1d4)+0:
    2,+0
    Total:2
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    Re: Foul Portents

    Post  navyik on Sun Jul 10, 2016 11:15 pm

    Ali Abbas Uz Amirr
    HP 10/10
    Ac 16
    Passive percep 15
    Move 35*

    Initiative: 10+3=13


    Last edited by navyik on Mon Jul 11, 2016 1:55 pm; edited 1 time in total
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    Re: Foul Portents

    Post  Robyo on Mon Jul 11, 2016 5:13 am

    Tungo
    AC: 15 unarmored / 17 with shield: metal
    HP: 15/15
    Pass Perc: 12
    Move: 35*

    Initiative: 5 + 2 = 7 (DEX 14)


    "Gnolls! Tungo's axe will cleave dog-folk scum into little bits. Tungo will enjoy making dog-folk jerky!"
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    Re: Foul Portents

    Post  MrBrownstone75 on Mon Jul 11, 2016 12:38 pm

    Ronan
    AC: 16
    HP: 10/10
    Move: 35*

    Initiative: 11+2 = 13
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    Re: Foul Portents

    Post  MAS on Mon Jul 11, 2016 6:15 pm



    Astrological event bonus activated - SHOOTING STAR!
    Party wide effect = +5 ft movement rate




    Notes: Please continue to post stat blocks with your actions - and include your passive perceptions, please.

    Any of the spaces with the stream in it, or spaces without grids, count as "difficult terrain". The rocks/boulders may count as cover depending on where shooter and target are situated.




    Order of action:
    Tie went to the higher DEX score.

    Gnollish = 14
    1)Ali = 13
    2)Ronan = 13
    3)Tungo = 7
    4)Vozz = 7




    Gnoll 1 attacks! (1d4 roll determines target TUNGO)
    Result of the throw of dice "1d4" :

    3

    The closest Gnollish scout knocks an arrow and and takes aim at the hulking Barbarian, but the shot goes whistling harmlessly overhead. He barks something harsh as he watches his arrow miss.

    Gnoll 2 makes a "dash" further towards the woodpile, howling as he goes...




    ALI is up!
    RONAN is on deck!

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    Re: Foul Portents

    Post  navyik on Mon Jul 11, 2016 6:51 pm

    "I am thinking this pile of wood is a warning fire," Ali advises casually. He knows an alarm when he sees one.

    He takes off down the river bank to get a shot on gnoll #2. If the creek is shallow or easy to jump across he will cross. if not, he will skirt it on this side. He takes aim with his short bow and looses the arrow expertly.

    17+5=22 to shoot.
    Dmg 2+3=5 if he hits.

    I don't know of anything that grants Ali advantage here unless the gnoll turning his back to run does. If so, he could add 3 more to the damage.

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    Re: Foul Portents

    Post  MAS on Mon Jul 11, 2016 7:43 pm

    Ali vaults a nearby thicket and darts along the creek as he draws bead on the sprinting Gnoll.

    TWUSH!

    The arrow flies true and cuts a gash in the Gnoll's shoulder - it yelps in surprise but seems largely unhindered.

    RONAN is up
    TUNGO on deck

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    Re: Foul Portents

    Post  MrBrownstone75 on Tue Jul 12, 2016 11:32 am

    Ronan bounds over the stream headed for the closest gnoll scout, club and shield in hand. On his way, he uses a bonus action to cast Shillelagh, empowering his cudgel with supernatural might.

    He attacks the gnoll> 1d20+5

    Roll: Freakin natural 20!
    Damage: 2d8+3 = 7+3 = 10 damage
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    Re: Foul Portents

    Post  MAS on Tue Jul 12, 2016 10:10 pm

    MrBrownstone75 wrote:Ronan bounds over the stream headed for the closest gnoll scout, club and shield in hand. On his way, he uses a bonus action to cast Shillelagh, empowering his cudgel with supernatural might.

    He attacks the gnoll> 1d20+5

    Roll: Freakin natural 20!
    Damage: 2d8+3 = 7+3 = 10 damage

    I appreciate your enthusiasm, but Ronan lacks the movement to reach the Gnoll1 and attack. I will let you keep your attack roll for when/if you close to melee range.

    Please calculate your movement and tell me what square Ronan ends his turn in. Keeping in mind - Any of the spaces with the stream in it, or spaces without grids, count as "difficult terrain" and therefore are double movement cost.
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    Re: Foul Portents

    Post  Robyo on Wed Jul 13, 2016 12:21 am

    Nice map!

    It looks like if Ronan goes directly diagonal towards the NE, he has only one square of difficult terrain (stream). Then it's 4 more squares (20') to Gnoll #1. Our characters are currently moving +5 feet.
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    Re: Foul Portents

    Post  Chris on Wed Jul 13, 2016 10:16 am

    Robyo wrote:Nice map!

    It looks like if Ronan goes directly diagonal towards the NE, he has only one square of difficult terrain (stream). Then it's 4 more squares (20') to Gnoll #1. Our characters are currently moving +5 feet.

    diagonal squares (hexes are better) count as 1.5 spaces.  so 1 diagonal of difficult terrain is 15ft.  each regular diagonal is 7.5 ft.  that is better than: counting over, up, over, up, over, up

    4 diagonals = 30ft
    1 difficult diagonal = 15ft

    study at least that is how I would count it, per usual map rules, unless 5e specifies something unusual
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    Re: Foul Portents

    Post  Robyo on Wed Jul 13, 2016 11:29 am

    We're both right!

    The PHB says that moving diagonally on a grid costs 5' of movement, the same as moving vertically or horizontally. The DMG says that for a more mathematically correct movement, every-other time you move diagonally costs 10' of movement. First diagonal move is 5', second diagonal move is 10', third is 5', fourth is 10' etc.

    So the PHB uses 4E's diagonal movement rules for distance, and the DMG uses 3Es diagonal movement rules for distance.
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    Re: Foul Portents

    Post  MAS on Wed Jul 13, 2016 11:04 pm

    GM ruling = Diagonal movement as per DMG.  Using that calculation and including one square of difficult terrain at 6-H, Ronan does in fact have enough movement to end in melee with Gnoll1.




    WHACK!


    Ronan rushes across the terrain like a flash flood down a valley, and strikes a massive, smashing blow. The Gnoll seems staggered but still in the fight.  

    Tungo is up
    Vozz is on deck

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    Re: Foul Portents

    Post  MrBrownstone75 on Wed Jul 13, 2016 11:09 pm

    Yay!
    Very Happy
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    Re: Foul Portents

    Post  Robyo on Thu Jul 14, 2016 4:36 pm

    Grasping his shield and a javelin, Tungo moves to I-7, then hurls the sharpened projectile at Gnoll1

    Attk: 1... doh!
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    Re: Foul Portents

    Post  Chris on Thu Jul 14, 2016 4:50 pm

    MAS wrote:

    The closest Gnollish scout knocks an arrow and and takes aim at the hulking Barbarian, but the shot goes whistling harmlessly overhead. He barks something harsh as he watches his arrow miss.

    Gnoll 2 makes a "dash" further towards the woodpile, howling as he goes...


    Vozz ducks awkwardly, his hood falling back to reveal young features.  Vozz has never been shot at before, let alone seen a gnollish highlander.   His training with star charts and telescopes didn't prepare him for this.  In a panicked moment, he freezes, unsure of what to do or which way to go.  Should he follow after the leader and the barbarian across the river?  But that would put him CLOSER to a gnoll.  Or follow the rogue, which that puts him further from his large friends?  Vozz's self-preservation instinct wins out and he quickly runs along the bank of the stream and gets behind Ali (M-1)

    "Should I use fire?  But what if it hits the wood pile....  maybe put him to sleep?  But he looks to far away.....  maybe freeze him?  uh....." Vozz's mind races with the pressure of too many choices and too little crisis rehearsal in acedemia.

    Vozz decides hastily, and probably poorly, to try and freeze the gnoll (2) running for the bonfire.  Vozz has never shot at a moving target before.   He points his finger and reflexively closes his eyes as he fires.......

    Result of the throw of dice "1d20 +5" :

    10 + 5 = 15

    if that hits, damage
    Result of the throw of dice "1d10" :

    10

    + slow of -10ft speed
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    Re: Foul Portents

    Post  MAS on Thu Jul 14, 2016 9:33 pm

    Tungo ambles forward casually and snatchs a javilen from his quiver, expecting an easy strike on the Gnoll who is still a "rung bell" from Ronan's brutal clubbing moments before - but just as it cocks back to throw, he hears a sickening

    CRUNCH

    as the weapon breaks in his hand!

    In his mind, the disapproving voice of his mentor Nobok Kolag growls "Hrmmph! Inspect your weapons before the hunt, whelpling!"




    Vozz scrambles along the bank to hide behind....AHEM, take up a supporting position near Ali.
    Once he settles on what spell to use, the words and formulae flow naturally. As he pronounces the final syllable of the incantation, his breath shows in the air as it would on a winter's day.

    The frost bolt tears across the sky and drills into the Gnoll's back, crusting his hide and fur with a coating of ice. It yelps and snarls, and seems to slow!




    END OF ROUND 1
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    Re: Foul Portents

    Post  MAS on Thu Jul 14, 2016 9:54 pm

    ROUND 2



    Gnollish = 14
    1)Ali = 13
    2)Ronan = 13
    3)Tungo = 7
    4)Vozz = 7




    Notes: Please post spell name and info when casting.




    Gnoll 1 Drops his bow and unlimbers a jagged spear. He unleashes a course stream of barking, howling profanity as he gouges a nasty wound into Ronan's hip!

    5 HP DMG to Ronan




    Gnoll 2 continues to flee, once again making a "dash" away from the incoming assault of flying steel and magic. He crashes through a thick tangle of brush and is gone from sight.

    ALI is up!
    RONAN is on deck!

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    Re: Foul Portents

    Post  navyik on Thu Jul 14, 2016 10:35 pm

    "I am hopeful that you are having a plan for putting out a fire," Ali muses hastily as he leaps the river and runs for the woodpile. If he can see the edge of the pile adjacent to the woods then he will ready a shot. If not, he will dash for the woodpile drawing his scimitar.
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    Re: Foul Portents

    Post  Chris on Fri Jul 15, 2016 10:59 am

    navyik wrote:"I am hopeful that you are having a plan for putting out a fire," Ali muses hastily as he leaps the river and runs for the woodpile.  

    Vozz tries to ease his own fears, "Uh.... pray to the druids for rain?"
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    Re: Foul Portents

    Post  MAS on Fri Jul 15, 2016 9:30 pm

    I'll interpret that as a "dash" action for the round. You can shift weapons when needed as a free action.

    From now on, I'd prefer that players make their own movement calculations and state their ending positions.




    Ali leaps the creek and sprints towards the woodpile. The Gnoll he pursues remains unseen.

    Ronan is up.
    Tungo is on deck.

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    Re: Foul Portents

    Post  MrBrownstone75 on Fri Jul 15, 2016 9:58 pm

    Ronan
    AC: 16
    HP: 5/10
    Move: 35*

    Ronan staggers back after being sliced by the gnoll's spear.
    He steadies his shield and comes in for a crushing blow with the shillelagh.

    Attack roll 1d20> 7

    7+5=12

    If that hits it does 9 damage.
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    Re: Foul Portents

    Post  MAS on Fri Jul 15, 2016 10:18 pm

    Ronan shrugs off the wound and redoubles his attack - but his strikes lack the power to overcome his foe's defenses.

    Map is current.

    Tungo is up.
    Vozz is on deck.
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    Re: Foul Portents

    Post  Robyo on Sat Jul 16, 2016 12:02 am

    Tungo mutters under his breath about the druid getting in a bottleneck. Not wanting to overrun Ronan, Tungo lays back, grabbing another javelin.

    5e doesn't have a penalty for ranged attacks into melee. Unless the gnoll has cover from Tungo? Doesn't look like it.

    Tungo throws pointy stick at Gnoll1: 15 + 5 = 20
    if that hits, 4 + 3 = 7 damage

    Is the gnoll dead? Tungo isn't sure if he'll move or stay put for the moment, he finds himself at a good vantage point.
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    Re: Foul Portents

    Post  Chris on Sat Jul 16, 2016 12:26 pm

    Vozz suddenly finds himself alone again and exposed.  Fear grips his young mind, his heart races.  "Breath.  Slow down.  Focus"  he silently tells himself.  Vozz remembers playing hide and seek with his friends in the caves near his home.  Vozz smiled to himself, he always cheated.  "The stars serve me well....."

    Vozz hops across the creek and moves to N-6 (35ft, counting 2 diagonals and x2 for the creek).  

    ** study GM, I read the section on Ability Checks and Skills, but I can't find where it clearly says that "hiding" takes an action***

    Vozz will Hide behind the rocks and bushes if it is a free action.  Otherwise, he will just using the large rocks and bushes to block sight.

    Vozz's hands and eyes glow with a pale blue light and an image of himself appears on the top of the rock above him (roughly O-10 or whatever is the highest point of the rock).   "Let's see who finds me"  Vozz quietly chuckles to himself

    Spell used: minor illusion

    M in o r I l l u s io n
    Illusion cantrip
    Casting Time: 1 action
    Range: 30 feet
    Components: S, M (a bit o f fleece)
    Duration: 1 minute
    You create a sound or an image o f an object within
    range that lasts for the duration. The illusion also ends if
    you dismiss it as an action or cast this spell again.

    If you create a sound, its volume can range from a
    whisper to a scream. It can be your voice, someone
    else’s voice, a lion’s roar, a beating o f drums, or any
    other sound you choose. The sound continues unabated
    throughout the duration, or you can make discrete
    sounds at different times before the spell ends.

    If you create an image o f an object—such as a chair,
    muddy footprints, or a small chest—it must be no larger
    than a 5-foot cube. The image can’t create sound, light,
    smell, or any other sensory effect. Physical interaction
    with the image reveals it to be an illusion, because
    things can pass through it.

    If a creature uses its action to examine the sound or
    image, the creature can determine that it is an illusion
    with a successful Intelligence (Investigation) check
    against your spell save DC. If a creature discerns the
    illusion for what it is, the illusion becomes faint to
    the creature.
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    Re: Foul Portents

    Post  Robyo on Sat Jul 16, 2016 1:37 pm

    Again, this is DM's call, but I have a little experience running 5e. Seriously, one of the biggest issues in 5e are regarding stealth and hiding rules. The mechanics/advice of it are spread through out the book.

    You can only attempt to hide when creatures you are attempting to hide from can't see you.

    When you attempt to hide, make a Dexterity (Stealth) check and write down that number. As long as you remain in hiding, if any creature has a chance to detect your presence, your check must beat their Passive Wisdom (Perception) score.
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    Re: Foul Portents

    Post  Chris on Sat Jul 16, 2016 3:54 pm

    Robyo wrote:
    You can only attempt to hide when creatures you are attempting to hide from can't see you.

    When you attempt to hide, make a Dexterity (Stealth) check and write down that number. As long as you remain in hiding, if any creature has a chance to detect your presence, your check must beat their Passive Wisdom (Perception) score.

    Thanks for the help, Rob!

    1 - ok, I don't think any gnolls can see Vozz, at least that are on the map

    2 - ok

    but..... that still doesn't answer the question of whether it is an 'action' or not?

    It isn't a big deal to Vozz one way or the other, but I agree the info in 5e, in general, is not well laid out in the book.  Spells in particular are dire need of a linked index, lol
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    Re: Foul Portents

    Post  MAS on Sat Jul 16, 2016 10:52 pm

    PFA-THWUNK!

    Tungo's javelin streaks through the sky and strikes home - the Gnoll staggers back a step as it absorbs the blow, shakes its head, and bares it teeth in a savage smile that drips with rabid, bloody foam.  

    He is severely wounded but appears still willing to fight, "I no die easy, Godless!" he shouts in broken Muddle.

    Tungo - let me know your movement or if you are staying put.




    GM ruling is that "hiding" does not take up an action. One must be out of LOS of those they are hiding from, and make a stealth check. This can be as simple as stepping into the shadows, ending movement on the far side of a visual obstruction, or blending into a crowded street.




    Vozz moves quickly into a position that he believes will block him from the Gnoll's sight, and projects the arcane image of himself continuing up onto the top of the rock.

    He feels very clever. Maybe he is getting this "adventuring" thing down!?!




    Round 2 ends.

    Round 3 will begin pending movement update from Tungo.
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    Re: Foul Portents

    Post  Robyo on Sun Jul 17, 2016 11:20 am

    Tungo stays where he is.


    Chris, I definitely agree about the spell lists being a debacle. Apparently writing a 1000+ page rpg system is bound to have a few hickups. WotC released a few PDF updates*:
    Spell lists: http://media.wizards.com/2015/downloads/dnd/DnD_SpellLists_1.0.pdf

    This particular site includes spells from the Elemental Evil supplement: https://donjon.bin.sh/5e/spells/

    Elemental Evil players guide is here (but I don't know if Matt has banned the spells or not):
    http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf


    *Hey DM, if you aren't already aware, there are updated PDFs of Monsters by CR:
    https://media.wizards.com/2014/downloads/dnd/MM_MonstersCR.pdf

    and Magic Items by rarity: http://media.wizards.com/2014/downloads/dnd/MagicItemsRarity_printerfriendly.pdf
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    Re: Foul Portents

    Post  Chris on Sun Jul 17, 2016 12:18 pm

    thanks for the links, Rob

    cheers the second one is great because it actually is clickable and pulls up the detail of the spell!

    I know there are always hiccups with new systems, but it always amazes me when people make something new and don't use the good things of the past, like a clickable, linked index. The PF SRD is great for that reason, you can click from 1 book to another with ease.
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    Re: Foul Portents

    Post  MAS on Sun Jul 17, 2016 3:14 pm

    Business model conundrum - If a publisher puts too much content online, you won't buy the book. I agree that they do need to do a much better job of integrating useful digital content into hardcopy products so that you get both when you buy - so you can support the studio and still get useful tools that are relevant to today's tech. Anyhoo -



    ROUND THREE!

    Gnoll 1 lunges forward for another spear attack against Ronan. The sharpened blade is rebuffed, deflected by the odd roundness of the river clam shells bolted to the Druid's armour.

    The second scout remains out of sight.




    Ali is up

    Ronan is on deck

    Map is current

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    Re: Foul Portents

    Post  navyik on Sun Jul 17, 2016 3:34 pm






    Ali Abbas Uz Amirr
    HP 10/10
    Ac 16
    Passive percep 15
    Move 35*

    Bow still in hand, assuming he sees no sign of smoke or flicker of flame, Ali can dash to x-15 including cost for diagonal movement and difficult terrain.  

    Stealth 18


    Last edited by navyik on Sun Jul 17, 2016 10:53 pm; edited 1 time in total
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    Re: Foul Portents

    Post  MAS on Sun Jul 17, 2016 8:52 pm

    MAS wrote:
    Notes: Please continue to post stat blocks with your actions - and include your passive perceptions, please.


    Ali sprints ahead, bow at the ready, but finds no target.

    Ronan is up.

    Tungo is on deck.

    Map is current.

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    Re: Foul Portents

    Post  MrBrownstone75 on Mon Jul 18, 2016 10:06 am

    Ronan
    AC: 16
    HP: 5/10
    Move: 35*

    Shillelagh to skull

    Attack roll > 14

    14+5=19

    Damage: 2+3=5
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    Re: Foul Portents

    Post  Chris on Tue Jul 19, 2016 4:16 pm

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    Re: Foul Portents

    Post  Robyo on Tue Jul 19, 2016 7:41 pm

    Waiting to see if Gnoll 1 is still standing, before Tungo takes an action...
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    Re: Foul Portents

    Post  MAS on Tue Jul 19, 2016 8:03 pm

    MAS wrote:
    MAS wrote:
    Notes: Please continue to post stat blocks with your actions - and include your passive perceptions, please.


    PLEASE INCLUDE PASSIVE PERCEPTIONS IN YOUR STAT BLOCKS

    THANK YOU!



    SPLUNKT!

    Ronan slams his club against the Gnoll, battering him again, and though the creature apears ready to draw it's last breath, it still stands!




    No changes to map.

    Tungo is up.
    Vozz on Deck.

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    Re: Foul Portents

    Post  Robyo on Wed Jul 20, 2016 10:12 am

    Tungo
    AC: 15 unarmored / 17 with shield: metal
    HP: 15/15
    Pass Perc: 12
    Move: 35*
    Initiative: 7 (DEX 14)

    Tungo hurls another javelin (he has two left) at Gnoll 1.
    Attack: 16 + 5 = 21
    Damage: 2 + 3 = 5
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    Re: Foul Portents

    Post  MAS on Wed Jul 20, 2016 4:29 pm

    Tungo's latest javelin proves more than the Gnoll can bear - it collapses in a battered and bleeding heap.




    Vozz is up to close the round.

    Map is current

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    Re: Foul Portents

    Post  Robyo on Wed Jul 20, 2016 4:44 pm

    Tungo moves in to collect his two pointy sticks,  which are jutting out of the foe like a pin cushion. The half-giant's eyes are peeled for anymore of the chaotic canine reavers.
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    Re: Foul Portents

    Post  Chris on Wed Jul 20, 2016 4:45 pm

    Vozz will make an illusionary copy of the large bush at M-7 (next to him currently) at location Q-10.  This dissipates his mirror image.  Vozz, not feeling particularly brave, will crawl up behind the illusion of the bush, using it as cover with the large rocks to his left.  

    **I am guessing 1/2 speed for crawling, if he can't crawl, he will just creep as best as he can**

    Stealth
    Result of the throw of dice "1d20" :

    13
    .

    .

    .

    .

    <- stat block
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    Re: Foul Portents

    Post  MAS on Wed Jul 20, 2016 4:55 pm

    Robyo wrote:Tungo moves in to collect his two pointy sticks,  which are jutting out of the foe like a pin cushion. The half-giant's eyes are peeled for anymore of the chaotic canine reavers.

    If you are making a move, state your ending position. We are still in combat/initiative order.

    Running errands, be back in a few hours.
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    Re: Foul Portents

    Post  Robyo on Wed Jul 20, 2016 8:02 pm

    MAS wrote:
    Robyo wrote:Tungo moves in to collect his two pointy sticks,  which are jutting out of the foe like a pin cushion. The half-giant's eyes are peeled for anymore of the chaotic canine reavers.

    If you are making a move, state your ending position. We are still in combat/initiative order.

    M-10
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    Re: Foul Portents

    Post  MAS on Wed Jul 20, 2016 10:19 pm

    Chris wrote:Vozz will make an illusionary copy of the large bush at M-7 (next to him currently) at location Q-10.  This dissipates his mirror image.  Vozz, not feeling particularly brave, will crawl up behind the illusion of the bush, using it as cover with the large rocks to his left.  

    **I am guessing 1/2 speed for crawling, if he can't crawl, he will just creep as best as he can**

    Stealth
    Result of the throw of dice "1d20" :

    13
    .

    .

    .

    .

    <- stat block

    Vozz wisely chooses to creep instead of crawl, as he estimates that he'd be unable to reach his desired location if he went prone -

    B e i n g P r o n e
    Combatants often find themselves lying on the ground,
    either because they are knocked down or because they
    throw themselves down. In the game, they are prone,
    a condition described in appendix A.
    You can drop prone without using any o f your
    speed. Standing up takes more effort; doing so costs
    an amount of movement equal to half your speed. For
    example, if your speed is 30 feet, you must spend 15 feet
    of movement to stand up. You can’t stand up if you don’t
    have enough movement left or if your speed is 0.
    To move while prone, you must crawl or use magic
    such as teleportation. Every foot of movement while
    crawling costs 1 extra foot. Crawling 1 foot in difficult
    terrain, therefore, costs 3 feet o f movement.





    Vozz shifts focus and the shimmering image of him astride the rock fades. The foliage around the rocks seems to grow to conceal his position as he moves slowly forward.




    ROUND THREE ENDS
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    Re: Foul Portents

    Post  MAS on Wed Jul 20, 2016 10:40 pm

    ROUND FOUR




    The sharp smell of wood smoke and burning pitch fills the air. Flames crawl up the northwest quadrant of the woodpile. Black smoke sputters and puffs as the fire seeks a foothold...

    The second Gnoll appears suddenly from around the bushes, draws bead on Tungo with his longbow, and fires!

    THUMK!

    It buries itself harmlessly in the earth at Tungo's feat.




    Ali is up
    Ronan on deck
    Map is current.


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    Re: Foul Portents

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