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    Cha Ra Mo Na Ah Na

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    Chris

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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Sun Dec 30, 2018 6:53 pm

    All positions are correct.  The initial movement occurred with the Pushing Attack.  The reaction to let go happened in response to being dragged down with the mech.

    The mech gets a reaction as well and desperately reaches out for anything....

    Athletics check to grab a leg:

    Roll(1d20)+4:
    18,+4
    Total:22

    even Renda\odd Hawkes

    Roll(1d4)+0:
    4,+0
    Total:4

    I think that's a hit, barring anything I am missing.

    the Mech grabs ahold of Renda's leg.   both sink down 30ft due to the weight!  Renda is now 20ft above the lava river affraid




    Chris wrote:Lava river fight initiative

    Crispy 19
    Renda 15  (fly)
    Hawkes (fly)
    Sam 14
    Steam-o-nauts 12
    Azers 9

    Sjon 7
    turtle (sal) 3



    Renda is up, or down actually, sinking fast drunken

    Sam on deck
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    MAS
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    Re: Cha Ra Mo Na Ah Na

    Post  MAS on Sun Dec 30, 2018 8:14 pm

    Luckily for Renda, he can fly right now. So I guess he is just floating in the air, which is ok. If that is not the case, let me know.

    With 60 ft of movement, he can get back on the bridge and engage the other 'bot - GM do you count sufficient movement to deliver a get adjacent??
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Mon Dec 31, 2018 1:29 am

    MAS wrote:Luckily for Renda, he can fly right now. So I guess he is just floating in the air, which is ok. If that is not the case, let me know.

    With 60 ft of movement, he can get back on the bridge and engage the other 'bot - GM do you count sufficient movement to deliver a get adjacent??

    Sure, Renda can fly right now.  However, he does have a Large-sized metal construct hanging from his leg.

    Chris wrote:

    the Mech grabs ahold of Renda's leg.   both sink down 30ft due to the weight!  Renda is now 20ft above the lava river affraid

    Push, Drag, or Lift. You can push, drag, or lift a
    weight in pounds up to twice your carrying capacity
    (or 30 times your Strength score). While pushing or
    dragging weight in excess o f your carrying capacity,
    your speed drops to 5 feet.


    Renda's strength score is 14, so his normal carrying capacity is x15 = 210 lbs
    double that for Push\drag\lift x 30 = 420 lbs

    even a small car weighs somewhere in the neighborhood of 2000 lbs as a comparison, granted there is no engine weight, but even half of that would be 1000 lbs or more.

    So yes, Renda can fly, but his speed is reduced to 5ft per move


    F ly
    3rd-level transmutation
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a w ing feather from any bird)
    Duration: Concentration, up to 10 minutes
    You touch a willing creature. The target gains a flying
    speed o f 60 feet for the duration. When the spell ends,
    the target falls if it is still aloft, unless it can stop the fall.


    Fly doesn't make things weightless or grant any function beyond a fly speed

    Renda could use an action to try and escape its grip, DC 14 Str\Ath or Dex\Acro
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    MAS
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    Re: Cha Ra Mo Na Ah Na

    Post  MAS on Mon Dec 31, 2018 4:17 pm

    Chris wrote:
    MAS wrote:Luckily for Renda, he can fly right now. So I guess he is just floating in the air, which is ok. If that is not the case, let me know.

    With 60 ft of movement, he can get back on the bridge and engage the other 'bot - GM do you count sufficient movement to deliver a get adjacent??

    Sure, Renda can fly right now.  However, he does have a Large-sized metal construct hanging from his leg.

    Chris wrote:

    the Mech grabs ahold of Renda's leg.   both sink down 30ft due to the weight!  Renda is now 20ft above the lava river affraid

    Push, Drag, or Lift. You can push, drag, or lift a
    weight in pounds up to twice your carrying capacity
    (or 30 times your Strength score). While pushing or
    dragging weight in excess o f your carrying capacity,
    your speed drops to 5 feet.


    Renda's strength score is 14, so his normal carrying capacity is x15 = 210 lbs
    double that for Push\drag\lift x 30 = 420 lbs

    even a small car weighs somewhere in the neighborhood of 2000 lbs as a comparison, granted there is no engine weight, but even half of that would be 1000 lbs or more.

    So yes, Renda can fly, but his speed is reduced to 5ft per move


    F ly
    3rd-level transmutation
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a w ing feather from any bird)
    Duration: Concentration, up to 10 minutes
    You touch a willing creature. The target gains a flying
    speed o f 60 feet for the duration. When the spell ends,
    the target falls if it is still aloft, unless it can stop the fall.


    Fly doesn't make things weightless or grant any function beyond a fly speed

    Renda could use an action to try and escape its grip, DC 14 Str\Ath or Dex\Acro

    How about an attack to sever his arm?
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Mon Dec 31, 2018 7:34 pm

    Sure!
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    MAS
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    Re: Cha Ra Mo Na Ah Na

    Post  MAS on Tue Jan 01, 2019 1:38 pm

    Renda' Mon
    Current Init: 15
    Rages daily: 1/3
    AC: 18
    Prof: +4
    Ki pool: 6/6
    Advantage on DEX saves vs things he can see.
    Unarmed attacks ignore resistance and immunity to nonmagical attacks and damage.
    Add 1d6+1 necrotic to weapon attack dmg on the first hit of the round.
    Condition; RAGED; +2 strength-based melee attack dmg, resistance vs slash, pierce, bludge
    ADVANTAGE ON STR BASED ATTACKS FOR THIS ROUND.
    ENEMIES HAVE ADVANTAGE ON ATTACKS AGAINST HIM THIS ROUND

    Venomblood Ring, Grants resistance to poison damage, Once per day, grant yourself advantage on a Wisdom saving throw.
    x1 Fire giant strength potion, Strength score changes to 25 for 1 hour. Unused.
    Kracken dagger.
    Handaxe +6/ 1d6+2/+4 raged S
    Unarmed +7/ 1d6+3/+5 raged B
    Bite +6/ 1d6+3/+5 raged P
    Great Axe +6/ 1d12
    Standard round w/ bonus action max dmg, 3 bite attacks, 4d6 +21
    Flurry of blows round w/ bonus action max dmg, 4 bite attacks, 5d6 +26
    Renda speaks Draconic, as per Lizardfolk racial.




    "Can't bite my feet..." thinks Renda as he recalls swamp birds that would pick up snails and break them open by dropping them on rocks while he and the other hatchlings fished the great lagoon.


    Renda will "dash" affording him 120 ft/24 squares with reduced movement. His intent is move "over" so that he and his cargo are over 12/I - but will then also expend as much movement as he has left to gain altitude. Once at the apex, he will stop flying and drop both himself and the 'bot like a rock, and attempt to tumble/jump free to mitigate damage as best he can.


    Advantage on DEX saves vs things he can see. (Like, say, the floor)
    Condition; RAGED; +2 strength-based melee attack dmg, resistance vs slash, pierce, bludge
    Athletics:
    Result of the throw of dice "1d20 +6" :

    14 + 6 = 20
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Tue Jan 01, 2019 4:06 pm

    MAS wrote:

    Renda will "dash" affording him 120 ft/24 squares with reduced movement. His intent is move "over" so that he and his cargo are over 12/I - but will then also expend as much movement as he has left to gain altitude. Once at the apex, he will stop flying and drop both himself and the 'bot like a rock, and attempt to tumble/jump free to mitigate damage as best he can.


    Advantage on DEX saves vs things he can see. (Like, say, the floor)
    Condition; RAGED; +2 strength-based melee attack dmg, resistance vs slash, pierce, bludge
    Athletics:
    Result of the throw of dice "1d20 +6" :

    14 + 6 = 20

    Ok, I think I understand the intent here, but the mechanics don't quite work out the way you described.

    With the heavy load Renda can move a total of 5ft on a move action or 10ft total if he used Dash




    Chris wrote:

    Push, Drag, or Lift. You can push, drag, or lift a
    weight in pounds up to twice your carrying capacity
    (or 30 times your Strength score). While pushing or
    dragging weight in excess o f your carrying capacity,
    your speed drops to 5 feet.



    So yes, Renda can fly, but his speed is reduced to 5ft per move


    Renda could use an action to try and escape its grip, DC 14 Str\Ath or Dex\Acro

    movement isn't reduced BY 5ft it is reduced TO 5ft total, sorry if that wasn't clear

    Renda can make a save to mitigate the falling damage, however, that doesn't help him get free of the mech's grasp.  As noted above, Escape is an Action.

    So... Renda can fly both to 12-I which is 5ft away, which takes all of his movement.  Renda can then drop them both into the lava.  If Renda wants to get free, he can use his Action for the previous Escape roll.  Rolling a saving throw to mitigate fall damage doesn't take any action at all; it is free.   If Renda wants to Dash, he would gain 5ft in elevation, so the drop would be 25ft, instead of 20ft which doesn't increase the fall damage.  Renda would then end up in the lava with the mech.

    Alternately, Renda could use the Athletics check you already made to Escape first.  That would drop the mech into the lava and leave Renda his full movement to fly


    Do you want to continue with one of these options or declare something else entirely?


    Sam is on deck - Josh can go if his actions don't depend on Renda
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    Re: Cha Ra Mo Na Ah Na

    Post  whit10 on Tue Jan 01, 2019 4:53 pm

    Sam is only moving to better cover. He will cast Jump and then try to get to E-2. I believe he has enough movement and so forth to do this.

    Let me know if a check is needed.
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Tue Jan 01, 2019 5:28 pm

    Sam does not have enough movement with just a move. Please state all mechanics you are using (I do think you can make it). I know we discussed this over the phone, but spell it out for the forum's sake, si vous plaitre

    Also, give me some idea of Sam's path. I am mostly concerned with an opportunity attack from the construct on the bridge.
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    Re: Cha Ra Mo Na Ah Na

    Post  MAS on Tue Jan 01, 2019 5:39 pm

    So fine, I'll just drop altitude dip this motherfucker in the lava. Straight down, till Renda Is in the 5 ft cube immediately above the lava. Nothing in the rules says you need movement to fall, so Ill use movement to brake.
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    Re: Cha Ra Mo Na Ah Na

    Post  whit10 on Tue Jan 01, 2019 7:34 pm

    moving on a straight a line as possible to K-7 (changing plans a bit here).

    From K-7, he will jump to G-9. that should be enough distance if he uses Dash as a Cunning Action bonus move (it's nearly a straight line to where he wants to end up).

    does that work? Do you need any rolls?
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Wed Jan 02, 2019 12:13 pm

    MAS wrote:So fine, I'll just drop altitude dip this motherfucker in the lava. Straight down, till Renda Is in the 5 ft cube immediately above the lava. Nothing in the rules says you need movement to fall, so Ill use movement to brake.

    cheers  yup, that works too!  keep it simple!




    I don't even think you need movement to brake.  cheers  Renda dunks the mech into the lava river without expending any actions and using the GM's own terrain against him

    Renda has his full pool of actions remaining and only an arm attached to his lower leg, but that doesn't impede movement.
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Wed Jan 02, 2019 12:15 pm

    whit10 wrote:moving on a straight a line as possible to K-7 (changing plans a bit here).

    From K-7, he will jump to G-9. that should be enough distance if he uses Dash as a Cunning Action bonus move (it's nearly a straight line to where he wants to end up).

    does that work?  Do you need any rolls?

    yup, that works just fine



    Chris wrote:Lava river fight initiative

    Crispy 19
    Renda 15 (fly)
    Hawkes (fly)
    Sam 14
    Steam-o-nauts 12
    Azers 9

    Sjon 7
    turtle (sal) 3




    Renda is still up

    Mechs and Azers on deck
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    Re: Cha Ra Mo Na Ah Na

    Post  MAS on Wed Jan 02, 2019 2:12 pm

    There we go! Renda will fly/DASH 60/120 to B2, landing and ending his action there.
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Wed Jan 02, 2019 3:03 pm

    at 12, The Steam-o-naut on the bridge blows a loud wwwhhhiiissstttllleee and charges forward like a locomotive!   Hawkes notices that the damage done by Sam seems to be rapidly repairing itself  affraid



    He passes Hawkes, who used his reaction already.  On his way past Crispy, he will shoot out his left arm like a piston (from M-6) and attempt to SHOVE him off the bridge and into the lava  Twisted Evil



    Sh o v in g a C r e a t u r e
    Using the Attack action, you can make a special melee
    attack to shove a creature, either to knock it prone or
    push it away from you. If you’re able to make multiple
    attacks with the Attack action, this attack replaces
    one o f them.
    The target o f your shove must be no more than one
    size larger than you, and it must be within your reach.
    You make a Strength (Athletics) check contested by the
    target’s Strength (Athletics) or Dexterity (Acrobatics)
    check (the target chooses the ability to use). If you win
    the contest, you either knock the target prone or push
    it 5 feet away from you.


    Mech STR(ATH) check:  
    Result of the throw of dice "1d20 +6" :

    7 + 6 = 13

    Crispy can contest as noted above.  DC = 13



    Steam-o-naut will finish his charge with a right-handed punch vs Sjon

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

    15 + 7 = 22

    I think that hits, if so, bludgeoning damage

    Result of the throw of dice "2d6 +4" :

    3 + 5 + 4 = 12



    Renda notices that the hand still attached to his leg has re-grown itself to the elbow  Twisted Evil


    _________________________________________________________________________________________________________________________________________

    at 9, The Azer at C-7 steps to C-5, as he does, Sam notices a familiar looking item hanging from his belt!



    Azer C-5 picks up Sal the Turtle and hurls a Firebolt at Renda

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

    17 + 5 = 22

    I think that hits, damage FIRE

    Result of the throw of dice "2d10" :

    5 + 5 = 10
    ________________________________________________


    Azer in the north tower steps back 5ft and fires at Renda

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

    4 + 5 = 9

    Miss!  A bolt of fire doesn't even come close to the flying croc

    ___________________________________________________________

    Azer in the south tower will fire at Sam who just presented himself as a bouncing target

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

    18 + 5 = 23

    I think that's a hit, if so, FIRE damage

    Result of the throw of dice "2d10" :

    8 + 3 = 11





    SJon is up at 7
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    Re: Cha Ra Mo Na Ah Na

    Post  whit10 on Wed Jan 02, 2019 7:51 pm

    Sam will use Uncanny Dodge to halve that damage to 6.

    HP: 72 (out of 78)
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    Re: Cha Ra Mo Na Ah Na

    Post  Josef909 on Thu Jan 03, 2019 8:32 pm

    Sjon Barker Druid 9
    HP: 60/72 (7d8 HD)
    AC: 16
    Slots:4/3/2/2/1 (4/3/3/3/1 max)
    Wild Shape: 2 (2 max)
    Spell save DC: 17 Spell Attack: +9
    Staff of Arcane Defense – 6 charges (1d4/d)
    Shield = 2 charges, Mage Armor = 1 charge


    Sjon takes the punch from the steamonaut and knows this foe is his to occupy.  "Remember to mind the turtle boys.  If he takes damage we will have the laval snake to deal with" he calmly shouts.  He will use his bonus action to transform into the familiar Giant Scorpion.


    From the description of Wild Shape "Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast."

    Giant Scorpion
    Large beast, unaligned
    Armor Class 15 (Natural Armor)
    Hit Points 52 Speed 40 ft.
    STR 15 (+2)
    DEX 13 (+1)
    CON 15 (+2)
    Actions
    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) bludgeoning damage. The target is grappled (escape dc 12) The scorpion has two claws, each of which can grapple only one target
    Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
    Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10 + 2) piercing damage plus (4d10)poison damage. The target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one

    He will then make 2 claw attacks and 1 sting attack with his action.

    claw 1 to hit: Result of the throw of dice "1d20 +4" : 1 + 4 = 5

    claw 2 to hit: Result of the throw of dice "1d20 +4" : 16 + 4 = 20
    claw 2 damage: Result of the throw of dice "1d8 +2" : 4 + 2 = 6
    Need to make a DC12 escape roll vs grapple

    sting to hit: Result of the throw of dice "1d20 +4" : 10 + 4 = 14
    probably not a hit, but just in case..
    sting damage: Result of the throw of dice "1d10 +2" : 6 + 2 = 8 piercing plus Result of the throw of dice "4d10" : 10 + 10 + 6 + 7 = 33 poison
    Need to make DC12 Con save vs the poison damage


    If the grapple succeeds, he will drag the mech with him to R6.  If not, Sjon will retreat to R6 solo.
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Fri Jan 04, 2019 12:25 pm

    Josef909 wrote:
    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) bludgeoning damage. The target is grappled (escape dc 12) The scorpion has two claws, each of which can grapple only one target

    If the grapple succeeds, he will drag the mech with him to R6.  If not, Sjon will retreat to R6 solo.


    study correct me if I am wrong, but I don't think the Steam-o-naut gets any kind of save vs that claw grapple.  The way I read it, if the claw hits, the grapple is automatic.  reference pg 195 PHB which talks about making a grapple check, athletics vs athletics for example.  This wording just says "the target is grappled".  Escape is an Action to get out of being grappled, not a resistance to being grappled in the first place.  

    G r a p p l e d
    • A grappled creature’s speed becomes 0, and it can't
    benefit from any bonus to its speed.
    • The condition ends if the grappler is incapacitated
    (see the condition).
    • The condition also ends if an effect removes the
    grappled creature from the reach of the grappler or
    grappling effect, such as when a creature is hurled
    away by the thunderwave spell.

    The other claw and stinger both miss.  

    Sjon drags his prey back like a trap-door spider!


    Sal the Turtle is up.  He can't do much, so he bites the Azer's finger out of frustration.  

    Sal takes 1d10 fire damage from hitting the Azer with a melee attack Twisted Evil

    Sal returns to his normal form cheers

    Sal moves behind the barricades (partial cover +2 AC if appropriate)

    map updated




    Crispy still needs to make his save against being pushed off the bridge, then he is up at the top of round 2
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    Re: Cha Ra Mo Na Ah Na

    Post  Josef909 on Fri Jan 04, 2019 1:19 pm

    You are correct. Sneaky bite!
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    Re: Cha Ra Mo Na Ah Na

    Post  Whitey on Fri Jan 04, 2019 7:35 pm

    Not immune to fire damage, you say? ...hmmmmm.
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    Re: Cha Ra Mo Na Ah Na

    Post  Josef909 on Fri Jan 04, 2019 7:57 pm

    The turtle wasnt, anyways.
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Sat Jan 05, 2019 10:08 am

    Crispy?

    Save vs push
    Your turn
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    Re: Cha Ra Mo Na Ah Na

    Post  Whitey on Sat Jan 05, 2019 10:13 am

    Sorry, missed that bit.

    Dex(acrobatics) Save:
    Roll(1d20)+6:
    14,+6
    Total:20


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    Re: Cha Ra Mo Na Ah Na

    Post  Whitey on Sat Jan 05, 2019 10:29 am

    Pyriannix "Crispy"

    HP: 59/59 (54/54)
    AC: 17
    Hit Dice 0d8/6d6
    Ki: (2/3)
    Sorcery Points: (0/6)
    Spells:
    1st: (1/4)
    2nd: (2/3)
    3rd: (2/3)
    Spell DC: 14

    Crispy will step to O-6 and zap the mech with Shocking Grasp:
    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell Attack against the target. You have advantage on the Attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

    The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
    Roll(1d20)+6:
    20,+6 (Pow!)
    Total:26
    Damage:
    Roll(4d8)+0:
    3,5,7,1,+0
    Total:16

    And since he is in melee range he will spend a ki point to perform a Flurry of Blows:
    Roll(1d20)+6:
    11,+6
    Total:17

    Roll(1d20)+6:
    14,+6
    Total:20

    That looks like both hit:
    Roll(1d4)+6:
    4,+6
    Total:10

    Roll(1d4)+6:
    2,+6
    Total:8

    Crispy will circle to Q-5 and end his turn.










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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Sat Jan 05, 2019 11:47 am

    Damn monk reflexes, lol. Someone will take a lava bath before the end!

    You got a 20, but a metal construct would be the same as metal armor for SG to grant advantage on the attack roll, for future reference. Also, +2 for flanking from Sjon.

    Crispy whoops up on the mech, who was already damaged by Sam and Sjon!

    I will update the map later. Renda is up, followed immediately by Hawkes
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    Re: Cha Ra Mo Na Ah Na

    Post  MAS on Sat Jan 05, 2019 12:54 pm

    GM - heads up, Crispy's "Fly" spell ends as he breaks concentration to cast "shocking grasp", Renda and Hawkes lose its benefits.

    Renda' Mon
    Current Init: 15
    Rages daily: 1/3
    AC: 18
    Prof: +4
    Ki pool: 6/6
    Base land move: 45
    Advantage on DEX saves vs things he can see.
    Unarmed attacks ignore resistance and immunity to nonmagical attacks and damage.
    Add 1d6+1 necrotic to weapon attack dmg on the first hit of the round.
    Condition; RAGED; +2 strength-based melee attack dmg, resistance vs slash, pierce, bludge
    ADVANTAGE ON STR BASED ATTACKS FOR THIS ROUND.
    ENEMIES HAVE ADVANTAGE ON ATTACKS AGAINST HIM THIS ROUND

    Venomblood Ring, Grants resistance to poison damage, Once per day, grant yourself advantage on a Wisdom saving throw.
    x1 Fire giant strength potion, Strength score changes to 25 for 1 hour. Unused.
    Kracken dagger.
    Handaxe +6/ 1d6+2/+4 raged S
    Unarmed +7/ 1d6+3/+5 raged B
    Bite +6/ 1d6+3/+5 raged P
    Great Axe +6/ 1d12
    Standard round w/ bonus action max dmg, 3 bite attacks, 4d6 +21
    Flurry of blows round w/ bonus action max dmg, 4 bite attacks, 5d6 +26
    Renda speaks Draconic, as per Lizardfolk racial.




    Renda will move (left 1, then down, then right 1, along the edge of the map) to B9 (or close).

    He then takes the Potion of Fire Giant strength from his belt and chugs it like a bottle o' rum, granting him a 25 STR for the next hour.

    With a hungry, toothy smile, he roars

    "Elyss-yss...!"

    Turn over.
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    Re: Cha Ra Mo Na Ah Na

    Post  Whitey on Sat Jan 05, 2019 12:57 pm

    “The following factors can break concentration:

    Casting another spell that requires Concentration. You lose Concentration on a spell if you cast another spell that requires Concentration. You can’t concentrate on two spells at once.
    Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
    Being Incapacitated or killed. You lose Concentration on a spell if you are Incapacitated or if you die.”

    You’ve still got flight.
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    Re: Cha Ra Mo Na Ah Na

    Post  MAS on Sat Jan 05, 2019 2:07 pm

    Whitey wrote:“The following factors can break concentration:

    Casting another spell that requires Concentration. You lose Concentration on a spell if you cast another spell that requires Concentration. You can’t concentrate on two spells at once.
    Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
    Being Incapacitated or killed. You lose Concentration on a spell if you are Incapacitated or if you die.”

    You’ve still got flight.

    my bad - and I even looked it up!
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Sat Jan 05, 2019 2:48 pm

    Back seat GMs.....

    Renda 's action (drink pot) and move + 1 free interaction seems fine

    Hawkes is up
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    Re: Cha Ra Mo Na Ah Na

    Post  MAS on Sat Jan 05, 2019 4:53 pm

    Chris wrote:Back seat GMs.....

    Yeah sorry, thought id say something IOT try avoiding potential snarls and retcons. Things are easy enough to miss here, sometimes.
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Sat Jan 05, 2019 7:52 pm

    No worries, play on
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    Re: Cha Ra Mo Na Ah Na

    Post  navyik on Sun Jan 06, 2019 1:17 am

    Cap'n Hawkes
    AC 17
    Hp 63/58*

    Spell save 15
    Passive perception 14
    Passive insight 17

    +1 con save 1/day

    Inspiration 3x (2)
    Superiority (save 17) 4x (3)

    Spells: 1:4 (2)
    2:3(2)
    Cantrip: Vicious Mockery, Message, minor illusion
    1: charm person, bane, healing word, detect magic, identify
    2: suggestion, shatter

    Current buff: Flight 60' 19 minutes

    hawkes flies 25' above G-6 and casts Bane on 3 azers. Dc 15 Cha save.
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Sun Jan 06, 2019 3:44 pm

    2 of 3 Azers fail their saves, as noted with double yellow border



    steam-o-naut up at 12

    the arm attached to Renda's leg, regrows more, to about the shoulder

    the one by Sjon and Crispy also repairs some of its own damage, though it is still pretty beat up
    since he is Grappled, his speed is 0, which is fine as he has 2 targets next to him, though the giant scorpion in front of his has his full attention.  he makes 2 piston punches at Sjon

    Roll(1d20)+7:
    11,+7
    Total:18

    Roll(1d20)+7:
    6,+7
    Total:13

    looks like 1 hit and 1 miss

    bludgeoning damage
    Roll(2d6)+4:
    6,2,+4
    Total:12

    ________________________________________________________________________________________

    at 9 the Azer's take their turns

    one moves to engage Renda in melee with his forge hammer (-1d4)

    Roll(1d4)+0:
    4,+0
    Total:4

    Roll(1d20)+5:
    7,+5
    Total:12

    miss!


    the top tower Azer fires at Hawkes (-1d4)

    Roll(1d4)+0:
    1,+0
    Total:1

    Roll(1d20)+5:
    7,+5
    Total:12

    miss!


    the lower tower Azer fires at Sam

    Roll(1d20)+5:
    10,+5
    Total:15

    also a miss!  

    study dang dice  Evil or Very Mad


    map updated











    Chris wrote:Lava river fight initiative

    Crispy 19
    Renda 15  (fly)
    Hawkes (fly)
    Sam 14
    Steam-o-nauts 12
    Azers 9

    Sjon 7
    Sal 3





    Sjon is up
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    Re: Cha Ra Mo Na Ah Na

    Post  Josef909 on Sun Jan 06, 2019 4:20 pm

    Sjon Barker Druid 9
    HP: 60/72 (7d8 HD)
    AC: 16
    Slots:4/3/2/2/1 (4/3/3/3/1 max)
    Wild Shape: 1 (2 max)
    Spell save DC: 17 Spell Attack: +9
    Staff of Arcane Defense – 6 charges (1d4/d)
    Shield = 2 charges, Mage Armor = 1 charge

    Giant Scorpion
    Large beast, unaligned
    Armor Class 15 (Natural Armor)
    Hit Points 40/52 Speed 40 ft.
    STR 15 (+2)
    DEX 13 (+1)
    CON 15 (+2)
    Actions
    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) bludgeoning damage. The target is grappled (escape dc 12) The scorpion has two claws, each of which can grapple only one target
    Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
    Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10 + 2) piercing damage plus (4d10)poison damage. The target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one


    The giant scorpion continues its assault on the mech with another multiattack. Unsure of target AC with flanking, so Ill roll to hit and dam for all 3.


    Claw 1 to hit: Result of the throw of dice "1d20 +4" : 8 + 4 = 12
    Claw 1 damage: Result of the throw of dice "1d8 +2" : 6 + 2 = 8 plus grappled if hit

    Claw 2 to hit: Result of the throw of dice "1d20 +4" : 12 + 4 = 16
    claw 2 damage:Result of the throw of dice "1d8 +2" : 8 + 2 = 10 plus grappled if hit

    Stinger to hit: Result of the throw of dice "1d20 +4" : 8 + 4 = 12
    Stinger damage: Result of the throw of dice "1d8 +2" : 8 + 2 = 10 piercing plus DC12 Con roll vs poison damage
    Poison damage: Result of the throw of dice "4d10" : 8 + 7 + 4 + 4 = 23

    He will stay locked in battle with the mech and stand his ground.
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    Re: Cha Ra Mo Na Ah Na

    Post  whit10 on Sun Jan 06, 2019 4:44 pm

    um, I think you skipped Sam? (doesn't he go after Hawkes?)
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Sun Jan 06, 2019 7:32 pm

    Fuck Sam, whiney little bitch!

    Oops, my bad, yes Sam is up.

    Mech AC is 17, Sam hit that earlier and Crispy missed with a 16

    +2 for flanking

    The bug grabs the mech with his other claw. Why does this sound like a japanese monster movie?
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    Re: Cha Ra Mo Na Ah Na

    Post  whit10 on Sun Jan 06, 2019 10:30 pm

    Sam will move to E - 10 after firing a Firebolt at the mech; should have sneak attack on that due to someone being in melee

    (Luck if needed)

    Roll(1d20)+6:
    10,+6
    Total:16

    Use one Luck Die

    Roll(1d20)+6:
    16,+6
    Total:22

    Damage (assuming that hits)

    Roll(1d10)+2:
    9,+2
    Total:11

    Sneak attack damage:

    Roll(5d6)+0:
    1,5,1,3,5,+0
    Total:15

    total of 26

    Sam will then attempt to Hide as a Cunning Action (so, attack, move to E-10 and hide) I think there is enough cover to attempt it?

    Stealth:

    Roll(1d20)+11:
    20,+11
    Total:31

    Score!

    AC: 17
    +1 Studded Leather
    Saves: Dex. & Int. Immune to Magical Sleep and Advantage vs. Charm spells
    HP: 78
    Movement: 30’
    Initiative: +4
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Mon Jan 07, 2019 12:27 am

    Sure, it looks like there is a crate or some supplies stacked up against that tower at E-10 and it gets you out of any enemy LOS, so Sam can hide there.

    Check your Firebolt damage.  It should be a straight 2d10 since you are 5th level but there is no damage modifier to it from your casting attribute.

    __________________________________________________________________________________________

    Sal finally gets a turn!

    Sal has limited options for targets as Crispy is too far away.  He could hit Renda with his 10ft reach tail but he spots a gnat buzzing over his head at 25ft.  

    Sal slithers between the barricades (difficult 10\30) and moves another 10ft (20\30) to I-6.  Since he moved at least 10ft, he will take make a high jump equal to 3+ 4 (str modifier) to jump up 7ft (27\30) in the air.  As a large snake, Sal stands 10ft tall + 7 ft = 17 ft in the air.

    He twists his body and lashes out at Hawkes with his 10ft reach tail!  

    Roll(1d20)+7:
    20,+7
    Total:27

    SLAP!

    Hawkes takes 4d6+4 bludgeoning and 4d6 fire  (pg 196 PHB all damage dice are doubled) and Hawkes is GRAPPLED (dc 14 escape).  "until the grapple ends, target is RESTRAINED" and Sal can auto-hit with his tail.

    Restrained = speed is 0, attacks against have ADV, your attacks have DIS, DIS on Dex saves

    bludgeoning
    Roll(4d6)+4:
    1,5,6,2,+4
    Total:18

    Fire
    Roll(4d6)+0:
    3,1,4,6,+0
    Total:14


    Sal then jabs Hawkes with his spear, now that Hawkes has come down to earth, with ADV due to being RESTRAINED

    Roll(1d20)+7:
    5,+7
    Total:12

    Roll(1d20)+7:
    1,+7
    Total:8

    sadly, he can't get around his own tail


    map updated





    Chris wrote:Lava river fight rd3

    Crispy 19
    Renda 15 (fly)
    Hawkes (fly)
    Sam 14
    Steam-o-nauts 12
    Azers 9

    Sjon 7
    Sal 3





    Crispy is up
    Renda on deck
    then Hawkes
    followed by Sam (unless I skip his ass again, it's possible, you never know)
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    Re: Cha Ra Mo Na Ah Na

    Post  whit10 on Mon Jan 07, 2019 11:49 am

    Sam's damage included Sneak Attack - I thought it applied when a target had another opponent in melee?
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Mon Jan 07, 2019 11:32 pm

    I am not talking about the sneak attack damage, that is fine.

    You rolled 1d10+2

    Check the spell description, but i think the correct damage is 2d10, no modifiers
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    Re: Cha Ra Mo Na Ah Na

    Post  whit10 on Tue Jan 08, 2019 11:05 am

    oh FFS, sorry about that.

    Roll(2d10)+0:
    10,9,+0
    Total:19

    hell, that was pretty nice!
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    Re: Cha Ra Mo Na Ah Na

    Post  Whitey on Tue Jan 08, 2019 11:26 am

    Pyriannix "Crispy"

    HP: 59/59 (54/54)
    AC: 17
    Hit Dice 0d8/6d6
    Ki: (2/3)
    Sorcery Points: (0/6)
    Spells:
    1st: (1/4)
    2nd: (2/3)
    3rd: (2/3)
    Spell DC: 14

    Crispy will circle back to O-6 and hit the mech with another shocking grasp (+2 flanking and advantage)

    Roll(1d20)+8:
    13,+8
    Total:21

    Roll(1d20)+8:
    1,+8
    Total:9

    Damage:
    Roll(2d8)+0:
    2,8,+0
    Total:10

    If that doesn’t drop him he will use another Ki point for Flurry of Blows:
    (+2 flanking)
    Roll(1d20)+8:
    3,+8
    Total:11

    Roll(1d20)+8:
    9,+8
    Total:17

    Damage:Roll(1d4)+6:
    2,+6
    Total:8

    If the Shocking Grasp is enough to kill the mech Crispy will instead use the Ki point to perform Patient Defense, granting Dodge as a bonus action, and use his remaining movement to advance to J-6.

    If Shocking Grasp and Flurry of blows isn’t enough to kill the mech, Crispy will stay engaged and hold his position to give Sjon flanking.


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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Tue Jan 08, 2019 12:45 pm

    sooooo..... close to finishing off the steam-o-naut, but not quite (138\142)


    Renda, the flying croc, is up
    Hawkes (restrained and grappled) on deck
    Sam after that
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Wed Jan 09, 2019 4:17 pm

    Renda is on delay, but can act at any time since it is all just the party for a while


    Hawkes is up

    Sam on deck
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    Re: Cha Ra Mo Na Ah Na

    Post  navyik on Wed Jan 09, 2019 7:36 pm

    Cap'n Hawkes
    AC 17
    Hp 63/58* (26)(32 after second wind)

    Spell save 15
    Passive perception 14
    Passive insight 17

    +1 con save 1/day

    Inspiration 3x (2)
    Superiority (save 17) 4x (2)

    Spells: 1:4 (2)
    2:3(2)
    Cantrip: Vicious Mockery, Message, minor illusion
    1: charm person, bane, healing word, detect magic, identify
    2: suggestion, shatter

    Current buff: Flight 60' 19 minutes and 6 rounds

    Hawkes will attempt to escape to G-5 (I a assuming that he can't share Sal's position after escaping):
    Result of the throw of dice "1d20 +5" :

    14 + 5 = 19

    second wind as a bonus action:
    Result of the throw of dice "1d10 +5" :

    1 + 5 = 6

    ACTION SURGE grants him another full action.

    Hawkes attacks twice
    Rolling "1d20 +9" 2 times

    1: 7 + 9 = 16
    2: 10 + 9 = 19

    he will use pusing attack on the second attack
    Result of the throw of dice "1d8" :

    1 additional dmg
    damage
    Rolling "1d8 +6" 2 times

    1: 2+ 6 = 8
    2: 4 + 6 = 10+1=11

    str save dc 17 or be pushed up to 15'


    Last edited by navyik on Thu Jan 10, 2019 3:15 pm; edited 3 times in total
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    Re: Cha Ra Mo Na Ah Na

    Post  navyik on Wed Jan 09, 2019 10:58 pm

    see Hawkes' complete action above
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Thu Jan 10, 2019 2:31 pm

    navyik wrote:see Hawkes' complete action above

    wow, massive action there!  cheers

    let's break it down

    Action - escape = success!
    bonus - second wind = success!
    move - ??

    after Hawkes escapes, where does he move?  this is important for the Pushing Attack, so I know which direction to move Sal



    A c t i o n S u r g e
    Starting at 2nd level, you can push yourself beyond your
    normal limits for a moment. On your turn, you can take
    one additional action on top o f your regular action and a
    possible bonus action.



    Action Surge does NOT grant a second bonus action, just one additional action.  So no Healing Word, sorry.

    both attacks hit!

    what weapon are you using?  I need to know the type of damage and if it is from a magical source, please.
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Thu Jan 10, 2019 2:32 pm

    Sam can go if he is not going to interact with Sal. If he wants to engage Sal, then wait for resolution from Hawkes
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    Re: Cha Ra Mo Na Ah Na

    Post  navyik on Thu Jan 10, 2019 3:11 pm

    I noted that Hawkes escapes to G-5.

    my bad on the bonus action. I misunderstood what I read and will redact the second bonus action.

    hawkes attacks with the rapier, a magical piercing weapon.
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    Re: Cha Ra Mo Na Ah Na

    Post  Chris on Thu Jan 10, 2019 3:30 pm

    sorry, I missed the G-5 in there.   study  Wall of Text spell blinds GM on failed save. Twisted Evil

    The magical rapier finds soft spots and a lava-like substance drips out of 2 puncture wounds on the Salamander's body.

    str save vs Pushing attack +4

    Result of the throw of dice "1d20 +4" :

    17 + 4 = 21

    The Salamander uses its tail like a counterweight and resists Hawkes' force.



    Sam is up
    Renda is still on delay, but can act at any time

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    Re: Cha Ra Mo Na Ah Na

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