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    3: Gloorpk and the Mud-Hides

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    Robyo

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Apr 10, 2018 12:57 pm

    Rules for AoE are in PHB p.204 and DMG p.251.



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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Tue Apr 10, 2018 1:32 pm

    Perfect. Are you using grid radius or true radius?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Apr 10, 2018 1:33 pm

    Whitey wrote:Perfect. Are you using grid radius or true radius?

    grid
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Tue Apr 10, 2018 1:55 pm

    OK, kindly humor my engineer brain a bit further. Based on the grid radius drawing, the area of effect is centered on a point corresponding to the intersection of four grid squares, not an actual square itself. The grid map identifiers are set to correspond to the center of a square. So to declare the point of intersection we will need to give you two letters and two numbers, correct?

    For example M:N-10:11 places the center in between Dirges 2&3 at their mutual north corner, with the 10' radius AoE encompassing Dirges 1-4, Hopper 2, and Mucker 3. Nok is outside the area of effect.

    Apologies if this a topic better suited to the OoG thread. thanks.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Tue Apr 10, 2018 2:23 pm

    Whitey wrote:OK, kindly humor my engineer brain....... Nok is outside the area of effect.


    Nok appreciates the engineer's brain cheers
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Apr 10, 2018 6:42 pm

    @Cyc: um, sure. Or you could draw it out on the map, if it makes it easier to communicate your intentions.

    @Quxx: what's the hold up?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Apr 10, 2018 8:55 pm

    Apparently Matt is posting on the out of game thread and ignoring this one.

    Cyc can go.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Tue Apr 10, 2018 10:12 pm

    Quxx uses his bonus action to hit Nok with HEALING LIGHT for 2d6+ CHA healing up to 60ft away. (cant find the citation, see charcter sheet)

    Result of the throw of dice "2d6 +3" :

    4 + 2 + 3 = 9


    He then readies HELLISH REBUKE spell, condition, target any enemy that casts a spell or uses an offensive magical ability.

    NOTE to GM: edited name of the readied spell, from "eldritch blast" to "hellish rebuke", which was my original intention. Was in a hurry to get my post up as per everyone's complaints last night.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed Apr 11, 2018 3:20 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
    2:2/1

    Cyclone surveys the horde of attackers closing in on his little companion and recognizes that Kord's wrath for his enemies is more apt in this moment than mercy for his ally. He takes his bonus action first, directing his spiritual weapon to M-8 and attacking Mucker #4:
    Result of the throw of dice "1d20 +5" :

    1 + 5 = 6
    "harumph, well, cover yer ears, boys"

    Cyc advances to O-8, closing ranks with Bru, shoulder to shoulder...err, hip, bangs Wrath of Nimbus on his shield and casts Shatter:
    Shatter
    2nd-level evocation
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a chip of mica)
    Duration: Instantaneous
    A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone or metal has disadvantage on this saving throw.

    A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area.

    Cyc centers the spell at M:N-10:11 in between Dirges 2&3 at their mutual north corner, with the 10' radius AoE encompassing Stirges 1,2,3,4, Hopper 2, and Mucker 3. Nok is outside the area of effect.

    Having had just about enough of all this nonsense in the cave mouth, Cyc will use his daily Channel Divinity to deal the maximum thunder damage the spell allows for, 24+3=27


    Last edited by Whitey on Wed Apr 11, 2018 3:44 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed Apr 11, 2018 3:28 pm

    Map Update with Shatter AoE


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Apr 12, 2018 1:30 pm

    Quxx zaps Nok with The Light of GAWD! and the overly inquisitive peck receives a bit of healing.


    Cyc's spiritual weapon is a miss.


    The Cleric of Kord steps closer into the stream, and calls down divine thunder upon his foes!

    Mucker#3 makes his save and only suffers half damage.

    Leaper#2 fails his save and is utterly annihilated.

    All the stirges are eliminated. One of them actually made it's save, but they only have 2 HP each, so yeah, also dead. The two stirges attached to Nok pop from the shatter spell, and the halfling finds himself dowsed in his own blood (having been sucked out of him earlier).

    Great action!  cheers

    *I am a little confused by your use of "Dirge" and "Stirge," since the former is a lament for the dead, and the latter is a small bloodsucking monster in D&D.


    Drusus is up.

    Ara on deck.

    Leirthal in the hole.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Thu Apr 12, 2018 1:50 pm

    Nok lets out a sigh of relief and would nod in appreciation, but he is busy wiping away the mess of his own blood from his eyes

    Chris wrote:ouch!

    Nok
    HP: 11\24
    AC: 16
    PP: 13
    Saves: DEX + INT
    advantage vs poison, fear


    -6 from another attack +9 from Quxx


    Last edited by Chris on Thu Apr 12, 2018 1:51 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Thu Apr 12, 2018 2:51 pm

    Robyo wrote:

    Great action!  cheers

    Thanks! Cyc happily accepts Inspiration points as the currency of DM praise  drunken


    Robyo wrote:
    *I am a little confused by your use of "Dirge" and "Stirge," since the former is a lament for the dead, and the latter is a small bloodsucking monster in D&D.


    Well, they're all dead, so the terms can now be somewhat interchangeable?


    Last edited by Whitey on Thu Apr 12, 2018 3:21 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Thu Apr 12, 2018 2:59 pm

    Map Updated.


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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Thu Apr 12, 2018 4:25 pm

    Robyo wrote:Quxx zaps Nok with The Light of GAWD! and the overly inquisitive peck receives a bit of healing.

    "Karma calculations shifting in Noks favor on the cosmic abacus, a balance adjustment has been made in your favor. That's what you get for trying to rescue people instead of sticking them with swords. It pays to be a good person!"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Thu Apr 12, 2018 4:27 pm

    MAS wrote:
    Robyo wrote:Quxx zaps Nok with The Light of GAWD! and the overly inquisitive peck receives a bit of healing.

    "Karma calculations shifting in Noks favor on the cosmic abacus, a balance adjustment has been made in your favor. That's what you get for trying to rescue people instead of sticking them with swords. It pays to be a good person!"

    Nok has no idea what Quxx is talking about, as usual. scratch

    but Chris appreciates the attention to Nok's actions in the previous scene
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Apr 12, 2018 6:23 pm

    Whitey wrote:
    Robyo wrote:
    *I am a little confused by your use of "Dirge" and "Stirge," since the former is a lament for the dead, and the latter is a small bloodsucking monster in D&D.


    Well, they're all dead, so the terms can now be somewhat interchangeable?

    Ba-Dump-Kssh!

    Speaking of punny, now that Sturgis has been eliminated, half a million pissed-off Harley riders come looking for Cyc...




    Drusus can go.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Thu Apr 12, 2018 6:39 pm

    March right up to the baddie at P-9 and let him feel the the cold steel


    Roll(1d20)+5:
    5,+5
    Total:10

    ...or not

    done
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Apr 12, 2018 7:38 pm

    Drusus steps forward and kindly fans the obviously tired and wounded bullywug with his blade.

    The mucker croaks in gratitude to the Almighty Pollywog, which has saved him yet again from almost certain doom.


    Ara can go.



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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Fri Apr 13, 2018 12:32 am

    ARA
    HP: 17/25 (1d10)
    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 eyes Mucker #3 then lets loose...
    "Death’s Whisper", Longbow +1 Att: (+8 ) Dam: (1d8+4)

    Attack 1d20 + 8 = 17+8 =25
    Damage 1d8 + 4 = 6+4 =10

    Ara slings Death's Whisper and springs past Cyc and Nok while pulling both short swords..."I think you'll find it more comfortable in the back little one" he says as he lands at M11.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Apr 13, 2018 8:32 am

    Mucker#3 takes an arrow in the chest. Green goo spills out from the wound, but the frogman is still up. Ara draws his swords and moves up closer to confront him.

    Leirthal is up.

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

    Post  Whitey on Fri Apr 13, 2018 10:03 am

    Map Updated


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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Fri Apr 13, 2018 12:10 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)

    "This would be so much simpler if you would all stay out of my way," Leirthal grumbles. His cloak billows menacingly as he steps to p4 casting magic missile at mucker #2.

    Rolling "1d4 +1" 3 times

    1: 1 + 1 = 2
    2: 4 + 1 = 5
    3: 4 + 1 = 5
    Total 12 damage
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Fri Apr 13, 2018 1:02 pm

    navyik wrote:  His cloak billows menacingly as he steps to p4

    Your friendly neighborhood cartographer requests clarification. P-4 looks to be part of the cave wall?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Fri Apr 13, 2018 1:24 pm

    Sorry. P-6
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Fri Apr 13, 2018 1:26 pm

    Grazi.


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Apr 13, 2018 9:06 pm

    Leirthal slings magic missles at mucker#2. The bullywug is kaput.

    Nok is up.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Sat Apr 14, 2018 10:32 pm

    Nok feels emboldened with a new lease on life!

    He will slice and dice the froggie with the spear #1 at N-8

    Rapier, main
    Roll(1d20)+5:
    20,+5
    Total:25

    cheers

    Roll(2d8)+3:
    3,1,+3
    Total:7

    sneak attack
    Roll(4d6)+0:
    3,4,4,5,+0
    Total:16

    23 total, piercing

    if that doesn't drop him, off-hand with grievous dagger as bonus action

    Roll(1d20)+5:
    11,+5
    Total:16

    if that hits

    Roll(2d4)+0:
    2,2,+0
    Total:4

    if that finishes him off, Nok will step 5ft to the right O-10, but not if he is still alive so as not to provoke an AoO

    if the rapier finished him, Nok will use his bonus action for Cunning action and Hide at O-10

    Roll(1d20)+7:
    1,+7
    Total:8

    Nok will try that again as Halflings are never that bad at hiding

    Roll(1d20)+7:
    7,+7
    Total:14
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Apr 15, 2018 10:25 pm

    Nok drops leaper#1, then moves to the side and attempts to hide.



    There are apparently no more leapers or stirges to contend with.

    Initiative, Round 4
    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-leapers (6)
    10-stirges (4)

    Bru is up.

    Muckers on deck.

    Quxx in the hole.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Mon Apr 16, 2018 10:27 am

    Map Updated For Top of Round 4
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Mon Apr 16, 2018 11:30 am

    Bru Zher
    HP: 29/35
    AC: 15 [16 with +1 ring, 20 with mithril shield (resistant to slashing/piercing) and ring]
    SV: STR (+5), CON (+5)
    Rage: 2/3, +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's rage reduces the damage to 2 from mucker #4s javelin.
    He moves diagonally to M-11, passes by Ara, then moves to L-10 between the 2 remaining muckers.

    He stows his shield (AC now 16), grunts a primal appeal appeal to the Great Bear spirit, and recklessly attacks mucker #3 2-handed with his battleaxe to offer his ally some breathing room..
    Reckless Attack
    Starting at 2nd level, you can throw aside all concern for defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.

    Rolling "1d20 +5" 2 times
    1: 4 + 5 = 9
    2: 9 + 5 = 14

    Cripes.  Just in case, the damage roll would be Result of the throw of dice "1d10 +5" : 8 + 5 = 13 (+3 str mod, +2 rage mod)
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Mon Apr 16, 2018 11:47 pm

    Josef909 wrote:
    Bru's rage reduces the damage to 2 from mucker #4s javelin

    Correct. And please be aware, like (Dis)Advantage, Resistances don't stack.

    PHB page 197 states: "Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of nonmagical fire is reduced by half against the creature, not reduced by three-quarters."


    Josef909 wrote:
    AC: 15 [16 with +1 ring, 20 with mithril shield (resistant to slashing/piercing) and ring]

    I don't think that's accurate. The shield only grants +2 AC, so, with shield, wouldn't it be AC of 18?

    "~Mithril Shield (Dwarven). +2 AC bonus, and user is resistant to piercing and slashing damage."

    Bru manages to move up inbetween the two muckers. Alas, his reckless attacks miss.

    The Muckers flank Bru (+2 melee attacks).
    Mucker#4 takes a bite at Bru: 26 to AC is a hit! Bru suffers 4 bludgeoning damage. Then he strikes at Bru with his spear: 21 to AC is a hit! Bru suffers 6 piercing damage.

    Mucker#3 goes after Ara. Bite: 20 to AC is a hit! DM's dice are hot tonight Twisted Evil Ara suffers 4 bludgeoning damage. Then he strikes at Ara with spear: 16 to AC is a hit! Ara suffers 7 piercing damage.

    Muckers stay where they are, defending their cavern from murderous hobo home-invaders.


    Quxx is up.

    Cyc on deck

    Drusus in the hole.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Tue Apr 17, 2018 8:16 am

    Quxx
    HP: 18/18
    AC: 17
    Passive Perception: 12
    Prof Bonus: +2
    Fire resistance
    Spell Slots, 2nd Lvl: 2
    Speed: 30
    Spell Attack/DC: +5/13
    Healing Light Dice Pool: 2/4



    Quxx targets the Mucka' Fucka' at L-11 with a GRASPING ELDRITCH BLAST, intending to use that 10 ft of movement to bash the Mucker straight into the pillar of rock located at M-10, which pulling him straight to Quxx looks like it could do. Hoping that he may end up additionally damaged by the impact against the rock and maybe even end up prone after the collision.

    Notes; The Eldritch Blast does not require LOS and has 120 ft range.

    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" :

    8 + 5 = 13

    (meh)

    Dmg if hits =

    Result of the throw of dice "1d10" :

    4




    Quxx then calls out loudly "Is anyone CRITICALLY injured?"

    Inquiring whether he needs to use his movement to close the distance between himself and a party member who needs healing.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Apr 17, 2018 9:08 am

    @Quxx: There's no pillar of rock, that's a fungus patch. And it's a miss anyways.

    Also, I'm not allowing extra damage from "force push" effects into a wall (especially from a cantrip LOL). If you were to push him off a cliff (10+ feet or higher) or into fire or acid, you might get bonus damage.


    *I'm also not seeing where you don't need LoS, or at least use some sense to target your enemy.

    From Reddit: "Jeremy Crawford has clarified through Sage Advice that "spells don't care how your vision works." The only other catch would be the general rules for spellcasting which state that "to target something, you must have a clear path to it, so it can't be behind total cover."

    So if you can see something, whether that be through your own vision, darkvision, tremorsense, or your familiar's vision, you can target it. If the target doesn't have total cover from you, you can hit it. Your DM would probably be justified in ruling that targeting an attack through a 3rd-person view is difficult, so your elditch blast attack is made with disadvantage, but there's no hard rules saying that that should (or shouldn't) be the case.

    Does eldritch blast have to move in a straight line to the target?

    Not necessarily, but the above rule about total cover still applies, so you can't bend a ray around a corner to hit an enemy that isn't within your personal line of sight.

    Does the eldritch blast bolt(s) have to originate from my warlock's position? If so, where does it say so in the player's handbook? This is mostly from my own frustration in not being able to find it.

    The rules for cover and grids in the DMG state that "to determine whether a creature has cover against an attack or other effect on a grid, choose a corner of the attacker's space or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies."

    Eldritch blast requires an attack roll, so the assumption is that it originates from the caster's position. If your target has total cover from you, you can't hit it, even if you can see it through your familiar. If the spell was intended to work otherwise, it would specify that."
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Tue Apr 17, 2018 10:05 am

    Robyo wrote:@Quxx: There's no pillar of rock, that's a fungus patch. And it's a miss anyways.

    Also, I'm not allowing extra damage from "force push" effects into a wall (especially from a cantrip LOL). If you were to push him off a cliff (10+ feet or higher) or into fire or acid, you might get bonus damage.


    *I'm also not seeing where you don't need LoS, or at least use some sense to target your enemy.

    From Reddit: "Jeremy Crawford has clarified through Sage Advice that "spells don't care how your vision works." The only other catch would be the general rules for spellcasting which state that "to target something, you must have a clear path to it, so it can't be behind total cover."

    So if you can see something, whether that be through your own vision, darkvision, tremorsense, or your familiar's vision, you can target it. If the target doesn't have total cover from you, you can hit it. Your DM would probably be justified in ruling that targeting an attack through a 3rd-person view is difficult, so your elditch blast attack is made with disadvantage, but there's no hard rules saying that that should (or shouldn't) be the case.

    Does eldritch blast have to move in a straight line to the target?

    Not necessarily, but the above rule about total cover still applies, so you can't bend a ray around a corner to hit an enemy that isn't within your personal line of sight.

    Does the eldritch blast bolt(s) have to originate from my warlock's position? If so, where does it say so in the player's handbook? This is mostly from my own frustration in not being able to find it.

    The rules for cover and grids in the DMG state that "to determine whether a creature has cover against an attack or other effect on a grid, choose a corner of the attacker's space or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies."

    Eldritch blast requires an attack roll, so the assumption is that it originates from the caster's position. If your target has total cover from you, you can't hit it, even if you can see it through your familiar. If the spell was intended to work otherwise, it would specify that."

    Roger, not a rock, also a miss. Thanks for the clarifications. My comment about LOS was intended to speak to the fact that while some attack spells state specific attack angle restrictions, ala lightning bolt, this does not. Yet another thing we could have cleared up in 3 seconds IRL, lol!

    Not arguing your call - it is your game and lets please proceed - for sake of exploration I have a thought on this I will place in the OOG thread.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Tue Apr 17, 2018 8:04 pm

    Unless someone asks for help and I need to move towards them, I am done.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Tue Apr 17, 2018 10:29 pm

    Nok still needs more healing but can't speak until his turn
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Apr 17, 2018 10:46 pm

    Chris wrote:Nok still needs more healing but can't speak until his turn

    While that is true (according to the PHB p.190), I am allowing characters to use their Reaction to utter a short phrase, out-of-turn. No hard limit on the word amount, but please keep it to something you could sensibly say within 6 seconds.

    Initiative, Round 4
    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)

    Cyc is up.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Tue Apr 17, 2018 11:23 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
    2:2/0

    Cyc advances to N-10. "It's quite a mess ya've made of yerself lad. Don't be makin' a habit of it, hmm? Let's get ya back in the fight" He casts Cure Wounds on Nok:
    1st-level evocation
    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.
    Result of the throw of dice "1d8 +3" :

    3 + 3 = 6

    As a bonus action he turns to face the remaining muckers, directs his Spiritual Weapon to M-10, and attacks Mucker #3:
    Result of the throw of dice "1d20 +5" :

    13 + 5 = 18

    Assuming that hits. Damage:
    Result of the throw of dice "1d8 +3" :

    8 + 3 = 11

    Cyc will then step to M-9 and end his turn.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Tue Apr 17, 2018 11:28 pm

    Q-8 appears to be the closest I can get this round. Quxx will end there.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Tue Apr 17, 2018 11:30 pm

    Map update



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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Apr 18, 2018 11:00 am

    Cyc heals his buddy, and dispatches the bullywug using his spiritual weapon.

    The fungus patch is difficult terrain, but he can make it there.


    One mucker remains, but his eyes are bugging out, as he contemplates the odds.


    Drusus is up.

    Ara on deck.

    Leirthal in the hole.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Wed Apr 18, 2018 11:57 am

    Drusus will casually move to N-10 and hit the last froggy with a Fire Bolt (hopefully he actually does something this time)

    Attack:

    Roll(1d20)+4:
    16,+4
    Total:20

    That's more like it!

    Damage:

    Roll(1d10)+0:
    10,+0
    Total:10

    Drusus is finished.... "any more croaking scum?!" he asks loudly
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Apr 18, 2018 3:46 pm

    Mucker takes a fire bolt in the belly, but he is still standing.

    Ara is up.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Thu Apr 19, 2018 8:27 am

    ARA
    HP: 6/25 (1d10)
    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 M8. "I'll take care of this last one, but I'm assuming someone is going to help out a bleeding brethren soon..." He then attacks mucker #4 with his short sword.

    Short Sword = 1d20 + 5 = 12 + 5 = 17
    Damage = 1d6 + 3 = 4 + 3 = 7

    He then uses his bonus action to attack with his second sword

    Short Sword (bonus action) = 1d20 = 16
    If that hits damage = 1d6 + 3 = 3 + 3 = 6

    If any of that kills the mucker, Ara sheaths his swords and pulls Death's Whisper and nocks an arrow immediately as he moves to back to N10 in the hopes of getting some healing...
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Apr 19, 2018 9:56 am

    Ara steps closer to the bullywug and slices & dices him twice. The mucker is bleeding heavily now, teetering on his feet, but still standing.

    Maybe Leirthal the Magnificent will finish him off?


    Leirthal is up.

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

    Post  Whitey on Thu Apr 19, 2018 10:32 am

    whit10 wrote:Drusus will casually move to N-10

    trouble7332 wrote:as he moves to back to N10 in the hopes of getting some healing...

    Ladies, you're both pretty, but I can't map you on the same square unless you declare who's getting on top Laughing
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Apr 19, 2018 11:44 am

    Uh oh. Better find a legal move, or it's ixnay on the mucker strikes scratch
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Thu Apr 19, 2018 11:49 am

    my apologies, I didn't see that Cyc was at N-10. N-11 is fine for Drusus
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Thu Apr 19, 2018 12:38 pm

    whit10 wrote:my apologies, I didn't see that Cyc was at N-10. N-11 is fine for Drusus

    Cyc is at M-9, so no conflict there, but after you declared for N-10, Ara stated his turn ends at N10. Just trying to keep everyone from getting another wrist-slap from the DM.

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    Re: 3: Gloorpk and the Mud-Hides

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