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    3: Gloorpk and the Mud-Hides

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    Robyo

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    3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Mar 21, 2018 8:17 pm

    trouble7332 wrote:I would suggest we stay to the hidden wooded areas as much as possible as to avoid as much unwanted contact as possible. I would also offer to walk point again as long as we can agree on a distance and an inconspicuous signal for communication.

    Ara leads the way over farmland and gorgeous countryside, towards the river trail.



    The party mostly avoids the trail however, preferring to bushwhack alongside it, lest anyone be about.

    Reithann had told them: "To find the Toadwallow, head west along the riverside trail from Albridge. It's ten miles to Tor's Hold, and another seven or eight to the Toadwallow-you can see the cave entrance from the trail."

    But the companions avoided the towns and roads. They had left the grove at dawn, and with Ara as their guide, they reached the riverside a couple hours before the fiery ball in the sky reaches it's zenith. There appeared to be no one about this early in the day.



    They party hiked down in a shallow canyon for awhile, alongside the river, until...


    Water rushes from a cave mouth set into the face of a vine covered hill, forming a 10 foot-high waterfall that bleeds into a stream.

    You have found the entrance to the Toadwallow Caverns!



    The ground near the base of the hill is spongy, and clouds of insects harangue you.

    State your starting position (anywhere completely green and SE sector of map) and please roll initiative. There is a 10-foot-high ledge you must climb to reach the cave mouth.



    Last edited by Robyo on Wed Mar 21, 2018 10:33 pm; edited 1 time in total
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    Whitey

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed Mar 21, 2018 10:21 pm

    Cyclone Chinook
    Level 3
    Speed: 25
    HP 25/25 (28)
    HD: 3d8/3d8
    AC: 17
    Proficiency Bonus: +2
    Initiative Bonus: +1
    Passive Perception: 13
    Saves:
    WIS: (+5)
    CHR: (+2)
    Spell Casting Ability: +3
    Spell Save DC: 13
    Spell Attack Bonus: +5
    Spell Capacity: 6
    Spell Slots:
    C:3/3
    1:4/4
    2:2/2
    Cyc will advance to water's edge at D6 (using the previous map convention)
    Initiative:
    Result of the throw of dice "1d20 +1" :

    14 + 1 = 15

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    MAS
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Wed Mar 21, 2018 10:23 pm

    Quxx will begin anywhere there is room for him, preferably with a melee character for cover.


    INITIATIVE =
    Result of the throw of dice "1d20 +1" :

    15 + 1 = 16


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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Wed Mar 21, 2018 11:12 pm

    ARA
    HP: 25/25 (1d10) + 3 (Temp)
    AC: 14
    Passive Percept: 14
    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: 3/3 L1

    Ara walks to the water's edge as far South away from the opening to gain as much LOS into the cave as possible with Death's Whisper and nocked arrow already in hand.

    Initiative = 1d20 + 2
    Results = 11 + 2 = 13
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Thu Mar 22, 2018 1:32 pm

    Leirthal The Magnificent

    AC 16 (18 arcane deflection)
    Hp 20/20

    Passive perception 13
    Passive investigation 15
    Passive insight 13

    Mage armor active 8 hours



    1(4)✓
    2(2)

    Leirthal would have cast Mage Armor on approach.
    He will hang back... to get a better view of the big picture, of course...

    Initiative:
    Result of the throw of dice "1d20 +6" :

    5 + 6 = 11
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Thu Mar 22, 2018 2:39 pm

    Drusus

    Initiative:
    Roll(1d20)+1:
    14,+1
    Total:15

    AC: 18
    Initiative: +1
    Prof. Bonus: +2
    Movement: 30’
    Saves: Strength and Constitution

    Drusus will volunteer to go in second, right behind one of hte little folk.

    Let me know when you need an Athletics check for the climb
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Thu Mar 22, 2018 6:31 pm

    Bru Zher
    HP: 35/35
    AC: 15 [16 with +1 ring, 20 with mithril shield (resistant to slashing/piercing) and ring]
    SV: STR (+5), CON (+5)
    Rage: 3/3, +2 damage, resistant to all damage but psychic
    Battleaxe: +5tohit, 1d8/1d10(2handed) + 3
    Handaxe: +5tohit (+4 if thrown), 1d6 + 3 (+2 if thrown), 20'/60'
    Javelin: +4tohit, 1d6 + 2, 30'120'

    Bru moves up to the waters edge next to Cyc, offering Nok some cover. He says to Drusus and Cyc "Want me to lead the way and you two can flank me? If we spot some of these froggies, we can lure them out of the cave into an ambush."

    Initiative roll:
    Result of the throw of dice "1d20" : 18 (+2) = 20
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    Robyo

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Mar 23, 2018 8:53 am

    Still need to hear from Chris and update the map.

    Initiative, so far:

    1-Bru (20)
    2-??? (17)
    3-Quxx (16)
    4-Cyc (15) DEX 13
    5-Drusus (15) DEX 12
    6-Ara (13)
    7-Leirthal (11)
    8-??? (6)
    9-??? (4)
    __________________

    Nok-???


    This time DM is taking turns for each creature type. No more kiddie gloves.


    Bru is up.

    It's a STR/Athletics check to climb the ledge.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Fri Mar 23, 2018 9:44 am

    Josef909 wrote: "Want me to lead the way and you two can flank me? If we spot some of these froggies, we can lure them out of the cave into an ambush."

    "Aye lad, we're with ya."
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Fri Mar 23, 2018 12:12 pm

    "Remember friends, the closer you can keep them grouped, the more of them I can pick off at once. And if you can manage a couple steps away, I can spray any group that's tight without any of you catching unwanted forest-fury"

    Question for the DM. How far back from the edge is the cave opening recessed? Is there line of sight into the cave from below? Also, are the any trees or large rock out cropping/ledges that could be used to gain LOS into the cave from a distance?

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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Fri Mar 23, 2018 12:38 pm

    "A good idea." (Drusus will try to stay to the right flank of Bru)

    inevitable Athletics check (unless something happens to deny it)

    Roll(1d20)+5:
    14,+5
    Total:19

    AC: 18
    Initiative: +1
    Prof. Bonus: +2
    Movement: 30’
    Saves: Strength and Constitution
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Mar 23, 2018 6:05 pm

    initiative (sorry)

    Result of the throw of dice "1d20 +3" :

    6 + 3 = 9


    Nok will start up near the ledge, he plans to sneak in with the first wave



    Nok
    HP: 24
    AC: 16
    PP: 13
    Saves: DEX + INT
    advantage vs poison, fear

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Fri Mar 23, 2018 6:33 pm

    Bru Zher
    HP: 35/35
    AC: 15 [16 with +1 ring, 20 with mithril shield (resistant to slashing/piercing) and ring]
    SV: STR (+5), CON (+5)
    Rage: 3/3, +2 damage, resistant to all damage but psychic
    Battleaxe: +5tohit, 1d8/1d10(2handed) + 3
    Handaxe: +5tohit (+4 if thrown), 1d6 + 3 (+2 if thrown), 20'/60'
    Javelin: +4tohit, 1d6 + 2, 30'120'

    Bru will approach and climb the south facing 10' cliff to the east of the waterfall and continue towards the cave mouth with the rest of his movement. If he can see inside the cave, he will assess the situation. If not, he will use his action to dash and move another 30' towards the cave mouth. If nothing is spotted at clifftop, he will relay what he sees to his allies below before advancing.

    if you want an athletics for the 10' cliff,
    Result of the throw of dice "1d20 +5" : 19 + 5 = 24
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Mar 25, 2018 11:31 am

    The companions approach the cave and the waterfall rushing out of it.



    *(I placed minis according to your directions. Also extended the map out a bit-gotta love Dungeon Tiles!)



    trouble7332 wrote:Question for the DM. How far back from the edge is the cave opening recessed? Is there line of sight into the cave from below? Also, are the any trees or large rock out cropping/ledges that could be used to gain LOS into the cave from a distance?

    From Ara's position, it is difficult to see inside the cave mouth, despite his darkvision, the angle of LOS is not good. There is a tree across the stream that Ara could climb to get a better look.




    Josef909 wrote:Bru will approach and climb the south facing 10' cliff to the east of the waterfall and continue towards the cave mouth with the rest of his movement.  If he can see inside the cave, he will assess the situation.  If not, he will use his action to dash and move another 30' towards the cave mouth.  If nothing is spotted at clifftop, he will relay what he sees to his allies below before advancing.

    if you want an athletics for the 10' cliff,
    Result of the throw of dice "1d20 +5" : 19 + 5 = 24

    Bru moves up (10') and climbs up the slippery ledge (30'). His Climb check is successful. The ledge is difficult terrain however, so exhausts x3 his movement to scale it. At the top of ledge, Bru still has an additional 20' of movement.



    Bru, make a Perception check.


    Initiative, Round 1
    1-Bru (20)
    2-??? (17)
    3-Quxx (16)
    4-Cyc (15) DEX 13
    5-Drusus (15) DEX 12
    6-Ara (13)
    7-Leirthal (11)
    8-Nok (9)
    9-??? (6)
    10-??? (4)


    "Cleared" map included for reference.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Sun Mar 25, 2018 11:47 am

    Perception check:
    Result of the throw of dice "1d20 +2" : 10 + 2 = 12

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Mar 25, 2018 3:15 pm

    The cave mouth opens into a dank chamber. Water rushes from a hole in the nearby wall, forming a shallow stream that plunges over the ledge behind you. A stagnant pool of water fills a corner to your right, and a thick patch of multicolored fungus grows atop a pile of offal in the middle of the cave. Two frog-like humanoid creatures crouch in the shadows behind the fungi, apparently keeping watch. They wear poorly fitting armor made from leather and carry spears.

    Bru has 20' movement remaining.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Sun Mar 25, 2018 3:59 pm

    Bru will halt his movement upon seeing the pair of frogmen and crouch down. Peering back over the ledge, he uses basic hand signals to inform the others that he has spotted 2 enemies and to move quietly.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Mar 25, 2018 10:46 pm

    Crouching low, Bru warns the others using hand signals.




    The muckers heard you guys coming. They croak threats and warnings in Primordial. Mucker #2 runs up from behind the fungus, in a bull rush.



    He attempts to shove the barbarian. It's a contested Strength (Athletics) contest and the mucker rolls a 21. What does Bru roll? You may use Dexterity (Acrobatics) if you wish.



    Mucker #1 waiting to go. Need STR check from Bru.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Sun Mar 25, 2018 10:58 pm

    Strength check
    Result of the throw of dice "1d20 +3" : 18 + 3 = 21
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Mar 25, 2018 11:13 pm

    Bru stands his ground.

    Mucker #1 leaps up over the fungus into the water beside #2, with a splash. He makes a bite attack at Bru. 11 to AC, miss. Then he makes a spear attack. 10 to AC, miss.
    The mucker croaks in frustration.




    Initiative, Round 1
    1-Bru (20)
    2-muckers (17)
    3-Quxx (16)
    4-Cyc (15) DEX 13
    5-Drusus (15) DEX 12
    6-Ara (13)
    7-Leirthal (11)
    8-Nok (9)
    9-??? (6)
    10-??? (4)


    Quxx is up
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Mar 27, 2018 2:16 pm

    Per the 2 days to respond house rule, we'll move on.

    Cyc is up.

    Drusus on deck.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Tue Mar 27, 2018 2:48 pm

    Having a bit of trouble getting the right perspective on the map tiles. Is Bru in a bottleneck at the top of the ledge between the cave wall and the stream?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Mar 27, 2018 6:42 pm

    Whitey wrote:Having a bit of trouble getting the right perspective on the map tiles. Is Bru in a bottleneck at the top of the ledge between the cave wall and the stream?

    Correct.

    Here is an expanded map of the current state of things:
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed Mar 28, 2018 2:14 am

    Cyclone Chinook
    Level 3
    Speed: 25
    HP 25/25 (28)
    HD: 3d8/3d8
    AC: 17
    Proficiency Bonus: +2
    Initiative Bonus: +1
    Passive Perception: 13
    Saves:
    WIS: (+5)
    CHR: (+2)
    Spell Casting Ability: +3
    Spell Save DC: 13
    Spell Attack Bonus: +5
    Spell Capacity: 6
    Spell Slots:
    C:3/3
    1:4/4
    2:2/2

    Cyc will use 20' of his movement to cross the stream (assuming that is two tiles of difficult terrain at x2 movement). He will attempt to scale the ledge to the northwest using the remaining 5' of his movement plus Dash, for the required 30'. Athletics check:
    Result of the throw of dice "1d20 +3" :

    16 + 3 = 19

    Assuming that is successful and that he is now at the top of the ledge, Cyclone will use his bonus action to cast Spiritual Weapon:
    2nd-level evocation
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V, S
    Duration: 1 minute
    You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8 force damage + your spellcasting ability modifier.
    As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

    The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

    Cyclone gasps for breath after his difficult climb, grunts out "Wrath of Nimbus, take yer wrath." and bangs his mace on his shield. An exact replica of his mace, tipped with a ball of clouds and spikes shaped as lighting bolts, appears directly behind Mucker #1

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

    7 + 5 = 12

    If that hits:
    Result of the throw of dice "1d8 +3" :

    3 + 3 = 6
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Wed Mar 28, 2018 9:40 am

    Just chiming in and confirming my presence.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Mar 28, 2018 11:27 am

    Yeah, it's difficult terrain to cross the stream, so it soaks up 20' of movement. The ledge is also difficult terrain and takes another 30' of movement.

    Cyc manages to scale the slippery rock and peers over the edge at the top. He is still clinging onto the rockface*, but he can get off his Spiritual Weapon (since it is a Bonus Action, within range, and LoS) if he holds on with one hand and makes somatic gestures with his free hand.

    The spectral weapon appears, but misses it's target.

    *No climb check needed next round (unless Cyc is attacked or something drastic happens, since he is holding on one-handed, he will be at Disadvantage for the check), and he can move normally then too.




    MAS wrote:Just chiming in and confirming my presence.

    Sure, go ahead.


    Drusus on deck.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Wed Mar 28, 2018 11:35 am

    Naw, its good, push me to the end as I missed my move, just letting you know I was back.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Wed Mar 28, 2018 1:46 pm

    Does Dru still need to make a Athletics check?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Mar 28, 2018 7:13 pm

    whit10 wrote:Does Dru still need to make a Athletics check?

    Nah. Drusus makes it with a 19. It does take up 30' movement to scale the ledge.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Wed Mar 28, 2018 11:24 pm

    then he will move up 30'. Does that take up his entire action?

    If not, Firebolt on the first toad he sees....
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Mar 29, 2018 12:05 pm

    A Dash is 2 move actions. Drusus uses up 40' of his movement to end up right behind Bru, on the edge of the precarious and slippery ledge.


    Initiative, Round 1
    1-Bru (20)
    2-muckers (17)
    3-Quxx (16)
    4-Cyc (15) DEX 13
    5-Drusus (15) DEX 12
    6-Ara (13)
    7-Leirthal (11)
    8-Nok (9)
    9-??? (6)
    10-??? (4)

    Ara is up.

    Leirthal on deck.
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    whit10

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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Thu Mar 29, 2018 4:07 pm

    gotcha, ok
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    trouble7332
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Thu Mar 29, 2018 4:08 pm

    ARA
    HP: 25/25 (1d10) + 3 (Temp)
    AC: 14
    Passive Percept: 14
    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: 3/3 L1

    Ara moves to the West side of the river as close to the ledge while maintaining LOS. He eyes the Toad on the West side closest to the river. Ara focuses intently on the Toad's neck and prays..."Corellon Larethian guide hi messenger -o gurth"
    (C L guide this messenger of death) Ara releases and then immediately nocks and releases a second arrow at the Toad just to the right of the first target. (Horde Breaker)

    Attack (1st Toad) = 1d20 + 8 = 14 + 8 = 22
    Damage = 1d8 + 4 = 7 + 4 = 11

    Attack (2nd toad) = 1d20 + 8 = 7 + 8 = 15
    Damage = 1d8 + 4 = 3 + 4 = 7

    Ara then uses the rest of his movement to get to base of cliff one block west of Cyc's line while slinging Death's Whisper and pulling one of his short swords. "Don't worry Cyc, you actually look taller from here...hang in there" "Hey all, first confirmed kill gets the legs for supper..."
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Mar 29, 2018 7:00 pm

    Ara's movement looks fine.

    Mucker#1 currently enjoys 3/4 cover (+5 AC) from being 10' higher and 10' inside the cave. Mucker#2 enjoys total cover for the same reason, plus Drusus and Bru are in front of him. He can't be targeted.

    The first mucker is hit! He croaks in pain, but he's still up.




    Initiative, Round 1
    1-Bru (20)
    2-muckers (17)
    3-Quxx (16)
    4-Cyc (15) DEX 13
    5-Drusus (15) DEX 12
    6-Ara (13)
    7-Leirthal (11)
    8-Nok (9)
    9-??? (6)
    10-??? (4)

    Leirthal is up.

    Nok on deck.


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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Thu Mar 29, 2018 10:42 pm

    Leirthal The Magnificent

    AC 16 (18 arcane deflection)
    Hp 20/20

    Passive perception 13
    Passive investigation 15
    Passive insight 13

    Mage armor active 8 hours



    1(4)✓✓
    2(2)

    Leirthal moves left to the edge of the water.  Assuming that Leirthal has line of sight on the mucker Ara just hit, he will use magic missile.

    Result of the throw of dice "3d4 +3" :

    3 + 3 + 4 + 3 = 13 damage

    He will then cross the creek to stand behind Ara.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Mar 30, 2018 10:48 am

    movement question for the GM....

    ok, so it's 30ft of movement to scale the rock wall, right? with athletics check

    Nok wants to end his movement behind the frog and opposite Bru. Nok will use a Dash action + his move for 30ft of climbing + 20ft of moving, which appears to get him there, but it's hard to tell on the tiles.

    Nok will use his Cunning Action for Disengage, so none of his movement provokes an AoO and Halfling nimbleness to move through the frog's space (since it is 1 size larger)

    let me know if that doesn't work, like it appears to and I will re-think his action


    athletics check
    Result of the throw of dice "1d20 +3" :

    14 + 3 = 17

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Fri Mar 30, 2018 10:55 am

    Now with 100% more annotated map!


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Mar 30, 2018 11:03 am

    Whitey wrote:Now with 100% more annotated map!



    be careful.....  this kind of initiative leads to being nominated for GM duties.....
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Mar 30, 2018 12:13 pm

    Chris wrote:
    Whitey wrote:Now with 100% more annotated map!



    be careful.....  this kind of initiative leads to being nominated for GM duties.....

    cheers Thanks man! I don't have Photoshop, so don't ask me to do the digital manipulations, but if Mike, Matt, or Chris want to assist, that would be grand.


    Leirthal can get LOS once he crosses the stream. He tags the bullywug with magic missles. The frogman is bloodied, but still standing.


    Chris: not sure where you are implying you want Nok to end up. He can move through friendly squares (Dru, Bru, spectral weapon), but not enemy squares. The water is difficult terrain.


    Last edited by Robyo on Fri Mar 30, 2018 4:59 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Mar 30, 2018 12:26 pm

    Robyo wrote:


    Chris: not sure where you are implying you want Nok to end up. He can move through friendly squares (Dru, Bru, spectral weapon), but not enemy squares. The water is difficult terrain.

    not going through the water at all

    Nok wants to end C-5

    yes, moving through Dru, then Bru, then the frog

    Halfling Nimbleness. You can move through the
    space o f any creature that is o f a size larger than yours


    Nok can pass through enemy squares as long as they are medium size or larger

    Chris wrote:
    Nok will use his Cunning Action for Disengage, so none of his movement provokes an AoO and Halfling nimbleness to move through the frog's space (since it is 1 size larger)


    athletics check
    Result of the throw of dice "1d20 +3" :

    14 + 3 = 17

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Mar 30, 2018 2:08 pm

    Damned nimble little pecks!

    However, moving through any occupied space (friendly or hostile) is still difficult terrain. Admittedly, the rules are bit vague in the PHB.

    From Jeremy Crawford (one of the lead designers) on TWITTER: "Halfling Nimbleness doesn't change the rule that other creatures' spaces are difficult terrain to you."


    So Nok can use Cunning Action (Bonus Action) for Disengage or Dash (or Hide), but not both.


    Last edited by Robyo on Fri Mar 30, 2018 4:39 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Mar 30, 2018 3:22 pm

    Robyo wrote:Damned nimble little pecks!

    However, moving through any occupied space (friendly or hostile) is still difficult terrain. Admitteldly, the rules are bit vague in the PHB.

    From Jeremy Crawford (one of the lead designers) on TWITTER: "Halfling Nimbleness doesn't change the rule that other creatures' spaces are difficult terrain to you."


    So Nok can use Cunning Action (Bonus Action) for Disengage or Dash (or Hide), but not both.



    one good pencil whooping deserves another lol!


    Nok will take his chances to gain position, Move, Dash and bonus Dash. Since Nok is moving 3 times, he will draw his rapier and Grievous blade as he moves


    Nok
    HP: 24
    AC: 16
    PP: 13
    Saves: DEX + INT
    advantage vs poison, fear
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Mar 30, 2018 5:04 pm

    Nok skillfully climbs the ledge, then runs under the legs of 3 medium creatures. He ends up at stated position: C-5

    Initiative, Round 1
    1-Bru (20)
    2-muckers (17)
    3-Quxx (16)
    4-Cyc (15) DEX 13
    5-Drusus (15) DEX 12
    6-Ara (13)
    7-Leirthal (11)
    8-Nok (9)
    9-??? (6)
    10-??? (4)

    There is no other perceived enemies or movements inside the cave.

    5e doesn't have Delay Action (only Readied Action, which mandates a trigger and burns your Reaction), so Quxx can go, then we go back to the original initiative list.

    Quxx is up.

    Bru on deck.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Mar 30, 2018 5:06 pm

    Robyo wrote:

    Bru on deck.

    Bru now has flanking from Nok
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Sat Mar 31, 2018 5:04 pm

    Quxx steps to J-4 and launches a GRASPING ELDRITCH BLAST at the frogman located D4. A successful hit will move the target to F-4, and that should activate potential AoOs from 1) the Spiritual Weapon and 2) Bru as the target exits D4.

    Eldritch Blast
    Evocation cantrip
    Casting Time:1 action
    Range:120 feet
    Components:V, S
    Duration:Instantaneous
    A beam of crackling energy streak toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

    GRASP of HADAR
    Prerequisite: eldritch blast cantrip
    Once on each of your turns when you hit a creature
    with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

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

    15 + 5 = 20


    DMG if hits =

    Result of the throw of dice "1d10" :

    8



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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Apr 01, 2018 3:04 pm

    Quxx steps to the side, into the stream, so that he may get LoS on Mucker#1. The tiefling warlock casts Grasp of Hadar, and despite the frogman having 3/4 cover, it is a succesful hit! The already wounded bullywug expires with a croak.




    Initiative, Round 2
    1-Bru (20)
    2-muckers (17)
    3-Quxx (16)
    4-Cyc (15) DEX 13
    5-Drusus (15) DEX 12
    6-Ara (13)
    7-Leirthal (11)
    8-Nok (9)
    9-??? (6)
    10-??? (4)


    Bru is up.


    Last edited by Robyo on Sun Apr 01, 2018 5:35 pm; edited 2 times in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Sun Apr 01, 2018 4:18 pm

    Bru Zher
    HP: 35/35
    AC: 15 [16 with +1 ring, 20 with mithril shield (resistant to slashing/piercing) and ring]
    SV: STR (+5), CON (+5)
    Rage: 3/3, +2 damage, resistant to all damage but psychic
    Battleaxe: +5tohit, 1d8/1d10(2handed) + 3
    Handaxe: +5tohit (+4 if thrown), 1d6 + 3 (+2 if thrown), 20'/60'
    Javelin: +4tohit, 1d6 + 2, 30'120'

    Bru sees his opportunity to attack the remaining mucker while he might be distracted by his ally, Nok. He swings his battleaxe downward onto his enemy.

    Result of the throw of dice "1d20 +5" : 7 + 5 = 12

    If that hits, damage is
    Result of the throw of dice "1d8 +3" : 5 + 3 = 8

    He asks Nok if he can see anything else inside the cave.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Apr 01, 2018 7:20 pm

    We are using Flanking rules, but it only gives a +2 Attack, not Advantage, which would be rather OP.

    Even with Nok's help flanking the bullywug, Bru misses his target.


    The mucker makes a bite attack at Bru, but misses. He also makes a spear attack: 24 to AC is a hit! Bru takes 9 piercing damage.


    Quxx is up.


    Cyc on deck.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Sun Apr 01, 2018 7:53 pm

    The mithril shield makes that 4 points, yes?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Apr 01, 2018 8:11 pm

    Josef909 wrote:The mithril shield makes that 4 points, yes?

    Correct.

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    Re: 3: Gloorpk and the Mud-Hides

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