Monster Mashup - Table 3
(Inactive)
Game Master
CaveToad
Goatling Battle Map
Ruined Keep
Regional Map
Party XP Total: 2760 ( level 2) / needed 3300
Party Meals Remaining: 43
Meals used per day: 5.25
(5 medium, 1 tiny)
Fed through day 6
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
M Mind Flayer Wizard//Witch//Cleric 2 | HP 25/25 | AC:13/13/10 | Fort +5 Ref +3 Will +7 | Init +13 | SR 12 | CMD 17 | Perception +9 |
Inactive
"I say we stay near the forest for a dar or two. With Gunther's help, I'd like to try and snag some game. I found some deer tracks when I was in the forest earlier looking for food."
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Once the groups are divided up, Goivan nods and turns to address his group. "I think we should scout for nearby civilization, send some of our faster people out. The rest of us can start looking for food and shelter."
Inactive
"I could not disagree more, but you're the fastest so if you wish to go scout, feel free.
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Gunther runs a hand through his beard as they consider their options. "Even if we find a town or somesuch, there ain't no guarantee they ain't gonna try and skewer th' lot o' us on sight," he states, not particularly pleased with what he's saying. The dark dwarf looks around, scanning the trees and surrounding area. "Pro'ly can't count on civilization t' be civil t' th' likes o' us. But findin' ourselves some shelter an' food will at least let us focus on more important things."
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
"Do not worry Champawat, I'm not giving orders, only suggestions. If the rest of you feel we should establish ourselves here first, I am with you."
The sun shines above, and the win rushes through the alpine highlands. The pine forest nearby rustles and swishes. A swarm of gnats floats by their swirling orgy coming annoyingly close before floating away on the wind. As the group discusses their plans and goals, most of the other groups seem to shuffle off in one direction or another, most towards the lake.
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
As they walk, Gunther keeps an eye out for game animals, edible plants or fruits, and notable landmarks.
Survival: 1d20 + 9 ⇒ (16) + 9 = 25
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Qahnaarin is thankful that he managed to find a serious, organized group to accompany. "Following the lake and estuary through the mountains as Jovar suggested seems the best route. Eventually we will find some sign of civilization."
Inactive
"It would seem I'm in the minority since most of us want to head towards the lake." Champawat sighs. "Very well, lead on. I will bring up the rear."
Champawat approaches Goivan and says "My apologies. It seems I'm the one in the wrong. I do not respond well to...authority. It's something master was helping me improve upon. I fear without his presence, I will continue to struggle with...taking orders or following instructions. I meant no disrespect."
M Mind Flayer Wizard//Witch//Cleric 2 | HP 25/25 | AC:13/13/10 | Fort +5 Ref +3 Will +7 | Init +13 | SR 12 | CMD 17 | Perception +9 |
Prar nods. Whispering in his trademark gurgle, like leaves rustling and his alien tongue forming words in common not evolutionarily suited to him. "To the lake then, hopefully, there will be trees for shade, otherwise I may enter the lake often to ward off the sun's harshness."
As he walks he pulls out his spellbook and studies it.
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Goivan smiles and puts a hand on Champawat's shoulder. "There is no need to apologize my friend. None should follow orders blindly, for that is how tyrants come to power. To follow a leader's orders without question requires trust in him, trust that must be earned. I mean only to establish order so that we work together, and your skills will be invaluable in that."

As the group travels, you hunt and scavenge for food. Gunther brings down some game, flushing out birds as well as rabbits. Grubs, beetles and edible fungus from within the forest supplement. Champwat also gathers and provides resources to the group. (based on earlier survival roll)
The group moves slowly as you explore and take time to forage. You make your way to the lake, and the day is quite pleasant. The shade of the pines provides small but some comfort to Prar, who struggles to focus on his spellbook in the bright light. The group maintains an orderly path as Gunther and Champawat break off and rejoin occasionally to gather food. The forest is not easy terrain and there are few trails. Game trails are hard to find, and the thick bed of pine needles obscures useful signs, and muffles noise which can help and hinder. The low branches of the pines require constant brushing aside, and before long most of you are covered in sap. Mostly your hands, but other part of your arms or head/hair where you brush against the trees. You make reasonable progress however.
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Goivan takes point, allowing his thick skin to take the brunt of the whipping trees and sap, knowing he's better protected than most. He keeps up a cheery, positive demeanor, trying to keep spirits high. He continues to push towards the lake.
M Mind Flayer Wizard//Witch//Cleric 2 | HP 25/25 | AC:13/13/10 | Fort +5 Ref +3 Will +7 | Init +13 | SR 12 | CMD 17 | Perception +9 |
Prar follows, muttering under his breath in Undercommon about the state of affairs and the nuisance of sap.
He casts prestidigitation on himself with regularity.
Inactive
Champawat catches up to Prar and says in Undercoomon "I did not know there were many who spoke Undercommon living with Master. If you would like to speak in this language, I would be happy to keep in practice."
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Gunther grins at Champawat and Prar, easily recognizing the strange tongue they speak. "Unter uns selbst ist in Ordnung, aber ich bezweifle, werden andere Menschen auch, es zu nehmen," the dark dwarf states in the same language. "Assumin' they know where it got its origins an' such, at least." He continues to keep a careful watch as he chats and walks with the others.

As the group heads to the lake you hunt and forage. The terrain is difficult and the trackless woods slow you down. On top of hunting and foraging you make only about 3/4 of a mile per hour, and you recall the goblin Grobly saying the lake was about 5 miles away. You will need close to 7 hours of travel, nearly a full day's of overland movement to get there. You started at approximately mid-day with little wasted time, so you should arrive before nightfall, but in these mountains the sun will duck behind the mountains quickly. Also you have been travelling in bare feet and basically your underwear. Goiven has thick gargoyle skin and is not really affected, and Champawat has cat feet, also no issues, Qahnaarin is also thick skinned and tough as nails, but Prar and Gunther (with no natural armor) as tough as they are, are probably not accustomed to walking through mountainous terrain, stepping on roots, rocks, pine needles, and small sticks and debris.
I would like survival rolls to keep from getting lost, as well as a check for weather. Both are DC 15.
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Gunther does his best to not show how the trek hurts his feet, too proud and confident to share the moment of weakness even with his brothers.
Survival for not getting lost: 1d20 + 9 ⇒ (10) + 9 = 19
Survival for weather: 1d20 + 9 ⇒ (19) + 9 = 28

Gunther, you tough it out but its slow going, and you manage to keep the group from getting in the thick pine forest. The air is cool in the forest as you are shaded from the sun, the wind is cut down, but you can imagine when night falls it will get very chilly. You suspect the temperature will drop to dangerous levels for the group. Champawat's fur will protect her, but the others will be subject to the cold.
SRD wrote:
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Survival Skill wrote:
DC 15 : Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.
Making the survival checks would indicate things like sheltering out of the wind, or nestling into a bed of pine needles or against another warm/fur body to help with the Fort saves.
Clearly having a fire will be your best bet and eliminate the need for rolls.
Again based on your current speed you should reach the lake before nightfall, but not much before the goes down. You may have an hour or so to make a camp, shelter and build a fire before the cold air sets in.
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Can anyone magically summon fire?
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Fort: 1d20 + 8 ⇒ (14) + 8 = 22
Assist Survival: 1d20 ⇒ 18
Goivan ignores the cold and tries to help the survivalists keep everybody else warm.
You won't have to worry about it yet, you haven't arrived at the lake or gotten past sundown, but if it comes to it, save your roll Goivan :)
Inactive
Qahnaarin wrote: Can anyone magically summon fire? "I cannot summon fire with magic, but given the right ingredients, I could craft alchemist fire."
We probably don't need magical fire although that would make it somewhat easier. Boy scouts and what not don't use magic, they just rub some sticks together or something. Even though I don't think anyone has flint and steel, I imagine we could do it with a Survival check...I hope.
M Mind Flayer Wizard//Witch//Cleric 2 | HP 25/25 | AC:13/13/10 | Fort +5 Ref +3 Will +7 | Init +13 | SR 12 | CMD 17 | Perception +9 |
Prar stumbles and mumbles his way through a hard day of travel. His curses, whispered in a range of languages from Undercommon to Draconic, grow more numerous the more weary he grows.
He gurgles. "When we reach the end of this day's accursed trek, I shall start a giant fire and destroy some of these trees." he seems to spit trees with disgust.
I can cast burning hands.
Champawat wrote: Qahnaarin wrote: Can anyone magically summon fire? "I cannot summon fire with magic, but given the right ingredients, I could craft alchemist fire."
We probably don't need magical fire although that would make it somewhat easier. Boy scouts and what not don't use magic, they just rub some sticks together or something. Even though I don't think anyone has flint and steel, I imagine we could do it with a Survival check...I hope. Yes an adequate survival check can pull off making a fire. It takes some time, but should be doable by those skilled in bushcraft. Failing that there is Prar's magic.
The group grows weary after a long day of trekking through the wilds. Although you have had ample food and water, you are ready to find a spot and take stock of things, and rest. You know soon you will be at the lake.

Day 1, Time approximately 7:00 PM.
The group arrives at the lake, tired and exhausted, elated to have finally made it. The sun is setting quickly behind the mountains to the west, casting long shadows over the lake. Prar is relieved to see the sun soon to dip below the horizon, although it means it will get cold quickly.
As evening draws closer you see the birds start to nest up for the night but some early insects buzz around briefly. You wonder where they go when it gets so cold. The waves gently lapping against the shore brings a peace over you. While the lake itself is not very big, this is the lowest point of the plateau, the depression serving as the 'bowl' for the lake, all the snowmelt flowing in this direction. During the off season the lake levels may be lower, but now, it flows briskly. Waters from multiple streams flow in the north, east and west sides. The south end of the lake empties its contents into a river, its waters crashing down through a gap in the mountains. These rapids signal the path from the mountains for those who cannot fly or traverse the treacherous peaks.
The water is cold, very cold, but fresh. As with in the forest, wood here is plentiful and more available in smaller amounts. Driftwood and other pieces of wood has washed up and lie scattered about the shore, deposits from the fast flowing streams that made their way back to shore. The breeze here is still strong, and the cool wind picks up as the warmth of the sun disappears. In the dusk you occasionally you see or hear a fish jump into the air or surface to grab a meal from an insect that came too close to the water.
You take a moment and then need to decide what to do next. You have about an hour before dark. There is also wood and stone aplenty here. Again as long as you have a fire you should be ok, and could do other tasks after dark (sleeping at some point), as long as you stay close to the fire and warm up occasionally. The stones are still somewhat warm from the sun of the day, but will cool off after dark. Prar is ready with burning hands, if no one else will create fire the old fashioned way (somewhat time consuming).
While you decide/work, have some more inspirational pictures:
Snowmelt streams
River
Lake
Lake Close
Lake Side
Lake Side
More Lake!
aerial view
Inactive
I think I want to build my retirement home here.
Champawat will climb the highest tree she can find to get a better view of the surrounding area before she loses the light. She has a climb speed of 10 feet and a score of 22 when taking 10. She will climb the same tree again a few hours after sundown to try and see any camp fires.
Champawat Perception: 1d20 + 9 ⇒ (4) + 9 = 13
You have no problem climbing the tree. With the dusk setting in and the long shadows you aren't able to see any of the others, but you can hear the other groups as they come from the treeline and start to drag driftwood and rocks for campsites and work amongst themselves to set up quick shelters before darkness sets in. It will be cold, but you are not troubled, your fur protecting you. You hear Tolheimia and her large group as they arrive and begin setting up a very large camp with multiple fires, which you see easily. You do spot what must be Grobly on his bat wheeling about scouting over the lake a dark blob against the purple dusky sky.
A low fog rolls in quickly.
Dark waters
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Goivan smiles at the peaceful lake. "Come, let's start getting camp set up." He walks off into the nearby woods and uses his axe to gather firewood, then brings it back to the survivalists.
Assist Firemaking: 1d20 ⇒ 15
Inactive
In between climbing the tree, she will try to get a fire going. I will take 10 if possible, for a 21 with Goivan's help. Otherwise...
Survival: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
The fire is easily created, the dry driftwood lays scattered all over the beach and the dry pine duff is quickly smolders in the belly of a small piece of wood with a spinning stick point imbedded in it. Goivan you scarcely need your axe to gather any wood from the forest, but it is very helpful to break up some of the larger pieces, and helps in creating more tailored pieces for tasks around the camp and for constructing a shelter.
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
"We got food an' fire covered, should we try t' put together a lean-to or somethin'?" Gunther asks of the others, his mind more interested in getting some animal hide for a pair of makeshift moccasins.
Speaking of! I don't suppose we hunted anything big enough to make shoes out of, huh?
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Qahnaarin makes his way to the lake and wades into the water, stopping when it reaches his mid-thigh. He takes a guard stance with his branched spear, ready to strike any fish he sees.
Fish are my foe, and any who enter my 10-foot reach provoke an attack of opportunity. Right? :)
A little lean to shelter would definitely help with protection from the wind. You are close enough to the tree line that the forest provides a little wind break, but having a soft bed of pine needles insulating against the ground would help a lot. Also the lake is cold, and acts as a heat sink.
Gunther you did kill a few rabbits and squirrels, if you make a crude craft roll or survival check you can tan the hides, although it appears to be a multi-day process.
Qahnaarin, you wade out into the ice cold water. It is cold! within a minute you can't feel your feet. You considering standing on some rocks or a log instead. potential negative side effects if you stay in the water too long, reduced movement or nonlethal damage. You can definitely make a survival check to spear fish, you don't have to 'fight' regular fish :)
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Gunther begins to cure some of the hides he'd collected from the various small game the duergar had brought down. The thought of a comfortable pair of makeshift shoes drives him to carefully tan the hides as best as he is able.
Survival to tan hides: 1d20 + 9 ⇒ (18) + 9 = 27
Even if it's not instant, it's better to at least try and get it done.

Day 1:
Time: After Dark. 9-10 PM ish.
The group settles in for the night. The fire is crackling nicely with wood gathered and Prar gets things started with gusto, using his burning hands to make an instant blaze from pine duff, needles and dry tinder. The group eats food and sits around the fire discussing the plan what to do next. Qahnaarin fishes from the water's edge even into the night. Gunther works at tanning the rabbits, difficult, but uses a rock to scrape the hides and works at making a crude tannin. Goivan keeps the fire well stocked with deadfalls and driftwood.
Dirty and exhausted the night comes with a chill. Not sure if you made a shelter or not, but you can make a bigger fire. You chat into the evening. You catch glimpses of the other camps' fires along the shore, and can hear singing from the largest group, Tolheimia's with their big camp and multiple fires.
Continue to RP, chat, plan and work as late as you wish, as well as give me any plans for overnight or watches etc. Discuss your plans for the morning.
I am going to get things to the overnight stage, and prep for the next day of adventuring, as well as focus on character crunches.
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Goivan smiles at their progress today. "He would be proud of how capable we are." He gives a reassuring smile to the others. "What do you all think our next move should be? I think building some shelter would be wise." As the talking gets late into the night, Goivan volunteers for middle watch.
Inactive
"Master would be proud that we did not kill each other today, but there is always tomorrow" she says with a sly grin. "I suppose here is as good as any place to make shelter, but what is our plan? We cannot just wander aimlessly expecting to find master. It would appear to be the warm season, which means the cold season will come. Given the cold tonight, we will need to be better prepared than we are now. I am afraid I have a lot of questions, but few answers. I fear the family splintered before we all had a cohesive course of action. There is water, wood, and wild life, so we could sustain ourselves, but to what end?"
M Mind Flayer Wizard//Witch//Cleric 2 | HP 25/25 | AC:13/13/10 | Fort +5 Ref +3 Will +7 | Init +13 | SR 12 | CMD 17 | Perception +9 |
Prar gurgles. "A logical course of action would be to survey the surrounding area for signs of life and civilization. If after a week of nomadic roaming we find naught road nor ruin, then establishing a permanent settlement from whence we could launch further excursions while simultaneously surveying and charting the land."
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Survival: 1d20 + 4 ⇒ (6) + 4 = 10
I'm guessing I would have been better at attacking the fish...
Qahnaarin tries his best to catch some fish, hoping that his efforts will not be in vain. He leaves the water before he loses feeling in his toes.
He joins the others at the fire afterward. "Agreed. The worst thing we could possibly encounter is a surprise."
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Gunther nods, but he's still clearly worried about being attacked upon discovering civilization. "That's gonna be th' plan, then. We should start in th' mornin', yeah?"

Inactive
Prar wrote: Prar gurgles. "A logical course of action would be to survey the surrounding area for signs of life and civilization. If after a week of nomadic roaming we find naught road nor ruin, then establishing a permanent settlement from whence we could launch further excursions while simultaneously surveying and charting the land." "I would agree. Scouting becomes more efficient from a high vantage point. Do you think we should head into the mountains? I fear the cold would be worse at higher altitudes.
Also, we should think about what to communicate to the others. I imagine Jovar will arrive sooner or later with a message from the others. I wonder what will our response be?
I think in the morning we should hunt for larger game. A deer would be nice, and with Gunther's bow, we should be able to bring it down from range. This would give us a decent amount of hide to work with. What we really need our tools..." She trails off obviously lost in thought.
A moment later she utters "I will take first watch. You should try and get some sleep. I will wake Goivan in a few hours."
During her watch she makes sure to keep the fire going, but otherwise spends a lot of time in the trees relying on her ears and nose as much as her eyes.
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
"How about in the morning we send a team of two to look for civilization while the rest focus on survival?" He nods at being woken up for the middle shift.
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Gunther nods at Goivan's suggestion. "I ain't particularly good at dealin' with folk. I'll stay behind, but whoever goes needs t' promise they'll be careful. I don't trust nobody but you folk and th' rest o' our kin right now, an' I expect ya t' come back in one piece," the duergar states, resolve clear in his eyes.
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Dot!
Looking forward to this. :)
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
I hid the master thread so that I'm not getting 20 notifications an hour from it, so I won't be checking that anymore. I'm very excited to get started!
Goivan is a brutal frontline build, also with a lot of subterfuge and face skills, and some minor healing.
Yeah, I am excited to get this running, and watch the carnage.
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Checking in. Qahnaarin is a trip-focused skirmisher. I will be on the second line of combat tripping opponents and giving everyone lovely AoOs.
Inactive
Champawat will be giving opponents as many negative conditions as possible. She'll help with flanking but is not a tank. She might even be more useful outside of combat.
@Qahnaarin - you could have taken Kensai Magus with your cheese dip and added your Intelligence modifier to AC as well.
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Gunther is going to be a midrange fighter who will attempt to keep any of the back-ranks guys safe. I'll probably be grabbing lots of buffing and utility spells, but will likely just spend most of my time plinking stuff with my longbow.
Looks like everyone is here in either discussion or gameplay. Go ahead and start. Discuss and play and work out your plans and moves. No rush, since there will be a few days of light activity as we wrap up recruitment, and i finish character reviews.
Once you have all decided when and where to move, let me know, I will move things ahead.
I will be working up some maps of the general area as you explore.
Gunther are you just hunting in the vicinity? It is a little unclear to me exactly, where if any the group has decided on going. As you move your survival roll will provide plenty of food for the group, but it sort of assumes that is taking place over the course of travel. Therefore it seems like this group will not go hungry any time soon ;)
I know you had started a discussion about plans, so just sort of waiting on that to get worked out.
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Just keeping an eye out and trying to pick stuff up as we travel. Don't want to get separated from the group when we've barely even started! D:
Inactive
Qahnaarin, Bred for War is a human racial trait.
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Right! I forgot I needed to switch that out. Any suggestions?
Keep track of your food supplies. I doubt this group will starve to death, but it adds an element of necessity, that makes things a little more interesting at the start, when there is a 'struggle' to survive.
Inactive
Qahnaarin wrote: Right! I forgot I needed to switch that out. Any suggestions? You can change Reactionary to Paragon of Speed (Regional) and take Threatening Defender (Combat) [reduces to hit penalty on combat expertise by 1].
There's always Heavy Hitter (Regional) [+1 trait bonus to damage with Unarmed Strikes]
Or Temple Guard (Regional) [+1 to attacks of opportunity with pole arms]
Or Indomitable Faith (Faith) [+1 Will saves]
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Inactive
Qahnaarin can try spear fishing with his branched spear.
Prar could actually try to craft shields or bucklers using his craft armor skill.
Gunther, you might consider giving up Use Magic Device in exchange for Craft bows so you can make arrows.
Goivan can actually chop and split wood with his big axe.
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
I could (or at least I would consider it, if CaveToad gave the okay), but since I have Phantom Sun Stance, I actually just can copy an unlimited supply of mundane arrows. Does anyone else use a bow that would need me to make them?
Inactive
I don't think so, at least not in our little group. However they are something that could be crafted quickly with few tools and few supplies that we could potentially sell or barter with. But if you don't need to craft more, I wouldn't worry about it too much.
Gunther the Grim wrote: I could (or at least I would consider it, if CaveToad gave the okay), but since I have Phantom Sun Stance, I actually just can copy an unlimited supply of mundane arrows. Does anyone else use a bow that would need me to make them? you can swap out skills yet, making arrows here will make crude wooden, or stone tipped arrows since you have no access to metal.
Sun Stance might work better. Everyone started with 40 arrows (or whatever) if your special item was a missile weapon.
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Yeah, I picked 20 regular and 20 blunt arrows so that I don't get hosed by DR when using Phantom Sun Stance. :)
I'm happy having UMD (I really like to fit it in on any character I build if it's possible) so I think I'll stick with what I've got. :)

As the groups wait for the night to pass, I will be doing final reviews. Notes I have taken and crunches will be reviewed for errors and mismatches. I have a spreadsheet and will use a checklist (listed below) to mark a pass for fail in each category for each character. It will make things go a lot faster if you go over the list yourself and make sure you can pass all the items. If a character needs to fix something, go ahead and get it tweaked. If your character build is somehow invalid and takes a rework that is ok. Otherwise no massive tweaks should be required. Once all characters on a table pass, I will proceed with play. I will send each player an email with a checklist of the pass/fail items. Help each other out and check out each others builds, although many of you may already have. Here is the checklist I will use:
Abilities:
Original stat rolls - Matching
Original stat rolls - 90 or more?
Stat rolls - additions and subtractions noted in a budget spoiler
Abilities - Bonuses are correct
Racial:
Racial Qualities accounted for
Racial Ability mods applied correctly
Racial Purchases - 30 RP budget matches and purchases documented
Classes:
Classes legal sources
Classes - Archetypes legal, multiple archetypes valid, cross bloodlines legal
Classes - Alignment requirements met
Combat Crunch
Crunch - Size/Reach noted
Crunch - Initiative and Perception values correct
Crunch - Move speed correct
Crunch - Armor Class values correct, math shown
Crunch - HP values correct, math shown, FCB and toughness applied, proper HD used
Crunch - Saves correct, math shown
Crunch - CMB/CMD accurate, math shown
Skills
Skills - Correct points calculated for level, bonus included
Skills - Correct number of ranks applied
Skills - Correct bonuses for class skills applied based on classes, proper stat bonuses and misc bonuses applied
Skills - Untrained skills listed
Feats:
Feats - Correct Number of feats
Feats - Prerequisites met for all feats, source of feat documented
Traits:
Traits - Three traits are of different type
Traits - Legal Traits
Traits - Any bonuses are applied
Special Abilities:
Special Abilities - uses per day properly calculated as needed
Special Abilities - correct abilities for classes and archetype(s)
Spells/Powers:
Spells - valid number of daily spells
Spells - valid spell selections
PoW stances - valid discipline
PoW stances - correct number of stances
PoW stances - valid stances
Minions:
Minions - All minions have a full stat block with values properly calculated
Minions - Eidolons Pool points correctly distributed, Feats applied, powers fit form
Minions - Familiars, correct type applied, skills, hp and base saves documented from master, feat rechosen as needed
Minions - Companions calculated correctly, feats, tricks and all stats match
Languages:
Languages - Match racial type (linguist, xenophobic), available legal options and int bonus
Misc:
Misc - hero points documented
Misc - Item documented, with its own crunch, and bonus feats ( weapon prof ), etc
Misc - Character description, backstory, personality, goals
Misc - Mini Crunch in character stat fields
Misc - Age, Size, misc features filled in
Misc - Encumbrance loads listed
Misc - Monetary Budget spoiler
This will be crossposted to the table threads too, since some do not read the master thread.
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Inactive
Qahnaarin wrote: I fixed my traits. You should have an Initiative of 12.
+6 Dexterity modifier
+4 Improved Initiative
+2 Paragon of Speed
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Pretty sure Gunther is 100%, but if there's something I missed, please let me know. :)
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Champawat wrote: Qahnaarin wrote: I fixed my traits. You should have an Initiative of 12.
+6 Dexterity modifier
+4 Improved Initiative
+2 Paragon of Speed Aww, see? This is why I'm glad you're in our group. :3
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
@CaveToad - Since we are winding down the trial period, I had a question for you before everything is finalized.
Will you be enforcing the rule that using a reach weapon with an ally between you and your target grants the target soft cover? Many people forget this is even a rule, let alone enforce it, but I wanted to make certain.
Qahnaarin wrote: @CaveToad - Since we are winding down the trial period, I had a question for you before everything is finalized.
Will you be enforcing the rule that using a reach weapon with an ally between you and your target grants the target soft cover? Many people forget this is even a rule, let alone enforce it, but I wanted to make certain.
I will use it yes. I think that specific circumstance doesn't come up a lot is maybe why it gets forgotten. I try to stick by the rules as much as I can, although some are poorly written or don't take into account newly developed things very well.

Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
CaveToad wrote: Qahnaarin wrote: @CaveToad - Since we are winding down the trial period, I had a question for you before everything is finalized.
Will you be enforcing the rule that using a reach weapon with an ally between you and your target grants the target soft cover? Many people forget this is even a rule, let alone enforce it, but I wanted to make certain.
I will use it yes. I think that specific circumstance doesn't come up a lot is maybe why it gets forgotten. I try to stick by the rules as much as I can, although some are poorly written or don't take into account newly developed things very well. Thank you for the clarification. I had been wondering whether to take the Phalanx Formation feat, but having a focus on tripping means I don't need to worry too much since cover does not affect CMB/CMD.
Inactive
Does cover affect Aid Another attempts?
Champawat wrote: Does cover affect Aid Another attempts? Can you elaborate more or give a specific scenario? To aid another in combat the aider must be in melee with an opponent who is also in melee with the aidee. I'm trying to envision a situation in which cover would affect this. It wouldn't make the ac 10 target any higher.
Not sure it would impact the other applications of Aid Another either.
I guess there could be some obscure oddball circumstance that might defy logic, and I would apply some situational penalty (or bonus) but I don't can't think of a common scenario.
Inactive
If a group member was adjacent to an opponent, and I was behind the group member, would I suffer a penalty from cover to the aid another attempt.
"In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn."
Since it mentions an attack roll, I wasn't sure.
Nah, you still attack AC 10. It is pretty vague about what you are doing to aid the person. Maybe you are just waving your arms and cheering or something. I think the AC 10 is just some sort of minimal competency check. I'm not going to worry about it.
Inactive
Ok, cool. Good to know. Thanks.
Just an FYI, I will be continuing to review characters today wishing to complete them before moving past the night. I will be doing some other things today as well, so you may not hear from me until later this afternoon.
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Sounds good DM. Thanks for giving us the heads up.

Ok reviews for all characters have gone out. Many of you have already responded and adjusted or tweaked as needed, and are marked as passed. If you are changing something while we are still in Trial Phase, send me an email, so I can note it. Once we end Trial phase, changes can no longer be made without retraining. Some of you have replied but are still working on some changes or tweaks, so haven't been marked passed yet. I have the next adventure piece planned, and also working on some frameworks for a more solid ruleset for your special items, that will let you plan a little better.
Just a note about the flow. For now we are still in trial, and I am keeping the tables on roughly the same timeline due to proximity and potential for immediate(ish) interaction as well as some timed events. Once the groups split apart more and follow their own paths, it will be more free flow and I won't keep everyone on the same event timeline. This is also why I want to make sure all characters pass review before I move the timeline forward, despite some tables all passed or almost there.
This post will be cross-posted to the various tables, so sorry for the spam if you read in more than one place. I would like the various tables to check in with the master thread as well, just to keep track of overall changes.
In addition, I will be camping from Friday June 26 through Thurs July 2nd. The last you may hear from me would be Friday morning the 26th and not until probably the evening of July 2nd when I return. The camp ground is remote, and cell reception is unreliable at best, and I don't feel I can adequately GM from a phone in the wilderness, so I will suspend play during that time, or if possible, I will try to get the groups to a point where you can do things that don't require me as much. Without revealing too much about what lies in store now, I will have more information as we get closer.
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
I believe Gunther is 100%, as well. :)
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Ditto. Have fun on your camping trip!
Map will come tomorrow. Long day here.
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Prar I think you misunderstand how selective channeling works. You can choose a number of targets in the area up to your charisma modifier to not be affected by your channeled energy.
M Mind Flayer Wizard//Witch//Cleric 2 | HP 25/25 | AC:13/13/10 | Fort +5 Ref +3 Will +7 | Init +13 | SR 12 | CMD 17 | Perception +9 |
Oh ha. I guess I'll select injured goatmen then as the ones left out.
Just as a reminder, I will be out starting tomorrow, camping for a week, not returning until July 2. I put more extensive summaries for the other tables, but considering you are still on combat, and may be yet before I leave (something I had hoped wouldn't happen), I held off on the larger summary. We will finish up the fight (if we don't finish it by some time tomorrow), when I return.

Gonna post this here anyhow, because I have confidence you guys will eventually win the battle, well maybe heheh. But if/when you do you will get exp, and since I will be out almost a week, it will let you plan and coordinate things for after the battle. You are the only group still fighting, but another couple kills and they may surrender, so we shall see.
Summary and Housekeeping Post:
===================================
1. I leave for camping on Friday June 26 and return Thursday July 2. During that time I have basically no internet, aside from very spotty phone reception that drains my battery like crazy and there is no electricity to recharge my phone. I carry a ton of recharging devices and even a solar charger but they don't all work that well. Plus its not fun to GM via phone. So I will be out a week. I bring my notepad though and will be working on storylines and adventures.
2. Everyone gains 1400 XP for the battle. This will place you at level 2. You do not get the XP until you decide to 'rest and reflect'. This basically means several hours in a safe spot, not walking around or exploring or travelling. Staying at the campsite will count despite being the wilderness and maybe more goatlings around etc. The group will have to decide if they want to level up and pause for a few hours of in game time where you can't do much other than chat and relax. You need to be conscious and reasonably unwounded.
3. Since there is the slight potential for interaction with other groups, in the short duration after the battles, I would prefer people do all their level ups on an alternate sheet (offline perhaps), and have it ready to go, keeping your level 1 version on hand, and then just swap it in when time moves ahead. This gives you time over my vacation to get your character updated and brainstorm your future, or even adjust based on party needs.
4. Remember at level 2, you gain a feat from your item. This is a combat feat if its a weapon, or an combat amulet. It is a spell caster type feat or skill feat if its a caster-y item. I know this can be a little vague yet, and I will allow a redo of this feat once I have a solid rule-set soon after I get back. Refer to the rules I laid out so far for the items in the original rules.
5. Take some time for feedback, within your group and to me. Feel free to message me privately as well if you have concerns about anything that you don't want to share openly. This is also the time to decide if the table you are with is right for you. I feel like most of the tables are meshing well. We do have a few new recruits, and table 2 is at 6 people, so there is the possibility of some retooling. I think 5 is my target number for all tables.
6. Once you level your characters you are out of trial phase and we will move ahead. No more reworks, no more changes without formal retraining. Only if I find an illegal combo or build will I have someone change (in theory I should have caught these already, but eh, I'm human, mostly).
7. While I am gone, its a good time to firm up tactics and strategies. I realize you are still in the wilderness, and mostly gearless, but that will change eventually.
8. Feedback, analysis, discussion, critiques, strategies, ideas, amongst each other or for me are welcome. I hope the battle was a fun, perhaps tense, learning experience. Trial by fire sort of thing. Most combats will not be so brutal, save for the really epic ones perhaps, but those are suitably rare and special.
9. Everyone having a mini crunch really makes a difference, and those with special status spoilers for running effects, and other trackables really speeds things along, so if you don't have these yet, take a look at what others do, and get one going. It helps for minions too.
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Sounds good GM, thanks for letting us know.
I have a level 2 version of Goivan ready. I made a slight alteration in his feats, just moving around where I got each one.
Male Lesser Gargoyle Paladin/Bloodrager/Rogue l HP 51/52 [60/61] l AC 22 [20], T 14 [12], FF 17 [15] l F +13 [16], R +11, W +7 [9] l Init +4 l Perc +6
Sounds good GM, thanks fo rletting us know.
I have a level 2 version of Goivan ready. I made a slight alteration in his feats, just moving around where I got each one.
Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]
Updated the PDF character sheet I use for Gunther for level 2. Not terribly much he gets this level, especially since level 2 is a dead level for Sorcerers. D:
I'm going to trade Discipline Focus: Silver Crane for Discipline Focus: Solar Wind, because it seems like the Silver Crane maneuvers I want to use the most (the healing ones!) are all melee attacks and therefore not really worth focusing on. :(
Other than that, though, Gunther will remain the same, just higher level. :)
Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)
I switched a few feats around (there are so many to track!), but otherwise Qahnaarin just advanced. I have the sheet ready on my main ID page.
+16 HP
+1 BAB
+5 Fort
+5 Ref
+5 Will
Monk: Bonus Feat
Monk: Evasion
Rogue: Rogue Talent
Rogue: Evasion
Paladin: Divine Grace
Paladin: Lay on Hands
Hey everyone, I am back, but today/tonight is a bit of a bust for posting. Tomorrow is a holiday for most, but I should catch up and be able to move things along.
|