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Chapter 2 - Getting to the bottom of it?
Moderator: Chris1234
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Squirrellord
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Re: Chapter 2 - Getting to the bottom of it?
Secondary target would be #4 on your map.
Jim will attack the fronds attacking Sue
To Hit: [1d20+9] = 5+9 = 14 , Mace Damage: [1d6+6] = 2+6 = 8
To Hit: [1d20+9] = 5+9 = 14 , Mace Damage: [1d6+6] = 6+6 = 12
To Hit: [1d20+8] = 11+8 = 19 , Unarmed Damage: [1d6+5] = 3+5 = 8
Jim will attack the fronds attacking Sue
To Hit: [1d20+9] = 5+9 = 14 , Mace Damage: [1d6+6] = 2+6 = 8
To Hit: [1d20+9] = 5+9 = 14 , Mace Damage: [1d6+6] = 6+6 = 12
To Hit: [1d20+8] = 11+8 = 19 , Unarmed Damage: [1d6+5] = 3+5 = 8
Re: Chapter 2 - Getting to the bottom of it?
Round 12
Working his way through arcane options, Woody opts for three azure bolts to the face of an amber humanoid. [#1, 11 force dam] The Magic Missiles clearly do damage but the creature shows no indication of pain.
Now that the Flaming Sphere has expired, Jim moves forwards into the area previously being scorched to get an unimpeded and successful mace strike on the frond thing. [Fronds: 8 crush] Its main stem snaps and the thing collapses. Jim’s feet sink into the grey, fungal platform which creaks ominously as he advances to the scorched northern amber humanoid and smashes his mace into its chest. [#4, 7 retrospective fire dam, 12 crush] The creature collapses without uttering a sound. The elf makes an unexpected but successful elbow smash to an adjacent foe. [Jim’s choice of amber #3 or vibrating fungus #3]
Sue seems to recover most of his mind, uttering, "What in the name of the Morning Lord am I doing up here? This does not seem to be going so well." He Lays Hands on his wounds, [+20HP] drops his glaive, casts a spell, and unslings his shield, ready to equip it.
The two southern dwarf-sized amber bipeds attack Woody with their fists [#1: AC23, 6HP crush] [#2: AC12, 3HP crush] while the remaining northern one swings two-handed at Jim with a warhammer. [#3: AC16, 11HP crush]
The shrieking continues, more loudly if anything. [Would someone please make two separate 1d12 rolls] Key: 2.5' squares. Blue = sewer liquids, dark brown = 3' wide walkway, light brown = curved sewer pipe walls, dark gray = 5' high biomass, light gray = 4' high biomass, "T" = orange-tinted fronds, star = vibrating filamental mound, #1-#3 = amber bipeds
Actions (& rolls) for Round 13?
======
Initiatives
Woody 20
Jim 19
Sue 9
Fronds 8 [dead]
Ambers #1-#2 2
Amber #3 1
Amber #4 1 [dead]
Retrospective Amber #4 DEX save [1d20-1] = 5-1 = 4
***
Perception skill check, please, for any PC fighting an Amber Humanoid in round 12.
Jim’s choice of Acrobatics or Athletics skill check, please. Advantage applies.
***
#1 fist [1d20+4] = 19+4 = 23, [1d8+2] = 4+2 = 6
#2 fist [1d20+4] = 8+4 = 12, [1d8+2] = 1+2 = 3
#3 warhammer two-handed [1d20+5] = 11+5 = 16, [1d10+3] = 8+3 = 11
Working his way through arcane options, Woody opts for three azure bolts to the face of an amber humanoid. [#1, 11 force dam] The Magic Missiles clearly do damage but the creature shows no indication of pain.
Now that the Flaming Sphere has expired, Jim moves forwards into the area previously being scorched to get an unimpeded and successful mace strike on the frond thing. [Fronds: 8 crush] Its main stem snaps and the thing collapses. Jim’s feet sink into the grey, fungal platform which creaks ominously as he advances to the scorched northern amber humanoid and smashes his mace into its chest. [#4, 7 retrospective fire dam, 12 crush] The creature collapses without uttering a sound. The elf makes an unexpected but successful elbow smash to an adjacent foe. [Jim’s choice of amber #3 or vibrating fungus #3]
Sue seems to recover most of his mind, uttering, "What in the name of the Morning Lord am I doing up here? This does not seem to be going so well." He Lays Hands on his wounds, [+20HP] drops his glaive, casts a spell, and unslings his shield, ready to equip it.
The two southern dwarf-sized amber bipeds attack Woody with their fists [#1: AC23, 6HP crush] [#2: AC12, 3HP crush] while the remaining northern one swings two-handed at Jim with a warhammer. [#3: AC16, 11HP crush]
The shrieking continues, more loudly if anything. [Would someone please make two separate 1d12 rolls] Key: 2.5' squares. Blue = sewer liquids, dark brown = 3' wide walkway, light brown = curved sewer pipe walls, dark gray = 5' high biomass, light gray = 4' high biomass, "T" = orange-tinted fronds, star = vibrating filamental mound, #1-#3 = amber bipeds
Actions (& rolls) for Round 13?
======
Initiatives
Woody 20
Jim 19
Sue 9
Fronds 8 [dead]
Ambers #1-#2 2
Amber #3 1
Amber #4 1 [dead]
Retrospective Amber #4 DEX save [1d20-1] = 5-1 = 4
***
Perception skill check, please, for any PC fighting an Amber Humanoid in round 12.
Jim’s choice of Acrobatics or Athletics skill check, please. Advantage applies.
***
#1 fist [1d20+4] = 19+4 = 23, [1d8+2] = 4+2 = 6
#2 fist [1d20+4] = 8+4 = 12, [1d8+2] = 1+2 = 3
#3 warhammer two-handed [1d20+5] = 11+5 = 16, [1d10+3] = 8+3 = 11
Re: Chapter 2 - Getting to the bottom of it?
Sue will equip his shield(Action), then draw his sword. - (Action and up his AC to 22)
He will move to the sourth Woody, and plan to help defend Woody against the figures.(Reaction)
====================================================
[1d12] = 4 [1d12] = 5
Since Woody goes before Sue, Sue will make sure to move within 5' of Woody in case they follow him. Same plan for reaction.
He will move to the sourth Woody, and plan to help defend Woody against the figures.(Reaction)
====================================================
[1d12] = 4 [1d12] = 5
Since Woody goes before Sue, Sue will make sure to move within 5' of Woody in case they follow him. Same plan for reaction.
Last edited by Nocturno on Wed Sep 25, 2019 4:41 pm, edited 1 time in total.
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counterkid
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Re: Chapter 2 - Getting to the bottom of it?
Woody will use the disengage action and move to the right of Jim.
Re: Chapter 2 - Getting to the bottom of it?
Does "right" = east of Jim, i.e. on the path? On does "right"=north (& if so, how far north of Jim)?counterkid wrote:Woody will use the disengage action and move to the right of Jim.
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Squirrellord
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Re: Chapter 2 - Getting to the bottom of it?
Jim's elbow smash in round 12 will be directed at amber#3
Perception: [1d20+6] = 9+6 = 15
Acrobatics(8): [1d20+8] = 6+8 = 14
Round 13
attacks directed at Amber #3 for as long as it is up, leftover attacks, if any, directed at vibrating #3
To Hit: [1d20+9] = 1+9 = 10 , Mace Damage: [1d6+6] = 2+6 = 8
To Hit: [1d20+9] = 5+9 = 14 , Mace Damage: [1d6+6] = 4+6 = 10
To Hit: [1d20+8] = 14+8 = 22 , Unarmed Damage: [1d6+5] = 5+5 = 10
if amber #3 is down, Jim will hop down off the fungal mass and head back towards Sue and Woody down the burnt path and pop back up near the beginning of the fungal mass to help deal with the bipeds threatening Woody.
Perception: [1d20+6] = 9+6 = 15
Acrobatics(8): [1d20+8] = 6+8 = 14
Round 13
attacks directed at Amber #3 for as long as it is up, leftover attacks, if any, directed at vibrating #3
To Hit: [1d20+9] = 1+9 = 10 , Mace Damage: [1d6+6] = 2+6 = 8
To Hit: [1d20+9] = 5+9 = 14 , Mace Damage: [1d6+6] = 4+6 = 10
To Hit: [1d20+8] = 14+8 = 22 , Unarmed Damage: [1d6+5] = 5+5 = 10
if amber #3 is down, Jim will hop down off the fungal mass and head back towards Sue and Woody down the burnt path and pop back up near the beginning of the fungal mass to help deal with the bipeds threatening Woody.
Re: Chapter 2 - Getting to the bottom of it?
Round 13
Woody carefully steps away from the Ambers and moves through the difficult terrain towards the right of Jim. He sees Jim follow up his elbow smash with a pair of mace strikes, one missing, one not, and a successful side kick. [#3: 8HP crush, miss, 10HP crush, 10HP crush] The pulped creature drops its Warhammer and then collapses as Jim moves southwards to help Sue with the remaining pair of ‘ambers’.
After equipping his shield, Sue draws his sword and moves up to confront one of the ‘ambers’ while standing close enough to Jim to help defend.
The amber nearest Sue [#1, AC15, misses] strikes feebly at the paladin’s chest plate. The other weird foe does much better against Jim, despite Sue’s attempted deflection, and brutally pummels the monk in the side of the head! [#2, AC 20, 10HP crush]
The screaming and screeching continues. [Would someone please make two separate 1d12 rolls] Key: 2.5' squares. Blue = sewer liquids, dark brown = 3' wide walkway, light brown = curved sewer pipe walls, dark gray = 5' high biomass, light gray = 4' high biomass, "T" = orange-tinted fronds, star = vibrating filamental mound, #1-#3 = amber bipeds
Actions (& rolls) for Round 14?
======
Initiatives
Woody 20
Jim 19
Sue 9
Ambers #1-#2 2
Amber #3 1 [dead]
Woody’s choice of Acrobatics or Athletics skill check, please. Advantage applies.
Jim’s choice of Acrobatics or Athletics skill check, please. Advantage applies.
Sue’s choice of Acrobatics or Athletics skill check, please.
***
[#1 fist [1d20+4] = 11+4 = 15, [1d8+2] = 4+2 = 6
#2 fist disadvantaged [1d20+4] = 19+4 = 23, [1d20+4] = 16+4 = 20, [1d8+2] = 8+2 = 10
Woody carefully steps away from the Ambers and moves through the difficult terrain towards the right of Jim. He sees Jim follow up his elbow smash with a pair of mace strikes, one missing, one not, and a successful side kick. [#3: 8HP crush, miss, 10HP crush, 10HP crush] The pulped creature drops its Warhammer and then collapses as Jim moves southwards to help Sue with the remaining pair of ‘ambers’.
After equipping his shield, Sue draws his sword and moves up to confront one of the ‘ambers’ while standing close enough to Jim to help defend.
The amber nearest Sue [#1, AC15, misses] strikes feebly at the paladin’s chest plate. The other weird foe does much better against Jim, despite Sue’s attempted deflection, and brutally pummels the monk in the side of the head! [#2, AC 20, 10HP crush]
The screaming and screeching continues. [Would someone please make two separate 1d12 rolls] Key: 2.5' squares. Blue = sewer liquids, dark brown = 3' wide walkway, light brown = curved sewer pipe walls, dark gray = 5' high biomass, light gray = 4' high biomass, "T" = orange-tinted fronds, star = vibrating filamental mound, #1-#3 = amber bipeds
Actions (& rolls) for Round 14?
======
Initiatives
Woody 20
Jim 19
Sue 9
Ambers #1-#2 2
Amber #3 1 [dead]
Woody’s choice of Acrobatics or Athletics skill check, please. Advantage applies.
Jim’s choice of Acrobatics or Athletics skill check, please. Advantage applies.
Sue’s choice of Acrobatics or Athletics skill check, please.
***
[#1 fist [1d20+4] = 11+4 = 15, [1d8+2] = 4+2 = 6
#2 fist disadvantaged [1d20+4] = 19+4 = 23, [1d20+4] = 16+4 = 20, [1d8+2] = 8+2 = 10
Re: Chapter 2 - Getting to the bottom of it?
(Dis)Adv Athletics: [1d20+7] = 4+7 = 11 [1d20+7] = 1+7 = 8
Wow... just wow....
Sue will try and haul himself out of the mass. failing miserably.
(Dis)Adv Athletics: [1d20+7] = 1+7 = 8 [1d20+7] = 18+7 = 25
If somehow he can use his shield to help Jim defend he will (Reaction)
Wow... just wow....
========/////===========Chris1234 wrote:The biomass splits under Sue's weight. He sinks 3' into it.
======
Sue has the Grappled condition.
Sue will try and haul himself out of the mass. failing miserably.
(Dis)Adv Athletics: [1d20+7] = 1+7 = 8 [1d20+7] = 18+7 = 25
If somehow he can use his shield to help Jim defend he will (Reaction)
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Squirrellord
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Re: Chapter 2 - Getting to the bottom of it?
Acrobatics(8)Adv: [1d20+8] = 3+8 = 11 , [1d20+8] = 1+8 = 9
----- Urgh -----
Attacks at amber #2 if he gets them
To Hit: [1d20+9] = 19+9 = 28 , Mace Damage: [1d6+6] = 2+6 = 8
To Hit: [1d20+9] = 16+9 = 25 , Mace Damage: [1d6+6] = 3+6 = 9
To Hit: [1d20+8] = 14+8 = 22 , Unarmed Damage: [1d6+5] = 5+5 = 10
Regardless of getting attacks or not, Jim calls out "The creatures are connected to the fungus by a cord!"
----- Urgh -----
Attacks at amber #2 if he gets them
To Hit: [1d20+9] = 19+9 = 28 , Mace Damage: [1d6+6] = 2+6 = 8
To Hit: [1d20+9] = 16+9 = 25 , Mace Damage: [1d6+6] = 3+6 = 9
To Hit: [1d20+8] = 14+8 = 22 , Unarmed Damage: [1d6+5] = 5+5 = 10
Regardless of getting attacks or not, Jim calls out "The creatures are connected to the fungus by a cord!"
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counterkid
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Re: Chapter 2 - Getting to the bottom of it?
acrobatics: [1d20+2] = 20+2 = 22
[1d20+2] = 18+2 = 20
d12 rolls: [1d12] = 10[1d12] = 11
Woody fires a Ray of frost at one of the screaming things. The one on the far north east of the map.
Attack: [1d20+7] = 12+7 = 19
Damage: [2d8] = 4
[1d20+2] = 18+2 = 20
d12 rolls: [1d12] = 10[1d12] = 11
Woody fires a Ray of frost at one of the screaming things. The one on the far north east of the map.
Attack: [1d20+7] = 12+7 = 19
Damage: [2d8] = 4
Re: Chapter 2 - Getting to the bottom of it?
Round 14
Having moved to the relative safety of the stone ledge Woody freezes one of the screaming things: the one to north-east. [#F4, 4HP cold] Part of it breaks off but it continues screeching.
At the other end of the biomass Jim hops off his lead foot just avoiding stepping into a crack in a crack that opens in the fungal floor. Nonetheless his strikes are true – a pair of mace blows and a punch despatch the nearest Amber. [#2, 8HP crush, 9HP crush, 10HP crush] The creature collapses soundlessly as Jim calls out, "The creatures are connected to the fungus by a cord!" Mere feet away Sue fares less well as the ground splits under his weight. He sinks three feet into it. As he tries to climb out, it crumbles more and he slips down another foot. His boots break through into thin air.
Sue’s Amber is merciless, punching the paladin in the forehead. [#1, AC22, 8 crush]
The screaming and screeching continues. [Would someone please make two separate 1d12 rolls] Key: 2.5' squares. Blue = sewer liquids, dark brown = 3' wide walkway, light brown = curved sewer pipe walls, dark gray = 5' high biomass, light gray = 4' high biomass, "T" = orange-tinted fronds, star = vibrating filamental mound (extra detail: "F1-6" & red circle = damaged), #1-#2 = amber bipeds
Actions (& rolls) for Round 15?
======
Initiatives
Woody 20
Jim 19
Sue 9 [Sue has the Restrained condition; may need to make a Concentration check]
Amber #1 2
Amber #2 2[dead]
***
#1 fist advantaged [1d20+4] = 18+4 = 22, [1d20+4] = 15+4 = 19, [1d8+2] = 6+2 = 8
Having moved to the relative safety of the stone ledge Woody freezes one of the screaming things: the one to north-east. [#F4, 4HP cold] Part of it breaks off but it continues screeching.
At the other end of the biomass Jim hops off his lead foot just avoiding stepping into a crack in a crack that opens in the fungal floor. Nonetheless his strikes are true – a pair of mace blows and a punch despatch the nearest Amber. [#2, 8HP crush, 9HP crush, 10HP crush] The creature collapses soundlessly as Jim calls out, "The creatures are connected to the fungus by a cord!" Mere feet away Sue fares less well as the ground splits under his weight. He sinks three feet into it. As he tries to climb out, it crumbles more and he slips down another foot. His boots break through into thin air.
Sue’s Amber is merciless, punching the paladin in the forehead. [#1, AC22, 8 crush]
The screaming and screeching continues. [Would someone please make two separate 1d12 rolls] Key: 2.5' squares. Blue = sewer liquids, dark brown = 3' wide walkway, light brown = curved sewer pipe walls, dark gray = 5' high biomass, light gray = 4' high biomass, "T" = orange-tinted fronds, star = vibrating filamental mound (extra detail: "F1-6" & red circle = damaged), #1-#2 = amber bipeds
Actions (& rolls) for Round 15?
======
Initiatives
Woody 20
Jim 19
Sue 9 [Sue has the Restrained condition; may need to make a Concentration check]
Amber #1 2
Amber #2 2[dead]
***
#1 fist advantaged [1d20+4] = 18+4 = 22, [1d20+4] = 15+4 = 19, [1d8+2] = 6+2 = 8
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counterkid
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Re: Chapter 2 - Getting to the bottom of it?
Woody fires a Firebolt at the screaming thing directly north of him.
[1d20+7] = 2+7 = 9
damage: [2d10] = 5
2d12 roll: [1d12] = 6[1d12] = 7
[1d20+7] = 2+7 = 9
damage: [2d10] = 5
2d12 roll: [1d12] = 6[1d12] = 7
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Squirrellord
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Re: Chapter 2 - Getting to the bottom of it?
Giving Sue's actions a perplexed look, Jim will then close with amber #1 and attack
To Hit: [1d20+9] = 7+9 = 16 , Mace Damage: [1d6+6] = 6+6 = 12
To Hit: [1d20+9] = 4+9 = 13 , Mace Damage: [1d6+6] = 1+6 = 7
To Hit: [1d20+8] = 16+8 = 24 , Unarmed Damage: [1d6+5] = 5+5 = 10
To Hit: [1d20+9] = 7+9 = 16 , Mace Damage: [1d6+6] = 6+6 = 12
To Hit: [1d20+9] = 4+9 = 13 , Mace Damage: [1d6+6] = 1+6 = 7
To Hit: [1d20+8] = 16+8 = 24 , Unarmed Damage: [1d6+5] = 5+5 = 10
Re: Chapter 2 - Getting to the bottom of it?
Con Save: [1d20+2] = 8+2 = 10 Gets to keep his armour at least...
"My feet have made it through. Can I get a hand up?"
Sue does not want to go swimming so he will not be trying that again without help.
If he feels he can hit anything with his long sword without falling more he will take a swipe at anything in range, preferring the amber thing. Saving reaction to help Jim defend.
Longsword: To hit (Dis)Advantage: [1d20+7] = 15+7 = 22 [1d20+7] = 12+7 = 19 Damage [1d8+3] = 8+3 = 11
STR Save +4: [1d20+4] = 5+4 = 9
"My feet have made it through. Can I get a hand up?"
Sue does not want to go swimming so he will not be trying that again without help.
If he feels he can hit anything with his long sword without falling more he will take a swipe at anything in range, preferring the amber thing. Saving reaction to help Jim defend.
Longsword: To hit (Dis)Advantage: [1d20+7] = 15+7 = 22 [1d20+7] = 12+7 = 19 Damage [1d8+3] = 8+3 = 11
STR Save +4: [1d20+4] = 5+4 = 9
Re: Chapter 2 - Getting to the bottom of it?
Round 15
Woody fires a Firebolt at the screaming thing directly in front (west) of him. [#F3, 5HP fire] To the south Jim gives Sue perplexed look then advances towards Sue and knocks three bells out of the remaining amber [#1, 12HP crush] which collapses and then the adjacent vibrating mound. [#F2, 7HP crush, 10HP crush] It stops vibrating.
The five remaining vibrating mounds do their thing: they vibrate, shrieking at the world. [Two 1d12 rolls, please]
Sue asks, “My feet have made it through. Can I get a hand up?” and then makes an awkward but successful swing at the nearest vibrating mound. [#F1, 11HP slash]
Actions (& rolls) for Round 16?
======
Initiatives
Woody 20
Jim 19
#F1 15 [slashed]
#F2 15 [dead]
#F3 15 [fire damaged[
#F4 15 [cold damaged]
#F5 15
#F6 15 [fire damaged[
Sue 9 [Restrained condition]
Amber #1 2 [dead]
Woody fires a Firebolt at the screaming thing directly in front (west) of him. [#F3, 5HP fire] To the south Jim gives Sue perplexed look then advances towards Sue and knocks three bells out of the remaining amber [#1, 12HP crush] which collapses and then the adjacent vibrating mound. [#F2, 7HP crush, 10HP crush] It stops vibrating.
The five remaining vibrating mounds do their thing: they vibrate, shrieking at the world. [Two 1d12 rolls, please]
Sue asks, “My feet have made it through. Can I get a hand up?” and then makes an awkward but successful swing at the nearest vibrating mound. [#F1, 11HP slash]
Actions (& rolls) for Round 16?
======
Initiatives
Woody 20
Jim 19
#F1 15 [slashed]
#F2 15 [dead]
#F3 15 [fire damaged[
#F4 15 [cold damaged]
#F5 15
#F6 15 [fire damaged[
Sue 9 [Restrained condition]
Amber #1 2 [dead]

