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    Chop and hop

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    MAS
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    Chop and hop

    Post  MAS on Wed Nov 15, 2017 8:53 pm

    The brief respite from combat is broken when two giant toads come crashing into the clearing from the southwest. Behind them is a red-skinned Izzy with a bow and a pair of wicked looking machetes. Three similar looking Izzy marauders burst into camp in the north, near the sleeping skirmishers...




    Map is current. Corpses are diffilcut terrain.

    Round 1!

    Whitey/ Rip: 14
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3


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    Whitey

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    Re: Chop and hop

    Post  Whitey on Wed Nov 15, 2017 9:36 pm

    Rip Tumblediver
    Saves: INT (+4) WIS (+4)
    (Advantage on all WIS, INT, CHR saves vs magic)
    HP: 30 (1d8)
    AC: 13
    Proficiency Bonus: +2
    Initiative: +1
    Pass Percept: 12
    Spell casting:
    Spell Save DC: 12
    Spell Attack: +4
    Slots:
    1st: 4 (2)
    2nd: 2

    excerpt from Wild Shape:
    "You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 hit points, or die."

    Bonus Action: RipWolf spits out the lizrdman haunch and lurches to his feet, resuming his familiar Fey form as he steps towards Seth.

    Action: "Well big guy, let's get you patched up a little. Time to put in another shift!" A tight grip on his necklace with one hand, Rip swats Seth on the backside with the other. A flash of sunset orange dazzles briefly at the point of contact, accompanied by the barely audible sound of a wave crashing on the beach . Rip casts Cure Wounds on Seth at 2nd Level.
    Cure Wounds
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Result of the throw of dice "2d8 +2" :

    8 + 6 + 2 = 16

    Rip ducks under the table to T-23, delighted to discover the tankard he left a few moments ago still upright. He snatches it and takes a long gulp.
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    Re: Chop and hop

    Post  MAS on Wed Nov 15, 2017 9:56 pm

    Rip heals Seth and takes up cover under the table again.

    Seth heals 16 dmg




    Map is current. Corpses are diffilcut terrain.

    Round 1!

    Whitey/ Rip: 14
    Alan/ Anchor: 13 IS UP, Prone/Exhuasted
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3


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    Re: Chop and hop

    Post  Robyo on Wed Nov 15, 2017 11:09 pm

    MAS wrote:Rip heals Seth and takes up cover under the table again.

    Rejuvenated, Seth licks his chops at the prospect of more battle. "Thanksss again, sssmall fey one! Your ssspell will not be lossst on- wait, where'd he go again?"

    Sethrovax
    AC 18
    Hp 32/36
    Acid Resistance
    Passive Perception 12
    Initiative:+1
    Superiority dice: 2d8
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    Re: Chop and hop

    Post  MAS on Fri Nov 17, 2017 12:29 pm

    BUMP. It is Alan's turn since Wednesday. If he does not respond today we will move forward and slide "Anchor" down the initiative chain.
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    Re: Chop and hop

    Post  navyik on Fri Nov 17, 2017 1:32 pm

    Anchor Chain.
    AC 18
    Hp 45/37
    Poison Resistance
    Passive perception 12

    (Inactive) Rage +2 damage
    Advantage str check
    DMG resistance slashing, bludgeoning, and piercing

    (Inactive) Reckless Attack, advantage strength Attacks, enemies get advantage against him.

    Anchor chain stumbles to his feet and over to r-19 (dash).  If he can "draw" an object on the way, he will pull out his shield.  AC now 20.  If he can interact with 2 objects, he will Stowe the great hammer.

    I don't see a rule limiting rage due to exhaustion, so the fires are stirring in his heart.
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    Re: Chop and hop

    Post  MAS on Fri Nov 17, 2017 3:49 pm

    navyik wrote:Anchor Chain.
    AC 18
    Hp 45/37
    Poison Resistance
    Passive perception 12

    (Inactive) Rage +2 damage
    Advantage str check
    DMG resistance slashing, bludgeoning, and piercing

    (Inactive) Reckless Attack, advantage strength Attacks, enemies get advantage against him.

    Anchor chain stumbles to his feet and over to r-19 (dash).  If he can "draw" an object on the way, he will pull out his shield.  AC now 20.  If he can interact with 2 objects, he will Stowe the great hammer.

    I don't see a rule limiting rage due to exhaustion, so the fires are stirring in his heart.

    Does your projected movement include the penalty for standing from prone (as per PHB) ?
    "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 may either draw the shield OR stow the hammer. You may draw the shield and DROP the hammer if you wish.
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    Re: Chop and hop

    Post  navyik on Fri Nov 17, 2017 7:23 pm

    He can stand, move 2 squares, then dash 5 more. Drop hammer before moving. Draw shield. He can draw another weapon on his next action.
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    Re: Chop and hop

    Post  MAS on Sat Nov 18, 2017 10:37 am

    Anchor leaps to his feet and rushes towards his comrades.

    An Izzy marauder runs south to intercept him, targeting Anchor with an arrow...

    Anchor takes 5 piercing damage.

    The two other marauders on the north rush towards the sleeping skirmishers, and each shake one awake, breaking their enchantments...

    Meanwhile -

    A pair of hideous giant toads leaps forward at maximum speed, the impact from their jumps shaking the ground like a cavalry charge.

    Behind them, a lone marauder sprints at remarkable speed to loose an arrow at Ulric, but his shot goes wild.




    Map is current. Corpses are diffilcut terrain.
    Round 1:

    Whitey/ Rip: 14
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8 is UP
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3


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    Re: Chop and hop

    Post  Josef909 on Sat Nov 18, 2017 4:08 pm

    Gaston L'Vivre

    HP:27/27
    AC:16    
    PP:14  
    Bardic Insp: 2/3
    Spell save DC:13
    Spell attack bonus:+5
    L1: 3/4     L2: 1/2
    Darkvision, Fey Ancestry (Adv vs charm, no magic sleep), 30' mvmt
    SV: Dex(+5)  Cha(+5)

    Gaston's smile fades away at the reluctance of the captive to explain himself.  "Just because they're savages doesn't mean they need to be rude."

    "I've got your back here, Seth" he says while using a bonus action to grant Bardic Inspiration to his friend.

    Bardic Inspiration
    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.


    His gaze then falls onto one of their new guests as his nearly inaudible mutterings accompany a pair of knocks on his instrument as his Dissonant Whispers make their way into the mind of L-19.

    Dissonant Whispers
    You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
    The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. 


    Result of the throw of dice "3d6" :
    3 + 1 + 5 = 9

    Gaston stands his ground among his allies.
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    Re: Chop and hop

    Post  MAS on Mon Nov 20, 2017 12:04 pm

    Gaston's sonic attack seems is less effective than he'd hoped - the marauder grits his teeth and develops a nosebleed but is otherwise unharmed.



    Map is current, no changes. Corpses are diffilcut terrain.
    Round 1:

    Whitey/ Rip: 14
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4 is UP
    Josh/ Ulric: 3
    Rob/Seth: 3
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    Re: Chop and hop

    Post  Chris on Mon Nov 20, 2017 12:32 pm

    Chris wrote:
    HP:  24
    AC: 15
    PP:  14
    Saves:  CHA + WIS
    advantage vs charm, no sleep
    SPELL DC: 13

    shillelagh 1\10

    Derlyn twirls his walking stick.  It ignites with a sparkling hue and low hum.  (cast shillelagh, bonus action)

    S h i l l e l a g h
    Transmutation cantrip
    Casting Time: 1 bonus action
    Range: Touch
    Components: V, S, M (mistletoe, a shamrock leaf, and a
    club or quarterstaff)
    Duration: 1 minute
    The wood of a club or quarterstaff you are holding is
    imbued with nature’s power. For the duration, you can
    use your spellcasting ability instead o f Strength for
    the attack and damage rolls of melee attacks using
    that w eapon, and the weapon's damage die becomes
    a d8. The weapon also becomes magical, if it isn’t
    already. The spell ends if you cast it again or if you let go
    o f the weapon.

    He takes aim at the smaller, recently awoken Izzy (-15 with an Eldritch blast  "Avada Kedavra!"

    E l d r i t c h B l a s t
    Evocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous
    A beam o f crackling energy streaks toward a creature
    within range. Make a ranged spell attack against the
    target. On a hit, the target takes 1dlO force damage.

    spell attack roll
    Result of the throw of dice "1d20 +6" :

    12 + 6 = 18

    if that hits, damage

    Result of the throw of dice "1d10 +4" :

    6 + 4 = 10

    +10ft knockback in a line away from Derlyn, which I think would send him into his larger friend.  *it looks like a line to me, but if the GM disagrees, Derlyn has all his movement and would use it to line up the shot first.  feel free to adjust Derlyn

    Derlyn is done

    *edit added spell descriptions
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    Re: Chop and hop

    Post  MAS on Mon Nov 20, 2017 10:31 pm

    HAPPY BIRTHDAY JOE!



    Derlyn's blast snaps the skirmisher's neck and knocks the marauder behind him prone.



    Whitey/ Rip: 14
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3 is UP
    Rob/Seth: 3


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    Re: Chop and hop

    Post  whit10 on Tue Nov 21, 2017 12:38 am

    Ulric will move to P-25 and take a mighty swing at the... whatever that thing is.

    Roll(1d20)+6:
    16,+6
    Total:22

    If that hits,

    Roll(2d6)+4:
    3,5,+4
    Total:12

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    Re: Chop and hop

    Post  MAS on Wed Nov 22, 2017 6:40 pm

    Josh - PLEASE start using the standard posting format like everyone else. That includes both a stat block and things like target locations. Easy stuff. Thank you.




    Ulric strides forward and lands a solid blow on the giant toad, leaving a nasty wound.

    Ara finally shakes off the strong drink and stumbles from the tent where he was resting (at U-28). "Where id all these Izzys and giant toads come from?!?!?!" he wonders? His action will come at the end of the turn.




    Map is current. Corpses are diffilcut terrain.
    Round 1:

    Whitey/ Rip: 14
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3 is UP
    Baldy / Ara: 1


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    Re: Chop and hop

    Post  whit10 on Wed Nov 22, 2017 7:39 pm

    I'm sorry I forgot the stat block.

    As for the rest, dude... should be pretty obvious who he's attacking. Chill

    Stat Block

    Ulric:
    HP: 62
    AC:17
    Saves: Str. and Con.
    1 maneuver die remaining

    I will try to remember all of the ticky tack stuff from now on.
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    Re: Chop and hop

    Post  Robyo on Thu Nov 23, 2017 10:14 am

    Captain Sethrovax sees Ara stumble out from his tent. "Are ye well rested yet, sssoldier?" He spits acid on the ground in disgust, barely missing the lzzy captive who manages to move his foot just in time. "Kill that giant toad, sssoldier! Ssshow the team sssome usssefulnessss!" He uses Commander's Strike.

    Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

    So, Ara gets a free attack (using his Reaction, he only gets one Reaction per turn) and adds 1d8 to the damage roll.

    Seth moves up next to Ulric (Q-26), ready to confront more enemies.

    Sethrovax
    AC 18
    Hp 32/36
    Acid Resistance
    Passive Perception 12
    Initiative:+1
    Superiority dice: 1d8
    Inspiration die: 1d6
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    Re: Chop and hop

    Post  MAS on Fri Nov 24, 2017 2:16 pm

    Seth begins to issue commands again as he moves into a more tactical position, granting Ara an attack.




    Map is current. Corpses are diffilcut terrain.
    Round 1:

    Whitey/ Rip: 14
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3
    Baldy / Ara: 1 is UP and can use his reaction to make an extra attack with +1D8 to dmg.


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    Re: Chop and hop

    Post  trouble7332 on Fri Nov 24, 2017 6:43 pm

    Paelias “Ara” Quicksilver Elenloth of Greyhawk
    HP: 33/33 (1d10)
    AC: 14 (+2 w Shield)
    Passive Percept: 12
    Speed: 35 feet
    Saves: STR (+3) DEX (+5) CON (+1) WIS (+2)
    (Advantage on all saving throws against charm and no sleep spells)
    Proficiency Bonus: +2
    Initiative: +2
    Archery: +2 all ranged weapons
    Darkvision 60'    

    Spell save DC: 12
    Spell attack bonus: +4
    Slots: 3 L1


    ARA exhales deeply, immediately turns a keen eye to the large toad at N/O-26/27 then looses an arrow from his longbow at it upon hearing Seth'ssss unmistakable hissssss. "Thanks for the heads up SSSSeth" he hisses out in Draconic...

    Reaction attack: "Death’s Whisper", Longbow +1
    Att (+8 ): 1d20 + 8 = 13 + 8 = 21

    Dam (1d8+4) + superiority (1d8): 5 + 4 + 5 = 14



    As soon as his reaction attack is over, ARA whispers "Aeye en' Thourns, DUNA!!", (Hail of Thorns, rise!): Spell cast - Bonus Action
    Hail of Thorns: 1 Bonus Action; Self; V; Concentration, up to 1min
    The next time you hit a creature with a ranged weapon attack before spell ends, this creates a rain of thorns that sprout from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a DEX saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.    


    Ara feels the arrow he has nocked warm as he runs towards the table his companions hold tight at. As soon as he arrives on top of the south end of the table (U-23:25ft), where he can get a clear view of the North end of the clearing, he lets Death's Whisper voice sail...He targets the large red Izzy at N-15. If it hits, just before impact, a hail of thorns shoot from the arrow to pepper all 3 Izzys at N-14, N-15, and O-15...

    Attack: Izzy at N-15; "Death’s Whisper", Longbow +1
    Att (+8 ): 1d20 + 8 = 17 + 8 = 25
    Dam (1d8+4): 7 + 4 = 11

    Damage: All 3 Izzy's - Hail of Thorns piercing damage (1d10); If make saving throw, only half damage occurs.
    Dam (1d10): 9

    After attack, ARA slides down off table to a crouch (V-23:5ft) and looks next to him..."Hello Derlyn...did I already miss the fun part?..."

    (First try, let me know what to fix...apologies in advance)
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    Re: Chop and hop

    Post  MAS on Sat Nov 25, 2017 10:05 pm

    Ara blasts a deep wound into his target with his first arrow, and the toad writhes in pain. He then darts up onto the table and unleashes a savage thorn attack, which kills the two skirmishers and wounds the Izzy marauder.




    Map is current. Corpses are diffilcut terrain.
    Round 2:

    Whitey/ Rip: 14 is UP
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3
    Baldy / Ara: 1


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    Re: Chop and hop

    Post  Whitey on Sun Nov 26, 2017 1:29 am

    Rip Tumblediver

    HP: 30 (3d8)
    AC: 13
    Proficiency Bonus: +2
    Initiative: +1
    Pass Percept: 12
    Spell casting:
    Spell Save DC: 12
    Spell Attack: +4

    An ominous, menacing growl emanates from deep in Rip's throat. He sets his tankard down and crouches on all fours beneath the table as muscles and jet black fur swell from his tiny frame. He hunkers there beneath the table, sinewy limbs coiled, hackles raised, obsidian eyes locked on the advancing giant toads.


    Wild Shape: Shape shift into any beast not flying or swimming and CR 1/4, 1/8, or 0. Sustain 1 hour

    Panther
    Medium beast, unaligned
    Armor Class 12
    Hit Points 13(3d8)
    Speed 50 ft., climb 40 ft.
    STR
    14 (+2)
    DEX
    15 (+2)
    CON
    10 (0)
    INT
    3 (-4)
    WIS
    14 (+2)
    CHA
    7 (-2)
    Proficiency Bonus+2
    SkillsPerception +4, Stealth +6
    Sensespassive Perception 14
    Challenge1/4(50 XP)
    Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

    Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.


    Actions
    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
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    Re: Chop and hop

    Post  trouble7332 on Mon Nov 27, 2017 8:15 pm

    Just a quick check-in DM. The map has me still on the table at U-23 instead of crouching behind it down on the ground next to the table at V-23. Was that my mistake? I'm just trying to grab some cover!!! affraid
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    Re: Chop and hop

    Post  MAS on Mon Nov 27, 2017 10:17 pm

    Rip transforms himslef, and is now a big pussy.

    Wink




    Ara's location has been fixed.

    Map is current. Corpses are diffilcut terrain.
    Round 2:

    Whitey/ Rip: 14
    Alan/ Anchor: 13 is UP
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3
    Baldy / Ara: 1


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    Re: Chop and hop

    Post  navyik on Mon Nov 27, 2017 10:36 pm

    Anchor Chain.
    AC 18 (20 shield)
    Hp 45/34 after next post by DM
    Poison Resistance
    Passive perception 12

    (Active) Rage +2 damage
    Advantage str check
    DMG resistance slashing, bludgeoning, and piercing

    (Inactive) Reckless Attack, advantage strength Attacks, enemies get advantage against him.


    Anchor Chain takes his cue from the archer's volley.  With renewed insanity, he draws his axe and charges to O-16 attacking the marauder at n-15.

    Result of the throw of dice "1d20" :

    11+5=16 to hit with the battle axe.

    Result of the throw of dice "1d8 +5" :

    4 + 5 = 9 damage


    Last edited by navyik on Tue Nov 28, 2017 11:34 pm; edited 1 time in total
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    Re: Chop and hop

    Post  MAS on Tue Nov 28, 2017 3:16 pm

    Anchor charges forward and delivers a respectable blow with his axe.




    Lizards and toads will take actions tonight.
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    Re: Chop and hop

    Post  trouble7332 on Tue Nov 28, 2017 7:08 pm

    MAS wrote:Anchor charges forward and delivers a respectable blow with his axe.




    Lizards and toads will take actions tonight.

    Is it just me, or has that marauder taken at least 24HP damage and is still walking?! (also didn't know if this should be done on the other thread...#learning!!)
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    Re: Chop and hop

    Post  MAS on Tue Nov 28, 2017 11:21 pm

    trouble7332 wrote:

    Is it just me, or has that marauder taken at least 24HP damage and is still walking?! (also didn't know if this should be done on the other thread...#learning!!)

    Your math is correct! No problem that you posted this here, although further/in-depth discussion would best be done elsewhere.



    The prone Izzy marauder at )-16 leaps to his feat and runs with cunning speed towards Anchor.

    Izzy marauder at N-15 slashes at Anchor with two wicked machetes, and scores a hit!
    Anchor takes 5 piercing dmg
    Then, with a cunning feint, he disengages and runs into a nearby tent.

    Izzy marauder at L-19 charges forward to Gaston and attacks with his twin machetes, landing both cruel blades!
    Gaston takes 10 piercing dmg.

    Izzy marauder at M-29 moves forward to attack Seth with his machetes but misses with both attacks.

    Giant toad at MN reaches to bite Ulric with it's horrible maw, but fails to grasp it's target.

    Giant toad at QR bites at Seth, and also fails to land it's bite.




    Map is current. Corpses are diffilcut terrain.
    Round 2:

    Whitey/ Rip: 14
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8 is UP
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3
    Baldy / Ara: 1


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    Re: Chop and hop

    Post  Josef909 on Wed Nov 29, 2017 1:10 pm

    Gaston L'Vivre

    HP:18/27
    AC:16    
    PP:14  
    Bardic Insp: 1/3
    Spell save DC:13
    Spell attack bonus:+5
    L1: 2/4     L2: 1/2
    Darkvision, Fey Ancestry (Adv vs charm, no magic sleep), 30' mvmt
    SV: Dex(+5)  Cha(+5)

    Gaston winces and grits his teeth as the Izzy marauder finds his mark twice with the dual machetes. "You grub-digging fool" he says to his assailant. Staring the Izzy straight in his reptilian eye as he circles around to R-19. "Begone!" He whispers in an awful sing-songy tone to his attacker at Q-20.

    Dissonant Whispers
    You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
    The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. 


    Izzy must save against DC13
    Result of the throw of dice "3d6" :
    4 + 1 + 5 = 10

    If the izzy turns tail to flee the most obvious threat in the camp, Gaston will step back against the table to S-19, otherwise he stays put.
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    Re: Chop and hop

    Post  MAS on Wed Nov 29, 2017 10:37 pm

    Gaston dances casually about his foe as he inflicts him with a terrible psychic wound, causing him to flee.




    Map is current. Corpses are diffilcut terrain.
    Round 2:

    Whitey/ Rip: 14
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4 is UP
    Josh/ Ulric: 3
    Rob/Seth: 3
    Baldy / Ara: 1




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    Re: Chop and hop

    Post  Josef909 on Wed Nov 29, 2017 11:04 pm

    Gaston ended his move at S-19 please. That extra 5ft may matter if he charges me again.

    Thanks!
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    Re: Chop and hop

    Post  Chris on Thu Nov 30, 2017 2:53 am

    Chris wrote:
    HP:  24
    AC: 15
    PP:  14
    Saves:  CHA + WIS
    advantage vs charm, no sleep
    SPELL DC: 13

    shillelagh 2\10

    trouble7332 wrote:
    After attack, ARA slides down off table to a crouch (V-23:5ft) and looks next to him..."Hello Derlyn...did I already miss the fun part?..."

    Derlyn smiles broadly at his elvish friend as he runs past twirling his Shillelagh like a majorette, "Not at all.  We cleared the undercard; you made it for the main event!"

    Derlyn moves through Ara and hops up on the table at U-24 (counting last space as x2)

    "Twinkle, twinkle, ugly toad....
    light it up, watch heads explode"



    Fa e r i e F ir e
    1st-level evocation
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: Concentration, up to 1 minute
    Each object in a 20-foot cube within range is outlined in
    blue, green, or violet light (your choice). Any creature in
    the area when the spell is cast is also outlined in light if
    it fails a Dexterity saving throw. For the duration, objects
    and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object
    has advantage if the attacker can see it, and the affected
    creature or object can’t benefit from being invisible.


    Target intersection of O\P 24 to create a 20ft cube of the 16 squares around that point which should hit both toads and the Izzy, but not Seth, Ulric Von Lichtenstein or the kobold civilian.  let me know if you disagree and we can discuss placement. Effect is sparkling violet light.
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    Re: Chop and hop

    Post  MAS on Sat Dec 02, 2017 12:17 am

    Derlyn's magic fire engulfs all three enemy targets.




    Map is current. Corpses are diffilcut terrain.
    Attacks against an enemy outlined in purple have advantage.
    Round 2:

    Whitey/ Rip: 14
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3 is UP
    Rob/Seth: 3
    Baldy / Ara: 1


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    Re: Chop and hop

    Post  whit10 on Sat Dec 02, 2017 11:39 am

    Ulric will swing at the guy at Q-26 (two rolls for advantage) and use of Pushing Attack

    Roll(1d20)+6:
    6,+6
    Total:12

    Roll(1d20)+6:
    15,+6
    Total:21

    second one should hit. If it does

    Roll(2d6)+4:
    5,5,+4
    Total:14

    Target must make a Str. save or be pushed back up to 15' If he fails, move him to S-27. DC is 13

    no movement
    passive Perception:

    Roll(1d20)+3:
    19,+3
    Total:22

    Done.

    Ulric:
    32 HP
    Str. and Con for Saves
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    Re: Chop and hop

    Post  MAS on Tue Dec 05, 2017 11:36 am

    whit10 wrote:Ulric will swing at the guy at Q-26 (two rolls for advantage) and use of Pushing Attack

    FRIENDLY FIRE WARNING

    The icon at Q-26 is party member Seth, noted with a blue outline as a "friendly" rather than a red outline for "enemy" or a purple outline recently noted as "enemy marked with faerie fire".

    Battlefield rules! - Every player will receive a singular FRIENDLY FIRE WARNING as a courtesy. The next time, attacks will be applied to whatever target the attack is designated against.

    Would Ulric like to re-target the attack?

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    Re: Chop and hop

    Post  whit10 on Tue Dec 05, 2017 1:23 pm

    Of course he would. I couldn't tell the colors. Sorry (remember, I can't see shades of colors very well)

    re-target the big dude at O-26
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    Re: Chop and hop

    Post  MAS on Tue Dec 05, 2017 6:56 pm

    whit10 wrote:Of course he would. I couldn't tell the colors. Sorry (remember, I can't see shades of colors very well)

    re-target the big dude at O-26

    No worries on the color.




    Ulric lands a respectable blow and knocks the toad backward!




    Map is current. Corpses are diffilcut terrain.
    Attacks against an enemy outlined in purple have advantage.
    Round 2:

    Whitey/ Rip: 14
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3 is UP
    Baldy / Ara: 1


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    Re: Chop and hop

    Post  Robyo on Tue Dec 05, 2017 8:24 pm

    "Keep up the momentum, Ulric!"

    Seth will attack the big toad next to him. He swings his longsword one-handed. The dragonborn soldier feels inspired, thanks to Gaston.

    B a r d i c I n s p i r a t i o n
    You can inspire others through stirring words or music.
    To do so, you use a bonus action on your turn to choose
    one creature other than yourself within 60 feet of you
    who can hear you. That creature gains one Bardic
    Inspiration die, a d6.
    Once within the next 10 minutes, the creature can roll
    the die and add the number rolled to one ability check,
    attack roll, or saving throw it makes. The creature can
    wait until after it rolls the d20 before deciding to use the
    Bardic Inspiration die, but must decide before the DM
    says whether the roll succeeds or fails. Once the Bardic
    Inspiration die is rolled, it is lost. A creature can have
    only one Bardic Inspiration die at a time.

    Seth uses a maneuvering attack.

    Maneuvering Attack. When you hit a creature with
    a weapon attack, you can expend one superiority
    die to maneuver one of your comrades into a more
    advantageous position. You add the superiority die to the
    attack’s damage roll, and you choose a friendly creature
    who can see or hear you. That creature can use its
    reaction to move up to half its speed without provoking
    opportunity attacks from the target of your attack.

    Attack: 14 + 6 + 6 (inspiration) = 26.
    If that's a hit, 6 + 6 + 6 (superiority) = 18 slashing damage.

    Ulric may now use a reaction to move up to half speed without provoking an OA from the toad.

    Sethrovax
    AC 18
    Hp 32/36
    Acid Resistance
    Passive Perception 12
    Initiative:+1
    Superiority dice: 0
    Inspiration die: 0

    Will await the outcome of stated actions before commencing with a move action.
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    Re: Chop and hop

    Post  MAS on Wed Dec 06, 2017 9:54 pm

    Seth delivers a savage blow to the giant toad, which is bleeding from massive wounds but still on its flappy feet.

    He then encourages Ulric to press the attack!




    Map is current. Corpses are diffilcut terrain.
    Attacks against an enemy outlined in purple have advantage.
    Round 2:

    Whitey/ Rip: 14
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3  
    Baldy / Ara: 1 is UP & Josh/Ulric may move up to half his speed without provoking opportunity attacks from the target of Seth's attack (if he has a reaction left to use)

    Map is unchanged.
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    Re: Chop and hop

    Post  whit10 on Wed Dec 06, 2017 10:07 pm

    Ulric will take a 5' step forward to P-26. "I will chew up your guts and spit them out!!" (to the enemies obviously)
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    Re: Chop and hop

    Post  MAS on Fri Dec 08, 2017 12:34 pm

    BUMP reminder for Baldy/Arya to take your turn.
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    Re: Chop and hop

    Post  trouble7332 on Sat Dec 09, 2017 3:48 pm

    HP: 33/33 (1d10)
    AC: 14 (+2 w Shield)
    Passive Percept: 12
    Speed: 35 feet
    Saves: STR (+3) DEX (+5) CON (+1) WIS (+2)
    (Advantage on all saving throws against charm and no sleep spells)

    Proficiency Bonus: +2
    Initiative: +2
    Archery: +2 all ranged weapons
    Darkvision 60'

    Spell save DC: 12
    Spell attack bonus: +4
    Slots: 3/2 L1


    Ara laughs lightly as Derlyn leaps past and yells “then DING, DING!!” He steps on top of the table once again (U-23:5ft) and lightly calls “taure en´ i´ forgotten, amin yela thee” (forest of the forgotten, I call thee) as he nocks another arrow. He eyes the Izzy at P-27 and lets it sail just as the first vines begin to grow from the wood near the arrow head.

    Ensnaring Strike: 1 bonus action; Self; V; Concentration, up to 1min
    The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a STR saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. Of the target succeeds on the save, the vines shrivel away. While restrained, the target takes 1d6 piercing damage at the start of each of its turns. A restrained by vines or one that can touch the creature can use its action to make a STR check against your spell save DC. On a success, the target is freed.


    Attack: Izzy at P-27; "Death’s Whisper", Longbow +1 Att: (+8 ) Dam: (1d8+4)
    Damage: Ensnaring strike damage (1d6) at beginning of each turn; If make saving throw, only half damage occurs.

    Attack, results of 1d20+8:
    9+8 = 17
    (advantage roll) 12+8 = 20

    Damage results of 1d8+4:
    6+4 = 10

    If his initial arrow hits, Ara barely moves except to quickly nock a second arrow, target the big ugly at R-27, release and whisper “utua lle aith” (find your mark-not a spell)

    Horde Breaker: Once on each of your turns, you can make another attack with the same weapon against a different creature that is within 5ft of the original target and within range of your weapon


    Attack: Big Frog at R-27; "Death’s Whisper", Longbow +1 Att: (+8 ) Dam: (1d8+4)

    Attack, results of 1d20+8:
    18+8 = 26
    (advantage roll was lower)

    Damage, results of 1d8+4:
    6+4 = 10

    Ara leans over to the big pussy and purrs “cover Gaston” as he jogs down the table (U-18:25ft) while drawing his rapier, eyes fixed on the Izzy at X-14.
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    Re: Chop and hop

    Post  MAS on Sat Dec 09, 2017 4:36 pm

    Ara pierces an Izzy with a spikey arrow, entangling the marauder in a thorny net.

    He then turns and snaps off a shot at a giant toad, delivering the killing blow to the grotesque beast.




    ROUND 3!

    Map is current.

    Whitey/ Rip: 14 is UP
    Alan/ Anchor: 13
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3  
    Baldy / Ara: 1




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    Re: Chop and hop

    Post  MAS on Wed Dec 13, 2017 11:10 am

    BUMP Whitey/ Rip take your turn.
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    Re: Chop and hop

    Post  Whitey on Wed Dec 13, 2017 12:11 pm

    Crikey, never got an email on this. I'll have my turn posted by mid-day.
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    Re: Chop and hop

    Post  Whitey on Wed Dec 13, 2017 4:29 pm

    Rip Tumblediver

    HP: 30 (3d8)
    AC: 13
    Proficiency Bonus: +2
    Initiative: +1
    Pass Percept: 12
    Spell casting:
    Spell Save DC: 12
    Spell Attack: +4

    Panther
    Medium beast, unaligned
    Armor Class 12
    Hit Points 13(3d8)
    Speed 50 ft., climb 40 ft.
    STR
    14 (+2)
    DEX
    15 (+2)
    CON
    10 (0)
    INT
    3 (-4)
    WIS
    14 (+2)
    CHA
    7 (-2)
    Proficiency Bonus+2
    SkillsPerception +4, Stealth +6
    Senses passive Perception 14
    Challenge1/4(50 XP)
    Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
    Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
    Actions
    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

    Pather/Rip darts out from under the table to T-27, digs an obsidian rear paw into the jungle floor and makes a precise and effortless 90 degree turn, eyes set on the Izzy at P-27. With a roar he screams down the runway, launches off the dead toad's carcass, and lays into Izzy's chest with his razor sharp claws.
    Result of the throw of dice "1d20 +4" :

    18 + 4 = 22

    If that hits:
    Result of the throw of dice "1d6 +2" :

    6 + 2 = 8

    If Izzy is knocked prone, Rip sinks his teeth into the soft flesh under the Izzy's snout:

    Result of the throw of dice "1d20 +4" :

    4 + 4 = 8

    Probably not a hit, but if it is:
    Result of the throw of dice "1d4 +2" :

    4 + 2 = 6

    EDIT:
    If Izzy is prone, Rip has advantage on attack roll, so the second d20 roll would be:
    Result of the throw of dice "1d20 +4" :

    11 + 4 = 15

    Probably a hit? Damage roll as above.
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    Re: Chop and hop

    Post  MAS on Thu Dec 14, 2017 3:15 pm

    Rip's feline assault knocks the marauder prone and delivers a flurry of animal wounds...the Izzy is bloodied but still defending himself capably.




    Map is current. Corpses are diffilcut terrain.

    Round 3

    Whitey/ Rip: 14
    Alan/ Anchor: 13 is UP
    Lizards and Toads: 10
    Joe/Gaston: 8
    Chris/Derlyn/: 4
    Josh/ Ulric: 3
    Rob/Seth: 3
    Baldy/ Ara: 1


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    Re: Chop and hop

    Post  navyik on Sat Dec 16, 2017 1:59 am

    Anchor Chain.
    AC 18 (currently 20 with shield)
    Hp 45/34 after next post by DM
    Poison Resistance
    Passive perception 12

    (Active) Rage +2 damage
    Advantage str check
    DMG resistance slashing, bludgeoning, and piercing

    (Inactive) Reckless Attack, advantage strength Attacks, enemies get advantage against him.

    Anchor chain leaps over the obstruction in his path as he charges to L-19. He has advantage on athletics.

    Rolling "1d20" 2 times

    1: 10+5=15
    2: 9+5=14

    AC lands at L-19 with an overhand chop.

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

    8 + 5 = 13

    If that hits, then for damage:

    Result of the throw of dice "1d8 +5" :

    8 + 5 = 13

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    Re: Chop and hop

    Post  MAS on Sat Dec 16, 2017 9:04 pm

    Guys, I am headed out on vacation with Nicole, tonight through Thursday. Won't be on the grid much, won't be gaming. Apologies for the delay.

    Feel free to start something different while I'm gone if needed.

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    Re: Chop and hop

    Post  Robyo on Sun Dec 17, 2017 2:05 pm

    Have a fun trip! sunny
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    Josef909

    Posts : 131
    Join date : 2017-09-22

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    Re: Chop and hop

    Post  Josef909 on Sun Dec 31, 2017 9:21 pm

    And that's how Gaston L'Vivre saved the world.

    HNY everyone!

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    Re: Chop and hop

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