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Robyo
navyik
Josef909
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8 posters
3: Gloorpk and the Mud-Hides
trouble7332- Admin
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- Post n°151
Re: 3: Gloorpk and the Mud-Hides
My bad, was going off the last map where it was empty...I'll take O9.
Whitey- Posts : 1737
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Age : 48
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- Post n°152
Re: 3: Gloorpk and the Mud-Hides
Robyo- Posts : 3587
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- Post n°153
Re: 3: Gloorpk and the Mud-Hides
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?
trouble7332- Admin
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- Post n°154
Re: 3: Gloorpk and the Mud-Hides
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
Robyo- Posts : 3587
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- Post n°155
Re: 3: Gloorpk and the Mud-Hides
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).
Chris- Posts : 9467
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- Post n°156
Re: 3: Gloorpk and the Mud-Hides
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
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
Robyo- Posts : 3587
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- Post n°157
Re: 3: Gloorpk and the Mud-Hides
Hold your horses, little guy!
Leirthal is up.
Nok on deck.
Leirthal is up.
Nok on deck.
navyik- Posts : 5019
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- Post n°158
Re: 3: Gloorpk and the Mud-Hides
Leirthal misses with a firebolt. "Get out of the way," he grumbled conveniently...
Robyo- Posts : 3587
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- Post n°159
Re: 3: Gloorpk and the Mud-Hides
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.
Josef909- Posts : 848
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- Post n°160
Re: 3: Gloorpk and the Mud-Hides
Bru will quietly move to J-11 and peel around the corner to see what's ahead.
Chris- Posts : 9467
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- Post n°161
Re: 3: Gloorpk and the Mud-Hides
Nok misread the map, he tries to hide in the dark corner of M-7
Robyo- Posts : 3587
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- Post n°162
Re: 3: Gloorpk and the Mud-Hides
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.
whit10- Posts : 6594
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- Post n°163
Re: 3: Gloorpk and the Mud-Hides
Drusus quietly says "I will take point, but we will need light"
(just planning something)
(just planning something)
Josef909- Posts : 848
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- Post n°164
Re: 3: Gloorpk and the Mud-Hides
Perception roll
Result of the throw of dice "1d20 +2" :
7 + 2 = 9
Result of the throw of dice "1d20 +2" :
7 + 2 = 9
Robyo- Posts : 3587
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- Post n°165
Re: 3: Gloorpk and the Mud-Hides
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.
Whitey- Posts : 1737
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- Post n°166
Re: 3: Gloorpk and the Mud-Hides
Chris- Posts : 9467
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- Post n°167
Re: 3: Gloorpk and the Mud-Hides
can Nok see or hear anything?
perception
Result of the throw of dice "1d20 +3" :
14 + 3 = 17
perception
Result of the throw of dice "1d20 +3" :
14 + 3 = 17
MAS- Admin
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- Post n°168
Re: 3: Gloorpk and the Mud-Hides
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.
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.
Robyo- Posts : 3587
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- Post n°169
Re: 3: Gloorpk and the Mud-Hides
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.
whit10- Posts : 6594
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- Post n°170
Re: 3: Gloorpk and the Mud-Hides
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.
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.
Robyo- Posts : 3587
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- Post n°171
Re: 3: Gloorpk and the Mud-Hides
Cyc is up.
Drusus on deck.
Ara in the hole.
Drusus on deck.
Ara in the hole.
Whitey- Posts : 1737
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Age : 48
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- Post n°172
Re: 3: Gloorpk and the Mud-Hides
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.
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.
Whitey- Posts : 1737
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- Post n°173
Re: 3: Gloorpk and the Mud-Hides
Robyo- Posts : 3587
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- Post n°174
Re: 3: Gloorpk and the Mud-Hides
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.
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.
whit10- Posts : 6594
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- Post n°175
Re: 3: Gloorpk and the Mud-Hides
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
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
Whitey- Posts : 1737
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- Post n°176
Re: 3: Gloorpk and the Mud-Hides
trouble7332- Admin
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- Post n°177
Re: 3: Gloorpk and the Mud-Hides
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?
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?
Robyo- Posts : 3587
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- Post n°178
Re: 3: Gloorpk and the Mud-Hides
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.
Whitey- Posts : 1737
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- Post n°179
Re: 3: Gloorpk and the Mud-Hides
whit10- Posts : 6594
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- Post n°180
Re: 3: Gloorpk and the Mud-Hides
hmm, created a nice little defensive position without even realizing it.
navyik- Posts : 5019
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- Post n°181
Re: 3: Gloorpk and the Mud-Hides
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
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
Robyo- Posts : 3587
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- Post n°182
Re: 3: Gloorpk and the Mud-Hides
navyik wrote:Leirthal The Magnificent "dashes" to J-13
OK.
Nok is up.
Whitey- Posts : 1737
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- Post n°183
Re: 3: Gloorpk and the Mud-Hides
MAS- Admin
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- Post n°184
Re: 3: Gloorpk and the Mud-Hides
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.
Robyo- Posts : 3587
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- Post n°185
Re: 3: Gloorpk and the Mud-Hides
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.
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.
Chris- Posts : 9467
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- Post n°186
Re: 3: Gloorpk and the Mud-Hides
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
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
Robyo- Posts : 3587
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- Post n°187
Re: 3: Gloorpk and the Mud-Hides
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.
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
Chris- Posts : 9467
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- Post n°188
Re: 3: Gloorpk and the Mud-Hides
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
Robyo- Posts : 3587
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- Post n°189
Re: 3: Gloorpk and the Mud-Hides
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.
Whitey- Posts : 1737
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- Post n°190
Re: 3: Gloorpk and the Mud-Hides
Whitey- Posts : 1737
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- Post n°191
Re: 3: Gloorpk and the Mud-Hides
Cyc's Constitution Save:
Result of the throw of dice "1d20 +2" :
13 + 2 = 15
Josef909- Posts : 848
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- Post n°192
Re: 3: Gloorpk and the Mud-Hides
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.
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.
Robyo- Posts : 3587
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- Post n°193
Re: 3: Gloorpk and the Mud-Hides
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.
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.
MAS- Admin
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- Post n°194
Re: 3: Gloorpk and the Mud-Hides
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
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
Robyo- Posts : 3587
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- Post n°195
Re: 3: Gloorpk and the Mud-Hides
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.
Whitey- Posts : 1737
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- Post n°196
Re: 3: Gloorpk and the Mud-Hides
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.
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
Whitey- Posts : 1737
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- Post n°197
Re: 3: Gloorpk and the Mud-Hides
Chris- Posts : 9467
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- Post n°198
Re: 3: Gloorpk and the Mud-Hides
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
Robyo- Posts : 3587
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- Post n°199
Re: 3: Gloorpk and the Mud-Hides
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.
Cyc's combined attacks destroy grey ooze#2!
Drusus is up.
whit10- Posts : 6594
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- Post n°200
Re: 3: Gloorpk and the Mud-Hides
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
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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