Vamik Sheeves |
Vamik tells everyone that he can still make a monkey fish potion and swim across the river if it's less than 100 ft across. He could make two and swim 200ft if need be. He also mentions that Snow can fly across, and maybe Goggh can wade across if he can enlarge himself, and depending on how shallow the water is.
"I say we cross the river and make camp on the far side. I would rather go into battle fresh and dry in the morning."
CaveToad |
Zarrisa slips into the water, somewhat excitedly to be able to immerse herself in her natural environs. She dives under and swims about examining the water and swimming to the far side and up and downstream somewhat. She takes about 15 minutes to scout and return with a report of nothing out of the ordinary. No denizens, no traps, no boats, rafts, bridges or fords nearby.
As she completes her scouting, Vamik presents his alchemical and strategic options and opinions.
The river is about 100' across and Zarrisa reports it is 30' deep at the deepest part in the center.
Goggh |
Goggh can swim, but probably not good enough to help much. - the paladin says - However, fish outsider can swim naturally, so she might be able to aid if she's strong enough.
He looks at the other side of the river.
If we have enough rope, I can also hold it on the other side of the river.
Vamik Sheeves |
"Querecus, do you float? If so, we can tie a rope to you, and just pull you across the river."
Vamik rummages around in his bag and pulls out a 50 foot length of silk rope. "I also have three sacks. If we can find some pitch or grease, we could oil them up and make them into floats. But last I checked wood tends to float well."
Quercus Robar |
"I don't float, but it seems like we have enough rope to stretch a safety line across the river. Lady Z can swim it across and everyone else can just use it to pull themselves across. She can retrieve it when we are over. Here I have 50' of hemp rope."
Vamik Sheeves |
Vamik is sad to hear that Snow is planning to depart, but resolute in their mission.
"Snow, you will be missed. May your nest grow ever larger. If you are headed back to the fort will you relay what we have seen here to those in command? Every little bit of knowledge can help. And to you my feathered friend, may your eggs be large...and delici...you know, there's not really a ratfolk farewell phrase for your kind. Be safe, fly high, and try not to eat too many rats."
Vamik Sheeves |
I think we are going to tie ropes together, have Zarrisa swim them across, tie it off, then we can pull everyone else across. I will take two minutes to make monkey fish extracts for myself, and swim across.
CaveToad |
That plan is executed well, and the group manages to successfully cross the river without incident. The current is strong, but not strong enough that the rope doesn't keep you safe. Zarrisa undoes the rope when its done and Vamik uses his extracts.
The group safely across the river, takes stock of the other side. It is quite dark so you decide you may wish to camp.
Any specific camp related plans? If none, by tomorrow or so, I will move it ahead.
Vamik Sheeves |
I already made my second potion of CLW, so until I get more supplies, I'm all out of things to make. Can't even copy spells from my fellow casters. I'm all for pushing on.
Quercus Robar |
Quercus will stand in the breeze and dry out a little and take his usual watch. "Good night my friends. Tomorrow we greet the sun again."
..."Goodnight Mr Gibbons.."
CaveToad |
Gm Roll: 1d4 ⇒ 2
Gm Roll: 1d20 - 1 ⇒ (4) - 1 = 3
Gm roll: 1d20 + 6 ⇒ (12) + 6 = 18
Vamik you are on watch, and near the water line you hear splashing and then a thumping sound as something big is lumbering towards the camp. You hear a growl as a huge shape comes lurching from the darkness at the edge of your darkvision about 100' away.
Combat, no surprise round. Only Vamik is awake.
Vamik Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Enemy Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
The creature comes lumbering forward, moving cautiously but quickly to the camp. As it comes into view, Vamik sees that it is a huge two headed giant. It is thirteen feet tall at least, and probably weighs several tons. Clutched in each hand is a giant wicked looking flail. It wears a mismatch of leather armor over its filthy thick hide.
Vamik Sheeves |
Vamik's first instinct is to flee and hide, but he quickly remembers his friends. Waking everyone is his first priority. Second, is hurting the enemy. Then it hits him. Why not do both at once?
Vamik turns to face the creature, his keen eyesight easily able to make out the giant as it lumbers in. In a flash he pulls out a small vial of reagents, gives them a quick swirl and hurls it at the intruder. Better to attack first and ask questions later. He thinks maybe he'll try to disable it instead of killing it. But for now noise and fire will have to do.
Bomb touch attack: 1d20 + 6 ⇒ (9) + 6 = 15
Bomb damage: 1d6 + 6 ⇒ (4) + 6 = 10
Aiming for the closest square at range increment 2. If that misses: miss location: 1d8 ⇒ 4 it lands in the square just "south" of him, but the splash damage would still get him (7 fire damage, reflex DC 16 for half)
As a move action, Vamik pulls his mutagen, and prepares to drink it next round. He hopes the exploding bomb is loud enough to wake everyone.
CaveToad |
Round 1
Vamik launches his explosive bomb and it lands with a crack of the vial and a whoomp as the chemicals within mix with the air and each other. There is a sizzle and a roar of the flames and a little boom as the air is sucked in by the instant mini fireball.
giant reflex save DC 16: 1d20 + 2 ⇒ (7) + 2 = 9 - fail
The two head giant howls with both heads in angry rage as the chemicals splash from the nearby explosion singing its legs badly as it continues is charge.
Everyone wakes from the explosion (DC is -10 so can't really fail at this distance ) with a start and heart in your throats, racing, your tranquil sleep immediately broken. Fuzzy headed you sense danger, but it takes a few seconds to get your bearings and in the low embers of the firelight, you see Vamik squaring off against a huge charging two headed giant, lumbering in full speed.
Goggh Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Zarrisa Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Quercus Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
newly awaked people will go on round 2
Round 2
Giant 21
Vamik 19
Zarrisa 14
Quercus 8
Goggh 2
The giant comes barreling in at Vamik, one of its flails spinning viciously and whirls its spiked metallic head, which is as big as Vamik's if not more so, directly at his.
Flail attack, charge, power attack vs AC 18: 1d20 + 12 + 2 - 2 ⇒ (2) + 12 + 2 - 2 = 14 - miss
Vamik gulps and ducks as best as he can as the huge giant runs up, stopping before him and swings the flail head at his own. Ducking just enough to avoid the giant's very poorly placed blow, he hears the huge metal ball whistle dangerously close, the giant grunting with all its might to take your head off.
everyone else go for round 2.
Vamik Sheeves |
Vamik takes a step back and guzzles his mutagen. Immediately, his senses perk up, and he can feel the alchemical effects making him more agile. +2 to dex modifier, +2 to Natural armor, so AC gets bumped by four, for a total of 22.
Quercus Robar |
Quercus will stand from prone (move), adopt Panther Style (swift) and cast mage armor (standard).
Any attacks against him he will use Mr Gibbons to distract.
Mr Gibbons Aid Other to add +2 AC: 1d20 + 2 ⇒ (8) + 2 = 10
Any attacks will also trigger an immediate reaction to panther parry as well as use dodging panache.
Mr Gibbons + Dodging panache should put Quercus at AC 34 with a -2 to hit the enemy with a successful parry.
Goggh |
Goggh stands up and yells, trying to catch the enemy's attention.
You come fight Goggh! - he uses his Personal Trial against the enemy.
+1 insight bonus to hit, damage, saves, and AC vs. target.
Finally, he moves closer to the enemy. (L8)
Lady Zarrisa Ollron |
sorry was on phone so could not see the map
Jumps up,move action dos not need to worry about her armor as she has light. Her Elaon would take a to long to summon so she acid splash at the 2HG RTA 1d20 + 2 ⇒ (7) + 2 = 9DMG1d3 ⇒ 1
CaveToad |
Round 2
Vamik downs his mutagen becoming more lithe and gaunt, perhaps a bit feral looking.
Zarrisa's magic hit the giant creature, and her little glob of acid burns a hole in its leather and you see its skin bubble slightly, but the thing is so huge it hardly notices the spell.
Quercus prepares for battle and casts his spell successfully.
Goggh stands and rushes into battle ready to fight.
Round 3
The creature, moves slightly to keep Vamik in reach of his weapons and also confronts Goggh as he arrives. It spins its flails about expertly and the whirling spiked heads come sailing for you, this time taking some caution to not overpower it.
Flail #1 attack #1 vs Goggh AC 20: 1d20 + 12 ⇒ (16) + 12 = 28 - hit
Flail #1 attack #2 vs Goggh AC 20: 1d20 + 7 ⇒ (12) + 7 = 19 - miss
Flail #2 attack #1 vs Vamik AC 22: 1d20 + 12 ⇒ (6) + 12 = 18 - miss
Flail #2 attack #2 vs Vamik AC 22: 1d20 + 7 ⇒ (19) + 7 = 26 - hit
damage to Goggh: 2d6 + 6 ⇒ (4, 5) + 6 = 15
damage to Vamik: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Each of the two take solid bone crunching blows from the massive flails. With a pair of hits the huge monster sends the ogre and ratman reeling.
Take your round 3 actions. Goggh I think you are at 0 and Vamik uncon if I do the math correctly?
Quercus Robar |
Quercus cries aloud "Noo, no, no no !" as he sees his friends crushed hard.
Casting shield (increasing AC to 30). He steps up to face the giant, walking through multiple threatened squares.
"Zarrisa, get Vamik to safety and heal our friends. Goggh step back, I will hold him."
Quercus steps up to face the giant "Thou shall not pass!"
If he takes an attack of opportunity against me, I retaliatory strike (before his is resolved)
Retaliatory strike: 1d20 + 5 ⇒ (20) + 5 = 25
confirm?: 1d20 + 5 ⇒ (18) + 5 = 23
fist to face: 2d6 ⇒ (2, 6) = 8
Take second d6 off if it doesn't confirm.
Giant attacks me at -2
Mr Gibbons Aid for +2 AC, DC 10: 1d20 + 2 ⇒ (8) + 2 = 10
(Armor class 32 with -2 to hit me)
Probably won't need panache for dodge, but will use it if he gains advantage somehow, like tripping me prone or magic that goes against touch AC.
Vamik Sheeves |
Vamik is at -1 hp.
Stabilizing roll: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20 --stabilized!--
Lady Zarrisa Ollron |
Retro sorry GM missed that last post of yours. She will not use Aid slash but go to Vamik to heal him and get him away. cure-light-wounds 1d8 + 1 ⇒ (4) + 1 = 5
CaveToad |
Round 3
Zarrisa steps up and cure's Vamik stabilizing him and also returning him to consciousness (4hp) before dragging him back to safety.
Quercus casts his spell and steps into the path of the giant.
The giant attacks Quercus as he steps into his range but Quercus reaches in and punches the giant hard in a pressure point. The giant grunts as the hit takes him by surprise. Normally you would regain panache for the crit, but you were already at max.
Flail attack vs Quercus AC 32: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18 - miss
The giant, off center from Quercus' attack, aims poorly missing the plant man.
Round 4
Giant 21
Vamik 19
Zarrisa 14
Quercus 8
Goggh 2
Growling in anger at missing he spins both of his deadly flails around to bring them into a whirlwind of spiked balls.
The -2 only counts on the AoO, and you need to have Mr Gibbons aid you on each attack up to the max allowed by Combat Reflexes, for him 3. Luckily it is a new round so he can aid on 3 of the 4 attacks.
Mr Gibbons Aid attack #1: 1d20 + 2 ⇒ (17) + 2 = 19 - success
Mr Gibbons Aid attack #2: 1d20 + 2 ⇒ (5) + 2 = 7 - fail
Mr Gibbons Aid attack #3: 1d20 + 2 ⇒ (10) + 2 = 12 - success
Flail #1 Attack #1 vs Quercus AC 32: 1d20 + 12 ⇒ (11) + 12 = 23 - miss
Flail #1 Attack #2 vs Quercus AC 30: 1d20 + 7 ⇒ (19) + 7 = 26 - miss
Flail #2 Attack #1 vs Quercus AC 32: 1d20 + 12 ⇒ (15) + 12 = 27 - miss
Flail #2 Attack #2 vs Quercus AC 30: 1d20 + 7 ⇒ (1) + 7 = 8 - miss
Quercus dodges, bobs and weaves, aided by powerful protective magic, and the distracting antics of Mr Gibbons.
For all the giant's spinning fury of deadly weaponry, none of them connect.
Everyone else, take your round 4 actions.
Vamik Sheeves |
"Whooo, thanks Zarrisa! That guy hits hard. Vamik draws and drinks his extract of cure light wounds as a standard action.
CLW extract: 1d8 + 1 ⇒ (8) + 1 = 9
"Mmmm, that was a potent one. I feel almost as good as new." Then he pulls out one of his potions of cure light wounds as a move action and holds it out to Zarrisa or Goggh if he can reach. If you're running low on spells, Goggh can use this." To Quercus he yells, Ataboy Mr. Gibbons, give him a good thrashing for me! I'll be back in this fight before you can say Cat."
back up to 13hp, still prone.
Lady Zarrisa Ollron |
Protects Vamik while he drinks Full defiance She will place herself in harms way should there be an attack at Vamik
Goggh |
Did Zarrisa take the potion from Vamik? Besides the "Full Defense", did she use the move action to hand it to me? Otherwise, I will keep holding until she does, since any action I take will put me unconscious.
Vamik Sheeves |
Goggh can still take a move action without injuring himself.
"Goggh is looking a bit woozy over there. It looks like he could use some healing. Can you still channel Zarrisa? If not, you might be able to get this potion over to him before he collapses. If you think we need cover I can lay down a blanket of fog as well."
Zarrisa, if you take the potion as a move action, you can still take a 5ft step over toward Goggh, and he can take the potion for his move action. That would at least get it to him this round. He'd still have to wait until next round before drinking it, but if Quercus can keep the giant occupied, we might be able to pull it off without dying.
Lady Zarrisa Ollron |
Sorry on phone cant see map, she take the healing drink, and then will move back and channel, so only the party get it healing 1d6 ⇒ 2
She takes the bottle and hands to he the hurt half gaints before channing.
CaveToad |
Round 4 - end
With Zarrisa's healing Vamik is able to heal himself, Zarrisa channels further, pulling Goggh from the brink who is also able to heal himself stabilizing the most dire of his wounds, although he still looks pretty rough.
Quercus you out there? Will give him tonight, as I'm just back into the swing myself.
Lady Zarrisa Ollron |
Will Channel again by moving back and getting just the team if she can. 1d6 + 1 ⇒ (5) + 1 = 6
Quercus Robar |
(move action)
Quercus will move through the giant's threatened area to generate an attack of opportunity. He will panther parry it if he takes one.
(free action)
Parry: 1d20 + 5 ⇒ (2) + 5 = 7
Probably failed the parry so no -2 to the giant's attack and no damage from me.
(standard action)
Then he will cast divine favor. He will do so with impunity, assuming the giant doesn't have combat reflexes. If he does, or didn't take the previous attack of opportunity for moving, Quercus cannot panther parry it anyhow, but hopes it is unlikely to hit.
AC is still 30. Mr Gibbons has used all his aid for the round, but will aid me next round for 3 attacks. I will only use panache to dodge if the giant gains some advantage to hit.
CaveToad |
Round 4
The giant takes a swing at Quercus as he moves about.
Giant flail attack vs Quercus AC 30: 1d20 + 12 ⇒ (1) + 12 = 13 - miss
The giant overreaches in a rage at being unable to crush the plant man, and fails, yet again to hit him.
Round 5
Giant 21
Vamik 19
Zarrisa 14
Quercus 8
Goggh 2
The giant renews his assault against Quercus. Eventually I will get a natural 20 ;)
Mr Gibbons Aid 1: 1d20 + 2 ⇒ (5) + 2 = 7 - fail
Mr Gibbons Aid 2: 1d20 + 2 ⇒ (13) + 2 = 15 - success
Mr Gibbons Aid 3: 1d20 + 2 ⇒ (3) + 2 = 5 - fail
Giant flail #1 attack #1 vs Quercus AC 30: 1d20 + 12 ⇒ (15) + 12 = 27 - miss
Giant flail #1 attack #2 vs Quercus AC 32: 1d20 + 7 ⇒ (14) + 7 = 21 - miss
Giant flail #2 attack #1 vs Quercus AC 30: 1d20 + 12 ⇒ (5) + 12 = 17 - miss
Giant flail #2 attack #2 vs Quercus AC 30: 1d20 + 7 ⇒ (8) + 7 = 15 - miss
The giant roars in frustration as his attacks either miss completely or bounce harmlessly off of the magical barriers protecting Quercus.
I have Zarrisa's round 5 channel post from above, everyone else take your round 5 actions.
Quercus Robar |
move action: move around 5' forward and back in to provoke an attack of opportunity and possible parry.
parry: 1d20 + 6 ⇒ (1) + 6 = 7
Looks like another miss. No -2 on his attack.
standard action:
Quercus will cast shield of faith to up armor class to 32.
regular protocol with Mr Gibbons aid and dodging panache if he has any tricks up his sleeve.
Vamik Sheeves |
Vamik, feeling good as new now. Stands up and throws another bomb aiming for the south east corner of the monster, range increment 2
Bomb touch attack: 1d20 + 6 - 2 + 2 - 4 ⇒ (18) + 6 - 2 + 2 - 4 = 20 (-2 from range, +2 from mutagen, -4 throwing into melee)
Bomb Damage if hit: 1d6 + 6 ⇒ (4) + 6 = 10
Goggh |
Feeling a little more healed, Goggh advances and tries to grapple the creature (not power attacking).
Grapple: 1d20 + 14 ⇒ (13) + 14 = 27 10 (CMB) + 3 (Grapple) + 1 (Insight)
If he succeed, he damages the creature.
Damage: 1d8 + 12 ⇒ (6) + 12 = 18
If he succeeds, he pulls the creature to N7
CaveToad |
Round 5
Vamik hurls his bomb at the giant and hits him good. It howls in pain as the fiery chemical burst singes flesh and hair.
Zarrisa successfully channels divine healing energy again, and the wounded feel better.
Quercus continues his dance, taunting fate as the big giant moves about.
giant AoO vs Quercus AC 30: 1d20 + 12 ⇒ (10) + 12 = 22 - miss
He cannot attack again when you cast your spell.
Goggh steps up and grabs a hold of the big giant, and pulls him in. The giant, surprised at Goggh's strength growls and roars from both its heads as you hear ribs crunch.
Round 6
The giant retaliates immediately, bringing the full brunt of his flails against Goggh.
Attack #1 Flail #1 Power Attack vs Goggh AC 17: 1d20 + 12 - 2 - 2 ⇒ (3) + 12 - 2 - 2 = 11
Attack #2 Flail #1 Power Attack vs Goggh AC 17: 1d20 + 7 - 2 - 2 ⇒ (8) + 7 - 2 - 2 = 11
Attack #1 Flail #2 Power Attack vs Goggh AC 17: 1d20 + 12 - 2 - 2 ⇒ (8) + 12 - 2 - 2 = 16
Attack #2 Flail #2 Power Attack vs Goggh AC 17: 1d20 + 7 - 2 - 2 ⇒ (13) + 7 - 2 - 2 = 16
Luckily the ferocity of his blows and being grappled makes the creature sloppy and Goggh manages to avoid the very deadly flails. That could have been really bad :)
Everyone take your Round 6 actions.
Goggh |
My AC actually has an extra +1 insight right now because of Personal Trial, but my maneuver was so suicidal I'm surprised I'm still alive, even conscious and still grappling! Well, let's rain nightmare now, hopefully! :)
Goggh is surprised with his own merit, but doesn't let it shake him. He has a duty with his friends and his mentor, and the Paladin of Irori is willing to go far if needed to do it.
He proceeds to try to pin the creature.
Grapple (Pin): 1d20 + 19 ⇒ (14) + 19 = 33 Extra +5 for maintaining
If he succeeds, he will damage it again.
Damage: 1d8 + 13 ⇒ (5) + 13 = 18 Last time I forgot the insight bonus also goes to damage.
Vamik Sheeves |
Vamik, seeing an potential opportunity waits until Goggh pins the enemy and then...Charge!
Charge attack claw: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20 8 from mutagen, 2 from charge vs. flat footed AC and penalty from prone
Damage claw with sneak attack from pinned: 1d4 + 1d6 ⇒ (4) + (6) = 10
woo max damage. I'm rolling really good. I'm sure it'll catch up to me later
Quercus Robar |
round 6
5' move south, preparing to flank next round.
flurry 1: 1d20 + 6 ⇒ (13) + 6 = 19
flurry 2: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 + 1 ⇒ (6) + 1 = 7
damage: 1d6 + 1 ⇒ (3) + 1 = 4
CaveToad |
Round 6
Still waiting on Zarrisa's actions.
Quercus circles around and attacks the giant, hitting it once with his wooden fist.
Goggh holds the giant fast and manages pin it to the ground, crushing it with his massive strength, you hear more ribs crack.
Vamik then swoops in to strike at the pinned giant, his claw raking deep gashes.
The creature looks very badly wounded now.
Round 7
The giant tries to break free
Grapple action vs CMD 26: 1d20 + 14 ⇒ (18) + 14 = 32 - success
The giant struggles and manages to force Goggh off of him, breaking free.
He backs up 5' and threatens everyone menacingly.
Go Round 7