Monster Mashup - Table 5 (Inactive)

Game Master CaveToad

Regional Map with temple location (groups' progress not updated)
Wilderness Battle Map
Regional Map with groups' progress
Riverside
Ice Cavern

Party XP Total: 15400 each (6th level)

Needed for 6th level: 23000

Party Meals remaining: 71
Meals consumed per day: 7.5 (7 with Lump using abstemiousness)
(1 large, 2 tiny, 6 small, 2 medium)
meals consumed through day 19


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Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

Tayanalla casts Gravity Bow on her weapon to prepare for what's coming.


Ice Cavern map


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Do we know anything about remorhazes?

Know Arcana: 1d20 + 12 ⇒ (10) + 12 = 22

"Something big is moving. Let me try to remember if I can recall anything useful about the creatures we may think inhabit this place."

Starting to prepare long term spells. Shorter ones if the thing seems real close.

"I advise everyone to prepare. Grobly you may wish to go aerial. Hiding might not be a bad idea. Lump of Stones/Ice might work again. Maybe that song where the adventurers didn't all die in the frozen cave in the remote wilderness..."


You recall they are huge ice like worms, that tunnel through the ice using special organs on their bodies to super heat the ice melting it immediately. These organs can also be used defensively and anyone striking a remorhaz is likely to be burned to a crisp or their weapon slagged. Due to this property they are immune to heat damage, and as a polar creature, immune to cold.

They also like to eat their prey whole.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

I will cast a variety of spells on myself, and I can cast two resist fires on others, perhaps the melee people (Grobly, Ash). Ash, it might be a good idea to do some protection from energy, if you prayed for it. I will also provide Touch of Glory to all the PCs to add a +3 bonus to your next CHA based check or roll.

Karkoran adopts his battle stance, roaring like a dragon. He begins imbibing alchemical extracts, and a mutagen, his body warping and shifting. Primal magic flows through him, and his 4 arms grow to 8. He goes about blessing each of his comrades, inspiring them to glory in battle and quaffs several potions. His weapons darken and he grunts brutishly as his thick fur hide toughens with wood and metal augmentations.

All effects added to my profile and mini-stats


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Yay Friday!

I didn't pick my spells for the day yet, I guess if we thought we might fight a cold or fire using creature I would choose protection from elements. Normally I have some other spells that don't make any sense here actually.

"Mmm, battle time. Got it." Ash goes about preparations like Karkoran, readying herself. I will update my spells cast tomorrow, too tired tonight.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"I can cast protection from energy on me and Karkoran, sorry I only have two. I will then cast some more spells to prepare for the fight. Here Tayanella, have a Cat's Grace"

Preparation:

Broken Blade Stance
Kraken Style
scroll - Cat's Grace Tayanella
Shield
Shield of Faith
Mage Armor
Long Arm
Enlarge Person
Divine Favor
Sickening Strikes
Bulls Strength
Bulls Strength - Karkoran
Owls Wisdom
Cats Grace
Mirror Image
Vine Strikes
Greater Scale Spikes (after wildshape and back)
Fly
Protection from Energy
Protection from Energy - Karkoran
scroll - ironskin


As the group begins to prepare for battle, applying their battle magics, the rumblings grows louder, the vibrations stronger. A loud screeching like rending metal echoes through the caverns as something comes barreling into the huge cavern.

The creature appears to be a large centipede like beast. It has a long row of feet alongs its side, and a huge pair of pincers and sharp mandibles at its mouth. Its entire backside seems to glow red hot and the air around it is filled with steam as the heat vaporizes the plume of ice crystals kicked up by its multi-legged rumbling through the tunnel.

The creature also seems covered by a thick layer of some sort of brown crust. At this distance through the vapor and taking everything in you cannot determine what exactly that is, but part of the brown film or layer sometimes crumble away or fall off. The other thing you note is that this creature is far far larger than the one described in the arcane bestiaries. Though it is sinuous and seems to circle and curl about as it moves into the cave, seeing you, it must be fifty feet long and you cannot even guess how many tons. Its sheer bulk could be close to forty tons.

See map, Round 1 go.

The floor here is ice:

SRD wrote:

Ice

Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks increases by +5. Characters in prolonged contact with ice might run the risk of taking damage from severe cold.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Growling at the monster "There it is, home to its lair. Tayanella, may your arrows strike true."


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

(Are we all flat footed / making acrobatics checks when we move on ice?)

Tayanalla burns a Ki point for an extra shot and then draws and looses at the ice worm three times.

(Rapid Shot, Far Shot, Deadly Aim, Gravity Bow, Falcon’s Aim, Ki, Cat's Grace)

She licks a coat of venom on to the first arrow before she fires it at the worm.

Shot #1: 1d20 + 10 + 2 - 1 ⇒ (14) + 10 + 2 - 1 = 25 <- Toxic Fort Save DC:17
Shot #2: 1d20 + 10 + 2 - 1 ⇒ (4) + 10 + 2 - 1 = 15
Shot #3: 1d20 + 10 + 2 - 1 ⇒ (10) + 10 + 2 - 1 = 21

damage #1: 2d6 + 9 ⇒ (4, 1) + 9 = 14
damage #2: 2d6 + 9 ⇒ (1, 3) + 9 = 13
damage #3: 2d6 + 9 ⇒ (1, 4) + 9 = 14

Weakening Venom:
Toxic (Ex): A number of times per day equal to its Constitution modifier (minimum 1/day), a medusa can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

Questions:

1.) I have cleats, skis, and snowshoes. I don't think it unreasonable to assume that I would be wearing whichever was most helpful in the icy tunnels, so if this floor is no different (i.e. not special ice caused by proximity to the beast) then do i need to spend extra movements and/or possibly take ice damage? (I also have cold weather clothing)

2.) Do i know if simply being adjacent to/sharing space with the creature causes me heat damage, or is it specifically contact with parts of its body?


Tayanella you don't have to make acrobatics checks to move, only the ice just requires extra time to cross.

Lump you would be wearing your cleats probably in the ice cave, so you get a reduced penalty.

SRD - cleats wrote:


Useful on any terrain where traction may be a concern, cleats are shoes with spikes or hooks attached to the soles. Cleats reduce the penalty for walking over slick surfaces by 50%; for example, walking across ice normally costs 2 squares for every square of movement, but with cleats it costs only 1.5 squares for every square. Cleats cause damage to any type of finished flooring.

Since you are all wearing cold weather clothing and have been in the proximity of the heat stone there is no danger of cold damage at the moment, and nothing to worry about during combat. The ice is not magical or anything and does not cause cold damage unless you lay against it with bare skin for prolonged periods.

Knowledge Arcana Lump: 1d20 + 12 ⇒ (7) + 12 = 19

Lump you aren't sure if just being near the creature causes damage from its heat organs or if you have to touch it. You think you have to touch it though from what you recall of legends.

Initiative:

Tayanella Initiative: 1d20 + 11 ⇒ (10) + 11 = 21
Lump Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Asheranthi Initiative: 1d20 + 13 ⇒ (17) + 13 = 30
Karkoran Initiative: 1d20 + 15 ⇒ (18) + 15 = 33
Grobly Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Bazzt Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Remorhaz Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
raptors Initiative: 1d20 + 3 ⇒ (9) + 3 = 12

Order:
Karkoran 33
Asheranthi 30
Tayanella 21
velociraptors 12
Lump 8
Grobly/Bazzt 6 (moved from 17)

Karkoran and Asheranthi go before the Tayanella, so I will do the wrap up of her arrows after they declare, in case their actions adjust the numbers or affect the creature in some way.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Round 1

Karkoran will hold his action and wait for the creature.

"Time to get one of these fancy double crossbows I think."


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Round 1 actions:

Cast Fly spell and fly up into the air. East and up 60'

I moved my character piece on the map.


Round 1

Karkoran waits, and Asheranthi flies into the air moving through the cave.

It just occurred to me that with darkvision limits none of you can actually see to where the creature is, much less the other side of the cave. Given that the creature's scales are red hot, I would say you can somewhat pinpoint it at a distance, but in the dim lighting there is a 20% miss chance. I drew some green circles on the map to approximate what you can see with darkvision 60' ( one near the main group and another around Asheranthi.

miss chance 1-20: 1d100 ⇒ 2 - miss
miss chance 1-20: 1d100 ⇒ 17 - miss
miss chance 1-20: 1d100 ⇒ 57 - potential hit

Of her three arrows, Tayanella fires several into the darkness, and they miss their target, the third she hears a thunk followed by a clatter as the arrow bounces from the thick steel like hide of the the creature as it lumbers and skitters vaguely on the other side of the cave.

My bad for forgetting the vision part.

Lump you are up. I will autobot Grobly, then the monster goes.


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

Lump fires up his song, this time a +2, and will scuttle such that he is not in the front of the party relative to the creature.


Round 1

Grobly mounts up onto Bazzt and quaffs his mutagen, flying to the east with Asheranthi.

The creature moves about the cave, also unable to see as far as the group, but able to see Asheranthi and Grobly in the air, far above it. It screeches loudly a sound that nearly deafens you as it echoes throughout the cave, and down the tunnels for miles. It rumbles forth on its multiple legs slowly rearing up trying to reach the flyers above it.

Round 2 go


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

Tayanalla will try again.

She burns a Ki point for an extra shot and then draws and looses at the ice worm three more times.

(Rapid Shot, Far Shot, Deadly Aim, Gravity Bow, Falcon’s Aim, Ki, Cat's Grace, Inspired, Luck)

She activate's her luck ability to add to the bonuses as a swift action

Shot #1: 1d20 + 10 + 2 - 1 + 2 + 2 ⇒ (2) + 10 + 2 - 1 + 2 + 2 = 17
Shot #2: 1d20 + 10 + 2 - 1 + 2 + 2 ⇒ (13) + 10 + 2 - 1 + 2 + 2 = 28
Shot #3: 1d20 + 10 + 2 - 1 + 2 + 2 ⇒ (9) + 10 + 2 - 1 + 2 + 2 = 24

damage #1: 2d6 + 9 + 2 + 2 ⇒ (6, 2) + 9 + 2 + 2 = 21
damage #2: 2d6 + 9 + 2 + 2 ⇒ (3, 5) + 9 + 2 + 2 = 21
damage #3: 2d6 + 9 + 2 + 2 ⇒ (5, 3) + 9 + 2 + 2 = 21


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Round 2

"OK, I think I know what we need to do, we need to bring it closer so Taya can shoot it easier. Lump, come with me, we will lure it close and keep it focused on us. I hope you have your fire protection up. Taya and Ash can do their thing then. "

I can continue to defend and counter it and tank it while everyone else whittles it away. Lump do you have any Chaos Frog reroll powers? Might need to help out in case i get swallowed if I cannot counter an attack.

I will hold my action until Lump's turn and we move together.


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

Lump will cast Protection from Fire (60 pts) on himself (or Kark, if Kark wants, call it if you want it) and move with Karkoran while strumming his tune. (speed 30, and i take only half the ice movement penalty)

I do have my Touch of Chaos (Frog Reroll) available to me 9x today (though that is a standard action for me). With the two of us in melee with it and you using your mark, it'll have a -4 no matter who it attacks (and possibly -8 if it doesnt attack one of us). I can also lead off with Vision of Madness, giving it +2 to skill checks and -2 attacks and saves (that is a standard every other round). I have fire protection and resist fire as well, but those are standards. I can do a lot of things, but I am limited by action economy. I probably won't have a standard spare to hide myself with illusion, but with a -4 or more to hit me, hopefully that is enough. I guess I can use a Hero Point for extra standards if things get dire enough, but i might wanna save both of them to Cheat Death if it swallows me. hahaha. Touch of Idiocy if you think its abilities are low enough for that to help.

Mouser stuff (I expect to come up and be very relevant to Kark and I):

- Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

- Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.
While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

round 2 actions:

Hovering in air DC 15 and I have +19 to fly with the spell Asheranthi begins to cast Monster Summoning III. This will take a full round.


Round 2

Initiative:

Asheranthi 30
Tayanella 21
velociraptors 12
Lump/Karkoran 8
Grobly/Bazzt 6 (moved from 17)
Remorhaz 4

Asheranthi hovers in place and begins casting.

Tayanella unleashes another trio of arrows into the dim light hoping to strike the colossal beast..

dim light concealment: 1-20 misses: 1d100 ⇒ 11 - miss
dim light concealment: 1-20 misses: 1d100 ⇒ 97 - normal chance
dim light concealment: 1-20 misses: 1d100 ⇒ 60 - normal chance

While her first arrow flies into the darkness and clatters from the ice, her second arrow hits and the beast screeches again, your eardrums ringing from its cry. Tayanella focuses and sends another arrow its way, and hears a thump as the lodges itself into the thing's armor without penetrating.

Asheranthi's raptors stay to the side of the cave, huddling close and looking about curiously as the huge creature screeches in battle.

Karkoran and Lump go.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Lump and I move closer to the monster. We should be able to see it now and it us maybe. Karkoran will wave his many arms to try and attract the creature. If it comes over and attacks us I will use a counter to intercept its attack. (Bloody Riposte or Intercepting Shade). I won't use Extended Defense for that counter though, if i riposte I will mark it using Armiger's Mark. Aegis gives +2 AC to Lump.

I added my threaten ranged to my toon on the map, and another circle to show our vision. I assume thats the green circles.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Oh I forgot, my familiar should be shown on the map too. He is on my shoulder and should be doing his protective thing.


Round 2 continued

Karkoran and Lump move to the center of the cave hoping to lure the creature in.

Grobly on Bazzt fly further towards the creature.

The remorhaz skitters cautiously across the ice moving carefully sensing the air until it spots the pair and moves toward them bellowing again. As it gets close the people nearest it can see if covered in some sort of fungal growth or mold like substance. The air temperate drops quite a bit too as it gets close as if the heat is being sucked from the air. Nonetheless, the creature's scales along its back continue to grow red hot and super heat the air around it. The mix of hot and cold air create a small local cloud of freezing mist and coat everything with a layer of rime.

Round 2 complete, just moves. Tayanella, the beast is still just outside your range of darkvision yet. Round 3 go. Karkoran I added your familiar.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Round 3 actions

Asheranthi completing her spell, she summons a lantern archon which can start using its light beams to blast the remorhaz thingy.

She next casts thorn javelin.

lantern archon light ranged touch: 1d20 + 3 ⇒ (1) + 3 = 4
lantern archon light ranged touch: 1d20 + 3 ⇒ (1) + 3 = 4

That is the worst luck I have ever seen :(


Tayanella is up next, then Karkoran and Lump. I added the archon to the map. Not sure where you summoned it.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Round 3 - double move.

"Tayanella, let us lure it in more so you can get a clearer shot at it. Hold with your arrows a few seconds."

Lump and I will draw the thing closer to Tayanella so its in her vision range and she doesn't suffer from any more miss chances. I put a square on the map for my Aegis effect.


Ok will wait on Tayanella to see if she holds or not.


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

Taya will hold until the beast draws closer.


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

well, i am not certain what is going on with all the lines on the map, but i am sticking near Kark. That likely costs me a double move even though our speeds are the same and i have half the penalty. I will keep up my song.


Round 3

The remorhaz skitters closer to the group. It now enters Tayanella's field of darkvision (no more 20% miss chance). Karkoran and Lump remain out of its biting range so far due to superior movement. It seems that even this creature is not immune to the slippery ice.

Lump the red square on the map is Karkoran's reach I believe. The blue is his Aegis. The green circles are roughly the range of darkvision, I crudely placed a few for each group roughly, I didn't put one for every person, I guess I can.

Tayanella can fire now. I will then do something for Grobly.


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

Taya burns another Ki point for an extra shot and then fires three times.

(Rapid Shot, Far Shot, Deadly Aim, Gravity Bow, Falcon’s Aim, Ki, Cat's Grace, Inspired, Luck)

Shot #1: 1d20 + 10 + 2 + 2 + 2 ⇒ (6) + 10 + 2 + 2 + 2 = 22
Shot #2: 1d20 + 10 + 2 + 2 + 2 ⇒ (7) + 10 + 2 + 2 + 2 = 23
Shot #3: 1d20 + 10 + 2 + 2 + 2 ⇒ (4) + 10 + 2 + 2 + 2 = 20

damage #1: 2d6 + 9 + 2 + 2 ⇒ (6, 3) + 9 + 2 + 2 = 22
damage #2: 2d6 + 9 + 2 + 2 ⇒ (1, 1) + 9 + 2 + 2 = 15
damage #3: 2d6 + 9 + 2 + 2 ⇒ (2, 3) + 9 + 2 + 2 = 18

(the dice really aren't helping right now)


Round 3 complete

Tayanella takes careful aim and lets fly three more arrows, unfortunately its like shooting them into solid rock as the creature's thick chitin deflects the arrows like nothing.

Grobly hurls a firebomb at the creature

Fire bomb, ranged touch: 1d20 + 11 ⇒ (12) + 11 = 23 - hit

Grobly sweeps in close on Bazzt and flings his firebomb at the creature, but it seems to do no damage. Confirming that indeed the creature is immune to fire. Oddly, the thick crust of mold on the creature grows rapidly and chunks of it fall off onto the ice.

Round 4 go!


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Round 4 actions

lantern archon light beam, ranged touch: 1d20 + 3 ⇒ (2) + 3 = 5
lantern archon light beam, ranged touch: 1d20 + 3 ⇒ (16) + 3 = 19

damage: 1d6 ⇒ 1
damage: 1d6 ⇒ 3

Ash will hurl her thorn javelin (reduces duration to 4 rounds)

Javelin: 1d20 + 7 ⇒ (5) + 7 = 12

I guess miss since Taya missed much higher AC


Round 4

Initiative:

Asheranthi 30
Tayanella 21
velociraptors 12
Lump/Karkoran 8
Grobly/Bazzt 6 (moved from 17)
Remorhaz 4

Asheranthi your angelic minions manage to strike the huge creature with a beam of light that causes a small pop on one of its scales, and the beast grunts in pain. Your javelin clatters off the thick plates.

Rest of the group go.


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

Ashe are you remembering Lumpsong +2


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

Tayanalla spends a Ki point to use her vanishing trick to turn invisible and she moves to close in on the worm.


Once we get Karkoran and Lump post, I will move the creature.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Will hold action until it comes at me.


Round 4 - continued

Tayanella sneaks closer as the huge creature charges in at Karkoran.

The remorhaz charges in, its sinuous body snaking forward and striking at the minotaur.

remorhaz charge, power attack AC 32: 1d20 + 18 + 2 - 2 ⇒ (3) + 18 + 2 - 2 = 21 - miss

The creature lunges awkwardly and it misses.

Finish off the round


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Ok, thats good news, I didn't get eaten. Ok let's see how this goes...

5' step and full attack.

Initiate Frenzy Strike standard action
6 weapon attacks at full attack strength
Adding 2 for mutagen
Adding another 2 for Lumpsong

Aklys #1: 1d20 + 16 ⇒ (11) + 16 = 27
Aklys #2: 1d20 + 16 ⇒ (11) + 16 = 27
Aklys #3: 1d20 + 16 ⇒ (3) + 16 = 19
Aklys #4: 1d20 + 16 ⇒ (20) + 16 = 36
Aklys #5: 1d20 + 16 ⇒ (14) + 16 = 30
Aklys #6: 1d20 + 16 ⇒ (18) + 16 = 34

Aklys #4 confirm crit: 1d20 + 16 ⇒ (17) + 16 = 33

Adding 2 for mutagen, 2 for Lumpsong
1d6+3 for stance and 1d6 for lead blades
damage Aklys #1: 3d6 + 12 + 2 + 2 + 2d6 + 3 ⇒ (3, 1, 3) + 12 + 2 + 2 + (6, 1) + 3 = 33
damage Aklys #2: 3d6 + 12 + 2 + 2 + 2d6 + 3 ⇒ (3, 1, 4) + 12 + 2 + 2 + (4, 4) + 3 = 35
damage Aklys #3: 3d6 + 12 + 2 + 2 + 2d6 + 3 ⇒ (5, 4, 3) + 12 + 2 + 2 + (5, 6) + 3 = 42
damage Aklys #4: 6d6 + 24 + 4 + 4 + 4d6 + 6 ⇒ (4, 6, 3, 3, 1, 4) + 24 + 4 + 4 + (3, 1, 5, 6) + 6 = 74
damage Aklys #5: 3d6 + 12 + 2 + 2 + 2d6 + 3 ⇒ (6, 6, 2) + 12 + 2 + 2 + (2, 2) + 3 = 37
damage Aklys #6: 3d6 + 12 + 2 + 2 + 2d6 + 3 ⇒ (1, 2, 6) + 12 + 2 + 2 + (1, 6) + 3 = 35

If any hit, I Mark it as a free action with Armiger's Mark.

I don't want to hit that thing with my natural weapons. Hoping my magic weapons survive..


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

well, with Kark's move, I can't get close enough to touch it with my tongue (if i even want to try such a thing?) but here goes nothing?

As the giant Karkoran takes a step forward before whaling on the magical serpent, Lump sees that he has no safe avenue forward, and attempts something rather... characteristic.

"Hey, snakey snake, let me play you the song of my people," Lump shouts in a throaty, trilling voice; his body undulates while continuing to wail on his mandolin.

"♪ DO A LITTLE DANCE / ♪ MAKE A LITTLE LOVE / ♫ GET DOWN TONIGHT! / ♫ GET DOWN TONIGHT!" and punctuates the last two lines with booty-popping.

casting Hideous Laughter (DC 19 will negates) on the enemy in the hopes that it can laugh. May or may not work, magical animals have enough INT to be affected (they always have more than 3 i think and this can affect anything with INT 2+). Not language dependent but it gets a +4 for being a different creature type than me

Lump then cautiously (5ft) steps forward in Kark's wake.


Karkoran steps in and unleashes a frenzy of attacks on the huge worm. His first and second strikes batter it, and the third one misses. The next one smashes it square in the face, and finally striking it two more times, the creature drops dead. Your damage was calculated incorrectly, but still enough to kill it. Your sheet says +9 for main hand and +6 for offhand damages, and you forgot bulls strength.

As his hooked clubs batter the creature, steam and pieces of mold fly from the creature. You must make a save for each weapon.

Fortitude save DC 23 for weapon #1: 1d20 + 9 ⇒ (5) + 9 = 14 - fail
Fortitude save DC 23 for weapon #2: 1d20 + 9 ⇒ (14) + 9 = 23 - success
Fortitude save DC 23 for weapon #4: 1d20 + 9 ⇒ (13) + 9 = 22 - fail
Fortitude save DC 23 for weapon #5: 1d20 + 9 ⇒ (8) + 9 = 17 - fail
Fortitude save DC 23 for weapon #6: 1d20 + 9 ⇒ (9) + 9 = 18 - fail

damage for weapon #1: 8d6 ⇒ (3, 5, 5, 2, 5, 2, 3, 2) = 27
damage for weapon #4: 8d6 ⇒ (5, 6, 2, 2, 2, 2, 6, 2) = 27
damage for weapon #5: 8d6 ⇒ (6, 5, 2, 1, 1, 4, 2, 3) = 24
damage for weapon #6: 8d6 ⇒ (1, 1, 3, 6, 1, 5, 2, 1) = 20

Protection from Energy (Fire) absorbs the first two damages and part of the third before it is exhausted leaving you with Resist Energy (Fire).

New Damage:
18 to #5
20 to #6

Resist Energy (Fire) Applied (-10 to each):
9 to #5
10 to #6

Objects take half from elemental attacks, applied before hardness.
4 to #5
5 to #6

Huge size, light non-metal hafted weapons +1: Hardness (5 base +2 for being +1) = 7 and HP = 2 base, two size increments over medium is x2 twice (which is x3 using their multiplication rules) so 6, and then add +10 for being +1 = 16. Going with the assumption that they are light (wood) hafted and not light metal hafted.

Reduce damage by hardness (-7).
0 to #5
0 to #6

Your weapons are safe from damage.

While they do not succumb to the massive heat coming from the creature, the brownish mold covering its body and flaking off in huge chunks constantly, seems to emanate an unnatural cold, however due to your reach you keep out of its deadly perimeter but any of you within 30' can sense the chill.

Well that was anticlimactic. Battle over. Time for harder monsters ;)

For fun:

Will save DC 19 Hideous Laughter: 1d20 + 6 ⇒ (8) + 6 = 14 - fail

Look at that, Lump would have had it rolling on the floor.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Karkoran looks at his weapons closely and at the dead beast. "Hrrmph." Curious about the cold he creeps closer to examine the being and see what this mold is about.

"We should continue our investigation now that the creature is dead."


Karkoran gets close to the dead creature and inspects the brown mold on it. You can feel a heavy chill from the corpse and when you get in very close to look at the body and wave of cold sucks the warmth from you.

nonlethal cold damage: 3d6 ⇒ (4, 6, 4) = 14

The rest of you continue your investigation of the nest you had discovered. You have the two eggs in the nest as well as the two recovered bodies. They look to be adventurers of sorts. You cannot tell how long they have been frozen and are not knowledgeable enough about fashions to place their clothing.

One of them men is human, the other is an elf. The human man was frozen with a longbow, quiver with arrows, leather armor, and a scimitar.

The elf wears a chain shirt, long braided dark hair with quite a big of jewelry, necklace, rings, hair pieces, bracelets... He also has a lute, a flute and a small tambourine. He has a pair of daggers.

Both men were wearing heavy cold weather clothing. Neither seem to have died from violence as you find no wounds.


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

Tayanalla casts detect magic on the two corpses and their possessions.

"Left here to be food for the baby worms?" she muses to the others.


After taking some time to concentrate on the presence of magic, and then the various auras, you are able to determine that the man's arrows are magical. The elf has some magical rings, and part of his lute is magical. One of his daggers is alchemical silver and the other is cold iron.


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

heal: 1d20 + 10 ⇒ (1) + 10 = 11

Are they the kind of frozen that kills them or the kind of frozen where we can defrost them and they awaken?


They are the kind of dead frozen. You aren't sure, but you suspect they died of hypothermia, even with your abysmal roll, their noses and eartips and fingers look blackened and damaged. While the caves are cold, your group was just fine with cold weather clothing. It is possible the men were subjected to unnatural cold. Perhaps the mold that Karkoran just experienced.

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