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    3: Gloorpk and the Mud-Hides

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    Chris

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Wed Jun 06, 2018 10:38 am

    Robyo wrote: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  G-13. 

    Quxx's bonfire is still up, at F-8.


    Frog1 hops to E-17. Frog 2 hops to F-15.


    Sorry!  dyslexia strekis agian?

    Cyc moved
    bonfire placed
    Frogs moved



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    Josef909

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Wed Jun 06, 2018 12:16 pm

    DM question:
    I know Leir, Cyc, and Ara have their readied actions proc'd before Bru goes, but where is there an opening point in the skull large enough where Bru could gain access enough to take the casters head?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Jun 06, 2018 4:58 pm

    Josef909 wrote:DM question:
    I know Leir, Cyc, and Ara have their readied actions proc'd before Bru goes, but where is there an opening point in the skull large enough where Bru could gain access enough to take the casters head?

    While there are a number of cracks all over it, the widest accessible openings would be the mouth, eyes, and nostrils. Give me a STR check if he wants to lift up or turn over the dragon skull.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Wed Jun 06, 2018 8:25 pm

    Followup: Bru wants to sever the caster's head. Is that something he can see a way to do when looking at the skull, or is upturning the skull with a STR (athletics) check the only way, and if so, would that be considered his action?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Jun 06, 2018 11:41 pm

    Strength check is an action.

    Judging from the amount of smoke wafting from the various holes in the dragon skull, Bru is unsure whether there is even enough left of Gloorpk to dissect any recognizable body parts. Remember, Quxx critted the bullywug chieftain with 41 points of radiant energy. From his position, the barbarian can't see much inside the skull, and it's smoldering besides.


    Still waiting on reactions from Leir, Cyc, and Ara (actions will resolve in that order).

    Then frogs continue their turn (if they survive).

    Bru on deck.
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    Whitey

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Thu Jun 07, 2018 8:42 am

    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 had readied Sacred Flame:

    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" :

    5
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    trouble7332
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Thu Jun 07, 2018 10:31 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 has readied Death's Whisper and catches Big Froggie #2 making his way. He looses the arrow and says "We only want the boy. Release him to us and you will be allowed to go free. If not, you will face the same fate as your leader."

    Death's Whisper = 1d20 + 8
    Results = 11 + 8 = 19

    Damage = 1d8 + 4
    Results = 4 + 4 = 8
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    navyik

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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Thu Jun 07, 2018 1:50 pm

    Robyo wrote:Strength check is an action.

    Judging from the amount of smoke wafting from the various holes in the dragon skull, Bru is unsure whether there is even enough left of Gloorpk to dissect any recognizable body parts. Remember, Quxx critted the bullywug chieftain with 41 points of radiant energy. From his position, the barbarian can't see much inside the skull, and it's smoldering besides.


    Still waiting on reactions from Leir, Cyc, and Ara (actions will resolve in that order).

    Then frogs continue their turn (if they survive).

    Bru on deck.

    Leirthal doesn't appear to have Los yet... Can he stay readied until they appear in hi Los?  Or does he have a shot at the mucker at j-20?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Jun 07, 2018 4:11 pm

    navyik
    "Leirthal The Magnificent readies a firebolt to target the first aggressor to approach out of polite parley."


    navyik
    "Leirthal doesn't appear to have Los yet... Can he stay readied until they appear in hi Los?  Or does he have a shot at the mucker at j-20?"




    Robyo
    "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."




    Leirthal is free to take a shot at Frog 2, but it has +5 AC because of cover. He can't see Frog 1. Leir appears to have LOS on the mucker (and the leaper), but they aren't legal targets, under the specifics of your stated trigger. They aren't approaching, yet.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Fri Jun 08, 2018 12:29 am

    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)✓✓

    Readied firebolt
    Result of the throw of dice "1d20 +6" :

    9 + 6 = 15
    Mad

    DMG
    Result of the throw of dice "1d10" :

    3
    Rolling Eyes
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    whit10

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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Fri Jun 08, 2018 5:46 pm

    computer problem sorted for now (laptops suck)

    I'm back in action
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    Robyo

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat Jun 09, 2018 12:01 am

    Welcome back to the internet Josh!


    Leirthal misses Frog2 with a firebolt. 

    Frog2 also makes his save (20) against Cyc's sacred flame.

    Ara nails Frog2 with an arrow.


    Frog 2 is hurt, but still up. It hops over to I-12.

    Frog 1 is unharmed and hops to H-13.


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

    Post  Josef909 on Sat Jun 09, 2018 9:05 pm

    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'

    Bru decides that watching the flank is a good idea and moves to L-10. He then uses his action to ready an attack. If any hostile moves into 30' range that he can see, he will throw a javelin at them.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Mon Jun 11, 2018 11:33 am

    map updated


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Jun 12, 2018 3:38 pm

    @Chris, thanks for keeping up with the map! However, you have Uggloor and the mucker reversed. Might be aixelsyd again. Uggloor is at J-20. Mucker is at F-21.

    Ok... Uggloor hops to I-17. He drags the halfling boy roughly behind him by the noose. The lad is pale and visibly tired, grimacing as he gets yanked around. 
    Uggloor lets out a bellowing croak and this time his tone is abusive. Taunting Croak. 25' radius sphere (5 square close burst). Cyc and Ara need to make WIS saves or be pulled 20' towards Uggloor.

    The croaker double hops I-15.

    Bullywugs' movements were just outside of Bru's stated trigger. He does have LOS tho, as they advance.




    Nok is up.

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

    Post  Chris on Tue Jun 12, 2018 6:59 pm

    drunken sorry about the map, freakin amateur around here

    Nok will wiggle past Quxx (to G-12, using 15ft of movement) and jabs at Frog 1 with his rapier (sneak attack)

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

    19 + 5 = 24

    if that hits, damage

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

    4 + 3 + 1 + 3 = 11


    Nok's fancy footwork lets him juke away from the frog without fear of an AoO.  He will use his Cunning Action to Dash off around the corner to D-13


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    Robyo

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Jun 12, 2018 8:48 pm

    Chris wrote:  drunken sorry about the map, freakin amateur around here 



    The icon at F-21 (croaker) should be F-15.
    The icon at F-15 (mucker) should be at F-21.

    Huron should be at I-18.


    Nok manges to stick the frog and move away without an opportunity attack. It's not a Dash action though, I believe it's Disengage. He also can't cross diagonal thru a corner, so he would end up at D-12, I think (25' movement).


    Need Wisdom saves from Cyc and Ara...


    Drusus is up.
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    Chris

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Wed Jun 13, 2018 12:49 am

    Sorry, i will fix thee map tomorrow

    Dash is for extra 25 ft movement. He doesnt need to disengage because of "fancy footwork" which prevents AoO from anyone he attacks with melee in that round
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Jun 13, 2018 8:58 am

    Chris wrote:Sorry, i will fix thee map tomorrow

    Dash is for extra 25 ft movement.  He doesnt need to disengage because of "fancy footwork" which prevents AoO from anyone he attacks with melee in that round

    OK, I keep forgetting Nok is swashbuckler. Dash is acceptable then.  pirat
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Wed Jun 13, 2018 11:18 am

    Robyo wrote:
    The icon at F-21 (croaker) should be F-15.
    The icon at F-15 (mucker) should be at F-21.

    Huron should be at I-18.



    is this correct?


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Jun 13, 2018 5:33 pm

    Yeah, cool, I think that's accurate, thanks!
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Thu Jun 14, 2018 8:41 am

    Cyc Wisdom save:


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

    11 + 5 = 16
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Thu Jun 14, 2018 8:25 pm

    Drusus will move to 12-G and launch a firebolt at the froggy at H-13

    attack roll:

    Roll(1d20)+4:
    14,+4
    Total:18

    damage (if it hits)

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

    AC: 18
    Initiative: +1
    Prof. Bonus: +2
    Movement: 30’
    Saves: Strength and Constitution

    done
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    Robyo

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat Jun 16, 2018 10:05 am

    Drusus makes his move and fells frog1. It had earlier been jabbed by Nok. 

    Cyc makes his wisdom save.

    Mucker hops to E-17. Readies a javelin attack (pending Ara's Wisdom save).


    Quxx is up.





    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
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    trouble7332
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Sat Jun 16, 2018 9:23 pm

    Wisdom check = 1d20 +2 = 13 + 2 = 15... Shocked
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    MAS
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Sun Jun 17, 2018 8:27 am

    Will post my move later today.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Jun 17, 2018 11:05 am

    trouble7332 wrote:Wisdom check = 1d20 +2 = 13 + 2 = 15...  Shocked

    Ara makes his save. He resists the urge to rush forth and throttle the uppity frogman.


    Mucker stays ready for any enemies that might come within 30' of him.


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

    Post  MAS on Sun Jun 17, 2018 10:18 pm

    Quxx
    HP: 18/18
    AC: 17
    Passive Perception: 12
    Prof Bonus: +2
    Fire resistance
    Spell Slots, 2nd Lvl: 2/2
    Speed: 30
    Spell Attack/DC: +5/13
    Healing Light Dice Pool: 0/4




    Quxx remains in place, and fires an ELDRITCH BLAST at the froggy thing adjacent Ara,

    Eldritch Blast
    Evocation

    Level: Cantrip
    Casting time: 1 Action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous
    A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

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

    18 + 5 = 23

    dmg if hits
    Result of the throw of dice "1d10" :

    7
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Mon Jun 18, 2018 11:06 am

    map updated





    I removed the dead frog token.  Let me know if you want bodies to remain as obstacles and I can re-add it greyed out
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Mon Jun 18, 2018 10:40 pm

    Frog 2 takes an eldtritch blasting. It's bleeding, but still in the fight.

    Leaper 1 double hops to land in the water at M-14. Bru gets his readied attack.

    Leaper 2 double hops to the water of H-15.

    Huron makes a try at getting away. He jerks the rope at just the right time and pulls away free! The noose is still around his neck, rope dangling behind, he bravely jumps out of the cave mouth and is yet again successful. Huron ends his turn at the bottom of the ledge, I-19.






    Bru needs to make a readied attack..

    Initiative, Round 2
    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

    Leirthal is up.

    Cyc on deck.

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

    Post  navyik on Tue Jun 19, 2018 12:09 am

    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)✓✓

    Fire bolt at the remaining giant frog:
    Result of the throw of dice "1d20 +6" :

    14 + 6 = 20

    Damage:
    Result of the throw of dice "1d10" :

    9
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Tue Jun 19, 2018 1:31 am

    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'

    Readied attack with javelin:
    Result of the throw of dice "1d20 +4" :
    2 + 4 = 6

    What?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Jun 19, 2018 8:55 am

    Bru misses with a readied javelin attack.


    Liethal slays the giant frog with a firebolt.


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

    Post  Chris on Tue Jun 19, 2018 11:16 am

    map update


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Tue Jun 19, 2018 2:52 pm

    Cyc will take his turn this evening
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed Jun 20, 2018 9:53 am

    Cyc will launch Sacred Flame at the bad guy occupying L-14.

    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.
    Roll(1d8)+0:
    7,+0
    Total:7

    He will use his movement to advance next to Ara at I-12

    Finished.


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Jun 20, 2018 10:09 pm

    Whitey wrote:Cyc will launch Sacred Flame at the bad guy occupying L-14.

    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.
    Roll(1d8)+0:
    7,+0
    Total:7

    He will use his movement to advance next to Ara at I-12

    Finished.



    The mucker is actually at M-14. Looks like the token didn't quite make it on the square.
    And mucker makes his save.

    Cyc moves next to Ara (where a giant dead frog lays. We're not tracking that stuff tho).


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

    Post  Chris on Thu Jun 21, 2018 10:26 am

    Robyo wrote:
    Leaper 1 double hops to land in the water at M-14.

    Robyo wrote:

    The mucker is actually at M-14. Looks like the token didn't quite make it on the square.

    wait.... who is at M-14?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Jun 21, 2018 3:33 pm

    Chris wrote:
    Robyo wrote:
    Leaper 1 double hops to land in the water at M-14.

    Robyo wrote:

    The mucker is actually at M-14. Looks like the token didn't quite make it on the square.

    wait.... who is at M-14?  

    Oops. The Leaper is at M-14. My mistake.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Thu Jun 21, 2018 4:34 pm

    Robyo wrote:
    Oops. The Leaper is at M-14. My mistake.

    ok, so the map is correct?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Jun 21, 2018 9:25 pm

    Yes, except Leaper 1 should be at M-14.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Fri Jun 22, 2018 9:57 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 eyes the LEAPER at M14 and chants “taure en´ i´ forgotten, amin yela thee” (forest of the forgotten, I call thee) As the arrow starts to sprout vines, he looses...

    Ensnaring Strike: 1 bonus action; Self; V; Concentration, up to 1min
    The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a STR saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained, the target takes 1d6 piercing damage at the start of each of its turns. A restrained by vines or one that can touch the creature can use its action to make a STR check against your spell save DC. On a success, the target is freed

    Attack = 1d20 + 8 = 15 + 8 = 23
    Arrow Damage = 1d8 + 4 = 3 + 4 = 7
    Vine Damage = 1d6 + 0 = 4

    Ara adjusts next to Bru at M10 and whispers "how tough you think the big chaaampion really is?", and then nocks another arrow.


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Jun 22, 2018 11:15 am

    ah, I see, sorry.  Leaper was 1 sq off

    moved Cyc and Ara too


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat Jun 23, 2018 9:32 am

    Leaper1 takes damage from Ara's missile, and is Restrained. He failed his save, will take 4 damage from the vines at the start of his turn. He can also try another STR save on his turn.

    Initiative, Round 2
    1) Leirthal-25
    2) Cyc-20
    3) Ara-19
    4) Bru-16
    5) Uggloor-16
    6) croaker-13
    7 ) Nok-10
    8 ) Drusus-9
    9) mucker-7
    10) Quxx-5
    11) leapers-5
    12) Huron-3


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

    Post  Josef909 on Sun Jun 24, 2018 1:14 am

    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'

    Bru responds to Ara's question before moving forward. "That big one? He's going to be tough to handle. Do what you do best and maybe we've got a chance."

    Bru taps the back of his shoulder blade with his battleaxe as a bonus action and begins to rage before charging forward shield-first to M-15. He lifts the axe above his head and attempts to bring it down on the form of the creature in front of him at M-14.

    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.

    Result of the throw of dice "1d20 +5" : 3 + 5 = 8
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Jun 24, 2018 10:48 pm

    Bru splashes up next to Leaper1 at L-14. The pool of water is 3 feet deep and is difficult terrain. The bullywugs ignore that restriction tho, because of their swamp walk trait. So Bru can end his movement at L-14. He misses with his axe.

    Uggloor is visibly upset at the loss of his prisoner. He lets the halfling go, for now. Then he croaks an insult at the heroes and makes a Champion's Charge at Bru, ending at K-14. He gets +2 flanking advantage.
    12 to AC is a miss! He spits in anger.

    Croaker hops up to H-14 and spews a foul croak, catching Drusus and Cyc in the poisonous blast. Need a CON save from Cyc and Drusus..



    Nok is up.

    Drusus on deck.

    Need CON saves from Drusus and Cyc..
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Mon Jun 25, 2018 10:51 am

    Nok is feeling froggy himself after his successful hit&run last time....  Nok weaves past Qux and Dru, jabs at the croaker H-14 and nimbly slips away next to Cyc J-12

    Cunning action for Dash.  moves double through allies (30\50ft) gets him to Dru's square, diagonal to H-13, jab with rapier, I-13, diagonal to J-12 45\50ft

    Rapier jab, with Sneak Attack

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

    7 + 5 = 12

    doubt that hits, but if it does, damage

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

    8 + 5 + 1 + 3 = 17

    map updated


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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Tue Jun 26, 2018 2:28 am

    Drusus Con. save

    Roll(1d20)+2:
    16,+2
    Total:18
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Jun 26, 2018 9:34 am

    *Mapmaster Chris, I noticed another discrepancy. Quxx should be at E-12. I now see that his placement, along with Nok's, was off since the beginning. Quxx never moved, but Nok did of course, but no biggie. Moving on.


    Nok slips by his friends and foe, but he fails to land a blow on the croaker.


    Drusus makes his save. Still need a CON save from Cyc..





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

    Post  Whitey on Tue Jun 26, 2018 9:40 am

    Cyc con save:1D20+2 => 18

    Anybody got a good mobile dice roller? New work pc is locked down right, so I’m using my phone for posts. Tried a couple, but none make it super easy to cut and paste.


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    Re: 3: Gloorpk and the Mud-Hides

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