Episode 1

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Jun 25, 2017 5:44 pm
OOC:
Agreed.
Jun 25, 2017 10:26 pm
Agreed. Nobody wants to be surrounded 360 and top/bottom. Also, if possible Jabes, perhaps put Ivor between Rutcranna and Hinka so he can take advantage of Sentinel? Dropping Deep Ones that get near those two seems vital. Would hate to lose our guide or RC.
Jun 26, 2017 12:52 am
OOC:
So are we all swimming down and readying actions to javelin the hell out of any that come close?

Is readying an action a hold over from Pathfinder and not actually a thing in 5e?

Does anyone else type out the formatting brackets like I do, and every damned time type "occ" as in Rifts "Occupational Character Class"
Last edited June 26, 2017 12:56 am
Jun 26, 2017 12:56 am
Thorn says:
...makes a motion of bringing his hands together. Keep tight together.
Kray nods, drawing a closed fist to his chest twice to confirm and reinforce Thorn's signal. Eagerly looking forward to the bloodletting, he launches a javelin at the nearest Deep One, settling toward the floor of the chamber as he steels himself for the impending onslaught.

Going +2 AC with Combat Proficiency, +1 Attack. Bonus Action to rage. Javelin in normal range at (35'), Disadvantage on roll for underwater range beyond 5'.

Kray would ideally place himself to the left (preference) or right of Hinka in our defensive circle, to protect our guide.

EDIT: Both of those shots are +8 (DEX 5, Archery 2, CP 1)
[ +- ] Kray Mercon Character Sheet
Last edited June 27, 2017 1:13 am

Rolls

Spear Gun - (1d20)

(7) = 7

Spear Gun Disadvantage - (1d20)

(12) = 12

Potential Damage - (1d6+5)

(4) + 5 = 9

Jun 26, 2017 2:15 am
OOC:
Revising Maeriks' action now that I understand we can move down safely.
Quote:
Kray nods, drawing a closed fist to his chest twice to confirm and reinforce Thorn's signal.
Watching Thorn and Kray signal to one another, Maeriks understands that they both are worried for themselves in this situation, hearts pounding with fear. He understands their intent - move down for the added safety of the ground. They will need Maeriks' example of strength and leadership.

Kray fires off a shot from the Tcho-Tcho javelin thrower. Immediately, Maeriks follows his action arching back and hurling his javelin as hard as he can at the same Deep One and then swims down and draws another javelin.
OOC:
J I hope it is ok that I'm treating the Tcho-Tcho javelin as a normal javelin with the finess property - Use the Tcho-Tcho firing device and DEX is your modifier. Throw it and STR is your modifier.
OOC:
Crit! Rolling extra crit die for Tcho-Tcho javelin. If throwing it negats the additional crit die, then just drop the last one.
16 damage for best roll.
OOC:
Edit: disregard the re-roll from savage attack, that is for melee only. Damage still stands at 16.
[ +- ] Maeriks Mac Hannoc
Last edited June 26, 2017 2:36 am

Rolls

Tcho-Tcho javelin, thrown, and damage - (1d20+6, 1d6+4)

1d20+6 : (19) + 6 = 25

1d6+4 : (4) + 4 = 8

Rolling Crit damge, Tcho-Tcho javelin crit bonus die. - (1d6+4, 1d6)

1d6+4 : (1) + 4 = 5

1d6 : (3) = 3

Savage attack damage reroll, Tcho-Tcho crit bonus - (2d6+8, 1d6)

2d6+8 : (12) + 8 = 11

1d6 : (1) = 1

Jun 26, 2017 5:44 am
As the group clusters into a defensive circle, Thorn finds himself between Maeriks and Bryn, readying his new spear-sling to hurl off a shot as soon as one of these creatures comes too close. Lifting his wrist, he releases, then brings out the second spear, ready to use it as a melee weapon when the monsters reach the party.
[ +- ] Thorn Character Sheet
Last edited June 26, 2017 5:45 am

Rolls

Attack / damage with spear sling - (1d20+4, 1d6+1)

1d20+4 : (4) + 4 = 8

1d6+1 : (1) + 1 = 2

In case of hit, reroll damage die (GWF) - (1d6+1)

(5) + 1 = 6

Jun 26, 2017 5:54 am
Ezeriah says:
Agreed. Nobody wants to be surrounded 360 and top/bottom. Also, if possible Jabes, perhaps put Ivor between Rutcranna and Hinka so he can take advantage of Sentinel? Dropping Deep Ones that get near those two seems vital. Would hate to lose our guide or RC.
FYI Thorn has Sentinel as well. Since Ivor was right behind Rutcranna in our new marching order (H, B K, T R, M I), he can take care of her; maybe Thorn and Bryn can quickly switch spots so Thorn can help out Hinka?

I tried typing out a circle of initials for our cluster, but Gamers Plane didn't like that. Starting with Hinka, and going clockwise, I'm envisioning H, K, R, I, M, B, T.
Last edited June 26, 2017 5:55 am
Jun 26, 2017 1:21 pm
Sounds good to me.
Jun 26, 2017 1:30 pm
Ivor settles to the bottom with the rest, positioning himself to defend the witch. He knows they're all dead if they lose her. Strange as the surroundings are, fighting back to back bring to mind the gladiatorial arena. He finds himself wishing Qiu were here.
[ +- ] Ivor drop-down character sheet

DMJ

Jun 26, 2017 6:32 pm
OOC:
Cool. Good comms and I can picture the strategy.
I know you are envisioning roughly a circle, cutting off the lower angles with the floor, and at the same time you are trying to give a little extra protection to the special resources, Hinka and Rutcranna. In the water, it doesn't have to line up exactly linear and rigid on the spacing. I think there is room to have the protected pair slightly inset, so that the protectors can hopefully waive off and intervene on attacks in their direction, but also ensure that Hinka/Rutcranna can still get in some shots of offense when possible as well if the situation allows it.

So I am moving forward with everyone dropping elevation as the Move Action, getting in position. I think it was a bit of a close call for little Hinka because he was the one furthest up when the bad news started becoming clear. I kind of picture it that Bryn and Kray kind of had to grab that guy and sort of pull/push him down to get him to position just in the nick of time before he could have gotten nabbed by a quick Deep One. Pays to win Initiative! They would have loved to have started off with a Grapple and swim away program with Hinka Red-Light during Top of Round 1 if they had prevailed.

So after Movement, or maybe a little bit During Movement, some of you have already started blasting which is great. On that, I'm just going to kind of roll with it that you are picking the targets that are within the Normal Range to avoid Disadvantage.

Ox, on your commentary of the band launch Javelins, that was a good review, but I did make one more entry adjusting Range Underwater to 30/45. Yeah, I did cut back that range length - just didn't seem realistic that these would go as far as a Javelin thrown on the ground in normal air.
So up to 30 feet - all normal Attack. Use DEX mods for Attack and Damage.
31-45 feet - Attack at Disadvantage. (it is not an auto miss like most underwater missiles after norm range)

There are some opponents in the normal Range already, so I'm going to be writing some Attack results from that.

I'm sneaking off a bit at work to make some entries to catch up. If I can't get it all right away, will try to follow up late tonight.

DMJ

Jun 26, 2017 6:55 pm
Kray
Top of Round 1 (TR1)



Attack: Hit
Disadvantage not applied, but both Attack rolls hit anyway with Mod applied.


Kray reaches upward to grab Hinka by the wrist and pull him into the protective circle. As he does so he points toward the Deep One that is swimming in close behind the Tcho-Tcho guide. Aim and release.
The strap springs forward and hurles the bolt outward in a trail of bubbles, sliding across the creatures back as it descends down towards the team.

DMJ

Jun 26, 2017 7:11 pm
Maeriks
TR1


Attack: Hit.
Critical noted and incorporated.
OOC:
CB, love that Champion 19 Critical. Good to see that sending an impact. I had kind of intended for the Tcho-Tcho critical boost die to only apply with the band launcher, because of the specialized tailoring of the system to water combat, but I'm good with letting the full damage apply this time even with the fatboy manual heave-toss because it is a really cool scene and don't want to pass up on the Critical exploit.
Abandoning the specialized launch mechanism, Maeriks hurls a water javelin forward the old-fashioned way with brute force at a rather close range.

The javelin plunges into the side of the Deep One, sliding between two ribs in the area of the left lung. The Deep one is skewered. Blood punches out from the wound and the creature stops its motion abruptly and flounders, dying in the water.

DMJ

Jun 26, 2017 7:23 pm
Thorn
TR1


Attack 1, Javelin launch: Hit
OOC:
X, I see the Great Weapon Fighting reroll on Damage, but I'm not convinced that it applies here. The javelin has neither Versatile nor Two-Handed property. It is a one handed weapon and launched with an aiming mechanism. Right now, I feel like I have to record the 2 damage instead of the 6 unfortunately, but I'm still open to persuasion if you can make the case otherwise and tell me another way to look at it.
Thorn launches a javelin out at an approaching Deep One, grazing the creature but not slowing it at all. Thorn then draws out another javelin and readies it for a hand-to-hand attack, which is coming right away as the same Deep One dives directly at Thorn with a spear in two hands.
OOC:
Hey, since I think I understand that Thorn has 2 Attacks per round, I feel like we can consider the second Melee javelin Attack in the temporary category of a Hold that can be released when the opponent comes into melee range.
Which that is pretty much right now. They will Attack at BR1, but go ahead and send your 2nd Attack of TR1 now, and let's say Thorn holds and then jabs that bitch out right as Fishy Guys is lurching forward for the strike.

DMJ

Jun 26, 2017 7:27 pm
OOC:
Hey, just to be clear in advance just in case...
Underwater Javelins can be used as Melee weapons, avoiding Disadvantage for Underwater use, but the Tcho-Tcho launcher extra Critical Hit die will not apply to Melee Criticals.

DMJ

Jun 26, 2017 7:30 pm
Ivor
TR1
OOC:
Jabes, similar to entry to X above, you guys have Initiative. I understand Ivor's stance as a Hold Action, triggered by the approach of the enemy into melee Range.
So, send in an Attack as you want. I will consider it occurring moments before the opponent's Attack, at the end of TR1, just before BR1.

DMJ

Jun 26, 2017 7:36 pm
TR1 Remaining
OOC:
Ox, see above for Bryn's TR1 options. Fire launching a Javelin is possible or the strategy of Hold and then Melee Attack after enemy approach, similar to what we have set up for Thorn and Ivor above (I think, unless anyone gives a rebuttal against the idea).
Jun 26, 2017 8:04 pm
DMJ says:
OOC:
X, I see the Great Weapon Fighting reroll on Damage, but I'm not convinced that it applies here. The javelin has neither Versatile nor Two-Handed property. It is a one handed weapon and launched with an aiming mechanism. Right now, I feel like I have to record the 2 damage instead of the 6 unfortunately, but I'm still open to persuasion if you can make the case otherwise and tell me another way to look at it.
My bad; you're absolutely right.
DMJ says:
OOC:
Hey, since I think I understand that Thorn has 2 Attacks per round, I feel like we can consider the second Melee javelin Attack in the temporary category of a Hold that can be released when the opponent comes into melee range.
Which that is pretty much right now. They will Attack at BR1, but go ahead and send your 2nd Attack of TR1 now, and let's say Thorn holds and then jabs that bitch out right as Fishy Guys is lurching forward for the strike.
I like the idea of this, but I've always thought Hold/Ready Action had to apply to an entire action. (also PHB p.49 says Extra Attack should be happening on my turn). Since Thorn has already used up one attack in his action, he can't keep the rest of it Ready. I think he could have reloaded as a bonus action and fired as a second attack, but I was thinking of waiting and using the spear as a melee weapon to take advantage of Thorn's +4 strength (as opposed to his dex).
Last edited June 26, 2017 8:08 pm
Jun 26, 2017 9:07 pm
DMJ says:
TR1 Remaining
OOC:
Ox, see above for Bryn's TR1 options. Fire launching a Javelin is possible or the strategy of Hold and then Melee Attack after enemy approach, similar to what we have set up for Thorn and Ivor above (I think, unless anyone gives a rebuttal against the idea).
I will wait for them to come close with my javelin at the ready. Would I get sneak Attack with the javelin?

Bryn swims to the bottom with the group and waits for a proper opportunity to strike while keeping an eye out for any sort of plan from the attackers.
Last edited June 26, 2017 9:09 pm

Rolls

Perception - (1d20+5)

(20) + 5 = 25

DMJ

Jun 26, 2017 9:59 pm
Oxbox says:


I will wait for them to come close with my javelin at the ready. Would I get sneak Attack with the javelin?
OOC:
Ox, I know that Sneak Attack is the every-round goal in the life of a Rogue, no harm at all in asking early and often, but I just cannot see how it would apply in this circumstance.

This is plain old approach and attack. You guys are using each other to guard flanking routes and cut down on some of the numbers of multiple opponents per each guy, but it's going to be a lot of toe-to-toe and multiple opponents each man, at least at the beginning.

We'll see as the combat starts rolling and maybe some positional advantages emerge or situational changes come up for exploitation, but right now it will just be normal Attacks.

You can do the Hold and then Attack, still at the bottom edge of TR1 if an opponent approaches (and they definitely do). So feel free to send that when ready.

On opponent strategy: some are coming in fast, some holding back, seem to be getting in optimal position for a flood of overwhelming barrage of opening attacks from as many angles as possible.

DMJ

Jun 26, 2017 10:06 pm
Xorthan says:


I like the idea of this, but I've always thought Hold/Ready Action had to apply to an entire action. (also PHB p.49 says Extra Attack should be happening on my turn). Since Thorn has already used up one attack in his action, he can't keep the rest of it Ready. I think he could have reloaded as a bonus action and fired as a second attack, but I was thinking of waiting and using the spear as a melee weapon to take advantage of Thorn's +4 strength (as opposed to his dex).
OOC:
Fair enough. You are set up then for Javelin use as STR based, no-Disadvantage melee weapon in TR2 then.
X, you become the second player, joining CB, to talk the DM OUT of a player-advantageous rule interpretation. Touché.
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