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Chris
navyik
Whitey
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    Amona Anha

    Josef909
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    Post  Josef909 Fri Jan 25, 2019 3:03 pm

    @Chris, is it possible for Sjon to have used the long rest to reassign his spell selection, or are we past that now?
    MAS
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    Post  MAS Fri Jan 25, 2019 3:46 pm

    Thanks GM - thought you had clarified but could not find it to confirm.


    Renda "buffs" by initiating rage the moment before we begin combat...


    Init =

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

    14 + 3 = 17
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    Post  whit10 Fri Jan 25, 2019 3:57 pm

    Sam's initiative

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

    Yeah!!! A high initiative roll for once
    Chris
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    Post  Chris Fri Jan 25, 2019 4:01 pm

    Josef909 wrote:@Chris, is it possible for Sjon to have used the long rest to reassign his spell selection, or are we past that now?

    of course, no worries

    Chris wrote:BOSS FIGHT Initiative


    Azers and Lazers - always first in the round

    Sam 22

    Renda 17 *Rage, FG str pot

    Crispy 12
    Whitey wrote: Buffs:1d6 Bardic Inspiration, Freedom of Movement (60 minutes), Haste (10 rounds) AC+2, Speedx2, Action +1, DexSaveAdv

    Sam, no pre-combat buffs?
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    Post  Josef909 Fri Jan 25, 2019 4:06 pm

    Will post Sjons new prepared list and initiative roll after work. Pre combat buff spells (goodberry and FoM will stand as mentioned),
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    Post  whit10 Fri Jan 25, 2019 4:13 pm

    I'm sorry, I'm not certain if those buffs affected Sam or not? I was under the impression that Crispy had case them on himself but I could easily be wrong. Can someone clarify?

    Sam's only buff would be Invisibility and that might as well be cast now (he can only target himself still)
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    Post  Chris Fri Jan 25, 2019 4:24 pm

    whit10 wrote:I'm sorry, I'm not certain if those buffs affected Sam or not?  I was under the impression that Crispy had case them on himself but I could easily be wrong.  Can someone clarify?

    Sam's only buff would be Invisibility and that might as well be cast now (he can only target himself still)

    nobody cast nuthin on Sam, that's why I am asking if he is going to buff himself, lol
    He does have a couple goodberries, of course.

    Ok, invisibility. anything else?


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    Post  whit10 Fri Jan 25, 2019 4:39 pm

    since they're up in a short while, sure, we can just say that's a part of his "full strength" HP.

    No other buffs as he has none to cast - he has his other items though that grant nice little bonuses, they haven't been forgotten about

    Just to have it going already though, since it's invisible and lasts for a minute, he will cast Mage Hand as well. To have it ready

    That's it

    Chris
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    Post  Chris Fri Jan 25, 2019 6:13 pm

    whit10 wrote:since they're up in a short while, sure, we can just say that's a part of his "full strength" HP.

    No other buffs as he has none to cast - he has his other items though that grant nice little bonuses, they haven't been forgotten about

    Just to have it going already though, since it's invisible and lasts for a minute, he will cast Mage Hand as well. To have it ready

    That's it


    Ok, Invisibility requires concentration but Mage Hand does not, so you are fine there. Just remember that MH vanishes if it is ever more than 30ft from you and it costs your action to move\use it
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    Post  Josef909 Fri Jan 25, 2019 10:00 pm

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

    Buffs as mentioned previously.

    Sjon initiative:
    Result of the throw of dice "1d20 +2" : 20 + 2 = 22
    whit10
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    Post  whit10 Sat Jan 26, 2019 12:46 am

    no worries GM, already noted
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    Post  navyik Sat Jan 26, 2019 4:48 am

    Cap'n Hawkes
    AC 17
    Hp 68/68 (5d10/4d6)

    Spell save 15
    Passive perception 14
    Passive insight 17

    +1 con save 1/day

    Inspiration 3x
    Superiority (save 17) 4x

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

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

    16 + 5 = 21
    Chris
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    Amona Anha - Page 2 Left_bar_bleue0/0Amona Anha - Page 2 Empty_bar_bleue  (0/0)
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    Post  Chris Sat Jan 26, 2019 12:45 pm

    @Alan - I will assume Unfeathers is safely occupying Hawkes' space, unless you say otherwise.  note the magic resistance he provides.  I won't put a token out for him, unless you send him off to do something.  he is under your complete control, just as a Familiar would be.  for all practical purposes, he cannot be targeted unless he has a token and is away from Hawkes.  He is, of course, subject to any area effects.



    BOSS FIGHT Initiative


    Azers and Lazers - always first in the round
    Sam 22  *invisible, mage hand
    Sjon 22
    Hawkes 21 *magic resistance*
    Sal 19
    Small 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

    Amona Anha - Page 2 1-BOSS-FIGHT-TOP-laser
    Amona Anha - Page 2 1-BOSS-FIGHT-BOTTOM-laser


    At the top of the round, all the Azers pull their levers and beams of energy fire from the fixed stone fingers into the lava pool in the center of the map.  The ground trembles as the rift between this plane and the realm of fire widens further.

    on your turn - DEX or ACRO save or fall prone  DC 10 (this will get worse each round)

    A small fire elemental appears as evidence of the expanding portal.


    The vents that were smoking (first images) explode with a release of lava!  it doesn't look like it would be pleasant to be standing near a vent when it purges.  Note - the smoke coming out of new vents this round.   Yellow circles show the radius of the vent blast.  The yellow circles are difficult terrain as there is bits of lava to avoid.  The circle will disappear each round, so it is only temporary impediment.  
    This will change each round, so be mindful study


    Amona Anha - Page 2 1boss_11
    Amona Anha - Page 2 1boss_10


    top of round 1

    Sam is up
    Sjon on deck
    whit10
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    Post  whit10 Sun Jan 27, 2019 1:26 am

    having some internet issues, I'll take Sam's turn by Sunday morning
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    Post  whit10 Sun Jan 27, 2019 12:07 pm

    ok, Sam will move to Q-24 and wait for the others to engage the Azers, then he will act, he pulls the weird mech controller thingy out and just stands waiting (though invisible) -  This is in accordance with the plan worked out earlier. The Mage hand will just stay with him for now and he's got his rapier in the other han

    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 Sun Jan 27, 2019 12:35 pm

    Ok, so Sam uses his Action to move the Mage Hand?
    Otherwise it disappears when he goes out of range, as I explained above

    Sam is done then


    Sjon is up
    whit10
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    Post  whit10 Sun Jan 27, 2019 1:03 pm

    hmmm, my misunderstanding. Good point.

    It can disappear for now. It's a cantrip so he can cast it at will later
    Chris
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    Post  Chris Sun Jan 27, 2019 1:26 pm

    Ok, no problem.

    Is Sam going to set a condition and Ready as action then? There is no Delay in 5e

    Pg 192-193 phb for list of legal actions.
    Josef909
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    Amona Anha - Page 2 Left_bar_bleue11/11Amona Anha - Page 2 Empty_bar_bleue  (11/11)
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    Post  Josef909 Sun Jan 27, 2019 2:04 pm

    Sjon Barker Druid 9
    HP: 72/72 (9d8 HD)
    AC: 16
    Slots:3/3/3/2/1 (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 takes a deep breath to steel himself. "Let us see how long this plan lasts."
    DexSV: Result of the throw of dice "1d20 +2" : 17 + 2 = 19

    Sjon enters the room and heads left to B-27. He will cast Moonbeam at 3rd level (3d10radiant) atop the Azer at D-25.

    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.

    Moonbeam damage: Result of the throw of dice "3d10" : 9 + 10 + 6 = 25 radiant
    DC17 ConSV, else take full damage

    As a bonus action, Sjon prays they make it to tomorrow.
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    Amona Anha - Page 2 Left_bar_bleue1/0Amona Anha - Page 2 Empty_bar_bleue  (1/0)
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    Post  whit10 Sun Jan 27, 2019 3:38 pm

    actually, yes. If the Azer that is closest to Sam attacks anyone, Sam will aim the mech pistol thing at the mech and try to command it again. Same attempt as the last one he tried, like a gun with just the bottom button pressed (here goes nothing he thinks)

    this shouldn't negate the invisibility, right?
    Chris
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    Amona Anha - Page 2 Left_bar_bleue0/0Amona Anha - Page 2 Empty_bar_bleue  (0/0)
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    Post  Chris Mon Jan 28, 2019 11:36 am

    Sam breaks right and readies his gizmo

    Sjon breaks left.  Suddenly a ray of moon light shines down on the Azer and the control levers, hitting both.  Sjon notices that there was some kind of protective shield on both, but it seems to have broken after being hit by the Moonbeam.

    Azer and levers each take half damage, 12 radiant.



    Amona Anha - Page 2 1-BOSS-FIGHT-TOP
    Amona Anha - Page 2 1-BOSS-FIGHT-BOTTOM







    Chris wrote:

    BOSS FIGHT Initiative


    Azers and Lazers - always first in the round
    Sam 22  *invisible, mage hand
    Sjon 22
    Hawkes 21 *magic resistance*
    Sal 19
    Small 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



    Hawkes is up

    Sal and FE on deck
    Whitey
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    Post  Whitey Mon Jan 28, 2019 11:58 am

    DM, are any of Sal, Firetail, or Fire elemental wearing metal armor? Asking for a friend...
    Chris
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    Post  Chris Mon Jan 28, 2019 12:06 pm

    Whitey wrote:DM, are any of Sal, Firetail, or Fire elemental wearing metal armor? Asking for a friend...

    says "natural armor" for all of them, Azers too

    I know your plan is being the distraction, but the levers are certainly made of metal which would count as metal armor



    @Josh - sorry I missed your question earlier. Inviso only breaks on "attack" or "cast a spell" action, not use an item (unless its use is a direct attack, but I wouldn't consider commanding a golem to be a direct attack, that is indirect)
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    Post  navyik Mon Jan 28, 2019 8:29 pm

    Cap'n Hawkes
    AC 17
    Hp 68/68 (5d10/4d6)

    Spell save 15
    Passive perception 14
    Passive insight 17

    +1 con save 1/day

    Inspiration 3x
    Superiority (save 17) 4x

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

    Hawkes fires two arrows starting with the closest Azer to the left.
    Rolling "1d20 +9" 2 times

    1: 7 + 9 = 16
    2: 15 + 9 = 24

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

    1: 5 + 3 + 5 = 13
    2: 4 + 1 + 5 = 10

    Hawkes moves to F-28 "Let's not get too bunched up, they may have fireballs."

    "Sam, maybe you can work around the other side with your new pal."
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    Amona Anha - Page 2 Left_bar_bleue1/0Amona Anha - Page 2 Empty_bar_bleue  (1/0)
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    Post  whit10 Tue Jan 29, 2019 12:50 am

    uh, you can't see Sam right now nor what he's up to. Smile
    Chris
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    Post  Chris Tue Jan 29, 2019 4:03 pm

    Hawkes tags the Azer at D-24 both times.  
    Azer AC has dropped from 17 to 15, since they are not using their shields while operating the levers with both hands.  Nor are they holding a melee weapon.
    HP remain at 39
    D-24 Azer is 4/39




    at 19, Sal slithers to guard the bridge, readying his attacks should any blue hostile enter his threat range.  His tail twitches like a rattler and he hold his spear threatening overhead.

    at 18, the small FE flies towards Hawkes and Sjon who threaten the Azer, ending at G-22


    Amona Anha - Page 2 1-BOSS-FIGHT-TOP
    Amona Anha - Page 2 1-BOSS-FIGHT-BOTTOM


    Chris wrote:

    BOSS FIGHT Initiative


    Azers and Lazers - always first in the round
    Sam 22  *invisible, mage hand
    Sjon 22
    Hawkes 21 *magic resistance*
    Sal 19
    Small 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
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    Post  MAS Tue Jan 29, 2019 5:10 pm

    GM - by my count, Renda can just barely reach A-18 with a "dash" (45 ft x2 = 90 ft). Do you concur?

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    Post  Chris Tue Jan 29, 2019 5:22 pm

    MAS wrote:GM - by my count, Renda can just barely reach A-18 with a "dash" (45 ft x2 = 90 ft). Do you concur?


    I have counted anywhere between 70-85ft depending on the path, mushy mapping and diagonals. Renda can reach A-18 with a Dash.
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    Post  Whitey Tue Jan 29, 2019 5:24 pm

    DM, what is the mechanic for crossing the lava streams in the center platform? Difficult terrain or a dex check?
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    Post  Chris Tue Jan 29, 2019 5:44 pm

    Whitey wrote:DM, what is the mechanic for crossing the lava streams in the center platform? Difficult terrain or a dex check?

    good question!


    J u m p in g
    Your Strength determines how far you can jump.
    Long Jump. When you make a long jump, you cover a
    number o f feet up to your Strength score if you move at
    least 10 feet on foot immediately before the jump. When
    you make a standing long jump, you can leap only half
    that distance. Either way, each foot you clear on the
    jump costs a foot o f movement.
    This rule assumes that the height o f your jump
    doesn’t matter, such as a jump across a stream or
    chasm. At your DM’s option, you must succeed on a
    DC 10 Strength (Athletics) check to clear a low obstacle
    (no taller than a quarter o f the jump’s distance), such as
    a hedge or low wall. Otherwise, you hit it.
    When you land in difficult terrain, you must succeed
    on a DC 10 Dexterity (Acrobatics) check to land on your
    feet. Otherwise, you land prone.



    most of the lava streams look like 5ft to me, so that is easily cleared whether the character takes a running start or not.  No check needed, it is just at regular movement cost up to STR or 1/2STR score of total jumping in a Move

    I think the only issue would be trying to jump over the lava pool in the center, which looks 15-20ft across.  

    mind the landing in difficult terrain bit, if the vents spew near a stream, it may be difficult area of landing


    mostly I would be worried about being pushed, dragged or somehow knocked into one them Twisted Evil
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    Post  MAS Tue Jan 29, 2019 8:26 pm

    Renda' Mon
    HP: 102/102
    Rages daily: 2/3
    AC: 18
    Prof: +4
    Ki pool: 5/6
    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
    Renda speaks Draconic, as per Lizardfolk racial.




    Renda "Dashs" to A-18 (Full round move) and then spends 1 Ki Point to DODGE (Enemy is at disadvantage in attacks against Renda).

    End turn.


    Last edited by MAS on Tue Jan 29, 2019 10:38 pm; edited 2 times in total
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    Post  Whitey Tue Jan 29, 2019 9:58 pm


    Pyriannix "Crispy"

    HP: 59/59
    AC: 17 (19)
    Hit Dice 4d8/6d6
    Ki: (3/3)
    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 will begin his turn by spending 1 Ki point to perform Patient Defense as a bonus action, granting him Dodge until the beginning of his next turn. All attacks against him have disadvantage.

    Thanks to Haste his movement is now 80’. He will advance 55’ to H-16 and attack Sal with his short sword +1:
    Roll(1d20)+6:
    10,+6
    Total:16

    Damage:
    Roll(1d6)+2
    6,+2
    Total:8

    Crispy will use the additional action granted to him by Haste to Disengage from Sal and use his remaining movement to advance to E-13. Freedom of Movement allows him to disregard difficult terrain.

    As he steps away from Sal he snarls “I do not fear your fire, I welcome it. And now you are trapped in here with ME.”

    Finished.

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    Post  Chris Wed Jan 30, 2019 12:28 pm

    Renda hustles to A-18 without issue and takes up a defensive stance

    Crispy just barely clips Sal as he goes by with his short sword, which effectively gets his attention (basic aggro mechanic)


    Whitey wrote:

    Crispy will use the additional action granted to him by Haste to Disengage from Sal and  use his remaining movement to advance to E-13. Freedom of Movement allows him to disregard difficult terrain.


    study Are you sure you want Crispy to end at E-13?
    I know the map can be hard to read and details are often forgotten on the forum.....   so I am giving 1 warning regarding the terrain hazards on the map.  

    Chris wrote:   Lava erupts from some of the vent holes in the platform.  


    note the smoke issuing forth from 6 of the vent holes on the platform - that is where the lava will erupt.  this will change each round.

    Amona Anha - Page 2 Smoke



    note the new red circle on the warning map

    Amona Anha - Page 2 BOSS-FIGHT-warning

    Chris wrote:
    The vents that were smoking (first images) explode with a release of lava!  it doesn't look like it would be pleasant to be standing near a vent when it purges.  Note - the smoke coming out of new vents this round.   Yellow circles show the radius of the vent blast.  The yellow circles are difficult terrain as there is bits of lava to avoid.  The circle will disappear each round, so it is only temporary impediment.  
    This will change each round, so be mindful study


    E-13 puts Crispy adjacent to a smoking vent, that will erupt at the top of the round, following the map's mechanics.  The smoke will move each round.  

    Please confirm you want Crispy at E-13 or state a new end destination
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    Post  Whitey Wed Jan 30, 2019 12:33 pm

    E-14 is fine if that clears him from the vent.
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    Post  Chris Wed Jan 30, 2019 12:57 pm

    E-14 is safe


    at 11, Firetail swells in size like a wildfire in the wind!  (innate enlarge)

    He howls at his minions, "Fire at will!"  and to Sal, "Hurl this bothersome pest into hell!"

    He flies over next to Crispy, careful to avoid the beam's incoming blast




    Sam's condition was never met in round 1, so his Readied action expires




    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 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




    at the top of round 2, the Azers all pull their levers and fire another full blast into the rift!

    Crispy feels the Fire Realm, as he now stands within feet of the gaping portal.  Something inside calls to him, but maybe he is just imagining it?   "join us, brother"

    this round a Medium-sized Fire Elemental appears at the portal.  I reduced the size of the token on the map of the previous FE that was indeed Small sized, even though they both occupy a 5ft square, the size is just to differentiate them on the map.

    the smoking vents erupt with lava!   Crispy is glad that he was just out of range.  Yellow circles are difficult terrain and note the new smoking vents for next round.
    Sal and Firetail take no damage as they are immune to fire damage from the explosions.  Crispy estimates it would have been many dice  Twisted Evil

    map updated

    Amona Anha - Page 2 1-BOSS-FIGHT-TOP
    Amona Anha - Page 2 1-BOSS-FIGHT-BOTTOM


    Round 2

    Sam is up
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    Post  whit10 Wed Jan 30, 2019 5:03 pm

    Sam will take one step back (to get out of the way) and point the gun-thingy at the mech (here goes nothing)...

    Same attempt as before, pistol style with the bottom button pressed. He murmurs "attack the Azer" to the mech (and points it at the mech in case that helps at all).

    Does this seem to have any effect? (movement will follow that answer)

    and I think you had something about a DC 10 save - Dex or Acro:

    Roll(1d20)+8:
    4,+8
    Total:12

    eek! Hope that's good enough, he can blow a Luck point if not
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    Post  Chris Wed Jan 30, 2019 7:31 pm

    affraid oh bugger, I forgot the tremor effect for round 2, daggumit!

    the DC does not increase this round due to GM oversight.  DC remains 10

    Sam manages to barely keep his feet and aims the strange device at the old metal golem.  Hoping for the best, he pushes the button....

    a series of light flash on the golem's back  

    3
    Y
    0   (zero)
    R

    they flash in sequence a couple times until they finally remain illuminated

    3-Y0R  (three-yore) ceases his task of picking up the tools and hangs his head.  He speaks in a depressed monotone, "task+update : status=incomplete.  not that anyone will notice"

    Amona Anha - Page 2 7d80a57627ed84cbcd240f0996b8906c-steampunk-robots-robot-art


    Sam then speaks the command to attack the Azer

    3-Y0R lifts his head, but only enough to see the nearest Azer, "Target+command : status=acquired.  I was built to fail, master"

    3-YOR picks up his missing arm from the pile of parts and jams it back into place.

    like the Steam-o-nauts on the bridge, 3-YOR seems to fire up his systems to engage in combat.  Unlike the steam locomotives you faced before, 3-YOR's motor sputters and chokes before finally emitting a large cloud of black smoke.  He charges the nearest Azer with the enthusiasm of a teenager tasked with taking out the garbage.  

    3-YOR engages the Azer at P-24.  3-YOR rotates his torso 360 degrees to use his arms like a ball and chain attack.  He makes 2 attacks.   The arms smash into the Azer, breaking his shield and doing some damage

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

    6 + 6 + 4 = 16

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

    2 + 5 + 4 = 11

    Azer takes 19, shield gone.  AZER p-24  20\39


    3-YOR's recently-replaced arm falls to the ground after the impact.  3-YOR hangs his head again and stares at the lost limb, "Self+diagnostic : appendage=disengaged.  It's not much of an arm, but I was kind of attached to it."  

    study 3-YOR will continue his assigned task unless and until Sam uses an Action to command it otherwise.  

    Amona Anha - Page 2 1-BOSS-FIGHT-TOP
    Amona Anha - Page 2 1-BOSS-FIGHT-BOTTOM



    Sam still has movement and bonus action left

    Sjon is now up as well, as I doubt they will conflict
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    Post  whit10 Wed Jan 30, 2019 9:00 pm

    Sam will move to R-23 and stay hidden for now but ready in case the other Azer decides to become involved.
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    Post  Josef909 Thu Jan 31, 2019 1:06 am

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

    Point of clarification that the Azer and lever took damage at the beginning of their turn, not when I cast it on my turn, correct? If not, they would have also taken the damage on their turn as well. Just want to make sure I know how you are interpreting the mechanic. Also, should I roll next Moonbeam damage now, later, or keep initial damage roll for duration of the spell?

    DexSV roll: Result of the throw of dice "1d20 +2" : 12 + 2 = 14

    Sjon advances to A-22, leaving his moonbeam in place to continue its radiant assault on the Azer and levers.  He turns towards the elemental at G-22, swipes his hand across his waterskinn and casts Ice Knife at 1st.

    Ice Knife
    Conjuration  Level: 1  Casting time: 1 Action
    Range: 60 feet  Components: S, M  Duration: Instantaneous

    (a drop of water or piece of ice)
    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

    To Hit: Result of the throw of dice "1d20 +9" : 4 + 9 = 13
    doubt that does it, but just in case
    piercing dmg: Result of the throw of dice "1d10" : 6
    DC17DexSV cold damage: Result of the throw of dice "2d6" : 3 + 6 = 9

    "Destroy the levers if you can, Cap" Sjon calls out.
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    Post  Chris Thu Jan 31, 2019 11:53 am

    whit10 wrote:Sam will move to R-23 and stay hidden for now but ready in case the other Azer decides to become involved.

    Sam slinks off to the side
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    Post  Chris Thu Jan 31, 2019 12:10 pm

    @Joe

    Embarassed GM goofed up

    the Azer and lever should have taken damage at the start of their turn in round 2, that's my bad

    When a creature enters the spell’s area for the first time on a turn or starts its turn there,


    as for the mechanic, I would read that as they take damage when you cast the spell, which fulfills the When a creature enters the spell’s area for the first time on a turn part of the wording.  so they take damage when you cast the spell in round 1


    When a creature.... starts its turn there,


    they also take damage at the top of round 2, during the Azer's turn



    please go ahead and roll damage for the Moonbeam now.  It seems like the result won't affect Sjon as he targeted the small FE anyways, so I don't think we need a retcon

    ___________________________________________________________________________________________________________________________________________


    FE is AC 12 only, so Sjon does hit with his Ice Knife attack

    FE has resistance to non-magical B\S\P so he takes 3p

    study however, the FE does have Water Susceptibility, though he is not cold vulnerable, which seems really odd to me as a GM
    WS = 1 point of COLD damage for every gallon of water.  no spell lists how many gallons of water are in the Ice explosion or Wave of Water spells, so just to keep with the spirit of the rule and make life easy, any spell that is water-based (but not just Cold) will do double damage

    FE dex save
    Result of the throw of dice "1d20 +2" :

    3 + 2 = 5

    lol! nope

    9x2 = 18 cold and 3p

    sFE is still up but about 1/2

    map updated (including new token for aquaman)

    Amona Anha - Page 2 1-BOSS-FIGHT-TOP
    Amona Anha - Page 2 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




    Hawkes is up
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    Post  Josef909 Thu Jan 31, 2019 12:47 pm

    Moonbeam damage: Result of the throw of dice "3d10" :
    3 + 10 + 9 = 22

    Thanks for the token update! Please move me to A-22. Done.
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    Post  Chris Thu Jan 31, 2019 1:28 pm

    Josef909 wrote:Moonbeam damage: Result of the throw of dice "3d10" :
    3 + 10 + 9 = 22

    Thanks for the token update!  Please move me to A-22. Done.

    without his shield, 22 radiant damage is enough to kill the Azer and destroy his levers (laser disabled).

    cheers Fewer lasers will hit the rift next turn which has a fixed number of laser hits before it breaks open fully, so each laser disabled or Azer killed makes a big difference in the timer. 8 hit in rd 1, 8 hit in round 2, so the portal damage is at 16\XX and getting wider each time as larger FEs come through


    I will update Sjon's position when I update the map for Hawkes
    navyik
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    Post  navyik Thu Jan 31, 2019 7:30 pm

    Cap'n Hawkes
    AC 18
    Hp 68/68 (5d10/4d6)

    Spell save 15
    Passive perception 14
    Passive insight 17

    +1 con save 1/day

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

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


    Firing on Renda's opponent
    Rolling "1d20 +9" 2 times

    1: 10 + 9 = 19
    2: 3 + 9 = 12


    Result of the throw of dice "1d8 +1d4 +5" :

    3 + 2 cold + 5 = 10


    Last edited by navyik on Fri Feb 01, 2019 11:58 am; edited 1 time in total
    navyik
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    Post  navyik Thu Jan 31, 2019 8:51 pm

    action updated in previous post.

    "We need to be quicker, boys!"
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    Post  Robyo Fri Feb 01, 2019 11:51 am

    Abigail "Coxswain" Xensor

    AC: 18
    HP: 67/67

    Initiative: Result of the throw of dice "1d20" : 16 + 5 = 21


    "This wacky bird is leading me inside of a volcano. What could possibly go wrong?"
    Chris
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    Post  Chris Fri Feb 01, 2019 12:02 pm

    Hawkes hits Azer B-18 once and pops his shield, doing 5 damage

    no move?

    _______________________________________________________________________________________________


    at 19
    Sal slithers to E-14, following Firetail's orders to attack Crispy, gaining +2 for Flanking from his boss.  Sal will jab with his spear and attack with his tail, both at DISADVANTAGE

    Spear +7+2

    Result of the throw of dice "1d20 +9" :

    1 + 9 = 10

    Result of the throw of dice "1d20 +9" :

    7 + 9 = 16

    MISS


    Tail +7 +2

    Result of the throw of dice "1d20 +9" :

    14 + 9 = 23

    Result of the throw of dice "1d20 +9" :

    20 + 9 = 29

    hit, but not a crit, sadly due to DIS

    2d6+4 bludgeoning + 2d6 fire

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

    2 + 5 + 4 + 6 + 4 = 21  (11b, 10 fire)


    Crispy is automatically grappled and restrained (I know FoM)  escape DC 14

    Sal hisses triumphantly, "Yessss, massster, I hassss the pesssst!"

    ________________________________________________________________________________________________________________

    at 18, the sFE and mFE blaze into action!

    sFE flies over to B-22 and attempts 2 touch attacks with its flaming limbs vs Sjon

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

    5 + 5 = 10

    miss!

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

    4 + 5 = 9

    more missed!


    in frustration, the sFE finishes its move by entering Sjon's space using Fire Form ability.  Sjon catches fire and takes 1d10 fire damage.  Sjon will take 1d10 fire damage at the start of each of his turns until it is extinguished

    fire
    Result of the throw of dice "1d10" :

    4

    ______________________________________________________________________________________________________________________________________


    mFE will Dash to enter Renda's space at A-18 catching Renda on fire and doing d10 fire, Renda will continue to burn each round until extinguished, same as Sjon

    Result of the throw of dice "1d10" :

    7  FIRE

    Amona Anha - Page 2 1-BOSS-FIGHT-TOP
    Amona Anha - Page 2 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
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    Post  Chris Fri Feb 01, 2019 12:13 pm

    Robyo wrote:Abigail "Coxswain" Xensor

    AC: 18
    HP: 67/67

    Initiative: Result of the throw of dice "1d20" : 16 + 5 = 21


    "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 2 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

    map updated


    Amona Anha - Page 2 1-BOSS-FIGHT-TOP
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    the crew notices a sea elf warrior as she arrives on the scene, she must have followed Unfeathers from the beach earlier.
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    Post  Whitey Fri Feb 01, 2019 12:27 pm

    Crispy’s damage reduced to 16 thanks to his natural fire resistance.

    DC 14 save w/ADV

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

    Roll(1d20)+6:
    9,+6
    Total:15

    Whew.



    Chris
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    Post  Chris Fri Feb 01, 2019 2:17 pm

    Whitey wrote:Crispy’s damage reduced to 16 thanks to his natural fire resistance.

    DC 14 save w/ADV

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

    Roll(1d20)+6:
    9,+6
    Total:15

    Whew.





    it's not a save, the grapple is automatic

    Chris wrote:
    Crispy is automatically grappled and restrained (I know FoM) escape DC 14

    Sal hisses triumphantly, "Yessss, massster, I hassss the pesssst!"


    the DC 14 is the escape check target number for Crispy's turn

    FoM gives Crispy a free escape for only 5ft of movement

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