Grune the Scarred |
Round 1
Seeing the lumbering giant wreaking havoc, Grune rushes forward to try to slow it down. He lashes out with his whip (from 10ft away) and tries to topple the beast.
Trip: 1d20 + 23 ⇒ (16) + 23 = 39
If he falls, anyone who is threatening it gets an attack of opportunity (Greater Trip).
The Lady of Pain |
Ref to stay upright, 1d20 - 2 ⇒ (4) - 2 = 2 Vs DC39 Fail
@Grune wow thats a hell of a roll, yes like some falling tree one of the things legs lock and it over balances, falling with a crash onto the ground, leveling a shop front. Indeed any one threatening it gets a AoO +2 to hit as its prone sorry should have said +1 to hit for size.
Trops shoot
9d20 ⇒ (19, 2, 13, 14, 11, 13, 16, 18, 16) = 122 Hits +8 on each roll
Crit conform 2d20 ⇒ (7, 19) = 26
9d8 ⇒ (1, 1, 3, 7, 3, 8, 7, 4, 8) = 42DMG -2 of each roll
Crit DMG 2d8 ⇒ (1, 8) = 9
Grune the Scarred |
Revial is right. Also, (not that it matters with that roll), Trip attacks are against CMD, so no rolls required.
Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
Special Size Modifier
The special size modifier for a creature's Combat Maneuver Defense is as follows:
Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.
Miscellaneous Modifiers
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
Metalbeard |
Metalbeard, heartened a bit by his allies' skill in toppling the horror, starts drumming his side again and begins another war chant.
There once was a big ugly horror
Who a scarred warrior just loved to bother
He tangled its feet,
His friends said "Wow, sweet!"
And it went bye-bye back to the water.
Inspiring courage again, +2 to attacks & damage for allies.
Perform (oratory): 1d20 + 13 ⇒ (9) + 13 = 22
Grune the Scarred |
Round 2, Init: 22
Grune lashes out with his his whip:
Full attack: Attack 1: 1d20 + 15 ⇒ (10) + 15 = 25
Full attack: Attack 2: 1d20 + 10 ⇒ (5) + 10 = 15
Damage 1(slashing):1d3 + 8 ⇒ (1) + 8 = 9
Damage 2(slashing):1d3 + 8 ⇒ (3) + 8 = 11
If the beast tries to stand up, Grune will attempt to pull it down again:
Attack of Opportunity 1(trip): 1d20 + 23 ⇒ (2) + 23 = 25
Attack of Opportunity 2(trip): 1d20 + 23 ⇒ (8) + 23 = 31
For reference:
Standing up is a move-equivalent action that provokes an attack of opportunity.
Grune the Scarred |
It's worth noting that you cannot trip lock someone. When they provoke the AoO they already are prone so you would just knock them prone then they would finish their provoking action, meaning they would simply stand up.
On closer inspection, you are correct. So, if it is carrying a weapon make the AOO a disarm at a 21 to hit, if not just make it a standard AOO, with a 19 to hit for 1d3 + 8 ⇒ (3) + 8 = 11, also forgot about the inspire courage, so that is a 27 and 17 to hit for the attacks themselves.
Brehna |
OK got it, With the round 2 shots from the troops the mass falls apart.
But it makes a hideous scream and it dos so and the dark shapes in the sky come your way.Its dead but some thing is coming from the air
Number 1d6
Dark flying things
"Can anyone fly?" Brehna asks knives still dripping undead plant blood substitute.
Revial The Architect |
"Can anyone fly?" Brehna asks knives still dripping undead plant blood substitute.
"Indeed" Replies Revial in a melodious voice. "Still, I suspect they shall come to us, rather then we shall need to come to them."
Do we need to re-roll init? Or is this considered the same encounter?
Metalbeard |
As he wipes off giant-horror-gore from his armor, Metalbeard squints and tries to figure out what is flying towards the group.
Bardic knowledge: 1d20 + 7 ⇒ (2) + 7 = 9
Geez, another 2???
I think someone in the sky has cooked us breakfast, and those are giant pancakes being magically delivered. Does anyone have some maple syrup?
Perhaps the shock of the giant horror has still left Metalbeard's brain-gears a bit out of sync.
Bastille Targarian |
know(nat):1d20 + 12 ⇒ (13) + 12 = 25
know(plane):1d20 + 10 ⇒ (7) + 10 = 17
Oh great, I really don't feel like getting choked by a cloaker today. Everyone get out your spiked helmets, Crazy looking cloakers inbound! Looks like they're some sort of fungus too, better hold your breath till they're dead.
Just assuming I know too, let me know if the 25 gets any more, like weaknesses or special attacks.
The Lady of Pain |
they are yellow and large, they seem to be bigger than they should be.
that means a spore range of 20' also you start it hear Moans as they come on
OK what ya going to do, to coming
Rounds clock is ticking the kids are all hiding in a biulding the the troops are looking to you,
"you going to just stand in the open?"
asks the Comander in a 'are you mad!' kind of way
Im not going to kid you this is going to be a hard fight, the two of them can esaly TPK ya so you have rounds to get ready in, if one blasts the kids with spors the kids are dead
Metalbeard |
@DM: You mean the site with my char sheet? (http://irememberaram.pbworks.com/w/file/fetch/55186881/Metalbeard.pdf). I just tested it, seems to be up now... tell me if you still have problems.
With a couple of rounds to prepare, Metalbeard yells to the kids, Don't forget the bag! As soon as one of them draws a fuzzball from the bag he loaned them earlier, it turns into a... 1d100 ⇒ 87... weasel. Well, at least it's an alternate target, he remarks, as the rather unthreatening animal starts to run around in circles.
Another flash of inspiration hits the modron. He retrieves his folding boat, turns it upside down, and presses the button to create a 15-person craft. Or, in this position, a 15-person shelter. If anyone needs a better hiding spot, get under here, he yells to his companions and the kids.
He also retrieves a magical flask from his pack & passes it to Grune.
Squeeze as you drink the sake-- it has a random effect, but may make you an even better warrior for a few minutes. Slight chance of shrinking you too, but I think it's worth the risk. Flask of Endless Sake-- 1/d has a random effect: 1=heroism/2=cure mod wounds/3=enlarge per/4=reduce per/5=lesser restore/6=rage
Satisfied that he has done all the preparation he can think of, Metalbeard starts preparing his parabolic reflectors. Batty, do you know if these things are vulnerable to Blindness?
Bastille Targarian |
I honestly don't think it will matter. They will just send out clouds of spores. Really rather unfortunate. I'll be needing a bath after this. Perhaps we best take the fight to them or perhaps we best hide. Maybe if we could separate them. Revial, have you ever been a good distraction? Brena, you're still welcome to use koda if you want to tangle. he can hear me quite well from far away.
DM can batty control a swarm of bats with feral speach? because if she can shes going to do that.
The Lady of Pain |
@Metalbeard thanks added it to Game info
@Revial They are moveing at 20' and some 200' away and closing, at a hight to 40'
Location info, your in a small town, house look to be one and two floors, most large 3 up 4 down, there is one big biulding, looks like a Gran store, come shop, come temple, come city call, come inn all in one, its more a compund like biulding. your in the main Square next to the only well in the place, there are not tress only low shrubs. Think Mexico.
Grune the Scarred |
"Get the kids under cover. Revial see if you can disuade their advance with a couple of well placed shots. Do we have any magical artillery that can take them down? "
Grune coils his whip and pulls out the sword he was given.
Did we lose our wizard?
Brehna |
I honestly don't think it will matter. They will just send out clouds of spores. Really rather unfortunate. I'll be needing a bath after this. Perhaps we best take the fight to them or perhaps we best hide. Maybe if we could separate them. Revial, have you ever been a good distraction? Brena, you're still welcome to use koda if you want to tangle. he can hear me quite well from far away.
DM can batty control a swarm of bats with feral speach? because if she can shes going to do that.
"Save that idea. I may need it to get an upperhand when the fight starts. For the moment I have to wait until they get closer."
This is why I prefer wizards. Options!. lol.
Metalbeard |
Metalbeard gets a little nervous as he realizes that he's the closest thing to a wizard that the party has... and his abilities aren't very well-suited to dealing with giant mutant plants. Since Batty doubts that Blindness will affect them, he readies himself to do more focused sonic damage as soon as the creatures get within range.
Readying Ear-Piercing Scream, I think he has 3 more left today. Will continue to cast again for following rounds. 3d6 sonic damage to single target, range 40', DC15 Fort for 1/2
Casting 1: 3d6 ⇒ (2, 5, 1) = 8
Casting 2: 3d6 ⇒ (4, 4, 4) = 12
Casting 3: 3d6 ⇒ (6, 5, 6) = 17
Bastille Targarian |
Don't forget what the Nun said. Hit them with fire if you can. Makes sense the spores should go up like sawdust. Revial, do you have any rag tipped arrows. We could get a small campfire going. Perhaps add some punch to your shots. Does anyone have spark prepared today?
Survival to get a quick fire going, just a small campfire to light arrows, hopefully with magical help:1d20 + 9 ⇒ (12) + 9 = 21
Also, GM can I get a word on controlling a bat swarm with Feral Speach, will it work?
Bastille Targarian |
Before Batty starts her makeshift fire, she starts calling out in clicks and chatters, similar to how she speaks to Koda. You can see bats coming to swarm about her. In a round she has a swarm flying about her. She clicks loudly pointing at the beast on the left. The swarm takes off to devour it's prey. She then slowly starts to gather for the fire, clicking and screeching all the way.
Casting Summon Swarm. They will trail the one on the left, they move 40 so this should be easy. They do 1d6/round damage plus wounding for 1 bleed/round. Batty would have done this ASAP and been spending much of her time concentrating on it, so only move actions each round. Her fire would have taken some time this way but the swarm is most important. By my math if batty summons ASAP they will get to the cloaker with 6 rounds, or 120 feet for the cloakers to move, so that's hopefully 6d6 damage before they are in melee, plus 1 extra bleed damage per round, and it will continue bleeding until it can make a dc 10 heal check. I'll just roll that now, but feel free to disregard if you figure something else to happen. I doubt the swarm is big enough to get them both.
Swarm + Bleed Damage:6d6 + 6 ⇒ (5, 5, 5, 6, 1, 5) + 6 = 33