GM Raltus' - Slaying Giants
Game Master
Raltus
Maps l Hand outs l Lootz
M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
Looks like I accidentally pressed the "stop tracking" for this thread on the dots page. How can I get that back?
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
Chain shirt would be nice in the evenings unless someone has a better use for it.
messageboard wrote: Is there a way to start tracking new posts again if one say hit the 'x' in error?
Just clicking on the thread to start reading it has worked for me.
I think posting in it should be sufficient
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
I'm cool with you all taking this and the rest going into the Loot sheet....
Raltus, we sold all the non magical stuff in there right?
It looks like it's a bit out of date now.
Oh and should we get the Hammer and maybe armor back from Baldor until he comes back, as they are Plot items?
They are yes plot items, Balder and Gran't' can stay on the boat for now so yes we can take at least the Hammer back if you want it.
All the non magical stuff was sold. if someone is better at Excel than I they can take over the sheet.
Right now you are searching for the Vault of Thorns. Who is Carrying the Ghost Light Lantern?> You know that Silvermane told you to find a group of standing stones and bathe the central one in the light of the Lantern.
M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Dain, don't you need two hands for your bow?
Lanneth can carry the lantern as she only needs one free hand for casting.
The Lantern can be put on a belt loop
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
It can also be worn as a hat.
M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16
Get a pixie with continual light
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
Yorikata, when your fox spirit headed for the woods was it visible?
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
Nope. Was more some text along the lines of near death experience descriptions. Instead of writing an Hello! I'm dying here! ;)
No real in game significance.
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
Is the ground on this map difficult terrain?
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
We're in an area where you got a 4:1 ratio for moving according to Raltus. So basically we're stuck in place.
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
It is 4:1 where water is IIRC.
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
DM Raltus wrote: The swamp is a bog, so each square is 10' of movement unless I state otherwise. The Standing stones won't be impossible to find as there are markers with druidic markings on them that Silvermane told you about. You're right. Still difficult terrain.
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
I am leaning on withdrawing south to keep it from getting a full round attack and possibly flank it. I don't know if I could take 5 of those. Will be as tactical as possible, but I gotta drop my AC to give him the axe at some point. If Lanneth could put it to sleep, CDG.
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
Are you asking about statistic probabilities? Because I could give you some. As Raltus linked the hydra stats...
The hydra hits you at 18. That's 15% chance for an average of 7.5 damage.
That's 5x0.15x7.5=5.625 damage per round to you from five bites. Which you can take for 8 rounds without healing.
You on the other hand hit it on a 6 for an avarage of 13.5 damage.
That's 1x0.75x13.5=10,125. Which brings the hydra down in five rounds if you just stand toe to toe and everyone else watches.
Of course it's dicey with all the rolling. But the hydra rolls a lot, so it will level out around the statistic.
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
Thanks! I am feeling far more confident at this point.
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
Map does not look correct. Hydra moved, Dain was 30+ feet away. Good to see Yorikata moving for a flank.
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
i just adjusted the map for the squares to be actually square and the size of the characters meeting that size. I moved Yorikata into the water as hiding in the water doesn't work on land. I might have placed some icons not exactly where they were. If you rember where they were, please fix it.
THe Hydra also has fast healing 25, it gets 5 for each head it has 5 heads right now and gets as long as fast healing 5. Basically you need AOE spells, flasks and someone to sunder.
M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
Let me put that in a more practical wording: We're screwed.
As we have no way to deal 5 points of acid or fire damage consistently. The only chance would be to cut off heads faster than they regrow then. It is fast healing, and no regeneration, so killing it with HP damage would leave it dead.
65 Points of damage in one round anyone?
Heads regrow in 1d4 rounds, if you burn them they don't regrow and the fast healing goes down. Killing the Body is difficult, sundering the heads is easy. AC 14 and HP of 4
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
I can cleave. Should apply to multiple heads. And if you cut off one, two grow back.
Only if you SUNDER can you attack a head, other wise you are considered to be attacking the body.
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
But Sunder is a combat maneuver, so you attack CMD 21. And you attack with your CMB, which doesn't make much of a difference for strong William. Yorikata on the other hand would attack 1d20+3 vs CMD 21.
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
I am reluctant to remove a head that will come back as two in 1d4. Increases the fast healing by another 5.
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
The question is if you can hack them off faster than they regrow. To which I'd say no. I can evil eye it and Lanneth can put whatever debuff she wants to place on the beast.
Well Lanneth is up, if they haven't posted by tomorrow evening I will keep things flowing.
Also I never thought that a CR 4 Hydra would stymie the group so, I guess it is the local as well since each movement will draw an AoO
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
It is, that you can't move at all. For two full rounds of movement I get into flanking position. If the hydra doesn't move away.
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
Yorikata wrote: You on the other hand hit it on a 6 for an avarage of 13.5 damage. And it heals 25.
I have inspire courage and challenge. Might as well bring that into play.
It says fast healing is 5 with 5 heads. Are we certain it has fast healing 25? That sounds incorrect.
A hydra’s fast healing ability is equal to its current number of heads (minimum fast healing 5).
(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP44 DD+14
There my nice statistics go down the drain.
M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16
Gran't and Balder sacrifice themselves so we can run away!
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
Confirmed that fast healing is only 5. A ten headed hyrda has 10, and 11 has 11. Whew...
M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16
Dain has a dwarf axe he can swing for chopping
I liked my idea of it healing 25 a round better but I guess 5 makes a bit more sense, I mean if it healed 25 a round it would be crazy powerful.
Ok so I will give Lanneth till tonight to hex
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
OK I posted.... Assuming it fails the save on the misfortune, (a 70% chance) Yorikata I just screwed up your percentages completely as it now has to roll twice to hit you. (It brings the chance to hit you down below 5% I think)
Oh and I could sleep it as well so you can CDG next round.
Yep, Locking down single creatures is what I do - As long as they are affected by mind effecting spells.
Ok so reading the Fast Healing on the Hydra again, the more heads it regrows the higher it's fast healing gets. It can get up to a max of 10 heads and get up to Fast Healing 10 max but 5 is always the minimum.
The entire swamp is difficult terrain, slowing you all down, the Island your on you can 5' step around on, the water with William Tried to 5' step into costs 20' of movement for 5' of actual movement. 4 squares to move 1. You could not 5' step but could move 20' sure but then your in waist deep water.
So next round lets so Both William and Yorikata could spend 20' of movement to move 5' in the water, both provoking and not getting back onto land till round 5 since we are in round 2 right now. It would take you 2 more rounds to even get to land
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
I did not intend to take a five foot step knowing the water rules. Thanks for pointing to the water squares. That was not clear before.
M Oread Kinetic Knight 4____HP 28/39
I am a bad bad person for dropping off the face of the planet.
I apologize once again.
It is all good, We know that life happens
Human Cavalier 3, Bard 1, Fighter 1 |HP 51/51| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 6/6
Lanneth wrote: Yep, Slumber Hex really screws up the boss combats vs these low Will save Creatures. Misfortune can be a game changer as well.
Ohh for sure, the Witch Class is pure awesomeness. I will not deny it, just one of those things that Slumber having no HD cap can be rough.
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Yes, Witch is more powerful then I expected. Both Misfortune and Slumber hex can really screw up a standard encounter.
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