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    Cha Ra Mo Na Ah Na

    whit10
    whit10

    Posts : 4271
    Join date : 2012-03-27

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue19/19Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (19/19)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue1/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (1/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  whit10 on Thu Jan 10, 2019 7:15 pm

    Sam will pull out the weird metallic object that he found among the refuse of the Kobald's cave (and that he saw on the belt of the Azer)... not knowing what this might do... he points it at the Mech and yells "attack the salamander"

    He'll wait to move after seeing if this has any effect
    Chris
    Chris

    Posts : 6255
    Join date : 2011-10-26

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue24/24Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (24/24)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris on Thu Jan 10, 2019 7:31 pm

    whit10 wrote:Sam will pull out the weird metallic object that he found among the refuse of the Kobald's cave (and that he saw on the belt of the Azer)... not knowing what this might do... he points it at the Mech and yells "attack the salamander"

    He'll wait to move after seeing if this has any effect

    cheers Sam gets an Inspiration point for the idea!

    drawing the metallic object is free if it is attached to either a move or an action.  perhaps I can give a better description....

    looking at the device again here and imagining Sam is holding it in both hands by the sides vertically like this

    Cha Ra Mo Na Ah Na  - Page 4 Vertical

    it has 2 thumb buttons on the left side and a toggle switch in the center.  the device appears inert at the moment



    is there any Action that Sam would like to take along with his verbal command?
    whit10
    whit10

    Posts : 4271
    Join date : 2012-03-27

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue19/19Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (19/19)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue1/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (1/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  whit10 on Thu Jan 10, 2019 7:41 pm

    push the lowest button?

    Not sure he had any info on what button will do what
    Chris
    Chris

    Posts : 6255
    Join date : 2011-10-26

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue24/24Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (24/24)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris on Thu Jan 10, 2019 9:33 pm

    You have not missed any other information. Sam will have to rely on trial and error.

    The button seems to have no effect, nor does pointing the device and speaking.

    Sam has a move and bonus action remaining
    whit10
    whit10

    Posts : 4271
    Join date : 2012-03-27

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue19/19Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (19/19)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue1/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (1/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  whit10 on Fri Jan 11, 2019 2:28 am

    Sam will keep pointing it and flip the toggle switch forward if possible, gripping it like a pistol and pushing the top button with another finger.

    I think he's done as well.

    AC: 17
    +1 Studded Leather
    Saves: Dex. & Int. Immune to Magical Sleep and Advantage vs. Charm spells
    HP: 78, -9
    Movement: 30’
    Initiative: +4
    Chris
    Chris

    Posts : 6255
    Join date : 2011-10-26

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue24/24Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (24/24)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris on Fri Jan 11, 2019 11:35 am

    Sam changes to a pistol grip, flips the toggle and pushes the other button.   The device vibrates and beeps.  It hums very faintly in Sam's hands.  Being a magic user, Sam would guess that it is very low on charges or almost out of magical energy.  (Sam doesn't have a concept of batteries beyond wand charges).  


    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




    At 12, Cripsy sees some of his recent dents in the mech's back start to mend themselves.  The mech continues to piston punch at the large bug holding it.


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

    2 + 7 = 9

    miss


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

    14 + 7 = 21

    hit!

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

    2 + 6 + 4 = 12 bludgeoning to Sjon's scorpion form


    the arm attached to Renda's leg regrows its shoulder.  it lets go of Renda and uses its shoulder like a hinge and its fist like a hammer to pound on Renda's foot

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

    3 + 7 = 10

    miss

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

    11 + 7 = 18

    damage, if that hits

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

    3 + 6 + 4 = 13 bludgeoning

    __________________________________________________________________________________________

    at 9, the Azers attack

    B-8 swings his forge hammer at Renda with -1d4

    Result of the throw of dice "-1d4 +1d20 +5" :

    7 - 3 + 5 = 9

    miss

    E-4 shoots a firebolt at Hawkes

    Result of the throw of dice "-1d4 +1d20 +5" :

    10 - 3 + 5 = 12

    miss

    cheers nice Bane spell!


    E-8 steps to D-8 and fires at Renda.  He figures Sal can handle Hawkes and he lost track of Sam.

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

    7 + 5 = 12

    even without Bane, he still misses No



    map is updated


    Cha Ra Mo Na Ah Na  - Page 4 Lava-bridge


    Sjon is up
    Renda is still on delay but can go at anytime
    Josef909
    Josef909

    Posts : 417
    Join date : 2017-09-22

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  Josef909 on Fri Jan 11, 2019 8:03 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
    Inspiration: 1

    Giant Scorpion
    Large beast, unaligned
    Armor Class 15 (Natural Armor)
    Hit Points 28/52 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

    Surely there is naught for Sjon to do but continue his attack on the weakened Steam-o-naut.

    Claw1 to hit: Result of the throw of dice "1d20 +4" : 3 + 4 = 7 feh

    Claw2 to hit: Result of the throw of dice "1d20 +4" : 1 + 4 = 5 somehow worse

    Stinger to hit: Result of the throw of dice "1d20 +4" : 14 + 4 = 18 there we go

    Piercing damage: Result of the throw of dice "1d10 +2" : 5 + 2 = 7
    Poison damage: Result of the throw of dice "4d10" : 10 + 3 + 5 + 8 = 26

    After his attack, Sjon will use his bonus action to heal himself in his wild shape using a 2nd level spell slot.
    Result of the throw of dice "2d8" : 7 + 4 = 11

    Druid Circle: Circle of the Moon
    Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    If the attacks were enough to kill the mech, the scorpion will advance to K-7? and halt 15' from Sal.
    Chris
    Chris

    Posts : 6255
    Join date : 2011-10-26

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue24/24Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (24/24)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris on Sun Jan 13, 2019 10:09 am

    Sorry for delay, barfing boy this weekend
    Chris
    Chris

    Posts : 6255
    Join date : 2011-10-26

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue24/24Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (24/24)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris on Mon Jan 14, 2019 12:04 pm

    Sjon flails about ineffectively with his claws but the tail strike finds the target.  Sjon injects his poison but realizes that it has no effect on the construct.  The construct had been at 138\142, but then on its turn it healed +10hp to 128\142, now taking 7 from the tail puts it at 135\142.  It is proving resilient!  


    at 3, Sal uses both hands to jab at Hawkes with his spear and then tail swipes him again

    2h spear

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

    17 + 7 = 24

    I think that's a hit

    damage, piercing and fire

    Result of the throw of dice "2d8 +1d6 +4" :

    6 + 6 + 1 + 4 = 17  16p 1 fire


    tail slap

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

    13 + 7 = 20

    another hit, I think

    damage, bludgeoning and fire

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

    5 + 2 + 3 + 6 + 4 = 20    11b 9fire


    Hawkes is again caught in his tail, RESTRAINED   escape DC 14

    map is unchanged, but reposted

    Cha Ra Mo Na Ah Na  - Page 4 Lava-bridge



    Top of Round 4


    Chris wrote:Lava river fight rd 4

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

    Sjon 7
    Sal 3



    Crispy is up
    navyik
    navyik

    Posts : 3194
    Join date : 2012-03-22

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue68/68Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (68/68)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  navyik on Mon Jan 14, 2019 12:15 pm

    Cap'n Hawkes
    AC 17
    Hp 63/58* (32)(15)

    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

    as a reaction, Hawkes uses cutting words to reduce the effectiveness of Sal's tail slap attack roll by:
    Result of the throw of dice "1d6" :

    4

    "Oh, you're not THE 'Firetail,' Hey guys, this one is just a henchman..."
    Chris
    Chris

    Posts : 6255
    Join date : 2011-10-26

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue24/24Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (24/24)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris on Mon Jan 14, 2019 12:28 pm

    navyik wrote:
    as a reaction, Hawkes uses cutting words to reduce the effectiveness of Sal's tail slap attack roll by:
    Result of the throw of dice "1d6" :

    4

    "Oh, you're not THE  'Firetail,' Hey guys, this one is just a henchman..."

    since this was technically during Sal's turn, he will reply as the witless henchman that he is, "No, foolsssss! My master readiessss the lassssser below. Ssssoooon the worldssss will sssssplit open, yessssss! Burnsssssss it ssssshall! "
    navyik
    navyik

    Posts : 3194
    Join date : 2012-03-22

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue68/68Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (68/68)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  navyik on Mon Jan 14, 2019 12:31 pm

    "Hey guys, he's going to burn the world," Hawkes comments nonchalantly.
    MAS
    MAS
    Admin

    Posts : 2829
    Join date : 2011-09-12

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  MAS on Mon Jan 14, 2019 12:43 pm

    Renda' Mon
    Current Init: 15
    Rages daily: 1/3
    AC: 18
    Prof: +4
    Ki pool: 5/6
    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.




    Renda will use "flurry of blows" with a handaxe for 1 Ki pt, granting him an extra attack, extra 10 ft move to total at 55 ft, and a free disengage. He will attack then move, ending as close to the enemy at e-4 as possible.

    target = The growing bot hand, until it is severed - will use a free action to kick the thing into the lava. If/when that gets removed the remaining attacks go towards the enemy at b-8.


    Bonus Dmg to the first attack that hits =
    Result of the throw of dice "1d6 +1" :

    6 + 1 = 7

    Atk#1

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

    2 + 6 = 8
    Result of the throw of dice "1d20 +6" :

    13 + 6 = 19


    DMG
    Result of the throw of dice "1d6 +4" :

    3 + 4 = 7

    Atk#2
    Result of the throw of dice "1d20 +6" :

    18 + 6 = 24
    Result of the throw of dice "1d20 +6" :

    20 + 6 = 26


    CRIT DMG
    Result of the throw of dice "2d6 +2" :

    6 + 4 + 2 = 12


    Atk#3
    Result of the throw of dice "1d20 +6" :

    16 + 6 = 22

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

    4 + 6 = 10

    DMG
    Result of the throw of dice "1d6 +2" :

    2 + 2 = 4

    Atk#4
    Result of the throw of dice "1d20 +6" :

    13 + 6 = 19

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

    2 + 6 = 8

    DMG
    Result of the throw of dice "1d6 +2" :

    2 + 2 = 4
    Chris
    Chris

    Posts : 6255
    Join date : 2011-10-26

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue24/24Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (24/24)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris on Mon Jan 14, 2019 1:25 pm

    study Matt, it looks like you are using the base numbers that I see in your stat block

    MAS wrote:
    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.


    did you forget to include the potion effects?  I notice that the potion still says 'unused' as well.  let me know if there is any modifications to the rolls before I start calculating the results, thanks

    I think..... all those attacks should be +12 instead of +6 to hit and +8 to damage instead of +2

    MAS
    MAS
    Admin

    Posts : 2829
    Join date : 2011-09-12

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  MAS on Mon Jan 14, 2019 1:30 pm

    Chris wrote:study Matt, it looks like you are using the base numbers that I see in your stat block

    MAS wrote:
    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.


    did you forget to include the potion effects?  I notice that the potion still says 'unused' as well.  let me know if there is any modifications to the rolls before I start calculating the results, thanks

    I think.....   all those attacks should be +12 instead of +6 to hit and +8 to damage instead of +2


    SPACED it, lol! Please judicate with the numbers you listed above, forgot I had used it. Will adjust character/sta block ASAP
    Chris
    Chris

    Posts : 6255
    Join date : 2011-10-26

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue24/24Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (24/24)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris on Mon Jan 14, 2019 1:51 pm

    MAS wrote:
    Chris wrote:
    I think.....   all those attacks should be +12 instead of +6 to hit and +8 to damage instead of +2


    SPACED it, lol! Please judicate with the numbers you listed above, forgot I had used it. Will adjust character/sta block ASAP

    no worries, #forumfollies


    Renda hacks away at the regenerating construct and reduces it to 0 with his first swing and bonus damage!  He then punts it into the lava as a free interaction cheers

    Renda turns his attention to the Grumpy Maker at B-8

    2nd hit is a crit for 19 damage
    3rd is a hit for 10 damage
    4th is a hit for 10 damage
    total = 39 damage, which puts the Azer down to 0 (exactly 39 HP)

    however, each time that Renda makes melee contact with the Azer it burns him for 1d10 fire Twisted Evil

    Result of the throw of dice "3d10" :

    6 + 7 + 6 = 19 fire retribution damage, 3 separate hits if it matters

    Renda finished next to enemy at E-4, per turn declaration

    let me know if I messed anything up there

    map updated

    Cha Ra Mo Na Ah Na  - Page 4 Lava-bridge


    Crispy is up
    MAS
    MAS
    Admin

    Posts : 2829
    Join date : 2011-09-12

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  MAS on Mon Jan 14, 2019 2:23 pm

    Renda' Mon
    Current Init: 15
    Rages daily: 1/3
    HP: 76/105
    AC: 18
    Prof: +4
    Ki pool: 5/6
    In Effect: Fire giant strength potion, Strength score changes to 25 for 1 hour.
    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.
    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.
    Whitey
    Whitey

    Posts : 391
    Join date : 2017-09-17
    Age : 43
    Location : ColoRADo

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue30/30Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (30/30)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 4 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 4 Empty Re: Cha Ra Mo Na Ah Na

    Post  Whitey on Tue Jan 15, 2019 10:19 am

    Pyriannix "Crispy"

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

    Crispy will hit the mech with another Shocking Grasp (+2 flanking, advantage)
    Casting Time: 1 action
    Range: Touch
    Components: V S
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    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)+8:
    14,+8
    Total:22

    Roll(1d20)+8:
    15,+8
    Total:23

    Damage:Roll(2d8)+0:
    6,7,+0
    Total:13

    That should be enough to finally drop the mech. Crispy will spend his last Ki point to perform Patient Defense, granting him Dodge until the start of his next turn. He will draw his short sword as he advances to J6.

    Finished.



    Chris
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    Post  Chris on Wed Jan 16, 2019 5:20 pm

    Crispy shocks the mech into a slag heap!
    He moves to J-6 and takes up a defensive posture

    Cha Ra Mo Na Ah Na  - Page 4 Lava_b14



    Renda and Hawkes are up at 15
    Renda technically took his action from last turn before the start of this turn... so he can go again in the spirit of forum-friendly fun drunken
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    Post  MAS on Wed Jan 16, 2019 8:43 pm

    Renda' Mon
    Current Init: 15
    Rages daily: 1/3
    HP: 76/105
    AC: 18
    Prof: +4
    Ki pool: 4/6
    In Effect: Fire giant strength potion, Strength score changes to 25 for 1 hour.
    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 an advantage on a Wisdom saving throw.
    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 is driven even further into fury by the smell of cooking meat (nevermind if it is own fire-scorched flesh) and the intoxicating power of the Fire Giant Str potion. He launches a "flurry of blows" - targeting the adjacent foe.

    "First atk that hits" bonus dmg =
    Result of the throw of dice "1d6 +1" :

    1 + 1 = 2

    Attack 1:
    Result of the throw of dice "1d20 +12" :

    5 + 12 = 17
    Result of the throw of dice "1d20 +12" :

    18 + 12 = 30

    DMG-
    Result of the throw of dice "1d6 +8" :

    6 + 8 = 14

    Attack 2:
    Result of the throw of dice "1d20 +12" :

    19 + 12 = 31

    Result of the throw of dice "1d20 +12" :

    17 + 12 = 29
    DMG-
    Result of the throw of dice "1d6 +8" :

    5 + 8 = 13


    Attack 3:
    Result of the throw of dice "1d20 +12" :

    5 + 12 = 17
    Result of the throw of dice "1d20 +12" :

    14 + 12 = 26

    DMG-
    Result of the throw of dice "1d6 +8" :

    2 + 8 = 10

    Attack 4:
    Result of the throw of dice "1d20 +12" :

    16 + 12 = 28

    Result of the throw of dice "1d20 +12" :

    11 + 12 = 23

    DMG-
    Result of the throw of dice "1d6 +8" :

    2 + 8 = 10


    If the adjacent foe drops with undelivered attacks still remaining, Renda will move to 5-H/I area (sq to the right of Hawkes) and either deliver the remaining attacks to the newly adjacent foe or end his turn there having no attacks left.

    If the 4 attacks do not drop the first target, Renda will still move to the new position.

    Lemme know the dmg Renda takes!
    Chris
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    Post  Chris on Thu Jan 17, 2019 12:03 pm

    Renda shreds another of the burning Azers.  As noted above, they have 39 HP, so it does take Renda all 4 attacks to drop him

    Result of the throw of dice "4d10" :

    6 + 8 + 6 + 6 = 26

    Renda gets scorched for his efforts for 26 fire damage.  Renda jumps off the tower and takes up position next to his Capt.

    map updated

    Cha Ra Mo Na Ah Na  - Page 4 Lava-bridge



    Hawkes is up
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    Post  MAS on Thu Jan 17, 2019 12:21 pm

    Renda' Mon
    HP: 50/105
    Chris
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    Post  Chris on Thu Jan 17, 2019 12:29 pm

    MAS wrote:Renda' Mon
    HP: 50/105


    nom nom nom


    Cha Ra Mo Na Ah Na  - Page 4 Smoked-Bacon-Wrapped-Alligator-Meat-Recipe-FB-1024x536
    navyik
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    Post  navyik on Thu Jan 17, 2019 2:28 pm

    Cap'n Hawkes
    AC 17
    Hp 63/58* (32)(15)(20 after healing word)

    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 (1)
    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

    "Mind the tail boys!"
    Hawkes takes the dodge action and casts healing word as a bonus action
    Result of the throw of dice "1d4 +3" :

    2 + 3 = 5
    Chris
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    Post  Chris on Thu Jan 17, 2019 2:43 pm

    navyik wrote:
    "Mind the tail boys!"
    Hawkes takes the dodge action and casts healing word as a bonus action
    Result of the throw of dice "1d4 +3" :
    2 + 3 = 5

    scratch uh..... very clever action while restrained cheers


    Sam is up
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    Post  navyik on Thu Jan 17, 2019 2:58 pm

    NOT restrained. I used my reaction last turn to debuff his tail slap and he did NOT hit me.
    whit10
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    Post  whit10 on Thu Jan 17, 2019 3:20 pm

    I'll take Sam's turn later today. I have to go to Delta for a case
    Chris
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    Post  Chris on Thu Jan 17, 2019 3:22 pm

    navyik wrote:NOT restrained.  I used my reaction last turn to debuff his tail slap and he did NOT hit me.

    oh, right! lol!

    I misread that as reduced damage. Sorry, you are most correct.

    That was a really nice move then to avoid the debuff and damage.
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    Post  whit10 on Fri Jan 18, 2019 12:28 am

    Since Sam isn't certain if fire affects Salamanders...

    He pulls his loaded pistol and takes a shot at the Salamander (a rare gun use!) Sneak Attack applies


    Luck if needed..

    Roll(1d20)+8:
    5,+8
    Total:13

    Luck is needed...

    Roll(1d20)+8:
    15,+8
    Total:23

    Assuming that hits:

    Roll(1d8)+4:
    3,+4
    Total:7

    sneak attack damage:

    Roll(5d6)+0:
    5,3,4,6,6,+0
    Total:24

    31 total damage.

    Sam will move to D-10 and attempt to Hide again:


    Stealth

    Roll(1d20)+11:
    9,+11
    Total:20

    AC: 17
    +1 Studded Leather
    Saves: Dex. & Int. Immune to Magical Sleep and Advantage vs. Charm spells
    HP: 78, -9
    Movement: 30’
    Initiative: +4
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    Post  Chris on Fri Jan 18, 2019 11:49 am

    study please remember to provide damage TYPE when you list your damage.  most mobs in 5e have some type of mitigation, so I need to know if the wpn is magical or slashing\piercing\bludgeoning, etc

    even just annotate your damage like 24p (24 piercing) or something to give me a clue

    thanks!


    Sam ducks into the shadows at D-10 and vanishes Suspect

    Sam feels a slight draft coming from behind the crates piled up at roughly E-12 (passive perception)

    Chris wrote:Lava river fight rd 4

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

    Sjon 7
    Sal 3



    the 2 mechs are dead, no regeneration

    at 9, the last Azer decides he isn't going to win this fight and makes a run for it!  He can make it to A-1 with a double move, however, he would pass unknowingly out of Sam's threat range, so Sam can make an Opportunity Attack (sneak attack since unseen) as the Azer passes C-9 on the stairs.

    map updated


    Cha Ra Mo Na Ah Na  - Page 4 Lava-bridge


    he either survives or he doesn't, but Sjon is up either way.  mech body is difficult terrain
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    Post  whit10 on Fri Jan 18, 2019 1:09 pm

    so Sam's attack on the Salamander was ineffective?

    It was piercing damage, sorry I didn't include that. Will do so in the future.

    Unfortunately, Sam only has a pistol for a weapon in his hand... and it's been discharged.  He'd have to pull another weapon for the opportunity attack. (I don't think you can do that?)
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    Post  Chris on Fri Jan 18, 2019 5:06 pm

    whit10 wrote:so Sam's attack on the Salamander was ineffective?

    It was piercing damage, sorry I didn't include that. Will do so in the future.

    Unfortunately, Sam only has a pistol for a weapon in his hand... and it's been discharged.  He'd have to pull another weapon for the opportunity attack. (I don't think you can do that?)

    I couldn't tell you the result until I knew what kind of weapon it was Rolling Eyes

    Sam's shot hits the Salamander but doesn't seem as effective as he had hoped.  Resistance vs non-magical s\p\b


    Correct, Sam would need to have a melee weapon in hand for the OA.  Given that a pistol is 1H, I wasn't sure if had his rapier in his other hand or not.  Thanks for being honest.


    Sjon is up
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    Post  Josef909 on Fri Jan 18, 2019 6:47 pm

    Sjon Barker Druid 9
    HP: 60/72 (7d8 HD)
    AC: 16
    Slots:4/2/2/2/1 (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
    Inspiration: 1

    Giant Scorpion
    Large beast, unaligned
    Armor Class 15 (Natural Armor)
    Hit Points 28/52 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 moves to L-6 and takes the dodge action as he awaits a better position from which to strike.


    Last edited by Josef909 on Sat Jan 19, 2019 8:26 pm; edited 1 time in total
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    Post  navyik on Sat Jan 19, 2019 3:41 pm

    FYI Sjon has updated his action, but there is no notification when a post is edited.
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    Post  MAS on Sat Jan 19, 2019 4:02 pm

    navyik wrote:FYI Sjon has updated his action, but there is no notification when a post is edited.

    This guy knows how to "Captain"....
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    Post  Chris on Sat Jan 19, 2019 4:16 pm

    Nice call, Capt Hawkes!
    I was taking boys to ski school anyways, but i can update now too
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    Post  Chris on Sat Jan 19, 2019 4:33 pm

    Sjon assumes his position on the bridge, claws raised

    at 3, Sal finds himself surrounded, injured and out of friends

    he does what any good flunky should.... he FLEES with his tail between his.... wait... nevermind, he doesn't have legs!

    Action - disengage
    Move - Sal uses 10ft to jump over the side of the bridge and falls into the lava river below.  With his remaining 20ft, he submerges himself and swims away.  Just before he his head goes under, his forked tongue spits out at the crew, "Sssseeee you again, sssssoooon!"



    Cha Ra Mo Na Ah Na  - Page 4 Lava_b15


    Combat is effectively over, unless the party wants to try and kill\capture the fleeing Azer or Sal.  

    Sal is completely submerged under the lava.  Nobody has LOS on him and you don't know his exact location, but could probably guess within 5-10ft.

    The Azer is clearly still visible on the map, of course.


    Chris wrote:Lava river fight rd 5

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

    Sjon 7
    Sal 3



    Go ahead and continue to act in sequence, starting with Crispy if you want to do something with the Azer or Sal.  Otherwise, both are content to flee.
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    Post  Whitey on Sat Jan 19, 2019 6:06 pm

    “Umm...I’m gonna keep Flight active for you guys...but Uhh...I think the word’s out that we’re here now...and uhh...I might need to get some Umm..sleep ? Soon...or something?”

    Crispy will advance off the bridge to D5 and look along the Azer’s path to see if he can decipher what might lay ahead. If there doesn’t appear to be any imminent danger, he will use Dash and end his turn at A4

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    Post  whit10 on Sun Jan 20, 2019 2:14 pm

    Sam will try to follow the Azer as well, just to see where it's headed and what might be waiting for us
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    Post  Josef909 on Sun Jan 20, 2019 3:26 pm

    Sjon flatters to the other side of the bridge and waits for an indication of the groups next action. They certainly know after all this time that he will resume his human form and offer healing if they do not want to press forward immediately.
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    Post  whit10 on Sun Jan 20, 2019 3:40 pm

    ...and just to make sure I say it, Sam is NOT going to try and engage, just observe and report
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    Post  Chris on Mon Jan 21, 2019 1:20 am

    Looks like more lava tubes, like the ones you have been using to descend the volcano. They appear to continue the downward spiral. Nobody can see anything else ahead and the Azer will be out of sight and around the first curve within 2 turns.

    Just a friendly reminder, as i know things get forgotten on the forum.... Sam did notice a breeze coming from behind the crates when he was hiding by the southern tower.
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    Post  navyik on Mon Jan 21, 2019 1:21 am

    if hawkes gets a parting shot at sal, he will fire twice with the bow.
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    Post  Chris on Mon Jan 21, 2019 1:33 am

    As noted above,

    Sal is completely submerged under the lava. Nobody has LOS on him and you don't know his exact location, but could probably guess within 5-10ft.

    Hawkes can take 2 blind shots against full cover, but frankly, anything short of a natural 20 is going to miss. Sal still has over 50hp too, so i doubt Hawkes could kill him even if he got a lucky crit hit.
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    Post  navyik on Mon Jan 21, 2019 1:40 am

    Chris wrote:As noted above,

    Sal is completely submerged under the lava.  Nobody has LOS on him and you don't know his exact location, but could probably guess within 5-10ft.

    Hawkes can take 2 blind shots against full cover, but frankly, anything short of a natural 20 is going to miss.  Sal still has over 50hp too, so i doubt Hawkes could kill him even if he got a lucky crit hit.

    how about the azer?
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    Post  MAS on Mon Jan 21, 2019 10:19 am

    "FASTER, DOWN!" shouts Renda, and then he dashes 120 after the Azer, flying 5 ft off the ground.




    Warned about this earlier.

    Can't rest now that we are in contact, or they destroy the ship and leave us stranded.
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    Post  navyik on Mon Jan 21, 2019 10:39 am

    Hawkes shrugs, "He did say that he is going to split the world in two and burn it all... we need to keep moving if we can. Does anyone have anything to report before we chase after our foolhardy friend?"
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    Post  Chris on Mon Jan 21, 2019 12:46 pm

    Azer is definitely a target and visible on the map Wink
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    Post  MAS on Mon Jan 21, 2019 1:09 pm

    Chris wrote:Azer is definitely a target and visible on the map Wink

    DOH! Looks like Renda can reach him in a standard 60 ft "fly" - leaving him able to attack this round?
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    Post  Josef909 on Mon Jan 21, 2019 1:43 pm

    If it seems that the group is going to press forward, Sjon will clatter along at the back of the pack. Je would rather not revert to human form just yet.

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