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    3: Gloorpk and the Mud-Hides

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    trouble7332
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Thu Apr 19, 2018 2:23 pm

    My bad, was going off the last map where it was empty...I'll take O9.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Thu Apr 19, 2018 2:34 pm

    Map Updated (I think) prior to Leirthal's turn:


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Apr 19, 2018 4:12 pm

    trouble7332 wrote:My bad, was going off the last map where it was empty...I'll take O9.

    So then, he doesn't attack mucker#4 with melee weapons? scratch
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Fri Apr 20, 2018 8:05 am

    trouble7332 wrote:ARA


    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...

    I keep all the same action, just move to O9 after instead of N10, although, even though the mucker isn't dead, I'll still sheath swords and nock arrow as I move back to O9
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Apr 20, 2018 9:14 am

    trouble7332 wrote:
    I keep all the same action, just move to O9 after instead of N10, although, even though the mucker isn't dead, I'll still sheath swords and nock arrow as I move back to O9

    Ok. It looks like the quick wood elf has enough movement to do that.

    As Ara begins to step away, out of the bullywug's threat zone, the mucker takes an Opportunity Attack. 21 to AC is a hit! Ara suffers 8 piercing damage. The ranger succumbs to his wounds and falls prone and unconscious. Please make a death saving throw (on your next turn).
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Apr 20, 2018 12:09 pm

    Nok
    HP: 17\24
    AC: 16
    PP: 13
    Saves: DEX + INT
    advantage vs poison, fear




    Nok hops over Ara's corpse (10ft) and slides up to M-9 (10ft).  He will avenge the fallen elfing with his diminutive fury!

    Rapier attack, with flanking
    Result of the throw of dice "1d20 +7" :

    8 + 7 = 15

    if that hits, with sneak attack:
    Result of the throw of dice "1d8 +2d6 +3" :

    5 + 5 + 2 + 3 = 15


    if that drops him, Nok will use his last 5ft to adjust his position to M-8 and use his Cunning action to Hide in the dark corner

    Result of the throw of dice "1d20 +7" :

    14 + 7 = 21


    If that missed or didn't finish him, Nok will use his bonus action to attack with his off-hand

    Result of the throw of dice "1d20 +7" :

    11 + 7 = 18

    if that hits, grievous dagger, sneak attack (if the first one missed)
    Result of the throw of dice "2d6 +2d4" :

    5 + 6 + 4 + 4 = 19

    so if the first swing hit, but didn't kill, Nok doesn't get his SA bonus again, so only 8 slashing.  But if the first one missed, he can use SA on this one.

    "I am fine, help Ara!"  Nok calls to Quxx and Cyc
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Apr 20, 2018 7:47 pm

    Hold your horses, little guy!

    Leirthal is up.

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

    Post  navyik on Fri Apr 20, 2018 10:53 pm

    Leirthal misses with a firebolt. "Get out of the way," he grumbled conveniently...
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat Apr 21, 2018 1:37 am

    navyik wrote:Leirthal misses with a firebolt.  "Get out of the way," he grumbled conveniently...

    In that case (and you would have needed a 15 to hit), Nok finishes off the mucker with his first strike. The halfling attempts to hide. But he can't hide at M-8, since that is where Ara dropped.

    Combat is over! For now... Though I would hardly call the Toadwallow Caverns "cleared."

    For ease of gaming, we will stick with initiative.

    Ara is not a corpse, only unconscious and bleeding out. I need a death saving throw when his turn comes up again. But of course someone will probably try to heal him before then.

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


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

    Post  Josef909 on Sat Apr 21, 2018 10:14 pm

    Bru will quietly move to J-11 and peel around the corner to see what's ahead.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Sun Apr 22, 2018 11:25 am

    Nok misread the map, he tries to hide in the dark corner of M-7
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Apr 22, 2018 2:41 pm

    Josef909 wrote:Bru will quietly move to J-11 and peel around the corner to see what's ahead.

    Bru peeks around the corner. It is quite dark in the cavern. He can sort-of see the front part of a dragon skull around the bend. How about a Perception check?


    Nok hides.


    Quxx is up.

    Cyc on deck.

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

    Post  whit10 on Sun Apr 22, 2018 7:08 pm

    Drusus quietly says "I will take point, but we will need light"

    (just planning something)
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Sun Apr 22, 2018 8:42 pm

    Perception roll
    Result of the throw of dice "1d20 +2" :
    7 + 2 = 9
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Apr 22, 2018 9:08 pm

    Josef909 wrote:Perception roll
    Result of the throw of dice "1d20 +2" :
    7 + 2 = 9

    Bru doesn't notice any movement. Somewhere in the cavern he hears a dribble of water.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Mon Apr 23, 2018 10:08 am

    Map Update
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Mon Apr 23, 2018 2:12 pm

    can Nok see or hear anything?

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

    14 + 3 = 17
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Mon Apr 23, 2018 2:54 pm

    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 moves to M-8 and readies the action: cast spell HELLISH REBUKE; condition = enemy appears that he is able to target with the spell.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Mon Apr 23, 2018 6:02 pm

    Chris wrote:can Nok see or hear anything?

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

    14 + 3 = 17

    Technically skill checks happen on your turn, but you guys are currently out of combat so I'll be more lenient.

    Nok can't see much from his current position. Like Bru, he also hears the dribbling of water.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Mon Apr 23, 2018 6:43 pm

    Drusus decides to use scare tactics....

    He grabs the body of one of the muckers, he pours a full container of oil onto it and will move to the cave mouth with the intent of throwing it into the room with the dragon head. (fling it around the corner, so to speak).

    Let me know if he needs a Str. check on this (he has a 19 str).

    As soon as it hits... light it up with a Firebolt and then get ready to move in.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Mon Apr 23, 2018 9:15 pm

    Cyc is up.

    Drusus on deck.

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

    Post  Whitey on Tue Apr 24, 2018 4:09 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
    1:4/3
    2:2/0

    Cyc steps to N-8 and casts Cure Wounds on Ara.
    Result of the throw of dice "1d8 +3" :

    4 + 3 = 7

    "Ya can have a nap later, son. We're still workin' here."

    Cyclone advances through his compadres to L-6. Perception Check?
    Result of the throw of dice "1d20 +3" :

    13 + 3 = 16


    Assuming he spies no immediate threat, on his bonus action he will direct his Spiritual Weapon to K-6. If a threat is spotted, he may direct the mace to a different location. DM please advise.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Tue Apr 24, 2018 4:12 pm

    Map Update (DM Response Pending)
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Apr 24, 2018 7:41 pm

    Cyc gives some magical healing to Ara. The ranger is no longer in danger of bleeding out (so no need for a death save). The dwarf moves to a spot where he can take a gander of the next wide chamber.

    A giant dragon's skull dominates this damp, 15-foot-high cave. You see no other remains, suggesting that the skull was brought here from elsewhere. Beyond the great skull, a dribble of water pouring through a crack in the ceiling forms a shallow pool nearly 20 feet across and 10 feet wide.

    Cyc doesn't notice any movement inside the cave.

    Please be aware that Cyc's spiritual weapon lasts 10 rounds. I don't recall what round it came out in.


    Drusus douses a bullywug corpse with oil and tosses it around the corner. No need for a strength check unless he's targeting a specific square. Go ahead with your Firebolt. Please specify Drusus' position.


    Ara on deck.

    Leirthal in the hole.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Wed Apr 25, 2018 10:18 am

    L-7 for Dru.

    Firebolt - it should just hit shouldn't it? I'm not sure where to find this but it's just a corpse, no defenses?

    If not,

    Roll(1d20)+4:
    12,+4
    Total:16
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed Apr 25, 2018 10:30 am

    Map Update Prior to Ara's Turn:



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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Wed Apr 25, 2018 11:47 am

    Ara stands..."Nastui dilthen frogs" (nasty little frogs)
    He makes sure to sheath his swords, nock an arrow into Death's Whisper and walks over to L13 so that he can see both entrances.
    As Ara looks at his wounds he whispers "Naneth glad, lúg i galad a mend i ráw" (mother forest, bend the light and mend the flesh), and feels a warmth lightly burn around his wounds...

    Cure Wounds: 1d8 + 2
    Results = 7 + 2 = 9


    DM question: How many HP does Ara now have? Cyc added 7hp with his healing, then I added 9 with mine and I had 1hp when mortally wounded? So 17hp currently?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Apr 25, 2018 2:18 pm

    trouble7332 wrote:
    DM question: How many HP does Ara now have? Cyc added 7hp with his healing, then I added 9 with mine and I had 1hp when mortally wounded? So 17hp currently?

    Ara was at 6 HP when the mucker spear-stabbed him for 8 damage. There isn't negative HP in 5e, so Ara was down to zero. I believe he currently has 16 HP.


    Let's say mucker corpse burns at J-6. It is on fire and hazardous terrain.


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


    Leirthal is up.

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

    Post  Whitey on Wed Apr 25, 2018 3:05 pm

    Map Update. Also, there is a startling number of 'frog on fire" images on Google. Shocked


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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Wed Apr 25, 2018 5:18 pm

    hmm, created a nice little defensive position without even realizing it.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Wed Apr 25, 2018 9:48 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 "dashes" to J-13
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Apr 25, 2018 10:13 pm

    navyik wrote:Leirthal The Magnificent "dashes" to J-13

    OK.


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

    Post  Whitey on Thu Apr 26, 2018 12:21 pm

    Map Update:
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Fri Apr 27, 2018 10:27 am

    Apologies for the game interruption, but please see the OoG thread for a news update. I want to keep you guys in the loop but don't want to clog the gameplay thread.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Apr 27, 2018 10:31 am

    It's been 35+ hours waiting on Chris.
    Moving on...

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

    The companions get the feeling they are being watched.

    And with the added light of the burning mucker carcass, they spot a flicker of movement inside the dragonskull! There are some holes and cracks in the side of it.


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

    Post  Chris on Fri Apr 27, 2018 12:55 pm

    sorry, missed it

    Nok will sneak towards K-2, going slow (10ft to pass Cyc, and then figure half speed, so move + dash) checking for hidden enemies, traps, dangers, etc along the way, especially that southern passage, weapons drawn, ready for attack (still have action)

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

    18 + 3 = 21


    Stealth
    Result of the throw of dice "1d20 +7" :

    12 + 7 = 19

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Apr 27, 2018 6:34 pm

    Pay attention, yo.


    To the left of Nok is a pit, at least 15' deep. To his right, hiding at J-2, is a bullywug!

    This one is of the croaker type.


    Last edited by Robyo on Sat Apr 28, 2018 4:49 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Apr 27, 2018 9:20 pm

    Robyo wrote:
    To the left of Nok is a pit, at least 15' deep. To his right, hiding at J-2, is a bullywug!

    This one of the croaker type.

    Nok
    HP: 17/24
    AC: 16
    PP: 13
    Saves: DEX + INT
    advantage vs poison, fear



    "I found a froggiewug!" Nok calls out loudly, maybe a bit too loudly, but it startled him

    Nok will jab his rapier at its fat mouth

    Roll(1d20)+5:
    10,+5
    Total:15

    if that hits, damage with Raksish Audacity for sneak attack
    Roll(2d6)+0:
    3,6,+0
    Total:9

    Roll(1d8)+3:
    4,+3
    Total:7

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat Apr 28, 2018 9:59 am

    Chris wrote:
    "I found a froggiewug!"  Nok calls out loudly, maybe a bit too loudly, but it startled him

    Nok will jab his rapier at its fat mouth

    Roll(1d20)+5:
    10,+5
    Total:15

    That is a miss. The croakers have a tougher hide than their brethren.


    Initiative, Round 6
    1-croakers (22)
    2-Bru (20)
    -----------
    3-Quxx (16)
    -----------
    4-Cyc (15) DEX 13
    5-Drusus (15) DEX 12
    6-Ara (13)
    7-Leirthal (11)
    -----------
    8-Nok (9)
    -----------

    As one of them was attacked, and Nok alerted his own companions, the croakers move out from hiding at the top of round 6.

    Croaker#2 at J-2 opens it's mouth and makes a Foul Croak at Nok. It is a close blast (15'), spewing disgusting black poison at the rogue. Nok needs to make a Con Save.

    Croaker#1 makes a standing leap from E-4, over the pile of boulders, to I-7. It makes a Foul Croak at Cyc. Need a Con Save from Cyc also.


    Okay, now Bru can go. And you are welcome to revise your post, since there was a retcon.


    Features of the Area
    Illumination: Dim light. Glowing green moss grows on the walls and illuminates these caves.
    Pool: The pool is fed by a steady drip of water seeping through a crack in the ceiling. The pool is difficult terrain, but the bullywugs ignore this penalty because of their swamp walk trait.
    Ceiling: The ceiling is 15 feet high throughout.
    Difficult Terrain: Squares occupied by boulders are difficult terrain.
    Dragon Skull: The bullywugs found this enormous black dragon's skull in a nearby swamp and brought it here. The interior of the skull is large enough to house a Medium creature. The skull grants superior cover to any creature inside it.
    Pit: This sinkhole is 15 feet deep and contains the bones of past meals. A creature falling in takes 1d6 damage. The pit's walls are uneven (Athletics check to climb).
    Pile of Skulls: Creatures can move into the square without penalty simply by kicking the skulls out of the way.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Sat Apr 28, 2018 11:49 am

    Map Update prior to Bru's retcon turn:

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Sat Apr 28, 2018 11:52 am




    Cyc's Constitution Save:
    Result of the throw of dice "1d20 +2" :

    13 + 2 = 15
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Sat Apr 28, 2018 1:01 pm

    Bru Zher
    HP: 29/35
    AC: 15 [16 with +1 ring, 18 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 seething demeanor cools slightly as his rage passes, but he remains ready for combat. "Stay as safe as you can, mates. I'm going in." He says to Ara and Leir.

    He reaches back and brings forth his shield in preparation to enter the room ahead. He ducks around the corner and charges to I-8 (15'), ready to attack Croaker#2 recklessly with his battleaxe.

    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.

    Result of the throw of dice "1d20 +5" : 12 + 5 = 17
    Result of the throw of dice "1d20 +5" : 4 + 5 = 9 (forgot to roll with ADV, so this is the second roll)
    for
    Result of the throw of dice "1d8 +3" : 2 + 3 = 5 slashing damage if it hits.

    "Where is Nok?" Bru shouts.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Apr 29, 2018 1:21 am

    Cyc gets covered in sticky black goo, but he makes his save, and takes no poison damage.


    Bru recklessly slashes with his battleaxe, making the croaker bleed.


    Still need Con save from Nok.


    Initiative, Round 6
    1-croakers (22)
    2-Bru (20)
    3-Quxx (16)
    -----------
    4-Cyc (15) DEX 13
    5-Drusus (15) DEX 12
    6-Ara (13)
    7-Leirthal (11)
    -----------
    8-Nok (9)
    -----------


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

    Post  MAS on Sun Apr 29, 2018 5:06 pm

    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 moves to L-5, then casts cantrip CREATE BONFIRE on Croaker/location I-7.

    Create Bonfire
    A Elemental Evil spell
    Conjuration

    Level: Cantrip
    Casting time: 1 Action
    Range: 60 feet
    Components: V, S
    Duration: Concentration, up to 1 minute
    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    DMG if hits:

    Result of the throw of dice "1d8" :

    4 fire dmg


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Mon Apr 30, 2018 9:06 am

    MAS wrote:
    Quxx moves to L-5, then casts cantrip CREATE BONFIRE on Croaker/location I-7.

    Thanks for listing the spell descriptions. That is most helpful.

    Croaker makes his save. It's getting hot in here!


    Initiative, Round 6
    1-croakers (22)
    2-Bru (20)
    3-Quxx (16)
    4-gray oozes (16)
    4-Cyc (15) DEX 13
    5-Drusus (15) DEX 12
    6-Ara (13)
    7-Leirthal (11)
    -----------
    8-Nok (9)
    -----------

    Out from the pit, south from Nok, two oozes appear at M-2 and M-3.



    Grey oozes have blindsight.

    Ooze#1 moves to L-2 and attacks Nok with it's pseudopod: 16 to AC is a hit! Nok suffers 7 bludgeoning damage, and 7 acid damage.

    Ooze#2 moves to L-3 and also attacks with it's pseudopod, but misses.

    *Still needing a CON save from Nok.


    Cyc is up.

    Drusus on deck.

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

    Post  Whitey on Mon Apr 30, 2018 10:30 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
    1:4/2
    2:2/0

    Cyc calls out to Nok "Now ya've done it, welp. If ya survive this Bru'll have ya cleanin his gear for a month." Cyc surveys the newest fine mess Nok has inserted himself into and casts Guiding Bolt, directed at the Ooze #2:

    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
    Result of the throw of dice "1d20 +5" :
    19 + 5 = 24

    Assuming that's a hit. Damage:
    Result of the throw of dice "4d6" :

    3 + 5 + 3 + 2 = 13

    Cyc will take his bonus action to direct his Spiritual Weapon (cast in Round 1, so good until Round 10) to M-4 and attack Ooze #2 with advantage from the Guiding Bolt:
    Result of the throw of dice "1d20 +5" :

    8 + 5 = 13
    Result of the throw of dice "1d20 +5" :

    12 + 5 = 17

    17 hits? Damage:
    Result of the throw of dice "1d8 +3" :

    7 + 3 = 10

    Cyc will advance to L-4, inserting himself between danger and his lightly armored karmic warrior friend.


    Last edited by Whitey on Mon Apr 30, 2018 12:01 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Mon Apr 30, 2018 10:48 am

    Map Update. (DM please confirm this is correct.)


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Mon Apr 30, 2018 11:14 am

    Chris wrote:
    Nok
    HP: 3/24
    AC: 16
    PP: 13
    Saves: DEX + INT
    advantage vs poison, fear


    CON save +2

    Result of the throw of dice "1d20 +2" :

    13 + 2 = 15


    Nok uses his bonus action to cry out, "I've been SLIMED!"

    you gotta give Nok credit, he is exceptionally good at finding hiding enemies bounce
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Mon Apr 30, 2018 9:52 pm

    Nok made his save! He does not take poison damage, but nonetheless is covered in black goo and some grey ooze. Messy little peck.


    Cyc's combined attacks destroy grey ooze#2!


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

    Post  whit10 on Mon Apr 30, 2018 11:02 pm

    AC: 18, non-magical damage is reduced by 3
    Initiative: +1
    Prof. Bonus: +2
    Movement: 30’
    Saves: Strength and Constitution

    Drusus will move to I-4, he will blast the baddie at I-7 with a Firebolt.

    Attack:

    Roll(1d20)+4:
    20,+4
    Total:24

    well about damned time. Haven't had one of those in quite a while.

    are there any bonuses for Critical hits with spells? I can't seem to find anything on it (or maybe there are none).

    If not,

    Damage:

    Roll(1d10)+0:
    9,+0
    Total:9

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    Re: 3: Gloorpk and the Mud-Hides

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