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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 Tue Jun 26, 2018 11:22 am

    map updated



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    MAS
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Wed Jun 27, 2018 9:28 am

    Whitey wrote: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.


    That's tough. I've looked myself in an effort to configure my tablet as a mobile gaming book and did not find anything I liked when I did. Maybe screenshots of the dicelog result instead of copy/paste?

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Wed Jun 27, 2018 11:12 am

    or just be on the honor system. nobody checks how many times you roll dicelog and which result you c\p.

    it's all honor system anyways
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Wed Jun 27, 2018 12:32 pm

    MAS wrote:
    Whitey wrote: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.


    That's tough. I've looked myself in an effort to configure my tablet as a mobile gaming book and did not find anything I liked when I did. Maybe screenshots of the dicelog result instead of copy/paste?


    I use this on my phone and cop/paste easily.

    https://dicelog.com/dice
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    MAS
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Wed Jun 27, 2018 10:17 pm

    Chris wrote:
    it's all honor system anyways

    I just rolled a 427 on my saving throw, does that hit?!?!?!


    lol!
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Thu Jun 28, 2018 11:56 am

    Drusus will move to H-13 and take a swing at the baddie at H-14

    Roll(1d20)+6:
    11,+6
    Total:17

    hmm... if that hits,

    Roll(1d10)+6:
    9,+6
    Total:15

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

    done
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Jun 28, 2018 10:38 pm

    Cyc makes his save vs poison.

    Drusus steps forward and swings his moonlit sword, bleeding the croaker right smartly.

    The mucker double-hops from E-17 to the watery space at L-15. Bru is now even more surrounded. 


    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




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

    Post  MAS on Fri Jun 29, 2018 8:59 am

    Will post tonight - pretty locked up getting things moved into the new place.

    BTW, called it quits for good with Nicole last weekend. Sad but actually feeling pretty good about moving forward and building a new life.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Jun 29, 2018 1:51 pm

    map updated



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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Fri Jun 29, 2018 9:50 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 moves to K-12 and hits that special looking dude at K-14 with GUIDING BOLT.

    Guiding Bolt
    Evocation

    Level: 1
    Casting time: 1 Action
    Range: 120 feet
    Components: V, S
    Duration: 1 round
    A flash of light streaks toward a creature of your choice within range.
    Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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

    Page: 248 Players Handbook


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

    15 + 5 = 20

    DMG if hits:

    Result of the throw of dice "5d6" :

    5 + 4 + 1 + 5 + 4 = 19

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat Jun 30, 2018 10:15 am

    Quxx's Guiding Bolt is a hit. However, his movement to K-12 is not doable. He only has 30' movement and allied/enemy occupied squares are difficult terrain, 1/2 speed. The fungus patches are also difficult terrain. 

    Please state a legal move for Quxx.
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    MAS
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Sat Jun 30, 2018 7:31 pm

    If he can target from where he is, he'll stay put. If not...H-12 should give me LOS?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Jul 01, 2018 10:27 pm

    Quxx moves to H-12, where he has direct LOS on Uggloor. He stings the brute with a magical beam.


    Leaper 1 attacks Bru with a bite and misses. He jabs with the spear and hits with a 19 to AC! Bru suffers 9 piercing damage.

    Leaper 2 hops to the water in K-15. He takes a bite at Bru and hits with a 20 to AC! Bru suffers 3 piercing. He also jabs with a spear, but misses.


    Huron hightails it out. He scurries off the map (somewhere around S-20).





     Initiative, Round 3
    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




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

    Post  navyik on Tue Jul 03, 2018 8:44 am

    Sorry guys.  Been buried alive this week.

    Leirthal moves to I-13.  He should be able to skirt a cone right down the line to get the 3 baddies adjacent to Bru without hitting Bru?  If not he will ready instead of casting and command, "Bru out of there!". It is clear that he intends to let loose whether Bru moves or not. (Feel free to ready attacks for after Leirthals, but y'all are put on notice that his action is readied for the end of Bru's turn regardless of the position of Allie's).

    Burning hands Dex save dc 13
    Result of the throw of dice "3d6" :

    2 + 5 + 5 = 12

    "I'm serving boiled frog's legs for dinner!"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Jul 04, 2018 9:25 pm

    Leirthal manages to catch the three frogmen in a 15' cone.

    Uggloor makes his save (14), so takes 1/2 damage. He suffers 6 fire damage.
    Leaper2 fails and takes 12 damage.
    Mucker fails, takes 12.

    Cyc is up.

    Ara on deck.

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

    Post  Whitey on Thu Jul 05, 2018 9:02 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 calls out to Uggloor "So yer the champion, eh? Doesn't look yer the champion of anything except bleedin'...Let's get a better look at ya..." Cyc casts Guiding bolt at the big nasty:

    1st-level evocation
    Casting Time 1 action
    Range 120 feet
    Components V S
    Duration 1 round
    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.

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

    12 + 5 = 17

    If that hits:

    Result of the throw of dice "4d6" :

    6 + 6 + 4 + 4 = 20

    Cyc will stay put for now. Finished.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Thu Jul 05, 2018 12:44 pm

    map updated, sorry for the delay




    I moved Ara 5ft south as he was the only one on the other page of the map.  now I only have to update 1 page and c\p 1 page

    if anyone else moves north, I can add the other page back
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Jul 06, 2018 8:17 am

    Cyc eliminates Uggloor's champion existence with a well-placed guided bolt. The froggy thug is vaporized (much like his leader was) by searing hot combat magic. Dayyyuuum!




    The heroes crowd in as the bullywugs begin to realize that the tide is turning against them. They wonder if perhaps they will take the big guy down before the end.




    Ara is up. His current position is at M-10 (one space north on Chris' map).



    *Hey guys, I will be gone thru Monday (at a lake cabin). Will have access to internerd, my computer, notes, and PHB, but not my battle map. Chris has that covered hopefully. I do appreciate the team effort on this game!
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Fri Jul 06, 2018 9:27 am

    "Clearly he was weakened severely by my flames. Who can defy such powerful magic!?" Twisted Evil
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    Chris

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Jul 06, 2018 10:05 am

    Robyo wrote:
    *Hey guys, I will be gone thru Monday (at a lake cabin). Will have access to internerd, my computer, notes, and PHB, but not my battle map. Chris has that covered hopefully. I do appreciate the team effort on this game!

    a slightly inaccurate map-maker at your service drunken
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Jul 08, 2018 7:38 am

    I realize it's difficult to lock people down on the weekends. Still, I don't intend to run this module forever. Moving on.

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


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

    Post  trouble7332 on Sun Jul 08, 2018 10:50 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 two froggies at K-15 and L-15. He starts his move to I-17 and he s passin through I-15, he losses his first arrow at L-15. If that hits, he quick snaps a second arrow at froggie at K-15 when he gets to I-17.

    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 at L-15 Frog: 1d20 + 8 = 16 + 8 = 24
    Damage: 1d8 + 4 = 5 + 4 = 9

    Attack on K-15 Frog: 1d20 + 8 = 20 + 8 = 28 (woohoo!!)
    Damage: 1d8 + 4 = 2 + 4 = 6 (what a waste...)

    when Ara gets to I-17, he checks to see if the little guy is still in sight over the cliff. "Nok, we should go help the little guy" Ara shouts, and then pulls his swords and checks his six in case he needs to defend himself.

    (Sorry for the delay) Embarassed
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Jul 08, 2018 4:14 pm

    Froggy at L-15 is a mucker. He enjoys 3/4 cover standing behind Bru. Ara still manages to hit him with an arrow. The mucker is still up.

    Froggy at K-15 is leaper2 and takes an additional d8 of damage from Ara's critical hit. Result of the throw of dice "1d8" : 2.




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

    Post  Josef909 on Sun Jul 08, 2018 5:34 pm

    Bru Zher
    HP: 27/35
    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: 0/3 remaining, +2 damage, resistant to all damage but psychic (bear)
    Battleaxe: +5tohit, 1d8/1d10(2handed) + 3
    Handaxe: +5tohit (+4 if thrown), 1d6 + 3 (+2 if thrown), 20'/60'
    Javelin: +4tohit, 1d6 + 2, 30'/120'

    Bru takes 9 damage from Leaper 1, halved to 4 and 3 damage from Leaper 2, halved to 1 thanks to his rage. Total of 5 damage.

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

    He holds his shield aside as he swings his battleaxe across the form of Ara's first target, the mucker at L-15. He doesn't expect much to come from his attempt, but sometimes he even surprises himself.

    To hit
    Result of the throw of dice "1d20 +5" : 20 + 5 = 25 Perfect timing!
    Damage
    Result of the throw of dice "2d8 +5" : 8 + 2 + 5 = 15 damage (8+2+3str+2rage)
    Additionally, Bru gets to roll an extra damage die on crits due to his savage attack.
    Savage Damage
    Result of the throw of dice "1d8" : 5
    Total of 20 damage dealt.

    Savage Attacks
    When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

    Bru lets loose with the most primal howl he can muster. If his savage, rage-fueled, perfectly timed strike falls the mucker, he will advance into the space previously occupied by his target. 5' to L-15 and that completes his turn.

    "Mop it up, boys!"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Jul 08, 2018 10:52 pm

    Bru completely bisects the mucker. Frogman lays slain.

    Croaker stays put and spews another Foul Croak, catching Drusus, Quxx, and Cyc in a 15' cone. Need CON saves from Drusus, Quxx, and Cyc..


    Nok is up.

    Drusus on deck.

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

    Post  whit10 on Sun Jul 08, 2018 11:21 pm

    Drusus Con. save:

    Roll(1d20)+2:
    15,+2
    Total:17
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Mon Jul 09, 2018 11:24 am

    Nok is more concerned with the 3 remaining froggies than finding the kid.  "Ha ha, you lead-footed amphibian!"

    Nok uses his fancy footwork to dart down, jab Leaper 2 at K-15 and end K-11

    rapier attack with flanking from Bru

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

    15 + 7 = 22

    if that hits, damage with SA

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

    8 + 6 + 2 + 3 = 19

    map updated, hopefully

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Mon Jul 09, 2018 4:52 pm

    Drusus made his save vs poison.

    Nok puts a quick end to the already bleeding profusely leaper.

    Still need CON saves from Quxx and Cyc.. 

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

    Post  whit10 on Tue Jul 10, 2018 10:25 am

    Drusus will try to take down the croaker, finally


    Roll(1d20)+6:
    18,+6
    Total:24

    Assuming that hits:

    Roll(1d10)+6:
    8,+6
    Total:14

    done
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Jul 10, 2018 5:47 pm

    With a mighty swing, Drusus slays the croaker.

    Still need CON saves from Quxx and Cyc..

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

    Post  MAS on Tue Jul 10, 2018 8:01 pm

    Quxx
    HP: 18/18
    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: 0/4




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

    4 + 1 = 5




    Will post action after the results of my failed save are resolved.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Jul 10, 2018 10:01 pm

    MAS wrote:Quxx
    HP: 18/18
    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: 0/4




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

    4 + 1 = 5




    Will post action after the results of my failed save are resolved.

    That is a fail. Poison damage.
    Result of the throw of dice "2d6" :
    5 + 6 = 11
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed Jul 11, 2018 9:01 am

    Cyc’s CON save:

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

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

    Post  Robyo on Wed Jul 11, 2018 4:30 pm

    Whitey wrote:Cyc’s CON save:

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

    10+ 2 = 12

    Pass! Cyc makes his save.  cheers
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Wed Jul 11, 2018 7:22 pm

    Quxx
    HP: 7/18
    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: 0/4



    Quxx wretches violently in reaction to the poison...

    And responds with a similarly venomous intent, launching crackling bolts of wicked blue lightning at the big ugly located on the 14 line near our big cluster.




    Witch Bolt
    Evocation

    Level: 1
    Casting time: 1 Action
    Range: 30 feet
    Components: V, S, M (a twig from a tree that has been struck by lightning)
    Duration: Concentration, up to 1 minute
    A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.
    Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

    At higher level
    When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

    Page: 289 Players Handbook

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

    15 + 5 = 20

    Cast at 2nd Lvl

    DMG if hits:
    Result of the throw of dice "2d12" :

    8 + 6 = 14


    No Move
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Jul 11, 2018 10:02 pm

    The croaker had just been slain by Drusus. However, Quxx can still target the last remaining leaper. The bullywug is within range, but also enjoys 3/4 cover, due to Bru's hulking form standing in front (not to mention Leirthal's big head in front of Quxx). However, Quxx manages to land a hit with the Witch Bolt! The already-arrow shot and ensnared leaper succumbs to the warlock's lethal blue beam.

    The froggy raiding party is all dead. Combat is over!

    Ara looks out from the cave mouth. He doesn't immediately see the halfling boy, but the wood elf ranger highly doubts Huron would have gotten far. He was very tired-looking.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Thu Jul 12, 2018 12:01 am

    Leirthal cares not for the boy. The others can concern themselves with him. He begins to search for a way into the dragon skull.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Jul 12, 2018 8:33 am

    navyik wrote:Leirthal cares not for the boy.  The others can concern themselves with him.  He begins to search for a way into the dragon skull.

    There is a large enough hole in the back of the skull, for Leirthal to squeeze inside. It is the hole where the skull would have connected to the dragon's spine. Inside the skull he finds a stinking pile of burnt rags, smoldering flesh, and charred bones. Likely the remnants of Gloorpk? Beside the pile is a quarterstaff fashioned from bone.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Thu Jul 12, 2018 10:30 am

    yeah, Drusus will also look for precious loot.

    Perception:

    Roll(1d20)+2:
    20,+2
    Total:22

    damn! Bit of a waste of a 20
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Thu Jul 12, 2018 10:30 am

    Nok will call out to the boy and make himself visible at the cave entrance, "Huron! Huron, lad. We are here to help you. We won't hurt you."
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Thu Jul 12, 2018 12:17 pm

    Bru surveys the state of the cave post-battle, wondering if these were the only bullywugs.

    "Taking care of these lot should free up some allies, eh fellas? What's the story with the boy?"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Jul 12, 2018 1:13 pm

    Chris wrote:Nok will call out to the boy and make himself visible at the cave entrance, "Huron!  Huron, lad.  We are here to help you.  We won't hurt you."


    The party hasn't actually yet been introduced to him. They don't know his name. More meta-knowledge provided by your humble DM.. Nonetheless, once Huron sees Ara and Nok emerge from the cave he comes out of hiding.


    "I hoped you would prevail," he says. "Two friends and I were out hiking by the White River, when the bullywugs ambushed us. They were hiding along the muddy shore. My friends escaped, but I wasn't so lucky. Will you help me get back to my clan? I am a Reedfoot."


    Drusus finds on one of the bullywug leapers a leather satchel containing 30 gp and 100 sp. Uggloor has a belt pouch containing 15gp, 60 sp, and a flawed emerald worth 100 gp. The bullywugs carry sacks of plundered foodstuffs and supplies including fish and dried meat. Other than their weaponry and armor, he doesn't readily find anything else of value. However, they might have something hidden in the hole (B-13) where the oozes emerged, or the pile of skulls (B-4), or possibly one of the pools in the caves.


    Bru doesn't notice any signs of additional or approaching bullywugs.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Thu Jul 12, 2018 4:13 pm

    Leirthal will examine the staff.

    Arcana

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

    14 + 5 = 19
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Thu Jul 12, 2018 4:47 pm

    Robyo wrote:However, they might have something hidden in the hole (B-13) where the oozes emerged

    Nok leans a little too far over the slime pit and stumbles into it

    "Leithy!

    uh, Leithy?

    Bru?

    Cyc?

    anybody help?"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Thu Jul 12, 2018 7:29 pm

    Bru hears the familiar sounds of Nok in distress and walks over to the pit peeking his head over the edge.

    "You stuck in there?"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Thu Jul 12, 2018 8:26 pm


    "We are happy to have balanced the scales. Do you know if there are more of these creatures?"
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Jul 12, 2018 9:17 pm

    What exactly is Leirthal trying to determine? Arcana is not Detect Magic. I guess for starters, he recalls some lore regarding magic bone staffs and their darkside implications. The wizard suspects the staff could possibly be magical, or at least, a focus for chaos magic.


    Nok falls into the pit, but he doesn't hit bottom. He's gone into The Void..  Shocked


    Seriously though, the party should decide their next move.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Fri Jul 13, 2018 12:08 am

    Robyo wrote:What exactly is Leirthal trying to determine? Arcana is not Detect Magic. I guess for starters, he recalls some lore regarding magic bone staffs and their darkside implications. The wizard suspects the staff could possibly be magical, or at least, a focus for chaos magic.


    Nok falls into the pit, but he doesn't hit bottom. He's gone into The Void..  Shocked


    Seriously though, the party should decide their next move.

    Leirthal will cast detect magic. He will first look at the staff, but also search around the cavern for auras. Once it is searched properly, he will check on Nok and then suggest we take the rescued boy home.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Fri Jul 13, 2018 8:17 am

    Cyc finds a rock to sit on to catch his breath and surveys the cave, dead creatures, and his friends going about the business of plundering the bullywugs’ lair. “All right lads. Well done! That’s worked up my appetite. I reckon Tor’s descendants are owin’ us a tasty lunch fer clearin’ this lot outta here. Fish Nok from that privy and let’s be on our way.” With that, Cyclone grunts as he gets back on his feet and heads to the mouth of the cave to begin the climb down.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Jul 13, 2018 10:10 am

    Nok searches the bottom of the slime pit hoping for some trinket to warrant his fall.

    "Uh.... wait.... look what I found!"

    he proudly holds up anything he finds, even if it is just a slime-coverd rock!

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    Re: 3: Gloorpk and the Mud-Hides

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