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+4
Robyo
navyik
Josef909
Whitey
8 posters
3: Gloorpk and the Mud-Hides
Whitey- Posts : 1737
Join date : 2017-09-17
Age : 48
Location : ColoRADo
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Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°301
Re: 3: Gloorpk and the Mud-Hides
Robyo- Posts : 3587
Join date : 2012-04-29
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(0/0)
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(0/0)
Character Sheet:
- Post n°302
Re: 3: Gloorpk and the Mud-Hides
Cyc smacks the mucker with his remote spiritual weapon. Gloorpk takes a point of radiant damage.
Drusus is up.
Drusus is up.
whit10- Posts : 6594
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°303
Re: 3: Gloorpk and the Mud-Hides
Perception Check:
Roll(1d20)+2:
7,+2
Total:9
pfft, I guess he's oblivious to the newbies.
Move to J-6 and try to finish off this little bastard...
Roll(1d20)+5:
14,+5
Total:19
Roll(1d10)+5:
10,+5
Total:15
Drusus is done
AC: 18
Initiative: +1
Prof. Bonus: +2
Movement: 30’
Saves: Strength and Constitution
HP: 28, -17
Roll(1d20)+2:
7,+2
Total:9
pfft, I guess he's oblivious to the newbies.
Move to J-6 and try to finish off this little bastard...
Roll(1d20)+5:
14,+5
Total:19
Roll(1d10)+5:
10,+5
Total:15
Drusus is done
AC: 18
Initiative: +1
Prof. Bonus: +2
Movement: 30’
Saves: Strength and Constitution
HP: 28, -17
Whitey- Posts : 1737
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°304
Re: 3: Gloorpk and the Mud-Hides
Robyo- Posts : 3587
Join date : 2012-04-29
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(0/0)
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(0/0)
Character Sheet:
- Post n°305
Re: 3: Gloorpk and the Mud-Hides
Drusus dispatches the last mucker with swift, yet brutal accuracy.
Ara is up.
Leithal on deck.
Ara is up.
Leithal on deck.
trouble7332- Admin
- Posts : 153
Join date : 2017-10-28
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(71/71)
Action Points:
(0/0)
Character Sheet:
- Post n°306
Re: 3: Gloorpk and the Mud-Hides
DM question. Can I get map placement for the baddies outside the cave within my eye sight?
Robyo- Posts : 3587
Join date : 2012-04-29
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- Post n°307
Re: 3: Gloorpk and the Mud-Hides
trouble7332 wrote:DM question. Can I get map placement for the baddies outside the cave within my eye sight?
I can post their position soon, but you do know it generally from the description. The new arrivals aren't in initiative yet, so you needn't worry about them yet. I urge you to take out Gloorpk this round. If you manage to do that, I might consider allowing you guys a short rest...?
Since you guys didn't take a short rest after you cleared the guards at the entrance.. I'm understanding you are all fairly strapped for HP? And could use a short rest?... And you always have the option* of just running away and coming back later.
*Except your exit is currently guarded by the newcomers.
whit10- Posts : 6594
Join date : 2012-03-27
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(19/19)
Action Points:
(1/0)
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- Post n°308
Re: 3: Gloorpk and the Mud-Hides
screw the rest, I'd rather have another level pretty soon
Josef909- Posts : 848
Join date : 2017-09-22
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Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°309
Re: 3: Gloorpk and the Mud-Hides
Bru definitely needs a few to collect himself if possible, and he will be looking forward to it once the dragonskull occupant is handled
trouble7332- Admin
- Posts : 153
Join date : 2017-10-28
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- Post n°310
Re: 3: Gloorpk and the Mud-Hides
Ara says over to his companions. "We have some guests over here at the cave entrance. Finish off that fool in the skull, Quxx and I will make sure no one makes it past the entrance."
Ara moves to L10 to cu off any possible flanking while still having cover and readies his arrow at the entrance. If an enemy attempts to enter, Ara releases an arrow at it. If that hits and there is another enemy within 5ft, Ara will loose a second at them as well.
Ara moves to L10 to cu off any possible flanking while still having cover and readies his arrow at the entrance. If an enemy attempts to enter, Ara releases an arrow at it. If that hits and there is another enemy within 5ft, Ara will loose a second at them as well.
Whitey- Posts : 1737
Join date : 2017-09-17
Age : 48
Location : ColoRADo
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Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°311
Re: 3: Gloorpk and the Mud-Hides
Robyo- Posts : 3587
Join date : 2012-04-29
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(0/0)
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- Post n°312
Re: 3: Gloorpk and the Mud-Hides
Readied actions only carry to end of round.
Leirthal is up.
Leirthal is up.
navyik- Posts : 5019
Join date : 2012-03-22
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(68/68)
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(0/0)
Character Sheet:
- Post n°313
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
Spell save DC
Mage armour 8 hours
1(4)✓✓✓✓
2(2)✓✓
“If you'd stick to healing the infantry instead of running around more than Nok does,” Leirthal mutters, “I would still have those spells and we would still have our tank. Seriously, a dwarf in the vanguard…”
Leirthal casts sleep inside the skull
Result of the throw of dice "5d8" :
8 + 8 + 3 + 5 + 3 = 27
AC 16 (18 arcane deflection)
Hp 20/20
Passive perception 13
Passive investigation 15
Passive insight 13
Spell save DC
Mage armour 8 hours
1(4)✓✓✓✓
2(2)✓✓
“If you'd stick to healing the infantry instead of running around more than Nok does,” Leirthal mutters, “I would still have those spells and we would still have our tank. Seriously, a dwarf in the vanguard…”
Leirthal casts sleep inside the skull
Result of the throw of dice "5d8" :
8 + 8 + 3 + 5 + 3 = 27
Last edited by navyik on Fri May 25, 2018 12:01 am; edited 2 times in total
MAS- Admin
- Posts : 3602
Join date : 2011-09-12
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Hit points:
(60/112)
Action Points:
(0/0)
Character Sheet:
- Post n°314
Re: 3: Gloorpk and the Mud-Hides
Since Quxx has been made aware of the new enemies, he would like to take his readied action at the end of the turn.
Robyo- Posts : 3587
Join date : 2012-04-29
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- Post n°315
Re: 3: Gloorpk and the Mud-Hides
Leirthal's Sleep spell Hit Points total was not high enough to affect Gloorpk. Should have tried casting it at a higher level.
Does Leirthal take a movement?
At the start of his turn, Gloorpk fails his DEX save against the sticky webs, and is Restrained. He prepares to use his magic, so Quxx can react with his readied action...
MAS
"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."
MAS
"Since Quxx has been made aware of the new enemies, he would like to take his readied action at the end of the turn."
You can not change your readied action due to new information. You use it as stated, or lose it. On his turn, Quxx opted to take a readied action, which means he uses his Reaction to act very specifically upon the trigger that was earlier stated.
Your trigger is overly-broad, but I am allowing it in this instance. Gloorpk is a caster and high-value target.
Gloorpk has 3/4 cover (+5 AC) inside the dragon skull. He is also restrained so Quxx gains Advantage on the attack roll of Guiding Bolt.
Does Leirthal take a movement?
At the start of his turn, Gloorpk fails his DEX save against the sticky webs, and is Restrained. He prepares to use his magic, so Quxx can react with his readied action...
MAS
"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."
MAS
"Since Quxx has been made aware of the new enemies, he would like to take his readied action at the end of the turn."
You can not change your readied action due to new information. You use it as stated, or lose it. On his turn, Quxx opted to take a readied action, which means he uses his Reaction to act very specifically upon the trigger that was earlier stated.
Your trigger is overly-broad, but I am allowing it in this instance. Gloorpk is a caster and high-value target.
Gloorpk has 3/4 cover (+5 AC) inside the dragon skull. He is also restrained so Quxx gains Advantage on the attack roll of Guiding Bolt.
MAS- Admin
- Posts : 3602
Join date : 2011-09-12
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(60/112)
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(0/0)
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- Post n°316
Re: 3: Gloorpk and the Mud-Hides
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" :
1 + 6 + 5 + 4 + 3 = 19
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" :
1 + 6 + 5 + 4 + 3 = 19
Robyo- Posts : 3587
Join date : 2012-04-29
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(0/0)
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(0/0)
Character Sheet:
- Post n°317
Re: 3: Gloorpk and the Mud-Hides
@ Matt, did you take advantage on the roll? You get advantage because of Web. Leirthal's earlier spell is still in effect. Sleep doesn't require concentration, and neither does casting Guiding Bolt (though Create Bonfire does).
Result of the throw of dice "1d20" : 20
Whoo! Automatic hit, and x2 damage dice!
Extra damage: Result of the throw of dice "5d6" : 4 + 6 + 5 + 6 + 1 = 22
For a total of 19 + 22 = 41 radiant damage.
So, before he can get off another bolt of lightning, Gloorpk is extinguished, scorched to death by Quxx's positive energy. The Chieftain of the Mud-Hides was hunted down and exterminated like a rat in a hole.
Gloorpk's squirmy reign is over, but more of his loyal followers remain outside the cave mouth.
Uggloor is at T-10,
Huron, his prisoner a halfling child, is at T-11.
Giant frogs 1 and 2 at T-5 and S-10.
Leapers 1 and 2 at T-6 and S-11.
Mucker at U-6, Croaker at U-10.
The returned scouting party are waiting for the invaders to act. So far they've only seen Ara. He has concealment behind the fungus patch, but they saw him cross over.
The party have cleared the toadwall caverns.
You can take a short rest. Conduct healing, spend hit dice, replenish spells, etc. No skill checks.
When ready, roll initiative to begin a new combat encounter.
Result of the throw of dice "1d20" : 20
Whoo! Automatic hit, and x2 damage dice!
Extra damage: Result of the throw of dice "5d6" : 4 + 6 + 5 + 6 + 1 = 22
For a total of 19 + 22 = 41 radiant damage.
So, before he can get off another bolt of lightning, Gloorpk is extinguished, scorched to death by Quxx's positive energy. The Chieftain of the Mud-Hides was hunted down and exterminated like a rat in a hole.
Gloorpk's squirmy reign is over, but more of his loyal followers remain outside the cave mouth.
Uggloor is at T-10,
Huron, his prisoner a halfling child, is at T-11.
Giant frogs 1 and 2 at T-5 and S-10.
Leapers 1 and 2 at T-6 and S-11.
Mucker at U-6, Croaker at U-10.
The returned scouting party are waiting for the invaders to act. So far they've only seen Ara. He has concealment behind the fungus patch, but they saw him cross over.
The party have cleared the toadwall caverns.
You can take a short rest. Conduct healing, spend hit dice, replenish spells, etc. No skill checks.
When ready, roll initiative to begin a new combat encounter.
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°318
Re: 3: Gloorpk and the Mud-Hides
Bru will take this chance to spend as many hit dice as needed. Rolls to come, but while they rest, he asks if anyone has ideas for traps or ways to use the caves to their advantage this time.
whit10- Posts : 6594
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°319
Re: 3: Gloorpk and the Mud-Hides
Drusus will spend two hit dice to regain some HP
Roll(1d10)+1:
10,+1
Total:11
Roll(1d10)+1:
3,+1
Total:4
15 HP regained
AC: 18
Initiative: +1
Prof. Bonus: +2
Movement: 30’
Saves: Strength and Constitution
HP: 28, -2
Roll(1d10)+1:
10,+1
Total:11
Roll(1d10)+1:
3,+1
Total:4
15 HP regained
AC: 18
Initiative: +1
Prof. Bonus: +2
Movement: 30’
Saves: Strength and Constitution
HP: 28, -2
navyik- Posts : 5019
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°320
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
Spell save DC
Mage armour 8 hours
1(4)✓✓
2(2)✓✓
Leirthal looks for a way inside the skull, dispelling his web. Once inside, he will search and then rest. This would be a good place for a little Arcane Recovery. Restore 2 1st level slots
AC 16 (18 arcane deflection)
Hp 20/20
Passive perception 13
Passive investigation 15
Passive insight 13
Spell save DC
Mage armour 8 hours
1(4)✓✓
2(2)✓✓
Leirthal looks for a way inside the skull, dispelling his web. Once inside, he will search and then rest. This would be a good place for a little Arcane Recovery. Restore 2 1st level slots
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°321
Re: 3: Gloorpk and the Mud-Hides
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'
Bru will spend 2 hit dice.
Rolling "1d12 +3" 2 times
1: 1 + 3 = 4
2: 12 + 3 = 15
Which puts him at 20/35 HP, so he will also spend his third hit dice.
Result of the throw of dice "1d12 +3" :
9 + 3 = 12
Which puts him at 32/35 HP.
Feeling refreshed after his break, he cracks his knuckles and readies his shield for what comes next.
"So gents, what's next?"
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'
Bru will spend 2 hit dice.
Rolling "1d12 +3" 2 times
1: 1 + 3 = 4
2: 12 + 3 = 15
Which puts him at 20/35 HP, so he will also spend his third hit dice.
Result of the throw of dice "1d12 +3" :
9 + 3 = 12
Which puts him at 32/35 HP.
Feeling refreshed after his break, he cracks his knuckles and readies his shield for what comes next.
"So gents, what's next?"
Whitey- Posts : 1737
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°322
Re: 3: Gloorpk and the Mud-Hides
Stat Block:
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 will rest and expend hit dice to recover hit points:
Result of the throw of dice "1d8 +2" :
4 + 2 = 6
Result of the throw of dice "1d8 +2" :
4 + 2 = 6
HP total now 22.
He says to Bru "We've got two choices lad: let 'em come to us or take the fight to them. I'm likin' the looks of our defensive position up here. We can give 'em the same hell we fought through to take this Kord-forsaken hole in the ground. Ara and the mages can drop some punishment on 'em as they make the climb. Me, you & Drusus can rush any of 'em that make it over the lip. Or we could just use the high ground to rain down on 'em where they stand. Suits me either way. Only problem I'm seein' is that little fella they've brought back with 'em. It won't do to have 'im caught in the cross fire. Any of ya got a solution to that one? Nok, think ya could break him loose when the shootin' starts?"
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 will rest and expend hit dice to recover hit points:
Result of the throw of dice "1d8 +2" :
4 + 2 = 6
Result of the throw of dice "1d8 +2" :
4 + 2 = 6
HP total now 22.
He says to Bru "We've got two choices lad: let 'em come to us or take the fight to them. I'm likin' the looks of our defensive position up here. We can give 'em the same hell we fought through to take this Kord-forsaken hole in the ground. Ara and the mages can drop some punishment on 'em as they make the climb. Me, you & Drusus can rush any of 'em that make it over the lip. Or we could just use the high ground to rain down on 'em where they stand. Suits me either way. Only problem I'm seein' is that little fella they've brought back with 'em. It won't do to have 'im caught in the cross fire. Any of ya got a solution to that one? Nok, think ya could break him loose when the shootin' starts?"
Robyo- Posts : 3587
Join date : 2012-04-29
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(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°323
Re: 3: Gloorpk and the Mud-Hides
navyik wrote:Leirthal The Magnificent looks for a way inside the skull, dispelling his web. Once inside, he will search and then rest. This would be a good place for a little Arcane Recovery. Restore 2 1st level slots
Searching the skull would take too much time right now. Arcane Recovery is fine.
MAS- Admin
- Posts : 3602
Join date : 2011-09-12
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(60/112)
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(0/0)
Character Sheet:
- Post n°324
Re: 3: Gloorpk and the Mud-Hides
Quxx spends 2 hit dice during the short rest to heal.
Result of the throw of dice "2d8" :
8 + 4 = 12
Quxx
HP: 18/18
AC: 17
Passive Perception: 12
Prof Bonus: +2
Fire resistance
Spell Slots, 2nd Lvl: 0/2
Speed: 30
Spell Attack/DC: +5/13
Healing Light Dice Pool: 0/4
Result of the throw of dice "2d8" :
8 + 4 = 12
Quxx
HP: 18/18
AC: 17
Passive Perception: 12
Prof Bonus: +2
Fire resistance
Spell Slots, 2nd Lvl: 0/2
Speed: 30
Spell Attack/DC: +5/13
Healing Light Dice Pool: 0/4
Robyo- Posts : 3587
Join date : 2012-04-29
Character Information
Hit points:
(0/0)
Action Points:
(0/0)
Character Sheet:
- Post n°325
Re: 3: Gloorpk and the Mud-Hides
Once your characters have taken a breather, go ahead and roll initiative.
Chris- Posts : 9467
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°326
Re: 3: Gloorpk and the Mud-Hides
Whitey wrote:Assuming I'm still babysitting Nok, so...
Nok
HP: 9/24
AC: 16
PP: 13
Saves: DEX + INT
advantage vs poison, fear
This is the last post I see with Nok's status, so I am assuming it's correct. GM, let me know if you think otherwise
Hit Dice to restore HP
Result of the throw of dice "1d8 +2" :
6 + 2 = 8
Result of the throw of dice "1d8 +2" :
2 + 2 = 4
Nok is back up to 21/24
Nok will hide 15ft north of Ara in that tight passage, rapier and dagger drawn
Stealth
Result of the throw of dice "1d20 +7" :
14 + 7 = 21
**EDIT**
Nok initiative
Result of the throw of dice "1d20 +3" :
7 + 3 = 10
Last edited by Chris on Tue May 29, 2018 11:31 am; edited 1 time in total
whit10- Posts : 6594
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°327
Re: 3: Gloorpk and the Mud-Hides
Drusus Initiative:
Roll(1d20)+1:
8,+1
Total:9
Roll(1d20)+1:
8,+1
Total:9
navyik- Posts : 5019
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°328
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
Spell save DC
Mage armour 8 hours
1(4)✓✓
2(2)✓✓
Initiative:
Result of the throw of dice "1d20 +6" :
19 + 6 = 25
AC 16 (18 arcane deflection)
Hp 20/20
Passive perception 13
Passive investigation 15
Passive insight 13
Spell save DC
Mage armour 8 hours
1(4)✓✓
2(2)✓✓
Initiative:
Result of the throw of dice "1d20 +6" :
19 + 6 = 25
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°329
Re: 3: Gloorpk and the Mud-Hides
Bru Zher
HP: 32/35
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'
Initiative roll:
Result of the throw of dice "1d20 +2" : 14 + 2 = 16
Bru considers Cyc's musings. "I like the way you think, my stout friend. We should do what we can to draw attention away from the young lad so Nok can get him somewhere safe, or I wonder if they can be tricked into loyalty."
He looks around at the others as he continues. "That thing in the skull said his champion would be back. What if I was to ask for his submission with the head of his old boss in my hands? I'm the new boss, yeah? He can choose to submit or be turned into paste. If they revolt, I can step back into the caves where you all wait for the ambush, or we might get lucky and they bend the knee or flee. What do you boys think of that?"
HP: 32/35
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'
Initiative roll:
Result of the throw of dice "1d20 +2" : 14 + 2 = 16
Bru considers Cyc's musings. "I like the way you think, my stout friend. We should do what we can to draw attention away from the young lad so Nok can get him somewhere safe, or I wonder if they can be tricked into loyalty."
He looks around at the others as he continues. "That thing in the skull said his champion would be back. What if I was to ask for his submission with the head of his old boss in my hands? I'm the new boss, yeah? He can choose to submit or be turned into paste. If they revolt, I can step back into the caves where you all wait for the ambush, or we might get lucky and they bend the knee or flee. What do you boys think of that?"
Chris- Posts : 9467
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- Post n°330
Re: 3: Gloorpk and the Mud-Hides
Nok nods in agreement, "If I saw Bru here, holding Leithral's head.... I would surrender too"
MAS- Admin
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- Post n°331
Re: 3: Gloorpk and the Mud-Hides
"I think I'd very much like to see how this plan turns out..." says Quxx, in a bemused tone.
Initiative:
Result of the throw of dice "1d20 +1" :
4 + 1 = 5
Initiative:
Result of the throw of dice "1d20 +1" :
4 + 1 = 5
Robyo- Posts : 3587
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- Post n°332
Re: 3: Gloorpk and the Mud-Hides
Chris wrote:Hit Dice to restore HP
Result of the throw of dice "1d8 +2" :
6 + 2 = 8
Result of the throw of dice "1d8 +2" :
2 + 2 = 4
Nok is back up to 21/24
Nok will hide 15ft north of Ara in that tight passage, rapier and dagger drawn
Stealth
Result of the throw of dice "1d20 +7" :
14 + 7 = 21
**EDIT**
Nok initiative
Result of the throw of dice "1d20 +3" :
7 + 3 = 10
Not looking for movement, searches, or skill checks right now. You can do that on your turn. Spending hit dice, replenishing spells (if allowed on a short rest), and bits of dialogue concerning party planning is all fine.
Ugloor's Ugly Raiding Party
Initiative
Leirthal-25
----------
Bru-16
----------
----------
Nok-10
Drusus-9
----------
Quxx
---------
----------
Cyc???
Ara???
Robyo- Posts : 3587
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- Post n°333
Re: 3: Gloorpk and the Mud-Hides
Josef909 wrote:Bru considers Cyc's musings. "I like the way you think, my stout friend. We should do what we can to draw attention away from the young lad so Nok can get him somewhere safe, or I wonder if they can be tricked into loyalty."
He looks around at the others as he continues. "That thing in the skull said his champion would be back. What if I was to ask for his submission with the head of his old boss in my hands? I'm the new boss, yeah? He can choose to submit or be turned into paste. If they revolt, I can step back into the caves where you all wait for the ambush, or we might get lucky and they bend the knee or flee. What do you boys think of that?"
Your plan is perfectly acceptable. However, your characters actually did not hear Gloorpk speak about the champion. That is all metagame knowledge, provided as a bonus by your humble DM.
navyik- Posts : 5019
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- Post n°334
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
Spell save DC
Mage armour 8 hours
1(4)✓✓
2(2)✓✓
Leirthal takes a position at k-10.
"We should plan for that not to work. We should force a bottle neck there, (O-8 and p-9)."
Leirthal readies a firebolt to target the first aggressor to approach out of polite parley.
"We should also plan for them to use the waterfall more freely than we did."
AC 16 (18 arcane deflection)
Hp 20/20
Passive perception 13
Passive investigation 15
Passive insight 13
Spell save DC
Mage armour 8 hours
1(4)✓✓
2(2)✓✓
Leirthal takes a position at k-10.
"We should plan for that not to work. We should force a bottle neck there, (O-8 and p-9)."
Leirthal readies a firebolt to target the first aggressor to approach out of polite parley.
"We should also plan for them to use the waterfall more freely than we did."
Last edited by navyik on Wed May 30, 2018 12:12 am; edited 1 time in total
Josef909- Posts : 848
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- Post n°335
Re: 3: Gloorpk and the Mud-Hides
Aha. In that case, he said nothing about a champion. He knows that many creatures follow a pack or tribal structure, so a show of dominance would still be a worthy display.
Robyo- Posts : 3587
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- Post n°336
Re: 3: Gloorpk and the Mud-Hides
navyik wrote:Leirthal The Magnificent takes a position at k-10
Leirthal can move and ready a spell on his turn.
However, we are still waiting on Cyc and Ara for initiative...
Chris- Posts : 9467
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- Post n°337
Re: 3: Gloorpk and the Mud-Hides
Robyo wrote:
Not looking for movement, searches, or skill checks right now. You can do that on your turn. Spending hit dice, replenishing spells (if allowed on a short rest), and bits of dialogue concerning party planning is all fine.
S h o r t R e s t
A short rest is a period o f downtime, at least 1 hour long
We are hanging out for at least an hour but we can't get in position or make prepations that take 6 seconds?
Is there something I am missing here?
Josef909- Posts : 848
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- Post n°338
Re: 3: Gloorpk and the Mud-Hides
Mike granted me permission to roll initiative in his stead. Maybe a little birthday trip or something. Not sure if he wanted to spend hit dice during the short rest or not.
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)
Initiative roll:
Result of the throw of dice "1d20 +3" :
16 + 3 = 19
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)
Initiative roll:
Result of the throw of dice "1d20 +3" :
16 + 3 = 19
Whitey- Posts : 1737
Join date : 2017-09-17
Age : 48
Location : ColoRADo
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(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°339
Re: 3: Gloorpk and the Mud-Hides
Cyclone Chinook
Level 3
Speed: 25
HP 25/22
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
Initiative: Result of the throw of dice "1d20 +1" :
19 + 1 = 20
I assume that Cyc's Spiritual Weapon is now defunct? We finished combat in Round 8 and he had through Round 10 for duration.
Level 3
Speed: 25
HP 25/22
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
Initiative: Result of the throw of dice "1d20 +1" :
19 + 1 = 20
I assume that Cyc's Spiritual Weapon is now defunct? We finished combat in Round 8 and he had through Round 10 for duration.
Robyo- Posts : 3587
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- Post n°340
Re: 3: Gloorpk and the Mud-Hides
Combat in the last fight went up to round 9. The spiritual weapon can exist in this fight for one round.
Your PCs took a breather, not a standard short rest. Certainly not of the standard time duration, just gaining the benefit for a quick power-up. Otherwise the raiders would have already stormed in and slaughtered the PCs. TPK is not that fun, but I'm not opposed to it. So consider it a quick breather, a favor from the DM, when most PCs were down to only handfuls of HP. Plus, we get to roll with a new initiative!
Initiative, Round 1
1) Leirthal-25
2) Cyc-20
3) Ara-19
4) frogs-18
5) Bru-16
6) Uggloor-16
7) croaker-13
8 ) Nok-10
9) Drusus-9
10) mucker-7
11) Quxx-5
12) leapers-5
13) Huron-3
I'm not seeing how Leirthal can get over to K-10. (It's a wall anyways), but even at K-11, that would seem to be a double-move from F-3. The mage needs to keep his action, if he want's to ready Firebolt. it also burns his reaction later.
Cyc is up.
Ara on deck.
Frogs in the hole.
Your PCs took a breather, not a standard short rest. Certainly not of the standard time duration, just gaining the benefit for a quick power-up. Otherwise the raiders would have already stormed in and slaughtered the PCs. TPK is not that fun, but I'm not opposed to it. So consider it a quick breather, a favor from the DM, when most PCs were down to only handfuls of HP. Plus, we get to roll with a new initiative!
Initiative, Round 1
1) Leirthal-25
2) Cyc-20
3) Ara-19
4) frogs-18
5) Bru-16
6) Uggloor-16
7) croaker-13
8 ) Nok-10
9) Drusus-9
10) mucker-7
11) Quxx-5
12) leapers-5
13) Huron-3
I'm not seeing how Leirthal can get over to K-10. (It's a wall anyways), but even at K-11, that would seem to be a double-move from F-3. The mage needs to keep his action, if he want's to ready Firebolt. it also burns his reaction later.
Cyc is up.
Ara on deck.
Frogs in the hole.
Whitey- Posts : 1737
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Age : 48
Location : ColoRADo
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- Post n°341
Re: 3: Gloorpk and the Mud-Hides
Cyclone Chinook
Level 3
Speed: 25
HP 25/22
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 advance to M-7, dismissing the Spiritual Weapon, peering around the corner and readying Sacred Flame should an enemy breach the lip of the cave.
Casting Time 1 action
Duration Instantaneous
Range 60 feet
Components V S
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.
He calls out to the enemies. "Ya've stepped in the shit now, greencheeks. Our biggun just bested yer biggun and now he's REALLY pissed!"
Level 3
Speed: 25
HP 25/22
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 advance to M-7, dismissing the Spiritual Weapon, peering around the corner and readying Sacred Flame should an enemy breach the lip of the cave.
Casting Time 1 action
Duration Instantaneous
Range 60 feet
Components V S
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.
He calls out to the enemies. "Ya've stepped in the shit now, greencheeks. Our biggun just bested yer biggun and now he's REALLY pissed!"
Robyo- Posts : 3587
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- Post n°342
Re: 3: Gloorpk and the Mud-Hides
Cyc readies a spell. His movement to M-7 seems doable. Any chance for a map update?
Ara is up.
Ara is up.
Whitey- Posts : 1737
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- Post n°343
Re: 3: Gloorpk and the Mud-Hides
Robyo wrote: Any chance for a map update?
Not until next week at the earliest. See my last post in OoG.
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- Post n°344
Re: 3: Gloorpk and the Mud-Hides
Ara maintains his positon and cover with Bow and arrow at the ready.
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- Post n°345
Re: 3: Gloorpk and the Mud-Hides
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
Sorry, I didn't know I had to "ready action" to react. Ara readies "Hail of Thorns" if he sees any enemies come over the ridge and have at least 3 within 5 feet of each other and they don't have the prisoner. If not, then he will simply target the enemies individually with no spell cast.
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
Sorry, I didn't know I had to "ready action" to react. Ara readies "Hail of Thorns" if he sees any enemies come over the ridge and have at least 3 within 5 feet of each other and they don't have the prisoner. If not, then he will simply target the enemies individually with no spell cast.
navyik- Posts : 5019
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- Post n°346
Re: 3: Gloorpk and the Mud-Hides
Robyo wrote:
I'm not seeing how Leirthal can get over to K-10. (It's a wall anyways), but even at K-11, that would seem to be a double-move from F-3. The mage needs to keep his action, if he want's to ready Firebolt. it also burns his reaction later.
Sorry, I posted that when I thought we were out of initiative. F-11 with a readied firebolt.
Last edited by navyik on Tue Jun 05, 2018 3:47 pm; edited 1 time in total
Chris- Posts : 9467
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- Post n°347
Re: 3: Gloorpk and the Mud-Hides
navyik- Posts : 5019
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- Post n°348
Re: 3: Gloorpk and the Mud-Hides
Leirthal to f-11
Chris- Posts : 9467
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- Post n°349
Re: 3: Gloorpk and the Mud-Hides
navyik wrote:Leirthal to f-11
edited
Robyo- Posts : 3587
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- Post n°350
Re: 3: Gloorpk and the Mud-Hides
Thanks for the map, Chris! However, you reversed the grid coordinates, but that's okay. We'll roll with the new grid layout from here on out.
Cyc's spiritual weapon winks out. He moves to (what is now) G-13. FYI, moving diagonal isn't allowed when there are corners (of rocks, trees, or buildings) in that square. If it's a minor intrusion, it might just be difficult terrain, but then you can just go around it for the same amount of movement.. Also, moving though an allied-occupied square is considered difficult terrain (except for the halfling).
Quxx's bonfire is still up, at F-8.
Initiative, Round 1
1) Leirthal-25
2) Cyc-20
3) Ara-19
4) frogs-18
5) Bru-16
6) Uggloor-16
7) croaker-13
8 ) Nok-10
9) Drusus-9
10) mucker-7
11) Quxx-5
12) leapers-5
13) Huron-3
With Leithal, Cyc, and Ara waiting at the ready, the frogs move in.
Frog1 hops to E-17. Frog 2 hops to F-15.
Leirthal, Cyc, and Ara all have LOS on Frog 2 as he makes the standing leap, but Ara sees it behind 3/4 cover, because of the curving protuberances of the cave.
Only Ara can target Frog 1 as it makes a standing leap.
PCs may run their readied actions. Frogs still have actions remaining.
Cyc's spiritual weapon winks out. He moves to (what is now) G-13. FYI, moving diagonal isn't allowed when there are corners (of rocks, trees, or buildings) in that square. If it's a minor intrusion, it might just be difficult terrain, but then you can just go around it for the same amount of movement.. Also, moving though an allied-occupied square is considered difficult terrain (except for the halfling).
Quxx's bonfire is still up, at F-8.
Initiative, Round 1
1) Leirthal-25
2) Cyc-20
3) Ara-19
4) frogs-18
5) Bru-16
6) Uggloor-16
7) croaker-13
8 ) Nok-10
9) Drusus-9
10) mucker-7
11) Quxx-5
12) leapers-5
13) Huron-3
With Leithal, Cyc, and Ara waiting at the ready, the frogs move in.
Frog1 hops to E-17. Frog 2 hops to F-15.
Leirthal, Cyc, and Ara all have LOS on Frog 2 as he makes the standing leap, but Ara sees it behind 3/4 cover, because of the curving protuberances of the cave.
Only Ara can target Frog 1 as it makes a standing leap.
PCs may run their readied actions. Frogs still have actions remaining.
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