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    3: Gloorpk and the Mud-Hides

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    Whitey

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Mon Apr 02, 2018 11:34 am

    Map Updated for Top of Round 2


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Apr 03, 2018 9:05 am

    Thanks for updating the map! And don't worry about keeping carcasses on the board. I know it's more realistic that way (difficult terrain), but it's just more stuff to track. I don't feel it's necessary anyways.

    So it hasn't been a full two days yet, waiting on Matt, but TBH I'm not interested in running this adventure forever. I'd prefer to keep the momentum going.


    Cyc can go.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Tue Apr 03, 2018 10:23 am

    Cyclone Chinook
    Level 3
    Speed: 25
    HP 25/25 (28)
    HD: 3d8/3d8
    AC: 17
    Proficiency Bonus: +2
    Initiative Bonus: +1
    Passive Perception: 13
    Saves:
    WIS: (+5)
    CHR: (+2)
    Spell Casting Ability: +3
    Spell Save DC: 13
    Spell Attack Bonus: +5
    Spell Capacity: 6
    Spell Slots:
    C:3/3
    1:4/4
    2:2/1

    Cyc scrambles over the lip of the ledge and advances to D2. As he moves he scans deeper into the cave for more enemies.
    Perception Check:
    Result of the throw of dice "1d20 +3" :

    19 + 3 = 22

    For his action he barks at Ara "If I'm cookin yer dinner, yer cleanin the dishes...", scrapes Wrath of Nimbus across the top edge of his shield, drawing some sparks, and casts Sacred Flame at Froggy #2:
    Sacred Flame
    Cantrip evocation
    Casting Time: 1 action
    Range: 60 ft
    Components: V S
    Duration: Instantaneous
    Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
    Result of the throw of dice "1d8" :

    7

    As his bonus action, Cyclone directs his Spiritual Weapon to attack Froggy #2:
    Result of the throw of dice "1d20 +5" :

    14 + 5 = 19

    If that hits:
    Result of the throw of dice "1d8 +3" :

    2 + 3 = 5

    Cyc will hold on to the remaining 10' of movement pending the result of his perception check

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    MAS
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Tue Apr 03, 2018 1:03 pm

    Sorry guys - when I checked in and saw the top of the 2nd page of this thread, and the map said "updated for top of round 2" and I knew that I wasn't going first - I just closed the page and came back today. If I would have known that that additional action had taken place, I would have taken a turn yesterday.


    Last edited by MAS on Tue Apr 03, 2018 1:10 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Tue Apr 03, 2018 1:08 pm

    Robyo wrote:Thanks for updating the map! And don't worry about keeping carcasses on the board. I know it's more realistic that way (difficult terrain), but it's just more stuff to track. I don't feel it's necessary anyways.

    So it hasn't been a full two days yet, waiting on Matt, but TBH I'm not interested in running this adventure forever. I'd prefer to keep the momentum going.


    Cyc can go.

    Thanks, Mike!


    just make it 24hrs, that's what we used to use anyways
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    MAS
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Tue Apr 03, 2018 1:12 pm

    Chris wrote:
    Robyo wrote:Thanks for updating the map! And don't worry about keeping carcasses on the board. I know it's more realistic that way (difficult terrain), but it's just more stuff to track. I don't feel it's necessary anyways.

    So it hasn't been a full two days yet, waiting on Matt, but TBH I'm not interested in running this adventure forever. I'd prefer to keep the momentum going.


    Cyc can go.

    Thanks, Mike!


    just make it 24hrs, that's what we used to use anyways

    The issue was communications gap, not a timing one. Play on folks.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Apr 03, 2018 9:03 pm

    Chris wrote:just make it 24hrs, that's what we used to use anyways

    24 hours it is!


    Cyc moves further inside the cave and looks around.

    Robyo wrote:A stagnant pool of water fills a corner to your right, and a thick patch of multicolored fungus grows atop a pile of offal in the middle of the cave.

    He sees no sign of further enemies.

    Here is a more expanded map for your consumption*


    *(Cyc can't really see what's in the NW sector)

    The mucker manages to evade Cyc's Sacred Flame, but not his Spiritual Weapon. The frogman croaks in annoyance.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Apr 04, 2018 4:08 pm

    I thought Cyc was going to use up the rest of his movement?


    Drusus is up.


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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Wed Apr 04, 2018 5:00 pm

    Dru will just move up to join the group since there are no bad guys, I-5 looks good
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed Apr 04, 2018 5:03 pm

    Cyc will abandon the rest of his movement and hold at D-2.

    Map Update arriving shortly
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Apr 04, 2018 5:09 pm

    whit10 wrote:Dru will just move up to join the group since there are no bad guys,  I-5 looks good

    Did Drusus fumble his Perception check or something? There's still one "bad guy" remaining...
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Wed Apr 04, 2018 5:18 pm

    Map Update Prior To Dru's turn
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    Re: 3: Gloorpk and the Mud-Hides

    Post  whit10 on Wed Apr 04, 2018 5:34 pm

    oh.. I thought that someone got him.

    In that case, Ray of Frost at him,

    Roll(1d20)+4:
    12,+4
    Total:16

    if that hits,

    Roll(1d8)+0:
    5,+0
    Total:5

    and his movement is reduced by 10' for one round
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Wed Apr 04, 2018 7:20 pm

    From Dru's position behind Bru, the Bullywug enjoys 1/2 cover behind the big barbarian.

    Ray of Frost is a miss. Does Drusus move anywhere?


    Ara is up.


    Leirthal on deck.


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

    Post  whit10 on Thu Apr 05, 2018 12:01 am

    sorry, Dru will finish his move up to the top
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Thu Apr 05, 2018 10:47 am

    Robyo wrote:



    The mucker manages to evade Cyc's Sacred Flame, but not his Spiritual Weapon. The frogman croaks in annoyance.


    Ahhhh!!! He "croaks" like a frog...not "croaks" like dies... (I thought he was dead too!)
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Thu Apr 05, 2018 11:02 am

    ARA
    HP: 25/25 (1d10) + 3 (Temp)
    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 climbs to top of ledge and uses the last 5 feet of his action to move as close to Cyc's L flank as possible.
    "You guys got croaky, right? Should we tie him up and use him as a guide?" Ara says. Ara sheaths his sword to pull Death's Whisper and nock an arrow, eyeing the big toad.

    (DM question. Is it possible to make a "skill shot" that is aimed to have a specific outcome? i.e "Ara aims directly at the frogs left foot and shoots an arrow into it to tether it to the ground". Is that possible. Is it a skills check? Not possible?)

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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Thu Apr 05, 2018 3:46 pm

    Nicole's mom had stroke symptoms this morning at work (couldn't talk, didn't know who and where she was, etc). If my turn comes up, I authorize any other party member to move my character in a sane and tactical manner, or skip me. I'd rather see someone use the moves.

    When it rains, it pours, FFS.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Thu Apr 05, 2018 4:06 pm

    MAS wrote:Nicole's mom had stroke symptoms this morning at work (couldn't talk, didn't know who and where she was, etc). If my turn comes up, I authorize any other party member to move my character in a sane and tactical manner, or skip me. I'd rather see someone use the moves.

    When it rains, it pours, FFS.

    I am sorry to hear that. Our thoughts are with you and Nicole. I hope her mom is ok.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Apr 05, 2018 4:23 pm

    trouble7332 wrote:
    (DM question. Is it possible to make a "skill shot" that is aimed to have a specific outcome? i.e "Ara aims directly at the frogs left foot and shoots an arrow into it to tether it to the ground". Is that possible. Is it a skills check? Not possible?)

    There aren't called shots in 5e.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Thu Apr 05, 2018 5:21 pm

    Got it. Thanks.

    Ara uses dash to get to the opposite side of the cave entrance from Cyc and also checks to see if he can see anything from the other side. "You get that side and I'll get this one" he says to Cyc.

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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Thu Apr 05, 2018 5:23 pm

    MAS wrote:Nicole's mom had stroke symptoms this morning at work (couldn't talk, didn't know who and where she was, etc). If my turn comes up, I authorize any other party member to move my character in a sane and tactical manner, or skip me. I'd rather see someone use the moves.

    When it rains, it pours, FFS.

    Sorry to hear man. Sending good thoughts and prayers.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Thu Apr 05, 2018 6:29 pm

    Leirthal The Magnificent

    AC 16 (18 arcane deflection)
    Hp 20/20

    Passive perception 13
    Passive investigation 15
    Passive insight 13

    Mage armor active 8 hours



    1(4)✓✓
    2(2)

    Leirthal will step directly forward to climb the wall now that the wood elf (deliberately lower case) is out of the way.

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

    19 - 1 = 18 athletics

    I'm not sure how the movement counter works here buI think he can get to the top with a step or two to spare. If not, he will "dash". If Leirthal does not have to dash, then he will use a cantrip.

    ray of frost.
    Result of the throw of dice "1d20 +6" :

    13 + 6 = 19

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

    8 And -10' movement

    Under his breath, "if you would stay out of my way this would work better..."
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Apr 05, 2018 6:58 pm

    I'm not sure where Ara wants to end up? I need a climb check from Ara...

    DM chastisement time: It would really help if you guys could clearly state the coordinates you want to end up at. Whitey made this nice map for us, please use it (and don't be lazy in your specifics). No, I'm not just picking on Trouble/Ara, there's been a bit of laziness all around. Consider yourselves duly chastised!


    Leithal must spend 30' of movement just to climb the ledge. His climb check was successful. If Leirthal wants to move further, it would take a Dash. So where does he want to end up?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Thu Apr 05, 2018 7:21 pm

    Leirthal will stop at the top then and shoot the ray of frost. G-1 I think.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Apr 05, 2018 9:03 pm

    ??????? It would take 40' of movement for Leirthal to get to G-1.

    I hate to dicker about this shit, but we are playing tactical D&D.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Thu Apr 05, 2018 9:20 pm

    Robyo wrote:??????? It would take 40' of movement for Leirthal to get to G-1.

    I hate to dicker about this shit, but we are playing tactical D&D.

    I'm beginning to get a certain vibe here. I'm sorry Rob. I'm confused. I'm not sure I grasp the movement count of the cliff or the layout of the map. I'm trying to be more specific but I could use some constructive feedback. In the previous post you said that I can get to the top and have to dash to go further. G-1 looked to me like the top. If it is not, then please offer me a suggestion or explanation that will help me orient my perception to the map.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  navyik on Thu Apr 05, 2018 9:55 pm

    Ok. I re-read everything and I think I get it. Leirthal can't get to the top unless he dashes. So he will dash and end at f-2. End of his turn.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Thu Apr 05, 2018 10:19 pm

    That works!  cheers  Sorry, I know it can be confusing. Looking at the map, the ledge only takes up one square, but it's actually 10' high and slippery, so x3 movement.

    Still waiting to hear where Ara ends up...

    Nok can go.


    *Sorry if I came off sour. I'm pushing to get you guys inside the cave, since this is a pretty complex/epic encounter, of which you guys haven't even really begun yet! Cue evil laughter.


    Last edited by Robyo on Fri Apr 06, 2018 8:42 am; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Thu Apr 05, 2018 10:26 pm

    My apologies! Ara should end at D4. Embarassed
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Fri Apr 06, 2018 1:36 pm

    "What's the infernal hold-up?" yells Quxx, impatiently.

    "It seems like I am always waiting for you people!"

    lol!




    Thanks for the good wishes yesterday, guys.

    Nic's mom is home and recovering. Docs are saying "mini-stroke" - and it turns out she has experienced this before and not told anyone. Lots of medications tests going forward but she appears safe for now.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Apr 06, 2018 5:20 pm

    Nok will attempt to blend into the shadows and scout the cave.  He is not currently being observed by any enemies, that he knows of, so he will use his Cunning Action to Hide.

    Stealth check (proficient and expertise)

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

    1 + 7 = 8

    Nok is blessed with the good fortune of the little people

    Lucky. When you roll a 1 on an attack roll, ability
    check, or saving throw, you can reroll the die and must
    use the new roll.

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

    17 + 7 = 24


    In most games, moving while in Stealth takes double movement, but I can't find a specific wording for it in 5e.  I read chapter 7 for Stealth rules in skills and under Movement, all it says is:
    St e a l t h

    While traveling at a slow pace, the characters can move
    stealthily. As long as they’re not in the open, they can try
    to surprise or sneak by other creatures they encounter.
    See the rules for hiding in chapter 7.

    Nok wants to skirt around the shadows moving towards the NE.  If it costs double movement, then he will move to D7, C8 (20\25ft)  


    Perception
    Result of the throw of dice "1d20 +3" :

    11 + 3 = 14


    Does he see anything new?  if not, he will keep moving, if so he will stop and use his Action.

    if nothing,
    Dash to B9, then B10 (20\25) and finally end up at A10 in the corner.

    If it is only single movement, then he would get there with his move only.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Apr 06, 2018 9:18 pm

    Robyo wrote:There is a 10-foot-high ledge you must climb to reach the cave mouth.

    Robyo wrote:
    It's a STR/Athletics check to climb the ledge.

    Robyo wrote:I need a climb check from Ara...

    Still need a climb check from Ara Rolling Eyes
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Fri Apr 06, 2018 9:46 pm

    Chris wrote:Nok will attempt to blend into the shadows and scout the cave.  He is not currently being observed by any enemies, that he knows of, so he will use his Cunning Action to Hide.

    Stealth check (proficient and expertise)

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

    1 + 7 = 8

    Nok is blessed with the good fortune of the little people

    Lucky. When you roll a 1 on an attack roll, ability
    check, or saving throw, you can reroll the die and must
    use the new roll.

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

    17 + 7 = 24


    In most games, moving while in Stealth takes double movement, but I can't find a specific wording for it in 5e.  I read chapter 7 for Stealth rules in skills and under Movement, all it says is:
    St e a l t h

    While traveling at a slow pace, the characters can move
    stealthily. As long as they’re not in the open, they can try
    to surprise or sneak by other creatures they encounter.
    See the rules for hiding in chapter 7.

    Nok wants to skirt around the shadows moving towards the NE.  If it costs double movement, then he will move to D7, C8 (20\25ft)  


    Perception
    Result of the throw of dice "1d20 +3" :

    11 + 3 = 14


    Does he see anything new?  if not, he will keep moving, if so he will stop and use his Action.

    if nothing,
    Dash to B9, then B10 (20\25) and finally end up at A10 in the corner.

    If it is only single movement, then he would get there with his move only.

    Hmm, the mucker will get an Opportunity Attack if Nok moves out of his threat zone. The bullywug has reach with his spear.

    Nok can try to Hide, but if he's observed, he can't hide from the observer (mucker). Stealth checks are opposed by Perception. Hiding takes an Action.

    There's no penalty to move while being stealthy/sneaking. But if he's moving, he's not hiding.

    So where does Nok want to end up? A10?

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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Fri Apr 06, 2018 10:55 pm

    Robyo wrote:
    Hmm, the mucker will get an Opportunity Attack if Nok moves out of his threat zone. The bullywug has reach with his spear.

    Nok can try to Hide, but if he's observed, he can't hide from the observer (mucker). Stealth checks are opposed by Perception. Hiding takes an Action.

    There's no penalty to move while being stealthy/sneaking.  But if he's moving, he's not hiding.

    So where does Nok want to end up? A10?


    oh good grief, I thought the bullywug was dead.  nevermind

    Nok will attack with his rapier and, if needed, his dagger

    rapier attack, flanking
    Roll(1d20)+7:
    3,+7
    Total:10

    I figure that misses, so Nok will use his bonus action to attack with his off-hand dagger

    grievous dagger

    Roll(1d20)+7:
    19,+7
    Total:26

    if that hits, damage (no dex bonus) but Sneak Attack
    Roll(2d4)+0:
    4,1,+0
    Total:5
    Roll(2d6)+0:
    6,5,+0
    Total:11

    16 total damage

    if that drops him, Nok will move to A10, if not, he will maintain position for Bru
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    Re: 3: Gloorpk and the Mud-Hides

    Post  trouble7332 on Sat Apr 07, 2018 10:34 am

    Athletics Check 1d20 + 3 = 14 + 3 = 17

    jocolor
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat Apr 07, 2018 11:39 am

    Chris wrote:
    oh good grief, I thought the bullywug was dead.  nevermind

    Nok will attack with his rapier and, if needed, his dagger

    rapier attack, flanking
    Roll(1d20)+7:
    3,+7
    Total:10

    I figure that misses, so Nok will use his bonus action to attack with his off-hand dagger

    grievous dagger

    Roll(1d20)+7:
    19,+7
    Total:26

    if that hits, damage (no dex bonus) but Sneak Attack
    Roll(2d4)+0:
    4,1,+0
    Total:5
    Roll(2d6)+0:
    6,5,+0
    Total:11

    16 total damage

    if that drops him, Nok will move to A10, if not, he will maintain position for Bru

    RAW, Flanking doesn't really interact with sneak attack. To get sneak attack, you just need...

    another enemy of the target within 5 feet of it
    that enemy is not incapacitated
    you don't have disadvantage on the attack roll

    I'm not a big fan of advantage for flanking with 5e, sneak attack or not. Characters are entirely too slippery and flanking is almost trivial to achieve. That is why my houserule is flanking grants +2 bonus to attack. Certain abilities/powers like Pack Tactics allow advantage for flanking.


    Nok misses with his rapier, but the grievous dagger finds it's mark! He gets his sneak attack damage, targeting the frogman's vitals.

    The mucker takes a wound. He's bloodied, but still up.

    I will give Nok his Perception check too. He notices, out of the corner of his eye, slight movement in the cove above the stagnant water pool.


    trouble7332 wrote:Athletics Check 1d20 + 3 = 14 + 3 = 17   jocolor

    Ara successfully climbs the ledge and makes some tricky maneuverings to end up at D4. The water is difficult terrain.


    *We're getting our floors done this week and next. I will update as soon as I am able.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sat Apr 07, 2018 10:23 pm

    At Initiative-6, the leapers can no longer stomach standing by and watching their mucker brethren get beat up on. Here they come!





    Coming from around one corner of the cavern, Leaper#1 leaps into the water with a splash and attacks Ara.
    Bite attack is a miss.
    Spear attack: 17 to AC is a hit! Ara suffers 8 piercing damage.

    Leaper#2 leaps out from behind a different corner and attacks Nok.
    Bite attack: 21 to AC is a hit! Nok suffers 4 bludgeoning damage.
    Spear attack is a miss.

    At initiative-4, from cubby holes above the stagnant water pool fly out 4 stirges!



    The small mosquito-like beasts crowd around Nok, but only two have clear attacks with their bloodsuckers.

    Stirge#1 dives in at Nok. 24 to AC is a hit! Nok suffers 7 piercing damage. The stirge is attached and Nok will take 5 ongoing piercing damage (on stirges turn).

    Stirge#2 also dives at Nok. 19 to AC is a hit! Nok suffers 5 piercing damage. The stirge also attaches itself and Nok will take 5 ongoing damage (on stirges turn).

    The other two striges wait behind their mates, biding their time to suck some blood.





    End of round 2,

    Quxx can take his turn.


    *(Here is the final map of the encounter. No more updates to the map, I promise. Thanks for putting up with my suspenseful revealings.)
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Whitey on Sun Apr 08, 2018 12:57 pm

    Updated Map. Quxx is out of view at V-9


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    Re: 3: Gloorpk and the Mud-Hides

    Post  Chris on Sun Apr 08, 2018 2:49 pm

    ouch!

    Nok
    HP: 8\24
    AC: 16
    PP: 13
    Saves: DEX + INT
    advantage vs poison, fear

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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Sun Apr 08, 2018 6:34 pm

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

    Quxx will expend all needed movement to reach R-6. I Believe that will require most of a full dash when modifiers are included, so that completes my turn.



    Last edited by MAS on Sun Apr 08, 2018 9:20 pm; edited 1 time in total
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Sun Apr 08, 2018 8:59 pm

    Need a climb check from Quxx...


    Round 3:

    Bru can go.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Mon Apr 09, 2018 12:28 am

    K. How are you considering diagonal grid movement? 5', or something more complicated?
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    Re: 3: Gloorpk and the Mud-Hides

    Post  MAS on Mon Apr 09, 2018 9:06 am

    Quxx climb check -

    Result of the throw of dice "1d20" :

    14
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Mon Apr 09, 2018 9:15 am

    Quxx manages to climb the ledge (barely), without falling.


    Josef909 wrote:K.  How are you considering diagonal grid movement?  5', or something more complicated?

    diagonal movement is 5'
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Mon Apr 09, 2018 10:50 am

    Copy. Will update tonight with my turn. Working all day today.
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    Re: 3: Gloorpk and the Mud-Hides

    Post  Josef909 on Tue Apr 10, 2018 12:16 am

    Bru Zher
    HP: 31/35
    AC: 15 [16 with +1 ring, 20 with mithril shield (resistant to slashing/piercing) and ring]
    SV: STR (+5), CON (+5)
    Rage: 3/3, +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 sizes up the situation for a moment, and as a bonus action, he swings his axe over his right shoulder to tack himself on the back, opening his wound and causing it to bleed slightly as he rages.
    As the red haze fills his field of vision, he attempts to strike down on the croaker at P-9.

    Battleaxe attack roll (1H)
    Result of the throw of dice "1d20 +5" : 7 + 5 = 12
    "Feh."

    Bru notices Nok is suddenly surrounded and moves to P-8 to offer an escape route and move up to the front of the pack. If only he were able to make it past the enemy line.

    GM: movement through allies is considered 'difficult terrain', yes? My turn is done, but for the future, whats your ruling on moving through enemy occupied squares?



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    Re: 3: Gloorpk and the Mud-Hides

    Post  Robyo on Tue Apr 10, 2018 10:25 am

    *I forgot to mention that you can move diagonal 5', but aren't allowed to move diagonally where a corner or obstacle interferes with diagonal movement.

    Concerning movement through spaces occupied by hostile forces, the PHB p.191 is quite specific: "You can move through a non-hostile creature’s space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you."

    The halfling racial ability is an exception.

    The DMG p.272 has optional rules for 'Overrun', 'Shove Aside', and 'Tumble'. These all let you move past (or through) a creature that is blocking your path. I am allowing these maneuvers.


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

    Two more muckers run out from hiding.

    Mucker#3 moves to L-11 and tosses a javelin at Nok, but misses.

    Mucker#4 moves to L-9, behind the fungus patch. He has partial concealment (-2 attacks against him). The mucker throws a javelin at Bru and hits with a 20 to AC! Bru suffers 5 piercing damage.

    Mucker#2 is bloodied but still in the fight. He takes a bite at Nok and hits with a 19 to AC! Nok suffers 6 bludgeoning damage. He also stabs at Nok with his spear, but misses.



    Quxx is up.

    Cyc on deck.

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

    Post  Whitey on Tue Apr 10, 2018 10:53 am

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

    Post  Whitey on Tue Apr 10, 2018 11:47 am

    DM question while I wait out the next 24 hours for Quxx to boot his turn again Razz

    On this grid would you consider a 10' radius sphere area of effect to look like this:






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    Re: 3: Gloorpk and the Mud-Hides

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