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    3: Gloorpk and the Mud-Hides

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    Whitey

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed May 09, 2018 9:59 am

    Nok's CON save:

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

    16 + 2 = 18

    I assume that since he had only 3 HP that he's now down and incapacitated. Do I need to make a death save now or on his next turn?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Wed May 09, 2018 10:22 am

    Drusus Con Save (I assume that cover doens't affect this spell)

    Roll(1d20)+2:
    18,+2
    Total:20
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed May 09, 2018 2:07 pm

    Drusus, Nok, and Bru make their saves!  cheers  They suffer 13 fire/force damage.

    @Josh: Cover doesn't apply in this case. Everyone who was hit was inside the blast zone.


    It's a good thing Nok saved, or he would have been instantly dead (but of course I wouldn't kill off a character who's player is on vacation... or would I?)

    Whew!


    Whitey wrote:
    I assume that since he had only 3 HP that he's now down and incapacitated. Do I need to make a death save now or on his next turn?

    Nok starts his turn with 0 HP, so yeah, give me a Death Save...


    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)


    Emboldened by their master's use of magical napalm, the leapers press their attack.

    Leaper#1 moves to H-7 and attacks Bru. Bite attack: 16 to AC is a hit!
    From post 216:
    Josef909 wrote:
    ...he stashes his shield...
    Damage is 3 bludgeoning.
    Then he jabs at the barbarian with his spear, but misses.

    Leaper#2 attacks Drusus with a bite: 20 to AC is a hit! Drusus suffers 2 bludgeoning. Then he also jabs with his spear, but misses. The leaper then jumps over Drusus' head to J-5, flanking Bru.

    The bullywug technically doesn't leave Dru's threat zone, so no OA from the walking tank.
    Cyc's spirtual weapon doesn't get an OA either:
    https://www.sageadvice.eu/2016/04/07/does-spiritual-weapon-threaten-the-square-its-in-for-attacks-of-opportunity/


    Top of Round 8!

    Bru is up.

    Mucker on deck.

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

    Post  whit10 on Wed May 09, 2018 2:36 pm

    ok, kinda thought that's how it worked. Thanks Rob.

    Drusus takes no damage (man, that armor expert thing is saving Dru's ass)
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Wed May 09, 2018 2:38 pm

    Bru Zher
    HP: 6/35
    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: 1/3, +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'

    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.

    Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

    Bru takes 6 fireforce damage (resist while raging + successful SV) from the skull's inhabitant and 1 damage (resist while raging) from Leaper#1, mostly turning aside the attacks.

    He wants to charge the obvious threat, but he also wants to smell frogflesh roasting over an open flame. Bru attempts to grapple Leaper#1 from H-7, and if successful, will pivot and hold the leaper toes over his burning friend at J-6.

    Grapple to hit (ADV on STR checks while raging)
    Rolling "1d20 +3" 2 times
    1: 17 + 3 = 20
    2: 10 + 3 = 13

    "Hold still you little snot" he spits.


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed May 09, 2018 3:38 pm

    Nok's Death Save:

    Result of the throw of dice "1d20" :

    17
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed May 09, 2018 5:44 pm

    whit10 wrote:Drusus takes no damage (man, that armor expert thing is saving Dru's ass)

    Well, you should have taken damage from the Fiery Croak, at least.


    Whitey wrote:Nok's Death Save:

    Result of the throw of dice "1d20" : 17

    Nok needs 3 successes to become stabilized.


    Josef909 wrote:
    He wants to charge the obvious threat, but he also wants to smell frogflesh roasting over an open flame.  Bru attempts to grapple Leaper#1 from H-7, and if successful, will pivot and hold the leaper toes over his burning friend at J-6.

    Grapple to hit (ADV on STR checks while raging)
    Rolling "1d20 +3" 2 times
    1: 17 + 3 = 20
    2: 10 + 3 = 13

    "Hold still you little snot" he spits.

    Bru grapples the leaper. Oil only burns for 2 rounds (PHB p. 152). Drusus lit it up in Round 5, so the corpse is no longer burning*. Luckily there is a bonfire adjacent to that square, which lasts for 1 minute (with concentration), and potentially does more damage. Quxx cast the bonfire in Round 6.

    Does Bru hold the leaper over the bonfire? If so, it could take 1d8 fire damage, but first the leaper gets a DEX save. Grappling condition doesn't seem to affect the grappled creature's DEX bonus, surprisingly.

    He fails his DEX save anyways. Jeez these guys suck.


    At initiative-17, the mucker comes out from behind the dragon skull and charges at Bru, spear pointed forward, using his Bullywug Rush ability: 21 to AC is a hit! Bru takes 6 piercing damage and is knocked prone.


    Quxx is up.


    *Mapmaster Mike, can we get an updated map? It's nice to have one on each page, for easy reference.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Wed May 09, 2018 8:41 pm

    Bru Zher
    HP: 6/35
    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: 1/3, +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'

    Yes, Bru would certainly notice the oil had stopped burning and repositioned to the bonfire.

    Bonfire damage:
    Result of the throw of dice "1d8" : 7

    He resists half of the piercing damage from the mucker, taking 3 and leaving Bru with 3/35 HP.

    Does being knocked prone mean Bru lets go of his grappled enemy, or does the STR vs STR/DEX contested roll still apply?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed May 09, 2018 9:07 pm

    Josef909 wrote:
    Does being knocked prone mean Bru lets go of his grappled enemy, or does the STR vs STR/DEX contested roll still apply?

    Yes, the leaper is still grappled. He is prone also (and in the bonfire).
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Wed May 09, 2018 11:19 pm

    oh, Drusus took significant damage (13), he's angry now
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Thu May 10, 2018 11:35 am

    There is also ambient light from the flaming sphere. 20' bright and 40' dim.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu May 10, 2018 11:47 am

    navyik wrote:There is also ambient light from the flaming sphere. 20' bright and 40' dim.

    I have been rather lenient on the lighting issues, so far.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Thu May 10, 2018 12:13 pm

    Robyo wrote:
    navyik wrote:There is also ambient light from the flaming sphere. 20' bright and 40' dim.

    I have been rather lenient on the lighting issues, so far.

    This should be followed by "mwhuuhahahah!"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Thu May 10, 2018 12:18 pm

    Map Update Prior to Quxx's turn


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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Thu May 10, 2018 1:13 pm

    Quxx
    HP: 9/18
    AC: 17
    Passive Perception: 12
    Prof Bonus: +2
    Fire resistance
    Spell Slots, 2nd Lvl: 1/2
    Speed: 30
    Spell Attack/DC: +5/13
    Healing Light Dice Pool: 2/4





    Assuming Nom makes his save:
    Quxx sees that Nok is in a bad way, and uses his bonus action to burn his remaining two HEALING LIGHT dice to improve his health:

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

    4 + 2 + 3 = 9 HP restored




    He then "drops" his existing concentration so he can cast another cantrip that requires it - the same one in another place, actually!

    Bonfire now at h-6, creature requires save vs Speel DC 13.

    Create Bonfire
    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

    Quxx then stays put.


    Last edited by MAS on Thu May 10, 2018 7:10 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Thu May 10, 2018 3:02 pm

    Map update after Quxx's turn:


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu May 10, 2018 7:40 pm

    Quxx's magical healing restores Nok back to moderate health. Halflings have 9 lives it seems. Nok is still prone.

    Then a magical bonfire erupts in the same space as the mucker! He makes his save and takes no damage.


    Cyc is up.


    Drusus on deck.


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

    Post  Whitey on Thu May 10, 2018 11:43 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 use his bonus action first to move his spiritual weapon to J-5 and attack Leaper #2
    Result of the throw of dice "1d20 +5" :

    7 + 5 = 12

    Likely not a hit, but just in case, Damage:
    Result of the throw of dice "1d8 +3" :

    3 + 3 = 6

    Cyc then advances to F-5, bellowing "Kord damn the whole lot of ya!!", bangs Wrath of Nimbus on his shield, casting Thunderwave, encompassing squares F 6-8, G 6-8, and H 6-8. (Expected targets are the Mucker at H-6, whatever is inside the dragon skull, and the dragon skull itself)

    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

    In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.


    Damage:
    Result of the throw of dice "2d8" :

    4 + 5 = 9



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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri May 11, 2018 7:36 am

    Cyc's spiritual weapon is a miss.

    Sorry, but I'm not seeing how Cyc can make it to F-5. He only has 25' movement.

    From post 98:
    Robyo wrote:...you can move diagonal 5', but aren't allowed to move diagonally where a corner or obstacle interferes with diagonal movement.

    He can't move diagonally from J-2 to I-3, or from H-3 to G-4. G-4 isn't a full space, so he would need to squeeze. And F-5 is difficult terrain.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Fri May 11, 2018 8:21 am

    Damn little dwarf legs. Ok, let's try this:

    Cyc advances to F-4 and casts Sacred Flame at the creature inside the dragon skull:

    A target of your choice must succeed on a Dexterity save or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

    Result of the throw of dice "1d8" :

    6
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat May 12, 2018 7:06 am

    The occupant of the dragon skull fails his save. He takes full radiant damage from Cyc's sacred flame spell.


    Drusus is up.

    Ara on deck.

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

    Post  Robyo on Sun May 13, 2018 11:10 pm

    Still waiting on Josh...

    Being more lenient on time, since weekends are harder to pin folks down. It was a holiday besides.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Mon May 14, 2018 10:29 am

    sorry, I tend to ignore the net on weekends

    Drusus will just take a swing at the baddie that's next to him.

    Roll(1d20)+5:
    17,+5
    Total:22

    If that hits:

    Roll(1d10)+5:
    9,+5
    Total:14

    done

    AC: 18
    Initiative: +1
    Prof. Bonus: +2
    Movement: 30’
    Saves: Strength and Constitution
    HP: 28, -17


    Last edited by whit10 on Tue May 15, 2018 7:31 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Mon May 14, 2018 8:08 pm

    Drusus inflicts a gaping wound on leaper#2. The bullywug is bloodied, but still standing.


    Ara is up.

    Leirthal on deck.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Tue May 15, 2018 10:32 am

    Ara
    HP: 17/25 (1d10)
    AC: 14
    Passive Percept: 14
    Speed: 35 feet
    Saves: STR (+3) DEX (+5) CON (+1) WIS (+2)
    (Advantage on all saving throws against charm and no sleep spells)

    Proficiency Bonus: +2
    Initiative: +2
    Archery: +2 all ranged weapons
    Darkvision 60'

    Spell save DC: 12
    Spell attack bonus: +4
    Slots: 3/3 L1


    Ara peaks out from behind the cover to let loose his first arrow at Leaper 2
    Attack Role = 1d20 + 8 = 14 + 8 = 22
    Damage = 1d8 + 4 = 4 + 4 = 8

    Ara immediately looses a second arrow at Croaker 1 at H6

    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

    Attack Role = 1d20 + 8 = 5 + 8 = 13
    Damage (doubt that hits, but) = 1d8 + 4 = 1 + 4 = 5

    Ara then takes cover at L8
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Tue May 15, 2018 10:34 am

    Ara also does a quick visual scan of our 6 o'clock...
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Tue May 15, 2018 10:41 am

    Map Update Prior to Leirthal's turn:


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue May 15, 2018 7:00 pm

    Thank you so much for continuing to include your PC's stat block. Very helpful!

    So, Ara pegs leaper#2 with an arrow, slaying the already wounded bullywug. His second arrow at the mucker (croakers have all croaked) is a miss however.

    His quick surveillance of the southern quadrant reveals no more enemies inside the cave in that vicinity. And from his position, he can only see a small bit outside the cave mouth, but he does notice some movement outside. He is unsure what it is.

    Ara give me a Perception check.


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

    Post  navyik on Tue May 15, 2018 8:51 pm

    Again the party proves adept at thwarting every single angle from which Leirthal could possibly expect to make his spell useful.  He gets over himself and let's the spell wink out.  He hates wasting powerful magic.  (Don't expect him to cast spells for you when you want. You will have to apologize and promise not to get in his way.  He is a very important wizard and you should appreciate him more).

    Leirthal The Magnificent

    AC 16 (18 arcane deflection)
    Hp 20/20

    Passive perception 13
    Passive investigation 15
    Passive insight 13
    Spell save DC

    Mage armor active 8 hours
    10 rounds of flaming sphere 8 remain


    1(4)✓✓✓
    2(2)✓✓

    Leirthal walks over directly to the left of the dwarf.  Assuming there are openings in the skull he casts Web, centered on the inside of the skull at F-G/7-8.  Theoretically it should spill out and attach to the ceiling or walls.

    Web2nd-level conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a bit of spiderweb)
    Duration: Concentration, up to 1 hour

    You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
     If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
     Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
     A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
     The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

    "Fools, don't you know who might be in there?"


    Last edited by navyik on Tue May 15, 2018 10:23 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue May 15, 2018 9:58 pm

    Leirthal can easily make it to F-3 and cast his web spell, centered on (inside of) the dragon skull.


    Gloorpk starts his turn inside the web, but miraculously makes his DEX save! (Alan, it would help if you posted Leirthal's spell save DC, but Gloorpk got a 19 anyways) Nonetheless, the bullywug chieftain has become frustrated, seeing the tide turning against him. He wonders when his champion Uggloor will return with the scouting team and the newest of the captives, er, dinner. Screw it, Gloorpk decides, these intruders must learn a lesson!

    Electric Reflux: another lightning bolt streaks out of the skull, targeting Cyc! Need a DEX save from Cyc.


    Nok is up... Is Chris back? Otherwise Mike controls him.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed May 16, 2018 9:29 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

    DEX save:

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

    6 + 1 = 7

    Ouch.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed May 16, 2018 9:20 pm

    Assuming I'm still babysitting Nok, so...

    Nok
    HP: 9/24
    AC: 16
    PP: 13
    Saves: DEX + INT
    advantage vs poison, fear

    Nok advances to J-7 and stabs at Leaper #1 with his rapier:
    Result of the throw of dice "1d20 +5" :

    11 + 5 = 16

    Assuming that's a hit. Damage, including Sneak Attack die thanks to Bru's presence:

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

    8 + 4 + 3 + 3 = 18

    Nok will use some fancy footwork to disengage and retreat to L-4, ending his turn there.


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu May 17, 2018 2:52 am

    The bolt zaps Cyc for 18 lightning damage.


    Nok stabby-stabs leaper#1 to death. He was easy pickings, being grappled and prone (along with Bru). However Nok only moves 25', so I am uncertain he has enough movement to get to L-4. BUT he did drop the bullywug, therefore he can use Dash rather than Disengage, and should have plenty of movement left to get to L-4.


    And Ara already killed leaper#2 earlier this round, so he should be off the map. Leithal's flaming sphere is also dissipated.


    That only leaves Gloorpk and mucker#1 remaining. Both still undamaged.


    Round 9,
    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-Gloorpk (10)
    9-Nok (9)


    Bru is up (prone, actually).

    Mucker on deck (and in the bonfire).

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

    Post  Whitey on Thu May 17, 2018 11:46 am

    Map Update After Nok's Turn:


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Thu May 17, 2018 12:11 pm

    I am back, thanks for the assist Mike! cheers

    you managed to keep Nok on his feet, which is more than I can say for myself

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Thu May 17, 2018 12:12 pm

    Fancy Footwork/Cunning Action is everything to the rogue in 5e. Use that disengage to stick and move
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Thu May 17, 2018 11:58 pm

    Bru Zher
    HP: 3/35
    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: 1/3, +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'

    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.

    Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

    Bru is hurt.  Badly.  Although he continues to rage, he needs a moment to collect himself.  Before that can happen, however, he needs to make some space between himself and mucker#1.  Bru stands up (using 15' of his movement) and recklessly attempts to shove mucker#1 from H-6 to G-6 with his attack action.

    Reckless Attack
    Starting at 2nd level, you can throw aside all concern for defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.

    Rolling "1d20 +3" 2 times
    1: 6 + 3 = 9
    2: 8 + 3 = 11
    Not how that was supposed to turn out. He hopes to mucker is too distracted to avoid his shove.

    If the shove was successful, Bru will move to I-9 with his remaining 15'.  If not, he will stand his ground and howl in frustration at the slippery mucker.

    edit: Don't DnD while tired, friends. Not only did I already have advantage from my rage, but also attacking recklessly for the benefit of advantage does not help if the attack is not a melee weapon attack. Basically I gave incoming attacks advantage against me for no reason at all!
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri May 18, 2018 8:27 am

    Bru tries to shove the mucker, but fails (I got a 19 on STR check). Maybe it's Leirthal's web that keeps the mucker stuck to his ground. Bru may never know.


    At the start of his turn, the mucker gets a (12 + 1) 13 DEX save against Leithal's web, just barely avoiding the magical stickiness.

    He then takes a bite attack at Bru but misses (even with Advantage). He then stabs at the barbarian with his spear (again with Advantage): CRIT!  The half orc suffers 15 damage. Even with his resistances, I believe that's enough to knock Bru out of the fight. Bru, the big brave burly barbarian, is bleeding out.

    The bullywug moves over to I-10.


    Quxx is up.

    Cyc on deck.

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

    Post  Josef909 on Fri May 18, 2018 9:16 am

    Bru Zher
    HP: 1/35
    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: 1/3, +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'

    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.

    Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

    Bru takes the thrusted spear like a champ. A similar blow might have felled a lesser foe, but he endures through the strike.

    Relentless Endurance
    When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

    "Oww!"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Fri May 18, 2018 10:33 am

    Couple of questions for the DM before I update the map with the Mucker's movement to I-10:

    1. Does the presence of the bonfire at H-6 ignite the web per Leirthal's spell description?

    "The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire."

    On that same topic, the web will be burned away from that space immediately prior to Leirthal's next turn, correct?

    2. Does Bru get an AoO as the bullywug leaves his melee range now that his Relentless Endurance has kicked in?

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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Fri May 18, 2018 5:49 pm

    Ara's (late) precept check...

    1d20 + 4 = 12 + 4 = 16

    Suspect
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Fri May 18, 2018 7:47 pm

    Waiting on those answers and map update. Not saying that to rush, just letting you know I am here.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri May 18, 2018 9:07 pm

    trouble7332 wrote:Ara's (late) precept check...

    1d20 + 4 = 12 + 4 = 16

    Suspect

    Ara's elven ears pick up a load croaking. He doesn't speak Bullywug, or Primordial, but it is the type of sound that seems to expect a reply.

    Then his elven eyes spot a hulking bullywug approaching the cave mouth with a crude spear in one hand and short rope grasped tightly in the other. The rope ends in a noose around the neck of a ghost-faced halfling boy who looks fatigued. Two smaller bullywugs with javelins and a pair of giant frogs accompany them.

    They stop before the cave mouth and the lead bullywug croaks loudly again.


    Whitey wrote:Couple of questions for the DM before I update the map with the Mucker's movement to I-10:

    1. Does the presence of the bonfire at H-6 ignite the web per Leirthal's spell description?

    "The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire."

    On that same topic, the web will be burned away from that space immediately prior to Leirthal's next turn, correct?

    2. Does Bru get an AoO as the bullywug leaves his melee range now that his Relentless Endurance has kicked in?


    Excellent questionsl. The mucker makes his save for the bonfire, another 13.. As for the webs, yes, I think they burn away at the start of Leirthal's turn. The 2d4 damage is on top of 1d8 potential bonfire damage. Burns of the melting webbing itself. There' is no save mentioned. Mucker takes 3 fire damage, or Alan can roll if he wants..

    Bru stays up. The mucker sees the barbarian's resilience and doesn't chance an opportunity attack. He moves to I-7.


    Quxx is up.


    The newcomer bullywugs have stopped for the moment. They aren't in initiative yet, this round at least. They don't seem to have seen any of the party yet. They are expecting a reply from the guards, which the party had murdered.

    I can provide a map and images later.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Sat May 19, 2018 11:18 am

    Does Quxx have eyes on/awareness of the "New" enemy units?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat May 19, 2018 3:01 pm

    Ara is the only one who saw the reinforcements I described. They are still outside the cave mouth.

    Anyone is allowed a Perception check to detect the croaking.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Sat May 19, 2018 3:05 pm

    I'll do the perc. check on my turn unless it's ok to do it now?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat May 19, 2018 3:16 pm

    whit10 wrote:I'll do the perc. check on my turn unless it's ok to do it now?

    If you must, take it on your turn. Except for Ara, the description of new arrivals is metagame knowledge at this point. To be legit, Ara would need to fill in the party on what he'd seen (and the players already know).
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Sat May 19, 2018 8:38 pm

    "Robyo" wrote:Except for Ara, the description of new arrivals is metagame knowledge at this point.

    Fair enough.




    Quxx
    HP: 9/18
    AC: 17
    Passive Perception: 12
    Prof Bonus: +2
    Fire resistance
    Spell Slots, 2nd Lvl: 1/2
    Speed: 30
    Spell Attack/DC: +5/13
    Healing Light Dice Pool: 2/4

    Quxx stays put, and readies action, cast GUIDING BOLT, condition = something like an enemy spellcaster, leader, (a high-value target) etc appears in striking range.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun May 20, 2018 6:23 pm

    Quxx readies a casting action. The trigger applies until the end of the round.


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

    Post  Whitey on Mon May 21, 2018 8:28 am

    Cyclone Chinook
    Level 3
    Speed: 25
    HP 25/25 (28/10)
    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 uses his bonus action to direct his spiritual weapon to J-7 and attack the Mucker at I-7.
    Result of the throw of dice "1d20 +5" :

    17 + 5 = 22

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

    8 + 3 = 11

    Cyc will use his action to huck another Sacred Flame into the dragon skull at Gloorpk:

    A target of your choice must succeed on a Dexterity save or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

    Result of the throw of dice "1d8" :

    1 (plink!)

    Cyc will take his movement to start making his way back to his wounded friend Bru. He ends his turn at I-3, bumping into the back of Drusus, unable to get past.

    On his way by, he growls at Leirthal "Next time don't be wastin' yer open battlefield spells in a space tighter than yer fancy elven britches. Might be that big brain yer always braggin about is too tight in yer tiny skull too."


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    Re: 3: Gloorpk and the Mud-Hides

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