Monster Mashup - Table 4 (Inactive)

Game Master CaveToad

Party Worksheet
Goatling Battle Map
Deep Shack Dungeon
Regional Map
Forest Encounter

Party XP Total: 3500 (3rd level) / needed 6000
Goivan: 4460 (3rd level) / needed 6000
Sly: 3300 (3rd level) / needed 6000

Party meals left: 40
meals used per day: 5
(2 medium, 1 large (removed Grubgullet since he uses his magic item to sustain), 1 small, 2 tiny)
Meals consumed through day 14


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Aury looks around at everyone around the campfire, "I hope we can find real clothes before we meet people. If we are to become heroes, I don't want our story to begin with 'The heroes bravery was only surpassed by their nudity'!"

...

Aury woke to Shaeyl's shaking and nodded her response.

Aury hopped onto Grubgullet's boulder, because after all there's no reason to waste a perfectly good sitting boulder. She spent her shift watching the moon pass through the sky, and using prestidigitation to see what kinds of shapes she could make out of smoke.
Not being an expert at living anywhere other than a swamp and Goodwin's demiplane, the fire came close to dying several times before she managed to revive it with more small sticks and bark.


M Ogre Brawler/Kineticist/Oracle 3; AC 15 (T 12 FF 12); CMB +11 CMD 24; F+9 R+6 W+8; Init +3; Perception +6; HP 49/49

Grubgullet slept like a baby until he was awoken for his watch, during which he was a bit overzealous with keeping the fire going. Predictably, he completely forgot to wake up his successor, but as soon as anyone woke up, they would find the crushed remains of an entire tree piled onto the fire.


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Skipping Sly's watch, to keep things going...

Hseir is instantly awake on the end of Sly's watch, and he silently moves to the same rock as Aury used.

He did not bother to ensure the fire's survival, as they would be extinguishing it soon.
Instead, he sits on the rock, unmoving, his eyes and ears on alert for whatever may happen.


Presenting a crude map of the region you are in: MAP

You may be more or less aware of specifics of the map, but suffice to say you have a rough idea based on Grobly's scouting. Remember the entire region is ringed by heavy treacherous steep rugged mountains. To the south, a river heavy with snowmelt cuts its way through a small gap in the mountains to the highlands below. It too will be dangerous and rugged, but the safest way for those who wish to find their way from the wooded alpine plateau.


Shaeyl's Character Sheet Perc 12, HP 19/23, AC 19/12/19, CMD 20, Save +4/+11/+6 Darkvision 120’

Shaeyl grumbles when streaks of light filtering through the trees wakes him from the dream of that one chick he met in Absalom. They had just... damn, it's cold!

Kneeling by the remains of the night's fire, Shaeyl sifted through the ash covered coals, looking for a hot spot to rekindle a fire. I keep telling you cold-blooded scalies, I need heat! Some hot cocoa would be nice too.

Once he has the fire going, he'll pull out the strips of his pajama sleeves that he's fashioning into crude slippers for his feet.

These will only last a day or so. I'm going to need footwear before we go to far, unless Grubgullet is looking to let me ride his shoulder.


Since this might all be overwritten by whatever happens in the morning when Cavetoad officially posts the next day message, we can just assume a similar conversation happens at a later point.

Aury is half awake, laying down on the forest grass by the time Shaeyl awakens. She has bunched up her night robe to cover her eyes from the dazzling brightness of the sun, and but is otherwise basking in the rays.

"Don't talk to me about the cold, I hate the cold. You mammals are the ones that generate your own heat, all we do is get tired when it's cold out. And then we die." She grumbles, muffled by the cloth over her head. She squints out at Shaeyl making the fire, and continues.
"Wayangs know shadow magic, right? Can you make the sun not so bright all the time?"

I don't think Aury is much of a morning person.


Shaeyl's Character Sheet Perc 12, HP 19/23, AC 19/12/19, CMD 20, Save +4/+11/+6 Darkvision 120’

I'll have to check my spellbook. I can do something else though. I read about it from the northern kingdoms. They used it against the ice, but it should help you too.

Shaeyl continues to explain to Aury about making some snow goggles from some bark and strips of his robe.


M Ogre Brawler/Kineticist/Oracle 3; AC 15 (T 12 FF 12); CMB +11 CMD 24; F+9 R+6 W+8; Init +3; Perception +6; HP 49/49

Grubgullet continues to snore loudly, as if staunchly refusing to wake up.


Day 2: Sometime slightly after 6 AM. The is rising, but has barely crested the mountains. The first rays cast their glow over the lake. Birds have been chirping merrily for well over an hour. Fish are awake too, occasionally making a splash in the placid lake waters.

The fire has gone out Hseir-Shae having let it burn down to nothing but embers, depsite the mountain of firewood stacked by Grubgullet.

DM Roll: 1d20 + 4 ⇒ (19) + 4 = 23

Hseir-Shae Perception: 1d20 + 8 ⇒ (16) + 8 = 24 vs DC 28
Sly Perception: 1d20 + 8 ⇒ (4) + 8 = 12 vs DC 38
Ghost Perception: 1d20 + 10 ⇒ (7) + 10 = 17 vs DC 38
Aury'tss Perception: 1d20 + 5 ⇒ (7) + 5 = 12 vs DC 38
Thrush Perception: 1d20 + 5 ⇒ (12) + 5 = 17 vs DC 38
Shaeyl Perception: 1d20 + 11 ⇒ (20) + 11 = 31 vs DC 38
Grubgullet Perception: 1d20 + 6 ⇒ (7) + 6 = 13 vs DC 38

Hseir-Shae, during your watch as you sit watching carefully, you are caught unaware, suddenly a crashing and a lot of noise, in the forest some 30' away, you turn your head out of curiosity, wondering what is making all the racket and you are greeted by a horde of bipedal creatures spilling from the forest edge, and they do not look friendly.

Resembling goatmen, they nimbly traverse the rock and driftwood strewn terrain that is the lake shore encircling the camp. They appear to be equipped with javelins and other melee weapons. You barely get a good look and are more concerned with dodging the javelins they are about to hurl.

Battle Spoiler::

Everyone roll initiative. Hseir-Share, they were super sneaky, so they will get a surprise round on everyone. Only you are awake yet though.

Everyone else is sleeping until then as none of the sleepers woke to the unstealthy goatmen.

I will provide a battle map for the fight. 9 hours have passed since the beginning of the first watch. Technically only Hseir-Shae has had 8 hours of sleep, for classes in which sleep time matters for recovery or spells/powers used the previous day.

As an aside I have training all day tomorrow at work, so the map may not appear until Wednesday evening.


Initiative: 1d20 + 8 ⇒ (16) + 8 = 24
Familiar Initiative: 1d20 + 2 ⇒ (1) + 2 = 3 Will delay until my second turn.
Impressively sneaky!


Shaeyl's Character Sheet Perc 12, HP 19/23, AC 19/12/19, CMD 20, Save +4/+11/+6 Darkvision 120’

initiative: 1d20 + 13 ⇒ (20) + 13 = 33

Shaeyl sleeps while waiting for the coup-de-grace.

perc to awake after the first round of attacks: 1d20 + 11 ⇒ (5) + 11 = 16

pretty sure I get to go first...

DEFEND YOURSELVES!!! Shaeyl will shout to his companions if nobody has yet done so.

He'll rise from prone, standing as a body of the night. (move, stance/swift). If needed, he'll move to a defensive position with a companion.

IUS: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d2 + 1 ⇒ (2) + 1 = 3

AoO w/IUS: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d2 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

CG Striker/Hedgewitch(3) | HP: 52 | AC: 17 | Touch: 12 | FF: 13 | Saves: F: +7 | R: +7 | W: +7 | CMD: 25 | Init: 6 | Per: 10 | Speed: 60' | Tension: 6 | Pool: 8 | MSB: 3 | MSD: 14 | Conc: 8 |

Initiative: 1d20 + 4 ⇒ (19) + 4 = 23


M Ogre Brawler/Kineticist/Oracle 3; AC 15 (T 12 FF 12); CMB +11 CMD 24; F+9 R+6 W+8; Init +3; Perception +6; HP 49/49

Initiative: 1d20 + 3 ⇒ (7) + 3 = 10


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Initiative: 1d20 + 4 ⇒ (12) + 4 = 16

"Friends, wake up! We have visitors!"

Hseir stands up, and prepares himself for the oncoming fight.

Move- stand up, Stand- cast Shield of Faith.


Surprise Round
Goatling Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Order:

Goatlings

Map is HERE and in the campaign tab

Notes:

All terrain is difficult. The forest, the rocky/debris scattered shore and the water, with slippery rocks, and debris.

The forest is dense forest with light undergrowth. Read about the details here.

Within the small lean-tos you constructed, the sleepers have some cover until they get out from under the lean-tos.

The sleepers are prone currently.

Hseir-Shae, you were caught surprised, so your actions to stand and cast a spell will not occur until regular round 1.


Shaeyl's Character Sheet Perc 12, HP 19/23, AC 19/12/19, CMD 20, Save +4/+11/+6 Darkvision 120’

I believe none of us get to go in the first round.


Surprise Round (continued)

The beach is placid, with birds chirping in the forest and the soft gentle lapping of the lake on its rocky shores; tranquil, serene. Hseir-Shae you sat tending there letting the fire go out, since you were plenty comfortable, and figure the sun would come up soon. It is actually quite chilly yet however, you just don't realize it. Regardless you feel at peace with nature, as you ponder the future for the group you have joined. How will you find your mentor? As your thoughts explore the possibilities, you hear the crunch of the underbrush, the clatter of hardened hooves on the rocks. Looking up you see them come boiling from the forest shadows. Thick shaggy humanoids, their heads very caprine in appearance. While their fur tends to be brownish, a few of them have black fur fur, one or two patchy with tan and white coloration. They have thick powerful arms and legs. Broad shoulders and thick necks hold a head with a wicked pair of horns. Whereas the evergreen forest was an impediment to them as well as to your own group, once they breach the forest's edge, they nimbly hop from rock to log, their sure feet seemingly unimpeded by the debris and uneven ground. Moving into battle, they begin to bleat, a deep braying, perhaps comical were not you the focus of their battle cry.

They close the gap between the forest edge quickly, moving swiftly into position to engage you, catching you by surprise, several of the others infiltrate the camp, moving to position their spears to pierce through the crude shelters constructed the night before. To the west of the camp, a large goatling crashes from the forest. Towering 12' tall, this monstrosity carries a very large and heavy looking mace, where as the others carry short thrusting spears. All are equipped with a quiver of javelins.

They wear no armor, and you see really little evidence of anything in the manner of equipment or gear.

The goatlings spent the surprise round moving and preparing fight you all with spears.

Battle notes:

All terrain is difficult. The forest, the rocky/debris scattered shore and the water, with slippery rocks, and debris.

Within the small lean-tos you constructed, the sleepers have +4 cover until they get out from under the lean-tos.

The forest is dense forest with light undergrowth.

Forest Terrain Rules

The water has three levels. If you can see the color differentiation. The lightest color is 1' deep. Middle color 3' deep and darkest drops off to 6' or more deep.

Goatling Status:

Goatling 1 (shortspear)=Normal
Goatling 2 (shortspear)=Normal
Goatling 3 (shortspear)=Normal
Goatling 4 (shortspear)=Normal
Goatling 5 (shortspear)=Normal
Goatling 6 (shortspear)=Normal
Goatling 7 (shortspear)=Normal
Goatling 8 (shortspear)=Normal
Goatling 9 (shortspear)=Normal
Goatling 10 (shortspear)=Normal
Big Goatling (heavy mace)=Normal
Battle Goat=Normal

Anyone who was asleep is now woken by the noise, which seems to be duplicated up and down the shoreline. Your heart racing, adrenaline surging, you are startled awake by a loud cacophony of noises and movement very close to you.

End Surprise Round.


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Do you want us to post in initiative order, or just as we get here?


Round 1

Shaeyl 33
Aury'tss 24
Sly 23
Hseir-Shae 16
Goatlings 13
Grubgullet 10

Everyone goes before the goatlings go, except Grubgullet. Once the goatlings go, we will alternate between players and enemies, doing the round split during the players, heralded by Grubgullet. Shaeyl and Hseir-Shae, you can redeclare your full round actions you had queued based on the circumstances. To stand up from prone is a move action as normal, the shelters get in the way a little, but you can basically just stand up and knock them over/apart to fight in that square unimpeded.


Hseir-shae Sendorus wrote:
Do you want us to post in initiative order, or just as we get here?

As you go. Hopefully things don't get too out of whack or step on each other. at higher levels we may need to tweak it, so people dont step into someone's AOE spell or whatever. Just use discussion to plan ahead a little, even though its metagaming to an extent. Just dont get ahead of the current round. Also, when you post please post the round # in your post somewhere, and have a spoiler with any durations running.


Should be regardless of what Shaeyl does in his turn.

Round 1
Initiative: Aury'tss - 24

Aury's eyes opened to the morning sun and the sound of Shaeyl yelling. Looking out of the lean to, she saw the goat creatures surrounding the camp, and adrenaline quickly took care of her morning grogginess.

Aury leaps to her feet, and begins to cast a protective spell on Grubgullet as she yells for him to wake up.

Actions in Order:
Move: Stand Up, provoking AoO
-->If attacked, immediate action to use Dodging Panache, adding +6 AC (28 total) for that attack, and moving 5' to the south.
Standard: Cast Mage Armor on Grubgullet. AC +4 for 1 hour, to 19 I think. Provoking AoO
-->If attacked, use dodging panache to move 5' to the south and gain +6 AC for that attack. Cannot be done if already dodged this turn.


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

It's actually Hseir's watch, but that doesn't really matter.

Hseir is surprised by the goatlings as he enjoys the warm sun on his cold scales.

Upon them moving within their camp, he does stand up off of the rock (provoking Aoo's), and does cast Shield of Faith, hoping they don't have Combat Reflexes.

He then yells a battlecry, seeing these goatmen as an obvious threat, seeing as how they didn't announce themselves.

Actions:
Move- stand up
Standard- spell
Free- yell as loud as possible


Shaeyl's Character Sheet Perc 12, HP 19/23, AC 19/12/19, CMD 20, Save +4/+11/+6 Darkvision 120’

Round 1

Shaeyl keeps his same actions, they were somewhat defensive in nature.

He'll rise from prone, standing as a body of the night. (move, stance/swift). If needed, he'll move to a defensive position with a companion.

IUS: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d2 + 1 ⇒ (2) + 1 = 3

AoO w/IUS: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d2 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

CG Striker/Hedgewitch(3) | HP: 52 | AC: 17 | Touch: 12 | FF: 13 | Saves: F: +7 | R: +7 | W: +7 | CMD: 25 | Init: 6 | Per: 10 | Speed: 60' | Tension: 6 | Pool: 8 | MSB: 3 | MSD: 14 | Conc: 8 |

Round 1
-------------------------------------------------------------------

Sly wakes up disoriented and leaps up from the ground. Not certain what is happening, he lashes out at the most obvious target, hopefully imbuing the strike with some of his power.

-------------------------------------------------------------------

Move: Stand
Std: Attack Big Goatling

Attack:Claw: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

If it hits:
Swift: Hex Strike: Evil Eye(DC 15): -2 to saves.


Round 1

Make sure you put the round number at the top of your posts (most of you have). Also note any spells or effects or trackables that are running on you. Not just numerically, but with a line entry with rounds remaining. Sort of like 'Divine favor - 8 rounds remaining'. Decrement each round etc. Not as much a big deal now, but at higher levels with dispels or things that can ignore some effects, its so much easier to reference this without having to scroll up posts to find out what spells are on who, and also not having to click everyone's sheet every round.

Shaeyl stands within the shelter, rising, and using the branches and boughs to obscure and protect himself as he stands from prone. In doing so he knocks them aside so he himself can defend and fight. Shelter dismantled Adopting his supernatural fighting stance, he swings a fist at the large goatling that is coming from the forest. His fist strikes as Shaeyl hit it hard in the lower leg. I put Ptery on the map, forgot about him. He could have been in the shelter with you, or up in a tree, your choice.

Aury'tss you are within your small shelter, a goatling (1) stands just outside if looking into both yours and Grubgullet's. Goatling 10 behind the shelter is unable to see you stand and your cover from the shelter from behind protects you from its AoO. Goatling 1 thrusts at you however. You use your panache to dodge and move 5' south.

Goatling 1 AoO: 1d20 + 4 ⇒ (8) + 4 = 12

Since he already performed an AoO against you, your movement does not provoke a second one from him. Nor does it from casting the spell as you reach out and touch Grubgullet's foot as he slowly rouses.

Grubgullet is mage armored.

Sly stands from prone, and knocks away the shelter from him, scattering the branches and everygreen boughs in a single move. Goatling 5 will not get an AoO, but goatling 6 will.

Goatling 1 AoO: 1d20 + 4 ⇒ (18) + 4 = 22

Its spear strikes you as you scramble up from prone and toss away the shelter.

Goatling Spear: 1d6 + 2 ⇒ (1) + 2 = 3 to Sly.

You strike out at the large goatling now that you can fight clearly. Your claw swing across its thigh but just misses, you catch some of its fur in your nails, but that is about it.

Goatlings are AC 16

Hseir-shae stands from his rock, surrounded by goat men and tries to cast a spell.

Goatling 2 AoO: 1d20 + 4 ⇒ (8) + 4 = 12
Goatling 3 AoO: 1d20 + 4 ⇒ (8) + 4 = 12
Goatling 4 AoO: 1d20 + 4 ⇒ (8) + 4 = 12

All of them miss you, and you are able to cast your spell without issue. You yell loudly, which comes out more like a crocodile's roar, but is quite powerful.

The goatlings launch their assault at the group

Goatling 1 Spear vs Aury'tss AC 26: 1d20 + 4 ⇒ (2) + 4 = 6 - missed
Goatling 2 Spear vs Hseir-Shae AC 20: 1d20 + 4 ⇒ (14) + 4 = 18 - missed
Goatling 3 takes a 5' step to flank Hseir-Shae with goatling 4
Goatling 3 Spear vs Hseir-Shae, flank AC 20: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 -missed
Goatling 4 Spear vs Hseir-Shae, flank AC 20: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 - missed
Goatling tales a 5' step to flank with a Battle Goat that comes from the forest to gore Sly.
Goatling 5 Spear vs Sly, flank AC 20: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 - hit
Goatling 6 Spear vs Sly, flank AC 20: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 - hit, possible crit
Goatling 7 Spear vs Prone(-4), Flat Footed(-3), Cover(+4), Mage Armored(+4) Grubgullet AC 16: 1d20 + 4 ⇒ (10) + 4 = 14 - miss
Goatling 8 Spear vsProne(-4), Flat Footed(-3), Cover(+4), Mage Armored(+4) Grubgullet AC 16: 1d20 + 4 ⇒ (18) + 4 = 22 - hit
Goatling 9 Spear vsProne(-4), Flat Footed(-3), Cover(+4), Mage Armored(+4) Grubgullet AC 16: 1d20 + 4 ⇒ (1) + 4 = 5 - miss
Goatling 10 Spear vsProne(-4), Flat Footed(-3), Cover(+4), Mage Armored(+4) Grubgullet AC 16: 1d20 + 4 ⇒ (3) + 4 = 7 - miss
Big Goatling two-hand wield Mace vs Sly, flank AC 20: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 - miss
Battle Goat vs Sly, flank AC 20: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 miss

Goatling 6 Spear, confirm crit vs Sly, flank AC 20: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 - failed to confirm

Goatling 5 Damage Shortspear vs Sly: 1d6 + 2 ⇒ (2) + 2 = 4
Goatling 6 Damage Shortspear vs Sly: 1d6 + 2 ⇒ (6) + 2 = 8
Goatling 8 Damage Shortspear vs Grubgullet: 1d6 + 2 ⇒ (2) + 2 = 4

Most of the goatlings attacks fail or fall short. The goatlings outside of Grubgullet's shelter try to stab the prone ogre through the branches and woven evergreen boughs. Only one managed to get a jab at him. Sly is not so lucky. Flanked by multiple foes, as he turned to face the large goatling, several smaller ones took advantage and speared him. On the second hit, he drops to the ground, unconscious, although the hit was not a critical or thankfully mortal hit.

You notice the short spears that the goatlings are using are not the best quality, perhaps crafted from bronze or some metal. Several of them break when their poor attacks miss and instead they strike the ground, damaging the tips. Goatling 3 and 9's spears gain the broken condition

Goatling Status:

Goatling 1 (shortspear)=Normal
Goatling 2 (shortspear)=Normal
Goatling 3 (broken shortspear)=Normal
Goatling 4 (shortspear)=Normal
Goatling 5 (shortspear)=Normal
Goatling 6 (shortspear)=Normal
Goatling 7 (shortspear)=Normal
Goatling 8 (shortspear)=Normal
Goatling 9 (broken shortspear)=Normal
Goatling 10 (shortspear)=Normal
Big Goatling (heavy mace)=Lightly wounded
Battle Goat=Normal

Record your damage taken this round:

Sly: 15 taken (ouch) at -1 HP.
Grubgullet: 4

------
Round 1 complete. Take your round 2 actions.


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Round 2:

Hseir sees his lizardfolk brother fall, and yells in rage, swinging at the goatlings surrounding him.

[ooc]Hseir will rage and power attack, taking his AC back to 18, and full attack, starting with number 3. If any of them fall, he will switch to the next one.

Bite: 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 1d4 + 9 ⇒ (4) + 9 = 13
Claw #1: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 1d6 + 9 ⇒ (2) + 9 = 11
Claw #2: 1d20 + 8 ⇒ (6) + 8 = 14 Damage: 1d6 + 9 ⇒ (5) + 9 = 14

Liberty's Edge

CG Striker/Hedgewitch(3) | HP: 52 | AC: 17 | Touch: 12 | FF: 13 | Saves: F: +7 | R: +7 | W: +7 | CMD: 25 | Init: 6 | Per: 10 | Speed: 60' | Tension: 6 | Pool: 8 | MSB: 3 | MSD: 14 | Conc: 8 |

Round 2
-------------------------------------------------------------------

Sly lays on the ground, unconscious.

-------------------------------------------------------------------

Stabilize: 1d20 - 1 ⇒ (15) - 1 = 14

| HP:-1 | Cond: Unconscious, Prone |


Grubgullet still has to take 1st round actions though, right? We will type up our 2nd and he can work on his 1st.


Round 2
Initiative: Aury - 24
AC back down to 22

Seeing Sly fall, Aury continues towards him, and begins singing her bardic song to inspire her companions.

Actions in Order:
Standard: Start bardic performance, inspire courage. All Allies gain +1 to hit and +1 to damage.
Move: 5' step southwest, between 1 and 4.
Reactions: If goatlings 5 or 6 attack me and miss on their turn, I will use Underfoot Assault (1 panache) to shift into their square. While sharing squares, they have -4 attack and cmb to target me. If they leave this square, I can make an attack of opportunity against them. Preference for 6 if possible.

Current effects (All Allies):
All allies gain +1 to hit and +1 damage

Note that Hseir would go after me, and thus be affected by the performance.


M Ogre Brawler/Kineticist/Oracle 3; AC 15 (T 12 FF 12); CMB +11 CMD 24; F+9 R+6 W+8; Init +3; Perception +6; HP 49/49

Sorry, just got on! Round #1:

Grubgullet groggily stands up, wrecking the makeshift shelter he'd been sleeping in, and swings to grab the largest foe.

Move: Stand Up (Provoking); Standard: Attempt to grapple Large Goatling.

Grapple Check: 1d20 + 11 ⇒ (15) + 11 = 26

Edit: If successful, the target is pulled adjacent to Grubgullet. This does not immediately push anyone else out of the squares they're in, but they cannot end their own turn in the same square as it.


Shaeyl's Character Sheet Perc 12, HP 19/23, AC 19/12/19, CMD 20, Save +4/+11/+6 Darkvision 120’

Round 2

Ptery was in the trees

Shaeyl will nimbly move 5' east to flank #1, drawing his wakizashi as he does so.

acrobatic move to flank, move to draw weapon
acrobatics vs AoO: 1d20 + 12 ⇒ (12) + 12 = 24

AoO: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d4 + 3 ⇒ (3) + 3 = 6

AoO #2: 1d20 + 3 ⇒ (19) + 3 = 22
confirm: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d4 + 3 ⇒ (2) + 3 = 5

sneak attack: 1d6 ⇒ 3
deadly strike: 1d6 ⇒ 2

Should he get the opportunity for a second AoO, the second creature, if applicable, may suffer the sneak attack damage. The confirmed critical will apply the deadly strike damage.


Why the Attacks of opportunity? Can't just shift to the right and attack?
Edit:Oh is it because you need to draw also?


Round 1
Oh yeah forgot Grubgullet

Goatling 1 shortspear AoO vs Grubgullet AC 19: 1d20 + 4 ⇒ (1) + 4 = 5
Goatling 7 shortspear AoO vs Grubgullet AC 19: 1d20 + 4 ⇒ (8) + 4 = 12
Goatling 8 shortspear AoO vs Grubgullet AC 19: 1d20 + 4 ⇒ (18) + 4 = 22
Goatling 9 shortspear AoO vs Grubgullet AC 19: 1d20 + 4 ⇒ (11) + 4 = 15
Goatling 10 shortspear AoO vs Grubgullet AC 19: 1d20 + 4 ⇒ (4) + 4 = 8

Goatling 8 shortspear Damage vs Grubgullet: 1d6 + 2 ⇒ (1) + 2 = 3

Grubgullet stands and his shelter goes flying, branches and evergreen boughs spilling all over. Knowing battle is afoot, he grabs the biggest thing he sees reaching out and seizing the huge goatling and dragging him in close, grappling the towering humanoid.

Round 2
Shaeyl, like a shadow, moves east out of the way of the grappling behemoths. You tumble to the east, avoiding an AoO from Goatling 5. You prepare yourself to fight, drawing your weapon.

Keep in mind Aury'tss doesn't threaten a square, I don't think she has natural attacks or a weapon wielded. As a result you can't flank with her.

Aury'tss you begin your bardic performance. You step southwest into the campfire which has gone out. You step gingerly, hoping to avoid the embers still burning in the ashes. Goatling 1 attempts to stab you as you carefully move over the difficult terrain.

Goatling 1 spear attack against Aury'tss AC 22: 1d20 + 4 ⇒ (16) + 4 = 20 - miss

Sly lies there, stable for now.

Hseir-Shae seeing his brother fall, goes berserk and attacks Goatling 3, clawing him for heavy damage. His other attacks fall short however.
Added extra damage from bardsong. It didn't change any hits though. Goatlings are AC 16.

Goatling Status:

Goatling 1 (shortspear)=Normal
Goatling 2 (shortspear)=Normal
Goatling 3 (broken shortspear)=Heavily Wounded
Goatling 4 (shortspear)=Normal
Goatling 5 (shortspear)=Normal
Goatling 6 (shortspear)=Normal
Goatling 7 (shortspear)=Normal
Goatling 8 (shortspear)=Normal
Goatling 9 (broken shortspear)=Normal
Goatling 10 (shortspear)=Normal
Big Goatling (heavy mace)=Slightly wounded, Grappled
Battle Goat=Normal

goatlings go next. Will get in next post.


M Ogre Brawler/Kineticist/Oracle 3; AC 15 (T 12 FF 12); CMB +11 CMD 24; F+9 R+6 W+8; Init +3; Perception +6; HP 49/49

Round 2:

As soon as the big one is in his grasp, Grubgullet attempts to shove its face into the dirt. He completely ignores the little ones, despite one tearing a slight gash into his leg.

Grapple to Pin: 1d20 + 11 ⇒ (7) + 11 = 18

This is all assuming, of course, that the big one doesn't escape the grapple or anything. Also, what size are the regular goatlings? Medium?


Round 2

The goatlings around Grubgullet attempt to aid their leader in escaping the grapple

Goatling 7 Aid Another AC 10: 1d20 + 4 ⇒ (13) + 4 = 17 - success
Goatling 8 Aid Another AC 10: 1d20 + 4 ⇒ (4) + 4 = 8 - fail
Goatling 9 Aid Another AC 10: 1d20 + 4 ⇒ (12) + 4 = 16 - success
Goatling 10 Aid Another AC 10: 1d20 + 4 ⇒ (1) + 4 = 5 - fail

The leader will get +4 to break the grapple.

Big Goat reverse grapple vs GrubGullet CMD 22: 1d20 + 8 + 4 ⇒ (4) + 8 + 4 = 16 - failed

As the goatlings surround the group and lock them down, they start to tear in to them.

Goatling 1 attacks Shaeyl

Goatling 1 shortspear against Shaeyl, Flanked AC 16: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 - miss
Goatling 1 gore against Shaeyl Flanked AC 16: 1d20 - 1 + 2 ⇒ (16) - 1 + 2 = 17 - hit

Goatlings 4, 5 and 6 attack Aury'tss

Goatling 4 shortspear against Aury'tss, Flanked AC 22: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 - miss
Goatling 4 gore against Aury'tss, Flanked AC 22: 1d20 - 1 + 2 ⇒ (1) - 1 + 2 = 2 - miss
Goatling 5 shortspear against Aury'tss AC 22: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 - miss
Goatling 5 gore against Aury'tss AC 22: 1d20 - 1 + 2 ⇒ (6) - 1 + 2 = 7 - miss
Goatling 6 shortspear against Aury'tss AC 22: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 - miss, triggers underfoot assault
Goatling 6 gore against Aury'tss AC 22: 1d20 - 1 + 2 - 4 ⇒ (20) - 1 + 2 - 4 = 17 - hit(natural 20), possible crit

The goatlings strike out at the small kobold, but she is quick and nimble, and moves into the square shared by Goatling 6. Underfoot Assault activated

Goatlings 2 and 3 continue to harass and attack Hseir-Shae

Goatling 2 shortspear against Hseir-Shae AC 18: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 - hit
Goatling 2 gore against Hseir-Shae AC 18: 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20 - hit
Goatling 3 broken shortspear against Hseir-Shae, Flanked AC 18: 1d20 + 4 + 2 - 2 + 2 ⇒ (6) + 4 + 2 - 2 + 2 = 12 - miss
Goatling 3 gore against Hseir-Shae, Flanked AC 18: 1d20 - 1 + 2 + 2 ⇒ (9) - 1 + 2 + 2 = 12 - miss

Goatling 6 gore, confirm crit vs Aury'tss: 1d20 - 1 + 2 - 4 ⇒ (10) - 1 + 2 - 4 = 7 - failed

Goatling 1 gore Damage against Shaeyl: 1d6 + 1 ⇒ (5) + 1 = 6
Goatling 6 gore Damage against Aury'tss: 1d6 + 1 ⇒ (2) + 1 = 3
Goatling 2 shortspear Damage against Hseir-shae: 1d6 + 2 ⇒ (4) + 2 = 6
Goatling 2 gore Damage against Hseir-shae: 1d6 + 1 ⇒ (1) + 1 = 2

Record your damage:
Shaeyl 6
Aury'tss 3
Hseir-shae 8

MAP

Battle notes:

All terrain is difficult. The forest, the rocky/debris scattered shore and the water, with slippery rocks, and debris.

Within the small lean-tos you constructed, the sleepers have +4 cover until they get out from under the lean-tos.

The forest is dense forest with light undergrowth.

Forest Terrain Rules

The water has three levels. If you can see the color differentiation. The lightest color is 1' deep. Middle color 3' deep and darkest drops off to 6' or more deep.

Goatling Status:

Goatling 1 (shortspear)=Normal
Goatling 2 (shortspear)=Normal
Goatling 3 (broken shortspear)=Heavily Wounded
Goatling 4 (shortspear)=Normal
Goatling 5 (shortspear)=Normal
Goatling 6 (shortspear)=Normal
Goatling 7 (shortspear)=Normal
Goatling 8 (shortspear)=Normal
Goatling 9 (broken shortspear)=Normal
Goatling 10 (shortspear)=Normal
Big Goatling (heavy mace)=Grappled
Battle Goat=Normal


Grubgullet wrote:

Round 2:

As soon as the big one is in his grasp, Grubgullet attempts to shove its face into the dirt. He completely ignores the little ones, despite one tearing a slight gash into his leg.

[dice=Grapple to Pin]1d20+11

This is all assuming, of course, that the big one doesn't escape the grapple or anything. Also, what size are the regular goatlings? Medium?

Grubgullet continues to wrestle and grapple with the large goatling. As the ground shakes to their fight the battle wheels around them. The smaller ones had joined in to help their leader break free, but unsuccessfully.

Grubgullet moves to try and pin the large goatling to the ground, but is also unsuccessful. The grappling continues.

Yes the regular goatlings are medium sized

End Round 2

-----------

Round 3

Take your actions.

Initiative:

Shaeyl 33
Aury'tss 24
Sly 23
Hseir-Shae 16
Goatlings 13
Grubgullet 10


Round 3
Initiative 24 - Aury

Aury yelps as she dodged underfoot of the goatling, grazed by its horns. She shifts around the goat creature as she vocalizes a healing spell, and a pale green light encases her hands.

Actions in Order
Standard: Cast cure light wounds on Sly. Provokes AoO, AC22
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Concentration if hit: 1d20 + 6 ⇒ (18) + 6 = 24 vs DC 11+Damage taken

Eyyy, came in for the save. Should be safe for you to stand up since I'll have taken attacks of opportunity from everyone near you, and the big guy is grappled. But I'd just say start full attacking, or use a hero point to stand up.

Current Effects (All Allies):
Inspire courage, +1 attack and damage. +1 saves vs charm and fear.

Liberty's Edge

CG Striker/Hedgewitch(3) | HP: 52 | AC: 17 | Touch: 12 | FF: 13 | Saves: F: +7 | R: +7 | W: +7 | CMD: 25 | Init: 6 | Per: 10 | Speed: 60' | Tension: 6 | Pool: 8 | MSB: 3 | MSD: 14 | Conc: 8 |

Round 3
-------------------------------------------------------------------
Assuming CLW happens:
-------------------------------------------------------------------

Sly's chest jerks up off the ground as the healing magic takes hold. With a roar, he pushes himself upright with his tail. Lashing out at the battle goat, he strikes with fang and claw. His tail lashes out at the nearest goatman. Looking at Aury'tss, he nods in gratitude. "Little Sister."

-------------------------------------------------------------------

Hero Point: Extra move action: Stand from prone.
Full attack: Bite, Claw, Claw, Tail; Target: Battle goat, then GM5.
Free: Tripping Tail attempt.

Rolls:

Bite + IC: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Bite Damage + IC: 1d3 + 6 + 1 ⇒ (1) + 6 + 1 = 8

Claw + IC: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Claw Damage + IC: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9

Claw + IC: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Claw Damage + IC: 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8

Tail + IC: Goatman 5: 1d20 + 7 + 1 - 5 ⇒ (15) + 7 + 1 - 5 = 18
TailDamage + IC: 1d8 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Free Trip Attempt + IC: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18

| HP:8 | Hero:0 |


Will wait on Shaeyl and Hser-Shae to complete their actions before moving to goatlings. Shaeyl also see note in discussion, to retro damage against you, after rereading obscure grappling points.


Shaeyl's Character Sheet Perc 12, HP 19/23, AC 19/12/19, CMD 20, Save +4/+11/+6 Darkvision 120’

Round 3

Shaeyl lays into the goatling (#1) in front of him, determined to clear some space for himself and his companions.

full attack
wakizashi: 1d20 + 2 ⇒ (6) + 2 = 8
IUA: 1d20 + 2 ⇒ (7) + 2 = 9

well that sucked.

AoO-1 wakizashi: 1d20 + 4 ⇒ (8) + 4 = 12
AoO-2 wakizashi: 1d20 + 4 ⇒ (19) + 4 = 23
AoO-2 confirm crit: 1d20 + 4 ⇒ (1) + 4 = 5

damage: 1d4 + 4 ⇒ (4) + 4 = 8


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Sorry, was at Free RPG day. We Be Goblins! Anyway.

Hseir will take a five-foot step (free action-Travel Domain), enlarge himself (swift- Growth, taking his AC down to 16), and then start the full attack, aiming the first attack (the bite), towards the heavily wounded goatman first, power attacking.

Bite: 1d20 + 7 ⇒ (16) + 7 = 23
Bite damage: 1d6 + 10 ⇒ (1) + 10 = 11

Claw 1: 1d20 + 8 ⇒ (10) + 8 = 18
Claw 1 damage: 1d8 + 10 ⇒ (7) + 10 = 17

Claw 2: 1d20 + 7 ⇒ (6) + 7 = 13
Claw 2 damage: 1d8 + 10 ⇒ (2) + 10 = 12

Again, if target falls, take next in line.

Bite and first claw hit, I think, second did not. Not too bad!


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Quick question. How does getting Hero Points back work? Is that just a daily thing, or do we have to earn them, through the ways mentioned in the link you provided, CaveToad?


Addition to my round 3 turn:
If attacked, I would like to use dodging panache to shift 5' to the south west, so I am in sandwiching the goat with Hseir. +6 AC vs one of the attacks, others are still at AC22


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Forgot to put the round number on my last post. Sorry, it was late for me. That should be round 3.

Also, if Hero Points are easy-ish to get back, I may spend one to make that 13 attack roll a 17, which I think CaveToad said hits. Not sure if we're supposed to use them here, however.


Hseir-shae Sendorus wrote:

Quick question. How does getting Hero Points back work? Is that just a daily thing, or do we have to earn them, through the ways mentioned in the link you provided, CaveToad?

You get 1 back when you level, otherwise through the special circumstances listed in the link. They are rare.


Round 3

MAP

Initiative:

Shaeyl 33
Aury'tss 24
Sly 23
Hseir-Shae 16
Goatlings 13
Grubgullet 10

Shaeyl attacks Goatling 1 but misses.

Aury'tss attempts to cast a spell to heal Sly, and provokes multiple attacks of opportunity.

Goatling 4 AoO shortspear vs Flanked Aury'tss AC 28: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 - miss, dodging panache used.
Aury, the square you indicated doesn't make sense. You said move to the SW 5' to sandwich a goatling with Hseir. Can you specify which square? like which square next to which goatling? Also, perhaps a bigger concern is you were casting a spell to heal Sly if you use dodging panache to move as an immediate action to the AoO, you will disrupt your own spell, since I don't think you can move midcast. Let me know if you want to clarify this stuff. Also that might move you away from Sly.

The other goatlings take their AoO either as you move or as a result of the spell cast, but I need clarification before we move on.

Hseir-shae, where did you take a 5' step to? Also I assume you mean Goatling 3 when you mean heavily wounded. Thats the only one that makes sense. Next time just tell me the number of the goatling ;)

Hseir-Shae tears into Goatling 3, savagely biting it, his teeth ripping a massive wound into it, and it drops in a spray of blood. His claw viciously rips a wound into Goatling 2, leaving a deep wicked wound.

Will hold off on Sly's action until we can resolve the confusion with Aury. I'm sure it will go fine, but I am confused by conflicting statements as well as taking a step during casting.


My apologies I messed up icons/names. I meant 5' to the south west, south of the goat image (not goatling), 2 squares south of Sly.
You're probably right on the interruption, I will alter my turn

Altered Turn, in order
Move:Aury moves out of the creatures square, and loops around until she is next to Sly, to the left of him. Put an arrow on the map indicating route.
Immediate/Swift: Dodging panache against first of the many AoOs. AC28 vs one AoO, all other resolve normally. Shift direction doesn't matter, I will end up in the same place.
Standard: As previous post, cast spell, healing 9.

This movement will provoke the same number of AoOs. My spellcasting will not provoke anything unless the battle goat has combat reflexes.
If it does, same roll of 24 for concentration
I will still cast my spell with the spellcasting of 9 health.

Again, apologies. I'll make sure I double check things next time


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Just backwards, so that I have enough room to enlarge. I end up with 10-foot reach, so I don't have to worry about that. Basically, I am now flanking G1 with Sly, and can reach G's 1, 2, 4, 5, and 10.

Edit: didn't realize we could edit it ourselves, and I just moved Hseir to where he is now. Hope that's okay!

I'll be more specific with targets, as I thought I had designated targets. Actually haven't been counting Aury's bardic performance, so that makes another point of damage to G2. And I think you said their AC is 16? Then that 14 didn't hit.


Hseir-shae Sendorus wrote:

Just backwards, so that I have enough room to enlarge. I end up with 10-foot reach, so I don't have to worry about that. Basically, I am now flanking G1 with Sly, and can reach G's 1, 2, 4, 5, and 10.

Edit: didn't realize we could edit it ourselves, and I just moved Hseir to where he is now. Hope that's okay!

I'll be more specific with targets, as I thought I had designated targets. Actually haven't been counting Aury's bardic performance, so that makes another point of damage to G2. And I think you said their AC is 16? Then that 14 didn't hit.

ok Got it. I think you mean flank G5 with Sly, as Sly doesn't threaten G1. Shaeyl does though. I didn't mark you as hittng for your one claw, but added apoint to #2


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Yeah, that's what I meant. My bad.

For Party: I intend to continue to flank G1 and G5, and any others that flank with us, but the plan is to work around the goat-circle, starting with 2, then 4, 6, 5, 1, and 10. Not sure how many I can actually take out myself, but I've got one down, so we'll see. As for HP, I've got plenty with my base HP, and then ferocity. So I shouldn't be going down any time soon.

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