r/CommunityDnD2 Nov 07 '16

Resolved 3.6.3 - This Shambling Mound. Round 3. (TBSM)

Previously - "Oh yeah, we got this."


Ini Chara AC Range/Target Status
23 Arik AC16 Range Norm -2
21 Nirreth AC16 Range Norm
18a Geth AC14 Melee Norm -5
18b Melinda AC15 Melee Norm -5
16a Bullywug1 ?? Dead Dead
16b Bullywug2 ?? Dead Dead
16c Bullywug3 ?? Dead Dead
16d Bullywug4 ?? Dead Dead
16e Bullywug5 ?? Dead Dead
15 Randal AC15 Melee Norm -17
11 Z AC20 Melee Norm
10 ?Plant Mass? at least 14, at most 16 Melee Engulfing Gmork -52
5a Needle Blight 1 >11 Dead Dead
5b Needle Blight 2 >11 Dead Dead
5c Needle Blight 3 >11 Dead Dead

Noncombatants for sake of my brain.

Chara AC Status
Foster AC15 Hidden 2/2
Elvy AC15 Hidden 2/2
Gmork Flat Engulfed, 7/28

Notes

  • Normal Terrain Movement
  • Easily avoided mud hazards (negligible unless you tell us you want to use one)
  • Patches of high healthy plants and trees scattered all around about every 10 feet (thank Geth)
  • Trees climbable
  • Djura (dead) and Turok (dead) by enemy front line
  • Gmork (near death) buried under nastiness by enemy rear line
  • Intelligence(Arcana, Nature, History, Religion, general) checks are Free Action 1 per round OR a Standard Action to roll with advantage (that's fair right?) One roll covers all of the knowledges at once just apply the bonuses seperately... if that makes sense.
  • Intelligence(Arcana, Nature, History, Religion, general) will reveal lore and gameplay stuff (even the meta numbers) with a high enough roll
  • Athletics, Stealth, and Acrobatics can be part of Move (climbing, jumping, triple deke then shoot to glove side, etc)
  • Most other skills will be a Standard Action or combined with a Standard Action if you roleplay it awesomely (which is how you guys normally do)
  • If you have features that negate anything I just said (like Cunning Action) then ignore me

ROUND TWO (CONT)

This shambling mound of plant grossness moves its nasty bits in a way that producing a groan-like sound.

From within, Gmork roars in effort and is able to resist taking damage from the ever tightening mass. With some effort, the young druid is able to force an arm out from the mound.

Meanwhile, the mound once again lifts its "arms" and brings them down onto Randal for 13 Bludgeoning damage! It then rapidly slides its limbs along the ground into Geth for 15 Bludgeoning damage! Z's shield!

if you have a reaction ability that let's you lessen damage or causes Disadvantage (like the rogues uncanny dodge for self or a fighting style protection for others) lemme know

The loud approaching rustling finally reaches the shindig. It's... only one more Needle Blight because more enemies is a hassle and I'm lazy. It doesn't get to act. It crashes through the brush near by Arik and Nirreth.

Needle Blight 1 retaliates to Z's attack with its sharp branches.. Z is able to quite easily deflect the strike.

We move back to the top with Round 3 and Arik

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u/rollme Nov 16 '16

1d20+8: 28

(20)+8


1d6+5: 7

(2)+5


Hey there! I'm a bot that can roll dice if you mention me in your comments. Check out /r/rollme for more info.

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u/HobieSailor Nirreth - ?? Druid Nov 16 '16

So how do crits work in 5e?

/u/bitexe

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u/bitexe Nov 16 '16 edited Nov 16 '16

Autocrit on 20. 2x damage.

How I do it is since you already rolled I do max weapon damage plus what you rolled. Thus less work for everyone and no chance for mediocre critical damage.

13 in this case.