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Chris
navyik
Whitey
7 posters
Amona Anha
Josef909- Posts : 848
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- Post n°51
Re: Amona Anha
@Chris, is it possible for Sjon to have used the long rest to reassign his spell selection, or are we past that now?
MAS- Admin
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- Post n°52
Re: Amona Anha
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
Renda "buffs" by initiating rage the moment before we begin combat...
Init =
Result of the throw of dice "1d20 +3" :
14 + 3 = 17
whit10- Posts : 6598
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- Post n°53
Re: Amona Anha
Sam's initiative
Roll(1d20)+4:
18,+4
Total:22
Yeah!!! A high initiative roll for once
Roll(1d20)+4:
18,+4
Total:22
Yeah!!! A high initiative roll for once
Chris- Posts : 9474
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- Post n°54
Re: Amona Anha
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 12Whitey wrote: Buffs:1d6 Bardic Inspiration, Freedom of Movement (60 minutes), Haste (10 rounds) AC+2, Speedx2, Action +1, DexSaveAdv
Sam, no pre-combat buffs?
Josef909- Posts : 848
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- Post n°55
Re: Amona Anha
Will post Sjons new prepared list and initiative roll after work. Pre combat buff spells (goodberry and FoM will stand as mentioned),
whit10- Posts : 6598
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- Post n°56
Re: Amona Anha
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)
Sam's only buff would be Invisibility and that might as well be cast now (he can only target himself still)
Chris- Posts : 9474
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- Post n°57
Re: Amona Anha
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 n°58
Re: Amona Anha
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
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- Posts : 9474
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- Post n°59
Re: Amona Anha
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
Josef909- Posts : 848
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- Post n°60
Re: Amona Anha
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
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- Posts : 6598
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- Post n°61
Re: Amona Anha
no worries GM, already noted
navyik- Posts : 5020
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- Post n°62
Re: Amona Anha
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
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- Posts : 9474
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- Post n°63
Re: Amona Anha
@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
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
top of round 1
Sam is up
Sjon on deck
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
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
top of round 1
Sam is up
Sjon on deck
whit10- Posts : 6598
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- Post n°64
Re: Amona Anha
having some internet issues, I'll take Sam's turn by Sunday morning
whit10- Posts : 6598
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- Post n°65
Re: Amona Anha
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
AC: 17
+1 Studded Leather
Saves: Dex. & Int. Immune to Magical Sleep and Advantage vs. Charm spells
HP: 78
Movement: 30’
Initiative: +4
Chris- Posts : 9474
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- Post n°66
Re: Amona Anha
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
Otherwise it disappears when he goes out of range, as I explained above
Sam is done then
Sjon is up
whit10- Posts : 6598
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- Post n°67
Re: Amona Anha
hmmm, my misunderstanding. Good point.
It can disappear for now. It's a cantrip so he can cast it at will later
It can disappear for now. It's a cantrip so he can cast it at will later
Chris- Posts : 9474
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- Post n°68
Re: Amona Anha
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.
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- Posts : 848
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- Post n°69
Re: Amona Anha
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.
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.
whit10- Posts : 6598
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- Post n°70
Re: Amona Anha
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?
this shouldn't negate the invisibility, right?
Chris- Posts : 9474
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- Post n°71
Re: Amona Anha
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.
Hawkes is up
Sal and FE on deck
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.
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- Posts : 1741
Join date : 2017-09-17
Age : 48
Location : ColoRADo
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- Post n°72
Re: Amona Anha
DM, are any of Sal, Firetail, or Fire elemental wearing metal armor? Asking for a friend...
Chris- Posts : 9474
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- Post n°73
Re: Amona Anha
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)
navyik- Posts : 5020
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- Post n°74
Re: Amona Anha
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."
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."
whit10- Posts : 6598
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- Post n°75
Re: Amona Anha
uh, you can't see Sam right now nor what he's up to.
Chris- Posts : 9474
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- Post n°76
Re: Amona Anha
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
Renda is up
Crispy on deck
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
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
MAS- Admin
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- Post n°77
Re: Amona Anha
GM - by my count, Renda can just barely reach A-18 with a "dash" (45 ft x2 = 90 ft). Do you concur?
Chris- Posts : 9474
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- Post n°78
Re: Amona Anha
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.
Whitey- Posts : 1741
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- Post n°79
Re: Amona Anha
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 n°80
Re: Amona Anha
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
MAS- Admin
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- Post n°81
Re: Amona Anha
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.
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.
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
Whitey- Posts : 1741
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Age : 48
Location : ColoRADo
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(30/30)
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- Post n°82
Re: Amona Anha
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 n°83
Re: Amona Anha
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)
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.
note the new red circle on the warning map
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
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.
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.
note the new red circle on the warning map
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
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 n°84
Re: Amona Anha
E-14 is fine if that clears him from the vent.
Chris- Posts : 9474
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- Post n°85
Re: Amona Anha
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
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
map updated
Round 2
Sam is up
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
map updated
Round 2
Sam is up
whit10- Posts : 6598
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- Post n°86
Re: Amona Anha
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
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 n°87
Re: Amona Anha
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"
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."
3-YOR will continue his assigned task unless and until Sam uses an Action to command it otherwise.
Sam still has movement and bonus action left
Sjon is now up as well, as I doubt they will conflict
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"
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."
3-YOR will continue his assigned task unless and until Sam uses an Action to command it otherwise.
Sam still has movement and bonus action left
Sjon is now up as well, as I doubt they will conflict
whit10- Posts : 6598
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- Post n°88
Re: Amona Anha
Sam will move to R-23 and stay hidden for now but ready in case the other Azer decides to become involved.
Josef909- Posts : 848
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- Post n°89
Re: Amona Anha
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.
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 n°90
Re: Amona Anha
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
Chris- Posts : 9474
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- Post n°91
Re: Amona Anha
@Joe
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
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
nope
9x2 = 18 cold and 3p
sFE is still up but about 1/2
map updated (including new token for aquaman)
Hawkes is up
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
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
nope
9x2 = 18 cold and 3p
sFE is still up but about 1/2
map updated (including new token for aquaman)
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
Josef909- Posts : 848
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- Post n°92
Re: Amona Anha
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.
3 + 10 + 9 = 22
Thanks for the token update! Please move me to A-22. Done.
Chris- Posts : 9474
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- Post n°93
Re: Amona Anha
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).
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- Posts : 5020
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- Post n°94
Re: Amona Anha
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
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- Posts : 5020
Join date : 2012-03-22
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- Post n°95
Re: Amona Anha
action updated in previous post.
"We need to be quicker, boys!"
"We need to be quicker, boys!"
Robyo- Posts : 3587
Join date : 2012-04-29
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- Post n°96
Re: Amona Anha
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?"
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- Posts : 9474
Join date : 2011-10-26
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(35/35)
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- Post n°97
Re: Amona Anha
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
Renda is up
Crispy on deck
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
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
Chris- Posts : 9474
Join date : 2011-10-26
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(35/35)
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(0/0)
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- Post n°98
Re: Amona Anha
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.
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.
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
map updated
the crew notices a sea elf warrior as she arrives on the scene, she must have followed Unfeathers from the beach earlier.
Whitey- Posts : 1741
Join date : 2017-09-17
Age : 48
Location : ColoRADo
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- Post n°99
Re: Amona Anha
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.
DC 14 save w/ADV
Roll(1d20)+6:
7,+6
Total:13
Roll(1d20)+6:
9,+6
Total:15
Whew.
Chris- Posts : 9474
Join date : 2011-10-26
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(0/0)
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- Post n°100
Re: Amona Anha
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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