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+3
Chris
navyik
Whitey
7 posters

    Amona Anha

    Whitey
    Whitey


    Posts : 1758
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    Amona Anha - Page 3 Left_bar_bleue30/30Amona Anha - Page 3 Empty_bar_bleue  (30/30)
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    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Whitey Fri Feb 01, 2019 2:28 pm

    Understood. Thanks for the clarification.
    Chris
    Chris


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    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Chris Fri Feb 01, 2019 3:00 pm

    just moving relevant stuff to new page




    Amona Anha - Page 3 1-BOSS-FIGHT-TOP
    Amona Anha - Page 3 1-BOSS-FIGHT-BOTTOM






















    Chris wrote:

    BOSS FIGHT Initiative - rd 2


    Azers and Lazers - always first in the round
    Sam 22 *invisible
    Sjon 22
    Hawkes 21 *magic resistance*
    Sal 19
    Small+Medium Fire Elemental 18

    Renda 17 *Rage, FG str pot
    Crispy 12 Buffs:1d6 Bardic Inspiration, Freedom of Movement (60 minutes), Haste (10 rounds) AC+2, Speedx2, Action +1, DexSaveAdv
    Firetail 11



    Renda is up

    Crispy on deck
    MAS
    MAS
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    Amona Anha - Page 3 Left_bar_bleue60/112Amona Anha - Page 3 Empty_bar_bleue  (60/112)
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    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  MAS Sat Feb 02, 2019 3:05 pm

    Bump; because I realized "editing" my existing post instead of making a new one might not trigger an update.

    MAS wrote:Renda' Mon
    HP: 95/102
    Rages daily: 2/3
    AC: 18
    Prof: +4
    Ki pool: 4/6
    Fire giant strength potion, Strength score changes to 25 for 1 hour.
    Condition; RAGED; +2 strength-based melee attack dmg, resistance vs slash, pierce, bludge
    Unarmed attacks ignore resistance and immunity to nonmagical attacks and damage.
    Advantage on DEX saves vs things he can see.
    Add 1d6+1 necrotic to weapon attack dmg on the first hit of the round.
    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





    "Bear" with me while I try to lay this out Wink


    "Attack action #1" Renda springs forward towards the adjacent azer like a line-guard in a game of Pig's head, blasting him with a SHOVE intended to send his opponent flying off the cliff into the lava below.

    SHOVE: The target must be no more than one size larger than you and must be within your reach. Instead of Making an Attack roll, 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.

    STR based attacks have advantage, Contested athletics check
    Result of the throw of dice "1d20 +11" :

    9 + 13 (Str+7, atheltics+6) = 22

    Result of the throw of dice "1d20 +11" :

    13 + 13 = 26

    IF SUCCESS:

    Having made an attack, Renda can activate "flurry of blows" - spends 1 Ki point and bonus action for two for 2 more attacks. Activating FoB grants Renda an additional 10 ft move and a disengage.

    He will then disengage and start moving towards 9B. Once he has arrived, he will SHOVE the newly adjacent azer in the same manner.

    Result of the throw of dice "1d20 +13" :

    10 + 13 = 23

    Result of the throw of dice "1d20 +13" :

    20 + 13 = 33

    IF FAIL:

    He repeats SHOVES against the azers again with the same intent, here are two more Checks:

    #3
    Result of the throw of dice "1d20 +13" :

    9 + 13 = 22

    Result of the throw of dice "1d20 +13" :

    1 + 13 = 14

    #4
    Result of the throw of dice "1d20 +13" :

    15 + 13 = 28

    Result of the throw of dice "1d20 +13" :

    6 + 13 = 19

    Having ideally reached 9B and shoved the 2nd azer off the cliff, he uses his remaining movement (should be 5-15 ft left from 55 ft) to "Stop, drop, and roll" in hopes of extinguishing his burning flesh.
    Chris
    Chris


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    Amona Anha - Page 3 Left_bar_bleue35/35Amona Anha - Page 3 Empty_bar_bleue  (35/35)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Chris Sat Feb 02, 2019 7:29 pm

    drunken wow, what an action!
    scratch who said 5e was simplified, geez

    ok, the only issue that I see is a minor one.

    Renda's Athletics of +6 already includes +2 from his natural strength
    FG potion raises his str to 25 (+7) but that would make the total modifier +11 (+7 str + 4 prof bonus).  you counted part of your strength twice

    that changes the contested checks results to 24 and 31

    the Azers have +3 strength but no skill in Athletcs, sadly, so they can't possibly beat Renda regardless of their rolls

    Renda cross-checks the first Azer into the lava -20ft below, he then ducks away from the sFE, charges the next Azer and promptly sends him over the edge as well.  (the shield only protects vs damage, no other effects)

    luckily for the Azers, they are immune to fire and don't die the instant they hit the lava, but they are unable to fire their lasers now.

    Nice job Renda!   cheers

    Amona Anha - Page 3 1boss_13
    Amona Anha - Page 3 1boss_12

    Crispy is up, grappled and restrained by Sal (for the moment, lol)
    MAS
    MAS
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    Hit points:
    Amona Anha - Page 3 Left_bar_bleue60/112Amona Anha - Page 3 Empty_bar_bleue  (60/112)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  MAS Sat Feb 02, 2019 8:13 pm

    Chris wrote:
    Renda's Athletics of +6 already includes +2 from his natural strength

    Roger, good catch.

    They are immune to fire, but can they walk on a liquid/swim in lava?

    Falling damage for 20 ft? (assuming you already calculated, but asking for any observed effect)

    Did Renda successfully extinguish the fire?
    Whitey
    Whitey


    Posts : 1758
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    Age : 48
    Location : ColoRADo

    Character Information
    Hit points:
    Amona Anha - Page 3 Left_bar_bleue30/30Amona Anha - Page 3 Empty_bar_bleue  (30/30)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Whitey Sat Feb 02, 2019 9:51 pm

    Pyriannix "Crispy"

    HP: 43/59
    AC: 17 (19)
    Hit Dice 4d8/6d6
    Ki: (2/3)
    Sorcery Points: (6/6)
    Spells:
    1st: (4/4)
    2nd: (3/3)
    3rd: (3/3)
    Spell DC: 14

    Buffs:
    1d6 Bardic Inspiration
    Freedom of Movement (60 minutes)
    Haste (10 rounds) AC+2, Speedx2, Action +1, DexSaveAdv

    Crispy responds to the voice in his head “Brother? No, I have no family anymore.”

    Crispy will spend 5’ of his movement to break free of the restraint Sal has put him under. “You’re not my type, Sally, and you didn’t even buy me dinner first. Your mama here is kinda cute though. Maybe she wants to dance.”
    Crispy will attack the Efreeti with his short sword +1
    Roll(1d20)+7:
    14,+7
    Total:21
    Damage:
    Roll(1d6)+2:
    3,+2
    Total:5

    Crispy will take Disengage thanks to Haste and then spend a ki point to perform Patient Defense, granting him Dodge until the beginning of his next turn. He will circle away from his assailants, ending his turn at M-13





    Chris
    Chris


    Posts : 9503
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    Hit points:
    Amona Anha - Page 3 Left_bar_bleue35/35Amona Anha - Page 3 Empty_bar_bleue  (35/35)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Chris Sun Feb 03, 2019 12:15 pm

    MAS wrote:
    Chris wrote:
    Renda's Athletics of +6 already includes +2 from his natural strength

    Roger, good catch.

    They are immune to fire, but can they walk on a liquid/swim in lava?

    Falling damage for 20 ft? (assuming you already calculated, but asking for any observed effect)

    Did Renda successfully extinguish the fire?

    good thoughts and questions....


    ok, so without getting overly technical, I probably should have labelled the red substance "magma" and not "lava".  magma is underground and separates into many layers, some are more liquid than others.  lava is magma that has found a hole to vent (volcano) out of and onto the surface, thus cooling it, etc etc etc


    for practical purposes, I am treating the lava lake (correctly magma) as thick water (double difficult to swim or 1/4 speed instead of 1/2)

    so no, they can't walk on the lava, but they can slowly swim through it.

    I did not do falling damage as it was only 20ft into a liquid (or at least semi liquid) landing


    Stop\drop\roll seems reasonable, but the 5e rules say it takes an Action to put out fire, not an amount of movement.  we will go with rules for consistency

    whew drunken
    Chris
    Chris


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    Hit points:
    Amona Anha - Page 3 Left_bar_bleue35/35Amona Anha - Page 3 Empty_bar_bleue  (35/35)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Chris Sun Feb 03, 2019 12:18 pm

    Whitey wrote:Pyriannix "Crispy"

    Crispy responds to the voice in his head “Brother? No, I have no family anymore.”

    Crispy will spend 5’ of his movement to break free of the restraint Sal has put him under. “You’re not my type, Sally, and you didn’t even buy me dinner first. Your mama here is kinda cute though. Maybe she wants to dance.”
    Crispy will attack the Efreeti with his short sword +1
    Roll(1d20)+7:
    14,+7
    Total:21
    Damage:
    Roll(1d6)+2:
    3,+2
    Total:5

    Crispy will take Disengage thanks to Haste and then spend a ki point to perform Patient Defense, granting him Dodge until the beginning of his next turn. He will circle away from his assailants, ending his turn at M-13


    Crispy hits the Efreeti for 5, no retribution on him, then dances away to M-13
    Chris
    Chris


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    Amona Anha - Page 3 Left_bar_bleue35/35Amona Anha - Page 3 Empty_bar_bleue  (35/35)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
    Character Sheet:

    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Chris Sun Feb 03, 2019 12:44 pm

    Firetail rages at his lacky, "Hold him, you serpentine fool, or you will answer to CHARR!"

    Firetail will hurl 2 flames at Renda, who seems to be the most effective threat to the Azers&Lazers


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

    miss

    Roll(1d20)+7:
    14,+7
    Total:21

    hit!

    5d6 fire + 1d4 for Enlarged size

    Roll(5d6)+0:
    1,5,4,6,3,+0
    Total:19

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


    23 fire damage to Renda, from a ranged fire attack, if he has any mitigation









    Chris wrote:

    BOSS FIGHT Initiative - rd 3


    Azers and Lazers - always first in the round
    Sam 22  *invisible
    Sjon 22  (on fire)
    Hawkes 21 *magic resistance*
    Sal 19
    Small+Medium+Large fire elementals 18

    Renda 17  *Rage, FG str pot  (on fire)
    Crispy 12  Buffs:1d6 Bardic Inspiration, Freedom of Movement (60 minutes), Haste (10 rounds) AC+2, Speedx2, Action +1, DexSaveAdv
    Firetail 11


    at the top of round 3, 5 Azers fire their lazers into the rift.  total lazer hits are now up to 21 (8+8+5)
    a LARGE fire elemental appears and the crew worries what could come next....

    the previously smoking vent holes purge a spray of lava......
    affraid Crispy got caught in 1 and very nearly 2 of the vent explosions!!  

    Roll(20d6)+0:
    6,5,1,4,6,4,5,5,1,5,4,6,1,1,5,5,1,1,2,3,+0
    Total:71

    fire damage, DEX save dc 16 for half damage


    the ground shakes, everyone needs an acrobatics or athletics DC 15 to stay on their feet (or half movement to stand up)



    new smoke rises to show next round's vent locations  (mind the vents! )

    map updated

    Amona Anha - Page 3 1boss_18
    Amona Anha - Page 3 1boss_16



    sneaky Sam is up
    Sjon on deck
    Hawkes in the hole
    Whitey
    Whitey


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    Character Information
    Hit points:
    Amona Anha - Page 3 Left_bar_bleue30/30Amona Anha - Page 3 Empty_bar_bleue  (30/30)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Whitey Sun Feb 03, 2019 12:53 pm

    DM, I’m not one to complain about this sort of thing, but if you’re going to tie map positioning to life threatening amounts of damage, can you please put a proper grid on the board? I believed Crispy was safe, and he has plenty of buffed movement to arrive at any safe location I can identify.
    Chris
    Chris


    Posts : 9503
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    Hit points:
    Amona Anha - Page 3 Left_bar_bleue35/35Amona Anha - Page 3 Empty_bar_bleue  (35/35)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
    Character Sheet:

    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Chris Sun Feb 03, 2019 1:11 pm

    Chris wrote:

    BOSS FIGHT Initiative - rd 3


    Azers and Lazers - always first in the round
    Sam and 3-YOR22  *invisible
    Sjon 22  (on fire)
    Abigail  21
    Hawkes 21 *magic resistance*
    Sal 19
    Small+Medium+Large fire elementals 18

    Renda 17  *Rage, FG str pot  (on fire)
    Crispy 12  Buffs:1d6 Bardic Inspiration, Freedom of Movement (60 minutes), Haste (10 rounds) AC+2, Speedx2, Action +1, DexSaveAdv
    Firetail 11


    sorry, forgot Rob last time
    Chris
    Chris


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    Hit points:
    Amona Anha - Page 3 Left_bar_bleue35/35Amona Anha - Page 3 Empty_bar_bleue  (35/35)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
    Character Sheet:

    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Chris Sun Feb 03, 2019 1:20 pm

    Whitey wrote:DM, I’m not one to complain about this sort of thing, but if you’re going to tie map positioning to life threatening amounts of damage, can you please put a proper grid on the board? I believed Crispy was safe, and he has plenty of buffed movement to arrive at any safe location I can identify.

    I understand the complaint, totally.

    I have tried to overlay a grid in the past and the map gets really messy and hard to read. I know it can be hard to read in the absence of a grid too, so it is kind of a lose-lose proposition. I will see if I can work something up for the center area, given the circumstances.

    I did give Crispy a warning last time he was in the danger zone. The whole point of the terrain obstacles is to make it hard to move around. If a player can just say, "I move to a safe spot" every turn, it would defeat their purpose.

    Crispy is only taking 1/2 to 1/4 damage anyways Wink
    Chris
    Chris


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    Amona Anha - Page 3 Left_bar_bleue35/35Amona Anha - Page 3 Empty_bar_bleue  (35/35)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Chris Sun Feb 03, 2019 1:26 pm

    ok, it would look something like this

    I am happy to continue using the grid, if that is your preference

    Amona Anha - Page 3 1boss_25





    Last edited by Chris on Sun Feb 03, 2019 1:42 pm; edited 2 times in total
    Whitey
    Whitey


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    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Whitey Sun Feb 03, 2019 1:38 pm

    It’s my preference, but I will defer to the group.

    Crispy’s damage from the vent:
    Dex Save for Half (w/adv):
    Roll(1d20)+3:
    19,+3
    Total:22


    Roll(1d20)+3:
    13,+3
    Total:16

    Innate fire resistance cuts it in half again, total damage is 18.

    Acrobatics save (w/adv):
    Roll(1d20)+6:
    9,+6
    Total:15

    Roll(1d20)+6:
    2,+6
    Total:8

    Shook, but still up


    Chris
    Chris


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    Hit points:
    Amona Anha - Page 3 Left_bar_bleue35/35Amona Anha - Page 3 Empty_bar_bleue  (35/35)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Chris Sun Feb 03, 2019 1:42 pm

    Whitey wrote:It’s my preference, but I will defer to the group.

    done


    Amona Anha - Page 3 1boss_25
    Amona Anha - Page 3 1boss_26

    best I can do, thehorizontal line between 14 and 15 had to be extra fat to show up, as that is the seam between 2 pages
    Robyo
    Robyo


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    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Robyo Sun Feb 03, 2019 8:11 pm

    Grid looks great!

    It's ok if the other PCs spot Abi, but when she notices the lasers and evil fire folk, she will be actively stealthy upon entering their domain.

    Stealth: Result of the throw of dice "1d20" : 19 + 9 = 28

    Abigail "Coxswain" Xensor

    AC: 18
    HP: 67/67
    Initiative: 21
    Stealth: 28

    "This wacky bird is leading me inside of a volcano. What could possibly go wrong?"

    "Abigail lost sight of the strange bird for a time inside the volcano and now sees the same bird, maybe, sitting on the shoulders of a fellow pirate in the chamber.


    Amona Anha - Page 3 Cee03110

    "Abigail wonders what spirit could have transformed that sad creature into a magical companion....

    "Abigail quickly assesses the situation.....   Azers with Lazers are firing into the heart the volcano opening a rift to the elemental plane of fire.  a massive Efreeti is leading the operation, served by a Salamander and the Azers.   Abigail saw the remains of some Fire Giants and metal golems earlier on her trek into the volcano.  She is pretty sure that allowing them to open the rift would be a really bad idea for the world she calls home.


    " study read the notes earlier, but mind the smoking vents, they purge a spray of lava and move each round.  you wouldn't want to be caught next to one of those as they blow  study


    "the crew notices a sea elf warrior as she arrives on the scene, she must have followed Unfeathers from the beach earlier."


    Last edited by Robyo on Tue Feb 05, 2019 12:45 pm; edited 1 time in total
    whit10
    whit10


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    Hit points:
    Amona Anha - Page 3 Left_bar_bleue19/19Amona Anha - Page 3 Empty_bar_bleue  (19/19)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue1/0Amona Anha - Page 3 Empty_bar_bleue  (1/0)
    Character Sheet:

    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  whit10 Sun Feb 03, 2019 11:45 pm

    Sam's Acrobatics check:

    Roll(1d20)+8:
    10,+8
    Total:18

    Keep having the mech attack the Azer, Sam will now dart in and attack the Azer as well with his rapier (magical/piercing) + Sneak Attack

    Roll(1d20)+9:
    14,+9
    Total:23

    Rapier:
    Roll(1d8)+5:
    4,+5
    Total:9

    Sneak Attack:
    Roll(5d6)+0:
    4,5,6,4,1,+0
    Total:20

    Total of 29 damage

    Sam will then use Cunning Action to Disengage and move to P-27

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

    Done

    "who brought a serving wench along with 'em?"
    Chris
    Chris


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    Amona Anha - Page 3 Left_bar_bleue35/35Amona Anha - Page 3 Empty_bar_bleue  (35/35)
    Action Points:
    Amona Anha - Page 3 Left_bar_bleue0/0Amona Anha - Page 3 Empty_bar_bleue  (0/0)
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    Amona Anha - Page 3 Empty Re: Amona Anha

    Post  Chris Mon Feb 04, 2019 11:37 am

    Sam and 3-YOR finish off the Azer at P-24, Sam backs up to P-27

    3-YOR picks up his missing arms and shuffles his feet with as little effort as possible to follow Sam, "coming, master.  this is as good as it gets...."

    Sam notices that 3-YOR does position himself like a shield in front of Sam, granting him some protection (Disadvantage vs 1 melee\ranged attack against Sam, as a Reaction)


    Chris wrote:

    BOSS FIGHT Initiative - rd 3


    Azers and Lazers - always first in the round
    Sam and 3-YOR22  *invisible
    Sjon 22  (on fire)
    Abigail  21
    Hawkes 21 *magic resistance*
    Sal 19
    Small+Medium+Large fire elementals 18

    Renda 17  *Rage, FG str pot  (on fire)
    Crispy 12  Buffs:1d6 Bardic Inspiration, Freedom of Movement (60 minutes), Haste (10 rounds) AC+2, Speedx2, Action +1, DexSaveAdv
    Firetail 11



    Sjon is up
    Abi on deck
    Josef909
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    Post  Josef909 Mon Feb 04, 2019 9:07 pm

    Sjon Barker Druid 9
    HP: 65/72 (9d8 HD)
    AC: 16
    Slots:2/3/2/2/1 (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
    Inspiration: 1

    1st: Goodberry, Healing Word, Ice Knife, Faerie Fire
    2nd: Moonbeam, Lesser Restoration, Gust of Wind
    3rd: Dispel Magic, Erupting Earth, Tidal Wave
    4th: Freedom of Movement, Blight, Polymorph
    5th: Mass Cure Wounds
    Moonbeam
    2 Evocation Casting Time: 1 action Range: 120 feet
    Duration: Concentration, Up to 1 minute
    A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
    When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
    A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
    On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

    Sjon takes 7fire and tries to keep his footing amid the rumbling. Result of the throw of dice "1d20 +2" : 7 + 2 = 9

    Sjon will crawl to A-21, noticing his smoldering shirt, but his resolve is strong. This is exactly the time to remain focused on the task at hand. He mutters his wave vocalization as he casts Tidal Wave on the cluster around C-17.
    DC17DexSV, else take Result of the throw of dice "4d8" : 7 + 2 + 1 + 4 = 14 damage and be prone.

    Tidal Wave
    A Elemental Evil spell Conjuration Level: 3 Casting time: 1 Action
    Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous
    You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

    The spreading flow of water should extinguish Sjon's smoldering clothes. "Good work, Renda! We're coming!" Sjon calls out ahead.
    Chris
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    Post  Chris Tue Feb 05, 2019 12:16 pm

    nice Tidal Wave, Aquaman cheers

    it looks to me like you can hit the Azer (via gravity drop) and both the sFE and mFE as well as extinguish yourself

    remember, it only costs half your movement to stand up, if you wish

    DEX SV DC 17

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

    13 + 1 = 14

    fails, takes double damage from water spell = 28 damage
    AZER 6/39  almost dead

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

    13 + 2 = 15

    fails and takes double water = 28

    DEAD in a whiff of steam

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

    14 + 2 = 16

    fails (geez)

    double water = 28

    hurt but still up


    Amona Anha - Page 3 1-BOSS-FIGHT-TOP-GRID
    Amona Anha - Page 3 1-BOSS-FIGHT-BOTTOM-GRID



    Abigail is up
    Hawkes on deck
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    Post  Josef909 Tue Feb 05, 2019 12:21 pm

    Yes, I forgot to stand up. Sjon will do so, but stay in place. Thanks!
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    Post  Robyo Tue Feb 05, 2019 12:42 pm

    It looks like cover at 27 G-H?

    Abi moves to G28 and crouches behind the boulder-thing, her bow in hand, an arrow nocked. She nods to the fop standing at F28.

    Abigail ready action. Reaction trigger: anyone attacking her, she will return fire.
    Chris
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    Post  Chris Tue Feb 05, 2019 12:47 pm

    Robyo wrote:It looks like cover at 27 G-H?

    Abi moves to G28 and crouches behind the boulder-thing, her bow in hand, an arrow nocked.  She nods to the fop standing at F28.

    Abigail ready action. Reaction trigger: anyone attacking her, she will return fire.


    that all sounds fine

    yes, that is a pile of rocks at G\H-27 and gives Abi partly cover +2 AC




    Hawkes is up
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    Post  navyik Tue Feb 05, 2019 6:27 pm

    stat block to come

    Hawkes scampers to L-28, leering presumptuously at the lass.  "Don't  take too long to decide, the world is ending, you know."

    He fires twice at the large elemental with the frost bow.
    Rolling "1d20 +9" 2 times

    1: 3 + 9 = 12
    2: 7 + 9 = 16

    damage:
    Rolling "1d8 +1d4 +5" 2 times

    1: 5 + 2 cold + 5 = 12
    2: 1 + 3 cold + 5 = 9

    action surge!

    Hawkes scampers on, pushing to round the corner at r-25.
    There he fires at the Azer at p-6 with the frost bow attempting a pushing attack with the second shot:
    Rolling "1d20 +9" 2 times

    1: 8 + 9 = 17
    2: 13 + 9 = 22

    damage:
    Rolling "1d8 +1d4 +5" 2 times

    1: 1 + 2 cold + 5 = 8
    2: 4 + 3 cold + 5 = 12
    add superiority die to second damage:
    Result of the throw of dice "1d8" :

    5

    str dc 17 or be pushed off the ledge.

    as a bonus action he casts healing word on crispy:
    Result of the throw of dice "2d4 +5" :

    4 + 2 + 5 = 11

    "Sam, man that 'laser' and see if you can break the other azers lasers!  And have your friend start breaking chains!"
    Chris
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    Post  Chris Tue Feb 05, 2019 6:54 pm

    solid complex actions!


    Hawkes tags the mFE twice, though it is still in the fight, it looks hurt

    Hawkes then wheels around the corner and takes aim at the far Azer at p-6

    not to be a buzzkill, but I don't think Hawkes has LoS on the far Azer, most notably, the Azer, stone finger and levers at Q\R - 15+16 seem to block his shot.

    Would Hawkes like to use the same rolls to target Azer R-15 instead?

    if so, it would hit twice, damaging Azer R-15 and knocking him into the lava pool

    map updated


    Amona Anha - Page 3 1-BOSS-FIGHT-TOP-GRID
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    Post  Chris Tue Feb 05, 2019 7:07 pm

    Chris wrote:

    BOSS FIGHT Initiative - rd 3


    Azers and Lazers - always first in the round
    Sam and 3-YOR22  *invisible
    Sjon 22  (on fire)
    Abigail  21
    Hawkes 21 *magic resistance*
    Sal 19
    Small+Medium+Large fire elementals 18

    Renda 17  *Rage, FG str pot  (on fire)
    Crispy 12  Buffs:1d6 Bardic Inspiration, Freedom of Movement (60 minutes), Haste (10 rounds) AC+2, Speedx2, Action +1, DexSaveAdv
    Firetail 11



    at 19, Sal slithers over to Crispy to renew his attacks with DIS

    spear +7  

    Rolling "1d20 +7" 2 times

    1: 20 + 7 = 27
    2: 14 + 7 = 21

    hit, but not crit

    tail slap

    Rolling "1d20 +7" 2 times

    1: 4 + 7 = 11
    2: 6 + 7 = 13

    miss!

    spear
    Result of the throw of dice "2d8 +4" :

    6 + 7 + 4 = 17 piercing

    plus 1d6 fire
    Result of the throw of dice "1d6" :

    1

    _____________________________________________________________

    sFE is gone
    mFE will enter Sjon's space again and attack with his fiery limbs

    Rolling "1d20 +5" 2 times

    1: 14 + 5 = 19
    2: 6 + 5 = 11

    one hit

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

    6 + 2 = 8  fire

    1d10 for catching fire

    Result of the throw of dice "1d10" :

    4

    10 total fire, Sjon is burning again


    large FE

    he covers a tremendous amount of ground and flies over to Hawkes and 3-YOR, attacking once each

    Rolling "1d20 +6" 2 times

    1: 5 + 6 = 11
    2: 10 + 6 = 16

    missing both times affraid

    3-YOR AC 17, tough old bot
    3-YOR does not attempt to shield Hawkes, fwiw


    Amona Anha - Page 3 1-BOSS-FIGHT-TOP-GRID
    Amona Anha - Page 3 1-BOSS-FIGHT-BOTTOM-GRID


    Renda is up
    Crispy on deck
    MAS
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    Post  MAS Tue Feb 05, 2019 8:39 pm

    Renda' Mon
    HP: 95/102
    Rages daily: 2/3
    AC: 18
    Prof: +4
    Ki pool: 3/6
    Base move: 45 ft (55 ft FoB)
    Fire giant strength potion, Strength score changes to 25 for 1 hour.
    Condition; RAGED; +2 strength-based melee attack dmg, resistance vs slash, pierce, bludge
    Unarmed attacks ignore resistance and immunity to nonmagical attacks and damage.
    Advantage on DEX saves vs things he can see.
    Add 1d6+1 necrotic to weapon attack dmg on the first hit of the round.
    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 scans the battle for his next target, knowing that the Azers are a priority...but cannot resist the sight of the enemy chief so close to his jaws. He uses the nearest laser as a pommel horse to vault the short gap and enter the middle platform, stopping at D-11 to deliver 4 attacks against Firetail.

    Spending 1 Ki point and a bonus action to activate "Flurry of Blows", Class features grant Renda an additional 10 ft of movement and a disengage - when he has finished attacking he will leap back across to return to where he started, then use all remaining movement to head towards the Azer at D-3.

    1st jump, Athletics;

    Result of the throw of dice "1d20 +11" :

    8 + 11 = 19

    Bonus necrotic dmg to first hit:
    Result of the throw of dice "1d6 +4" :

    1 + 4 = 5

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

    17 + 12 = 29

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

    11 + 12 = 23

    DMG if hits=
    Result of the throw of dice "1d6 +8" :

    4 + 8 = 12

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

    12 + 12 = 24

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

    4 + 12 = 16

    DMG if hits=
    Result of the throw of dice "1d6 +8" :

    5 + 8 = 13
    3rd atk:
    Result of the throw of dice "1d20 +12" :

    16 + 12 = 28
    Result of the throw of dice "1d20 +12" :

    8 + 12 = 20

    DMG if hits=
    Result of the throw of dice "1d6 +8" :

    4 + 8 = 12


    4th atk:

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

    19 + 12 = 31
    Result of the throw of dice "1d20 +12" :

    7 + 12 = 19

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

    2 + 8 = 10


    2nd Jump:

    Result of the throw of dice "1d20 +11" :

    16 + 11 = 27

    All damage is "Piercing" and "ignore resistance/immunity to nonmagical attacks/damage."




    Renda doesn't bother to put out the flames he is "wearing" - he figures they will just set him on fire again anyway, why waste time?


    Last edited by MAS on Wed Feb 06, 2019 11:12 am; edited 1 time in total
    navyik
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    Post  navyik Tue Feb 05, 2019 9:51 pm

    Hawkes will accept the alternative target with gratitude.
    Chris
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    Post  Chris Wed Feb 06, 2019 12:56 pm

    Renda burns for

    Result of the throw of dice "1d10" :

    5  FIRE at the start of his turn


    Renda vaults the lava lake and rips into Firetail, hitting all 4 times for 57 total damage.  Firetail seems shocked by the blitzkrieg.  Renda then disengages and makes it all the way to C-3 and adjacent to Azer D-3


    Amona Anha - Page 3 1-BOSS-FIGHT-TOP-GRID
    Amona Anha - Page 3 1-BOSS-FIGHT-BOTTOM-GRID



    Crispy is up - Crispy can sense that the veil between worlds is VERY thin
    Firetail on deck

    End of the world in the hole
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    Post  MAS Wed Feb 06, 2019 1:48 pm

    Renda' Mon
    HP: 90/102
    Whitey
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    Post  Whitey Wed Feb 06, 2019 10:11 pm

    Pyriannix "Crispy"

    HP: 25/59
    AC: 17 (19)
    Hit Dice 4d8/6d6
    Ki: (1/3)
    Sorcery Points: (6/6)
    Spells:
    1st: (4/4)
    2nd: (3/3)
    3rd: (3/3)
    Spell DC: 14

    Buffs:
    1d6 Bardic Inspiration
    Freedom of Movement (60 minutes)
    Haste (7 rounds) AC+2, Speedx2, Action +1, DexSaveAdv


    "Sorry Sally, I just don't have time for your flirting right now. Gotta go save the world you know. Guys! We have to stop the beams...NOW!!!"

    Crispy will use the free action from Haste to Disengage from Sal and sprint to M-9. He will Jump across the lava pit to O-7, landing atop the lever rock and confront the Azer at P-6. Dex check (Adv)?
    Roll(1d20)+6:
    9,+6
    Total:15

    Roll(1d20)+6:
    4,+6
    Total:10

    Assuming that's good enough. Following Renda's example, he will make a Push Attack on the Azer, attempting to put him into the drink:

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

    Add Bardic Inspiration: Roll(1d6)+0:
    3,+0
    Total:3

    Total Push DC for the Azer: 20

    Going to assume that is enough to send him on his way. Desperate to disable another lazer, Crispy will spend two sorcery points to cast Fireball as a bonus action, centering the massive power of the spell on the levers at M4:

    Fireball
    3 evocation
    Casting Time: 1 action
    Range: 150 feet
    Components: V S M (A tiny ball of bat guano and sulfur)
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

    Roll(8d6)+0:
    5,6,5,5,4,2,5,1,+0
    Total:33

    He will advance to M-2, ready to engage the Azer should his spell not have done enough damage.

    Finished.
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    Post  navyik Wed Feb 06, 2019 10:46 pm

    did Crispy apply the healing?

    as a bonus action he casts healing word on crispy:
    Result of the throw of dice "2d4 +5" :

    4 + 2 + 5 = 11
    Whitey
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    Post  Whitey Wed Feb 06, 2019 11:16 pm

    Missed that. Thanks!
    Pyriannix "Crispy"

    HP: 36/59
    Chris
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    Post  Chris Thu Feb 07, 2019 12:31 pm

    today's game is going to have 1 of 2 possible theme songs.  Either it will feature REM's "End of the world" or Queen's title to the Flash Gordon soundtrack.....





    Crispy ditches Sally like an ugly prom date and leaps over to O-7

    Azer tries to resist the push with STR only, no ath\acro

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

    14 + 3 = 17

    whew, luckily Hawkes inspired Crisy to success!


    The extra fireball is only moderately effective due to the initial shield, which is now broke on both levers and both Azers

    ______________________________________________________________________________________________________________________________


    Top of Round 4

    Azers and Lazers!

    the 4 Azers that were knocked into the lava use a full move to swim 5ft and a full dash to climb 15ft up the rock wall.  all 4 are at -5ft on the walls
    they wil make it back to their lazers NEXT round


    the 2 remaining at their stations fire into the rift!  
    total rift damage is now at 23\24

    1 more lazer hit will open the rift and let CHARR into your world.

    study the ground does not tremble and no more Fire Elementals come through as the next milestone was not reached (every 6 lazer hits is a milestone, so 6,12,18,24)

    _________________________________________________________________________________________________________________________________

    Candidly, when Abigail waited and Renda went after Firetail, I thought you guys were burnt toast.  Crispy saved the day!  queue Freddy and the boys

    Flash! Ah-ah
    Savior of the universe
    Flash! Ah-ah
    He'll save everyone of us
    Flash! Ah-ah
    He's a miracle
    Flash! Ah-ah
    King of the impossible


    well, at least for 1 more round Twisted Evil


    Crispy gets a glimpse of CHARR as he tries to force the barrier between worlds open.  Reality stretches like balloon, as his face pushes against it

    Amona Anha - Page 3 CHARR

    Crispy catches a glimpse of the hellish world on the other side

    Amona Anha - Page 3 Plane-of-fire

    ____________________________________________________________________________________________________________________________________


    Amona Anha - Page 3 1-BOSS-FIGHT-TOP-GRID
    Amona Anha - Page 3 1-BOSS-FIGHT-BOTTOM-GRID


    Chris wrote:

    BOSS FIGHT Initiative - rd 4


    Azers and Lazers - always first in the round
    Sam and 3-YOR22  
    Sjon 22  (on fire)
    Abigail  21
    Hawkes 21 *magic resistance*
    Sal 19
    Small+Medium+Large fire elementals 18

    Renda 17  *Rage, FG str pot  (on fire)
    Crispy 12  Buffs:1d6 Bardic Inspiration, Freedom of Movement (60 minutes), Haste (6 rounds) AC+2, Speedx2, Action +1, DexSaveAdv
    Firetail 11


    Sam and 3-YOR are up
    Sjon on deck
    Abigail in the hole
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    Post  whit10 Thu Feb 07, 2019 1:31 pm

    Sam yells at 3-YOR "keep attacking it!" (the elemental).

    Sam will cast Misty Step and then move to Q-15. Misty Step is a bonus action, the additional move should be enough to get him to that spot, then he will attack the Azer as it comes back towards the laser (I believe he's still -5 feet, so Sam can't really get at him unless he uses a ranged attack, which would require switching weapons or dropping the mech-trigger thing, and Sam doesn't have magical ranged attacks beyond his spells, which he already cast one of this turn).

    Done

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    Post  Chris Thu Feb 07, 2019 1:45 pm

    whit10 wrote:Sam yells at 3-YOR "keep attacking it!" (the elemental).

    Sam will cast Misty Step and then move to Q-15.  Misty Step is a bonus action, the additional move should be enough to get him to that spot, then he will attack the Azer as it comes back towards the laser (I believe he's still -5 feet, so Sam can't really get at him unless he uses a ranged attack, which would require switching weapons or dropping the mech-trigger thing, and Sam doesn't have magical ranged attacks beyond his spells, which he already cast one of this turn).

    Done



    remember, 3-YOR will automatically continue on his previous action (defend himself automatically if attacked or move to Sam + defend if no other instructions are given, as a default). Sam needs to use a Bonus Action (or a full action) along with the device to change 3-YOR's directive.


    Sam CAN hit the Azer with a melee weapon from Q-15. The Azer is only 5 ft away, diagonally down.

    Go ahead and roll for Sam to attack with ADV, since the Azer is climbing and cannot defend himself properly
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    Post  MAS Thu Feb 07, 2019 2:03 pm

    Chris wrote:Candidly, when Abigail waited and Renda went after Firetail, I thought you guys were burnt toast.  Crispy saved the day!  queue Freddy and the boys

    Renda knew Crispy would come through Wink

    Seriously though, I needed to know if Renda COULD damage Firetail, and if striking him would generate "bounceback dmg". It was "recon by fire", no pun intended, and if we TPK it won't be due to a lack of Renda disabling Azers.

    "the enemy gate is "down"."


    "Come on, you apes!"
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    Post  whit10 Thu Feb 07, 2019 3:50 pm

    ah, fantastic!

    Advantage attack (not sure if sneak attack applies?)

    Roll(1d20)+9:
    20,+9
    Total:29

    Roll(1d20)+9:
    17,+9
    Total:26

    lol... I'll take the Crit!

    Roll(2d8)+0:
    4,8,+0
    Total:12 (forgot to put the +5 in)

    17 total damage; waiting to see if there is anyway to get sneak attack? Doesn't advantage on the attack confer that?

    If so...

    Roll(5d6)+0:
    3,6,1,4,3,+0
    Total:17

    So total of 34 damage if SA applies, 17 if it doesn't.

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


    Chris
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    Post  Chris Thu Feb 07, 2019 4:08 pm

    whit10 wrote:ah, fantastic!

    Advantage attack (not sure if sneak attack applies?)

    Roll(1d20)+9:
    20,+9
    Total:29

    Roll(1d20)+9:
    17,+9
    Total:26

    lol... I'll take the Crit!

    Roll(2d8)+0:
    4,8,+0
    Total:12 (forgot to put the +5 in)

    17 total damage; waiting to see if there is anyway to get sneak attack?  Doesn't advantage on the attack confer that?  

    If so...

    Roll(5d6)+0:
    3,6,1,4,3,+0
    Total:17

    So total of 34 damage if SA applies, 17 if it doesn't.

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



    YES, advantage enables Sneak Attack, which includes double SA dice on a crit Twisted Evil

    for the sake of expediency, I am just going to double the SA damage you already rolled so 17 + 34 = 51

    Sam jabs the Azer right in the head as he tries to climb out of the lava pit.  His lifeless body falls back and is consumed by the lava.


    Amona Anha - Page 3 1-BOSS-FIGHT-TOP-GRID
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    Sjon is up
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    Post  Josef909 Fri Feb 08, 2019 12:38 am

    Sjon Barker Druid 9
    HP: 53/72 (9d8 HD)
    AC: 16
    Slots:2/3/1/2/1 (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
    Inspiration: 1

    1st: Goodberry, Healing Word, Ice Knife, Faerie Fire
    2nd: Moonbeam, Lesser Restoration, Gust of Wind
    3rd: Dispel Magic, Erupting Earth, Tidal Wave
    4th: Freedom of Movement, Blight, Polymorph
    5th: Mass Cure Wounds

    Sjon notices the amount of pain his Tidal Wave caused his fiery enemies and chooses to repeat the watery assault, paying no mind to the elemental harrying him. He will use 10' of movement to gain a better vantage point and create the wave so that it washes the Azer off the wall at A-16 as well as dousing Firetail himself and, perhaps, quenching the flames crawling up his pant legs.

    Tidal Wave
    A Elemental Evil spell Conjuration Level: 3 Casting time: 1 Action
    Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous
    You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

    DC17DexSV, else take Result of the throw of dice "4d8" : 3 + 8 + 2 + 2 = 15 and be knocked prone.

    He will then use a bonus action to transform into a Giant Eagle and use his remaining movement to fly to A-7 in an attempt to harry the Azer at B-7

    Giant Eagle
    Large beast,neutral good
    Armor Class 13 Hit Points 26(4d10+ 4)
    Speed10 ft., fly 80 ft. ft.
    str 16 (+3) dex 17 (+3)
    con 13 (+1) int 8 (-1)
    wis 14 (+2) cha10 (0)
    Proficiency Bonus+2
    Skills Perception +4
    Senses passive Perception 14
    Languages Giant Eagle, understands Common and Auran but can't speak them
    Challenge1(200 XP)
    Keen Sight:The eagle has advantage on Wisdom (Perception) checks that rely on sight.
    Actions
    Multiattack: The eagle makes two attacks: one with its beak and one with its talons.
    Beak: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
    Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

    I hope that works out the way I planned.
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    Post  whit10 Fri Feb 08, 2019 1:36 am

    you moved Captain Hawkes icon instead of Sam's
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    Post  Chris Fri Feb 08, 2019 12:19 pm

    whit10 wrote:you moved Captain Hawkes icon instead of Sam's

    bugger, fixed



    Josef909 wrote:

    Sjon notices the amount of pain his Tidal Wave caused his fiery enemies and chooses to repeat the watery assault, paying no mind to the elemental harrying him.  He will use 10' of movement to gain a better vantage point and create the wave so that it washes the Azer off the wall at A-16 as well as dousing Firetail himself and, perhaps, quenching the flames crawling up his pant legs.



    DC17DexSV, else take Result of the throw of dice "4d8" : 3 + 8 + 2 + 2 = 15 and be knocked prone.

    He will then use a bonus action to transform into a Giant Eagle and use his remaining movement to fly to A-7 in an attempt to harry the Azer at B-7



    I hope that works out the way I planned.

    mFE lashes out at Sjon as he leaves his threat zone

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

    12 + 6 = 18

    hit!  

    Result of the throw of dice "1d10 +1d6 +3" :

    6 + 1 + 3 = 10  FIRE

    Sjon ignites again, only to be extinguished by his 2nd wave spell lol!


    Azer save
    Result of the throw of dice "1d20 +3" :

    12 + 3 = 15

    Azer fails, takes 30 water damage.  His corpse is washed back down into the magma


    Firetail save

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

    6 + 1 = 7

    ouch, the big guy is knocked prone and takes 30 water damage.   he looks about 1/2 health


    Amona Anha - Page 3 1boss_27
    Amona Anha - Page 3 1boss_28


    Abigail is up
    Hawkes on deck
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    Post  Robyo Fri Feb 08, 2019 11:59 pm

    Abigail "Coxswain" Xensor

    AC: 18
    HP: 67/67
    Initiative: 21
    Stealth: 28

    The dynamics here are a bit skewed to this new arrival. Seems to be some sort of struggle between mortals and elementals. I don't know these guys, but I know what cosmic side I'm on.

    The lazer azers across the map appear to be within longbow range and Abi's LoS.

    *Abi is using her magic longbow, but even if it was a normal bow, as an arcane archer she gains the ability to infuse mundane arrows with magic. A reminder to the DM, in such cases as overcoming resistance and immunity to non-magical attacks and damage.


    Attack Action:
    #1) magic arrow at Azer D-3: Result of the throw of dice "1d20" : 11 + 12 = 23.

    If that hits, Result of the throw of dice "1d8" : 5 + 6 = 11 piercing.


    *Abi will concentrate attacks on Azer D-3, until he seems eliminated, then spit arrows at Azer M-3. At any time they both seem down, she will spit at Azer P-4. She will use Curving Shot to direct any arrant arrows toward a new target within 60' of the original target.


    #2 (Extra Attack feature) magic arrow: Result of the throw of dice "1d20" : 13 + 12 = 25.

    If that hits, Result of the throw of dice "1d8" : 4 + 6 = 10 p.


    Action Surge. Attack Action.
    #1) magic arrow: Result of the throw of dice "1d20" : 9 + 12 = 21.

    If that hits, Result of the throw of dice "1d8" : 4 + 6 = 10 p.


    #2) magic arrow: Result of the throw of dice "1d20" : 18 + 12 = 30.

    If that hits, Result of the throw of dice "1d8" : 7 + 6 = 13 p.



    *Bonus Action: Curving Shot (just in case of a miss): Result of the throw of dice "1d20" : 10 + 12 = 22.

    If that hits, Result of the throw of dice "1d8" : 2 + 6 = 8p.



    Ready Move Action. Reaction trigger: any foes approach Abi, she will move 30' towards the bridge.
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    Post  Chris Sat Feb 09, 2019 1:19 am

    Good grief, that is a lot of attacks! Love that Curving shot too

    All 4 hit Azer D-3 as they are only AC 15 w/o their shields. They do have 39 HP, so it takes all 4 feathers to drop him in a heap at Renda's feet. Nice work!

    Question, as you know 5e way better than I do, but isn't "ready" an action itself? I don't think you can ready a move if you have already used your action to attack. Did this change in some update?

    Hawkes is up
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    Post  Robyo Sat Feb 09, 2019 8:47 am

    Chris wrote:
    Question, as you know 5e way better than I do, but isn't "ready" an action itself?  I don't think you can ready a move if you have already used your action to attack.  Did this change in some update?

    My understanding is Ready Action is like a held action, but burns your Reaction according to a specific stated trigger.

    https://www.sageadvice.eu/2016/07/09/can-i-move-and-attack-with-a-readied-action/

    also:

    https://rpg.stackexchange.com/questions/74178/can-i-ready-an-action-to-run-away

    It IS a little confusing since in 5e a move isn't called-out as it's own action, like in 4e.


    The ready action isn't a deal-breaker. If you think it's overpowered, never mind about it. I will defer to DM's judgement in this case.
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    Post  Chris Sat Feb 09, 2019 11:58 am

    Thanks for the links, they both seem to support what I said, you must use the action Ready, then you could move, burning your Reaction. Since Abi used the action, Attack, she can't also use Ready in the same turn.
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    Post  Robyo Sat Feb 09, 2019 4:45 pm

    Chris wrote:
    Question, as you know 5e way better than I do, but isn't "ready" an action itself?  I don't think you can ready a move if you have already used your action to attack.  Did this change in some update?

    Yeah, I've been playing since the playtest and 98% of the time has been on the DM side of the screen. I'm still a newbie when it comes to PC mechanics, LOL!
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    Post  navyik Sun Feb 10, 2019 12:00 am

    stat block to come.

    Hawkes moves to S-19 and casts shatter at n/o 6/7 which should hit both nearby sets of levers if not both Azers

    Result of the throw of dice "3d8" :

    7 + 8 + 8 = 23
    con save 15

    Shatter2nd-level evocationCasting Time: 1 action Range: 60 feetComponents: V, S, M (a chip of mica)Duration: InstantaneousA sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area.
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    Post  Chris Mon Feb 11, 2019 12:10 pm

    navyik wrote:stat block to come.

    Hawkes moves to S-19 and casts shatter at n/o 6/7 which should hit both nearby sets of levers if not both Azers

    Result of the throw of dice "3d8" :

    7 + 8 + 8 = 23
    con save 15

    Shatter2nd-level evocationCasting Time: 1 action Range: 60 feetComponents: V, S, M (a chip of mica)Duration: InstantaneousA sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area.

    Guile says, "SONIC BOOM!"


    Amona Anha - Page 3 25126710


    Hawkes destroys 2 sets of levers and damages (failed save) the Azer at P-4, the other is out of the area of effect

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    Post  Chris Mon Feb 11, 2019 12:29 pm

    Chris wrote:

    BOSS FIGHT Initiative - rd 4


    Azers and Lazers - always first in the round
    Sam and 3-YOR22  
    Sjon 22  (on fire)
    Abigail  21
    Hawkes 21 *magic resistance*
    Sal 19
    Small+Medium+Large fire elementals 18

    Renda 17  *Rage, FG str pot  (on fire)
    Crispy 12  Buffs:1d6 Bardic Inspiration, Freedom of Movement (60 minutes), Haste (6 rounds) AC+2, Speedx2, Action +1, DexSaveAdv
    Firetail 11





    at 19 Sal, having lost his dancing partner, follows Crispy by jumping to a finger and moving around to P-2 with a Dash

    at 18, sFE spots Abi as the nearest threat and Dash to get adjacent to her, but cannot attack

    at 18, LFE chases after Hawkes, giving 3-YOR an opportunity attack, which he misses

    3-YOR hangs his head lower in shame, "Target+opportunity : status=error.  I was built to fail, master"


    LFE attacks Hawkes twice

    Rolling "1d20 +6" 2 times

    1: 5 + 6 = 11
    2: 13 + 6 = 19

    Result of the throw of dice "1d10 +2d6 +3" :

    9 + 4 + 5 + 3 = 21  FIRE

    Hawkes is now burning and will take 1d10 at the start of his turn unless he spends an action to put it out


    Amona Anha - Page 3 1boss_32
    Amona Anha - Page 3 1boss_31


    Renda is up
    Crispy on deck

    Doomsday clock is 1 tick away, with 3 Azer remaining at B-7 and M-3
    both sets of levers near M-3 are destroyed though


    Last edited by Chris on Mon Feb 11, 2019 6:51 pm; edited 1 time in total

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