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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 May 01, 2018 9:20 am

    whit10 wrote:
    are there any bonuses for Critical hits with spells? I can't seem to find anything on it (or maybe there are none).

    Sure, anytime you roll a d20 as an attack roll, you can potentially get a critical hit.

    (Skill checks are not attack rolls. Any game that allows fumble/crits on a skill check is using a house rule)

    In 5e, on a crit, you roll the damage die twice and add it together, then add your modifiers to the sum.

    Go ahead and roll another d10 for additional damage.


    The croaker is bloodied, but still alive.


    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)
    -----------


    Ara is up.

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

    Post  whit10 on Tue May 01, 2018 3:18 pm

    Cool, thanks man!

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

    Whoa... must have hit the dude in the face. 18 total damage to the one that Drusus targeted
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue May 01, 2018 9:33 pm

    whit10 wrote:Cool, thanks man!

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

    Whoa... must have hit the dude in the face. 18 total damage to the one that Drusus targeted

    Roger that. The croaker is bloodied, but still alive.


    Ara is up.
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    trouble7332
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Wed May 02, 2018 10:13 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 lets loose an arrow at the ooze at L2

    Death's Whisper 1d20+8
    Results = 13 + 8 = 21

    Damage = 1d8 + 4
    Results = 7 + 4 = 11

    "Get the little one behind us" Ara shouts as he moves up to K6 while nocking another arrow..."and make him STAY there!"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed May 02, 2018 10:21 am

    Map Update after Ara's Turn:


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Wed May 02, 2018 10:37 am

    trouble7332 wrote:
    "Get the little one behind us" Ara shouts as he moves up to K6 while nocking another arrow..."and make him STAY there!"

    Rolling Eyes like that's ever going to happen....
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed May 02, 2018 4:30 pm

    Ara hits the gray ooze with his arrow, doing a fair amount of damage. The arrow sizzles from acid and can not be recovered (it is destroyed). The ooze is still alive.


    Leirthal is up.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Wed May 02, 2018 6:49 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
    10 rounds of flaming sphere (9)


    1(4)✓✓✓
    2(2)✓

    Leirthal walks to L-11 and casts flaming sphere:
     Flaming Sphere
    2nd-level conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
    Duration: Concentration, up to 1 minute
     A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

    The sphere appears at L-1 and rams into the ooze. Dex save DC13 for half damage.  Nok will not take damage unless he ends his turn within 5' of it.  

    Result of the throw of dice "2d6" :

    3 + 6 = 9

    "Nok, stay out of my way!" Leirthal seldom speaks a word in common, let alone a complete sentence.  The vowels sound alien coming from his lips, and the consonants stab even harsher than his tone.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed May 02, 2018 9:31 pm

    The ooze fails it's save, but strangely, it doesn't take full damage from the flaming sphere.


    Then, quite unexpectedly, a streak of lightning shoots out of the dragonskull! The lightning targets Bru.

    Bru needs to make a DEX save.


    Initiative, Round 6
    1-croakers (22)
    2-Bru (20)
    ------------
    3-Quxx (16)
    4-gray oozes (16)
    5-Cyc (15) DEX 13
    6-Drusus (15) DEX 12
    7-Ara (13)
    8-Leirthal (11)
    9-dragonskull occupant (10)
    10-Nok (9)
    -----------

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

    Post  Josef909 on Thu May 03, 2018 1:00 am

    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

    DEX SV
    Result of the throw of dice "1d20 +2" : 11 + 2 = 13
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu May 03, 2018 3:50 am

    Josef909 wrote:Bru Zher
    DEX SV
    Result of the throw of dice "1d20 +2" : 11 + 2 = 13

    The bolt strikes Bru and he fails his save. The barbarian suffers 13 lightning damage.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Thu May 03, 2018 8:29 am

    Map Update before Nok's turn.


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Thu May 03, 2018 11:56 am

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



    Nok is still up and on the move!  "Ha ha!  filthy frog vomit can't stop me"

    Nok will jab at Croaker2 with his rapier, sneak attack conditions from swashbuckler

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

    14 + 7 = 21

    if that hits, damage
    Result of the throw of dice "1d8 +3" :

    8 + 3 = 11

    sneak attack
    Result of the throw of dice "2d6" :

    6 + 2 = 8

    19 total

    regardless of the outcome, Nok will take the opportunity to reposition himself, now that he has done his job as Chief Enemy Locator

    Nok will use his Cunning Action for Disengage, so he can move without provoking AoO

    Nok will take a zig-zag path for 25ft going from K2 to L3, passing through Cyc at L4 (10ft), K5 and finishing L6 safely behind Ara and Quxx.  "Hey Mr. Qu, I er... seem to have found some trouble again.  Ya got any of that glowing light left?"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Thu May 03, 2018 1:11 pm

    Map Update After Nok's Turn
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu May 03, 2018 10:54 pm

    Nok sticks the croaker with his rapier. Though the bullywug is still alive and in the fight, the slick little rogue ducks out of harm's way and back to the protection of his comrades.


    At initiative-6: out from their hiding spots come the leapers!

    Leaper#1 moves out from E-12 to G-10 and throws a javelin at Bru. 22 to AC is a hit! Bru suffers 6 piercing damage.

    Leaper#2 leaps out from C-3 to H-3 and makes a bite attack at Drusus, but misses. Then he jabs at Drusus with his spear and gets a critical hit! Drusus suffers 7 piercing damage. Jeez, kinda lame crit damage.


    Initiative, Round 7
    1-croakers (22)
    2-Bru (20)
    ------------
    3-Quxx (16)
    4-gray oozes (16)
    5-Cyc (15) DEX 13
    6-Drusus (15) DEX 12
    7-Ara (13)
    8-Leirthal (11)
    9-dragonskull occupant (10)
    10-Nok (9)
    11-leapers (6)


    At the top of Round 7, the croakers do their thing.

    Croaker#1 makes a bite attack at Bru, but misses. Then he jabs at the barbarian with his spear, and misses again.

    Croaker#2 moves to L-3 (going around the corner at K-3 is difficult terrain for him) on a suicide mission. He unleashes his Foul Croak in a close blast (15' cone), so Quxx, Cyc, Nok, and Ara all need to make CON saves.

    *The corner at K-4 provides a bit of cover for Ara, but I am ruling that the ranger still gets caught in the blast, at least enough of him to need to make a saving throw.


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

    Post  Josef909 on Thu May 03, 2018 11:51 pm

    Bru Zher
    HP: 13/35
    AC: 15 [16 with +1 ring, 18 with mithril shield (resistant to slashing/piercing) and ring]
    SV: STR (+5), CON (+5), danger sense for DEX (ADV)
    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 takes the full 13 lightning damage and the halved 3 piercing damage. The sudden searing pain causes him to unhinge and he begins to rage again with his bonus action.

    Rage
    In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor:
    • You have advantage on Strength Checks and Strength saving throws.
    • When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
    • You have Resistance to bludgeoning, piercing, and slashing damage.

    He measures the new threats from within the skull and next to it and decides to consolidate ranks as he shouts "Once you clear up the back, we got more friends in the front!" to his comrades.  He moves to I-6, circling croaker#1, as he stashes his shield. Bru then grips his battleaxe with both hands and swings it down onto croaker#1 with reckless abandon.

    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.

    To hit roll (ADV from reckless): Rolling "1d20 +5" 2 times
    1: 3 + 5 = 8
    2: 19 + 5 = 24
    Damage roll (+2 from rage):
    Result of the throw of dice "1d10 +5" :
    1 + 5 = 6 slashing damage
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Fri May 04, 2018 9:23 am

    Map Update:


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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Fri May 04, 2018 10:37 am

    Drusus only suffers 4 piercing damage (Armor expert)...
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Fri May 04, 2018 10:56 am

    Point of order to our intrepid mapmaker that bru and leaper1 are incorrectly placed.
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    trouble7332
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Fri May 04, 2018 12:03 pm

    Robyo wrote:
    Croaker#2 moves to L-3 (going around the corner at K-3 is difficult terrain for him) on a suicide mission. He unleashes his Foul Croak in a close blast (15' cone), so Quxx, Cyc, Nok, and Ara all need to make CON saves.

    *The corner at K-4 provides a bit of cover for Ara, but I am ruling that the ranger still gets caught in the blast, at least enough of him to need to make a saving throw.

    Saving CON throw = 1d20 + 1
    16 + 1 = 17

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Fri May 04, 2018 1:44 pm

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

    Post  Whitey on Fri May 04, 2018 1:45 pm

    Cyclone CON Save:

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

    10 + 2 = 12
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri May 04, 2018 10:21 pm

    Bru slays croaker#1 with his reckless attack.


    Still waiting on CON saves from Quxx and Nok...


    At initiative-17, out come the muckers! (and shame on the DM for forgetting to bring them out last round, duh)

    Mucker#1 moves out from E-13 to E-8, behind the dragonskull, where he has 3/4 cover. He throws a javelin at Bru. 22 to AC is a hit! Bru suffers 2 piercing damage.

    Mucker#2 moves out from F-4 to I-3 in a Bullywug Rush. He charges Drusus, attacking with his spear, but misses.


    Initiative, Round 7
    1-croakers (22)
    2-Bru (20)
    3-muckers (17)
    4-Quxx (16)
    5-gray oozes (16)
    6-Cyc (15) DEX 13
    7-Drusus (15) DEX 12
    8-Ara (13)
    9-Leirthal (11)
    10-dragonskull occupant (10)
    11-Nok (9)
    12-leapers (6)


    Quxx is up. Need a CON save too.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Fri May 04, 2018 10:44 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




    CON save =

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

    6 + 1 = 7

    Prolly NOPE.




    I am not certain that all of the OPFOR are displayed on the map currently, and would prefer to hold until I can see everything accurately, but I am super busy all weekend and If I do not post now I'll lose my turn. So -

    Quxx will hit whatever fucker just hit us with that AoE with a 2nd level GUIDING BOLT -

    Guiding Bolt
    Evocation

    Level: 1
    Casting time: 1 Action
    Range: 120 feet
    Components: V, S
    Duration: 1 round
    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.

    At higher level
    When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

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

    13 + 5 = 18

    Dmg if hits:
    Result of the throw of dice "5d6" :

    3 + 6 + 5 + 1 + 3 = 18

    "THAT ONE!" shouts Quxx, trying to draw attention to the target he is attempting to blast and designate for his companions..."LIGHT HIM UP!"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Fri May 04, 2018 11:34 pm

    Map Updated as of Quxx' turn ( I think. DM please confirm)


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat May 05, 2018 5:49 am

    *Map looks good!


    Cyc and Ara make their saves.


    Quxx fails his save and suffers 9 poison damage.


    Still need a CON save from Nok...


    Quxx nails croaker#2 with Guiding Bolt, slaying the bullywug. Does the warlock also take a move action?


    Initiative, Round 7
    1-croakers (22)
    2-Bru (20)
    3-muckers (17)
    4-Quxx (16)
    5-gray oozes (16)
    6-Cyc (15) DEX 13
    7-Drusus (15) DEX 12
    8-Ara (13)
    9-Leirthal (11)
    10-dragonskull occupant (10)
    11-Nok (9)
    12-leapers (6)


    The gray ooze moves up to L-3 and attacks Cyc with a pseudopod, but misses.


    Cyc is up.

    Drusus on deck.

    Ara in the hole.


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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Sat May 05, 2018 7:25 am

    No Move action for Quxx.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Sat May 05, 2018 9:22 am

    Map Update Prior to Cyc's turn


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Sat May 05, 2018 9:39 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 will use his action to cast Sacred Flame at the remaining ooze:

    Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
    Result of the throw of dice "1d8" :

    8 (Boom!)

    Cyc will hold his bonus action and movement until he sees the result of his action.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Sat May 05, 2018 10:36 am

    sounds like a poison save?

    Nok has advantage vs poison

    CON saves

    Roll(1d20)+2:
    3,+2
    Total:5

    Roll(1d20)+2:
    14,+2
    Total:16

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat May 05, 2018 2:05 pm

    Nok makes his save against the croaker's poisonous foul croak.


    The gray ooze fails it's save against Cyc's sacred flame spell. It is dead.


    Cyc can continue with his turn.


    Drusus is up next.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Sat May 05, 2018 3:07 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
    1:4/2
    2:2/0

    Cyc will take his bonus action to move his Spiritual Weapon to I-2 and attack the Mucker at I-3, which is now flanked thanks to Drusus, so Advantage applies.

    AttackRoll1:
    Result of the throw of dice "1d20 +5" :

    6 + 5 = 11

    AttackRoll2:
    Result of the throw of dice "1d20 +5" :

    18 + 5 = 23

    Assuming that's a hit. Damage:
    Result of the throw of dice "1d8 +3" :

    8 + 3 = 11

    Cyc bellows to his comrades as he advances to J-2 "Press on men! These Twoadwallers will be ours by mid-day!"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Sat May 05, 2018 3:10 pm

    Map Update after Cyc's turn:


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat May 05, 2018 6:38 pm

    Whitey wrote:
    Cyc will take his bonus action to move his Spiritual Weapon to I-2 and attack the Mucker at I-3, which is now flanked thanks to Drusus, so Advantage applies.

    AttackRoll1:
    Result of the throw of dice "1d20 +5" :

    6 + 5 = 11

    AttackRoll2:
    Result of the throw of dice "1d20 +5" :

    18 + 5 = 23

    Assuming that's a hit. Damage:
    Result of the throw of dice "1d8 +3" :

    8 + 3 = 11

    Cyc bellows to his comrades as he advances to J-2 "Press on men! These Twoadwallers will be ours by mid-day!"

    Actually, according to Sage Advice, the spiritual weapon doesn't grant flanking.
    https://www.sageadvice.eu/2016/05/19/would-spiritual-weapon-allow-advantage-for-flanking/

    Which brings me to my next point, a house rule previously posted (#87):
    Robyo wrote:
    I'm not a big fan of advantage for flanking with 5e, sneak attack or not. Characters are entirely too slippery and flanking is almost trivial to achieve. That is why my houserule is flanking grants +2 bonus to attack. Certain abilities/powers like Pack Tactics allow advantage for flanking.

    So if we go with the first dice throw, that is a miss. But hey, nice try at the rules rape!

    However, I will allow you to retcon your bonus action & movement, if you wish. But we will keep the rolls you've already made.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Sat May 05, 2018 6:52 pm

    "why won't you stay out of the way of my spells?!". Leirthal is in full-on tantrum mode now.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat May 05, 2018 7:31 pm

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Sun May 06, 2018 5:17 pm

    No need to retcon. I'm fine with the positioning. Does Cyc's ending position now grant flanking to Drusus against the Mucker at I-3?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Sun May 06, 2018 7:20 pm

    I hope your Spiritual Weapon can take fire damage...

    Drusus growls with anger as he drops his sword (has to use two hands for this one) and casts Burning Hands centered on the froggie in front of him (should get all of them?)

    Dex Save of 12 for half damage

    Damage (fire)
    Roll(3d6)+0:
    3,6,5,+0
    Total:14

    As a Bonus action, the Bonded weapon returns to Drusus' hand. I want to take his Action Surge but I'll wait first to see what happens with the spell

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun May 06, 2018 11:01 pm

    Whitey wrote:No need to retcon. I'm fine with the positioning. Does Cyc's ending position now grant flanking to Drusus against the Mucker at I-3?

    Nope. DMG p.251 states that in order to gain flanking, at least two attackers must be on opposite sides/corners of an opponent's square.


    whit10 wrote:
    Drusus growls with anger as he drops his sword (has to use two hands for this one) and casts Burning Hands centered on the froggie in front of him (should get all of them?)  

    Dex Save of 12 for half damage

    Damage (fire)
    Roll(3d6)+0:
    3,6,5,+0
    Total:14

    As a Bonus action,  the Bonded weapon returns to Drusus' hand.  I want to take his Action Surge but I'll wait first to see what happens with the spell


    Mucker#2 fails his save, takes full damage.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Mon May 07, 2018 10:32 am

    Drusus will swing at Mucker number two (two handed strike with the sword).

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

    If that hits,

    Roll(1d10)+5:
    7,+5
    Total:12


    AC: 18
    Initiative: +1
    Prof. Bonus: +2
    Movement: 30’
    Saves: Strength and Constitution
    HP: 28, -4
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Mon May 07, 2018 8:27 pm

    Drusus slices into the mucker with gusto, making him bleed profusely. The bullywug is still in the fight though.


    Ara is up.

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

    Post  trouble7332 on Tue May 08, 2018 12:13 pm

    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

    Ara eyes Mucker #2 at I3 with Death's Whisper.
    Attack = 1d20 + 8 = 12 + 8 = 20

    Damage = 1d8 + 4 = 3 + 4 = 7

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

    Ara re-nocks and immediately losses on Leaper at H3...
    Attack = 1d20 + 8 = 6 + 8 = 14

    Damage (if hits) = 1d8 + 4 = 2 + 4 = 6

    Ara immediately nocks another arrow, moves to the pit to make sure nothing else is entering, then grabs cover at L4. He makes a quick scan behind him to make sure our backs are covered. "I think a little cover for everyone might be useful" Ara shares.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Tue May 08, 2018 3:33 pm

    Map Update After Ara's movement


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Tue May 08, 2018 5:32 pm

    I know Leithy is up, but I want to go before i leave for my vacation

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



    Nok, the brave, charges the froggie at G-10!  
    this takes either 20 or 25ft, depending on whether that corner is considered difficult terrain, either is fine

    Nok jabs at his big, ugly, saucer-like eyes with his rapier

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

    19 + 5 = 24

    "Ha!  take that fly breathe!"

    damage, if it hits

    Result of the throw of dice "1d8 +2d6 +3" :

    8 + 3 + 6 + 3 = 20

    Sneak Attack from Rakish Audacity

    RAKISH AUDACITY
    Starting at 3rd level, your confidence propels you into
    battle. You can give yourself a bonus to your initiative
    rolls equal to your Charisma modifier.
    You also gain an additional way to use your Sneak At—
    tack; you don’t need advantage on the attack roll to use
    your Sneak Attack against a creature if you are within 5
    feet of it, no other creatures are within 5 feet of you, and
    you don’t have disadvantage on the attack roll. All the
    other rules for Sneak Attack still apply to you.


    Nok will then use his Fancy Footwork ability


    FANCY FOOTWORK
    When you choose this archetype at 3rd level, you learn
    how to land a strike and then slip away without reprisal.
    During your turn, if you make a melee attack against a
    creature, that creature can’t make opportunity attacks
    against you for the rest ofyour turn.


    to move back to L-6 or preferably L-7 if the initial move only took 20, not 25
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue May 08, 2018 6:01 pm

    Ara aces Mucker#2. The bullywug slumps down in a bloody heap.

    The ranger's second shot is a miss however. And besides, from Ara's previous PoV, the leaper had 3/4 cover behind Drusus (+5 AC).

    Chris wrote:
    I know Leithy is up, but I want to go before i leave for my vacation

    I hate to bust your bubble, but nope. Next time try rolling a higher initiative.
    *And hey, I hope you have a great vay-cay!


    Leirthal is up.

    Then it's MY turn.

    THEN it's Nok.
    If things don't go sideways before Nok's turn, we'll try to incorporate Chris' posted tactics.

    Initiative, Round 7
    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-dragonskull occupant (10)
    9-Nok (9)
    10-leapers (6)


    Last edited by Robyo on Tue May 08, 2018 6:11 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Tue May 08, 2018 6:10 pm

    I can take over Nok while you're away Chris. I'm playing a rogue assassin ("Crazy Igor the half-orc, but only Igor's mother is calling him crazy.") in Joe's table-top campaign and am familiar with most of the mechanics.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Wed May 09, 2018 12:56 am

    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
    10 rounds of flaming sphere 8 remain


    1(4)✓✓✓
    2(2)✓

    Leirthal dashes to L-2 and as a bonus action rolls his sphere to H-2 before ramming it into the jumper at H-3

    Damage:
    Result of the throw of dice "2d6" :

    3 + 5 = 8
    Dex DC 13
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed May 09, 2018 8:36 am

    Leirthal dashes through his allies' spaces, pushing and shoving as he goes. Then he commands the flaming sphere to roll up by Cyc and his spiritual weapon, squeezing it though the narrow spaces, until it rams into leaper#2. The bullywug has advantage on his saving throw, and makes his save, so takes half damage.


    At initiative-10, the mysterious occupant inside the dragon skull unleashes Fiery Croak! A 30' cone blast of force and fire centered on Nok, but also encompasses Bru and Drusus.

    configured like so (the 2nd diagram):


    Damage is 27 Force and Fire. Nok, Bru, and Drusus must make CON saves for half damage.

    Recharge? nope. Lucky...
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Wed May 09, 2018 10:45 am

    Bru Zher
    HP: 13/35
    AC: 15 [16 with +1 ring, 18 with mithril shield (resistant to slashing/piercing) and ring]
    SV: STR (+5), CON (+5), danger sense for DEX (ADV)
    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'

    CON SV
    Result of the throw of dice "1d20 +5" :
    13 + 5 = 18
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed May 09, 2018 10:55 am

    Map Update After Leirthal's Turn:



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    Re: 3: Gloorpk and the Mud-Hides

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