Monster Mashup - Table 5 (Inactive)

Game Master CaveToad

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

Party XP Total: 15400 each (6th level)

Needed for 6th level: 23000

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


151 to 200 of 488 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Regarding medusa head snakes: My take on the snakes is they are more like appendages with eyes and a mouth. They may have their own small self contained nervous system and possible rudimentary autonomy (but mostly are attached to the main nervous sytem and controlled by the medusa), but for the most part they don't act or think independently, they don't have their own organs. They don't breathe, eat, or excrete. They are attached to the medusa and are part of the medusa's biology so get all their energy through the bloodstream like the medusa would.


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

sounds good by me.

I just think it's a cool opportunity to play one.

Might be cooler if she had the whole snake-like lower body.


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

We will need the highest armor classes we can get. Mage Armor, Shield. I also think we want to focus on one giant at a time. I think if all of us focus firepower on a single giant, we can drop one in a single round. I am metagaming using regular hill giant stats, sorry. We need to be able to prevent them from getting more than a standard action, or from ganging up on us. Perhaps entangle and use of medusa petrify will buy us the time we need. Lumpsong and other bonuses will help us hit their armor class. I will mutagen up and if we can flank one at a time, I can get sneak attacks. Tayanella can sneak and rain down poisoned arrows of death and use gaze to lock them down. Ashe hopefully can tank or use grapples to lock one down and raptors I hope can hit enough. Grobly can melee chomp with mutagen or use aerial fire bombs to distract and weaken through a barrage of fire damage. If we buff the bat also it will help it against rock throwing and Grobly can negate a hit with a ride check. Lump can heal, bard song, touch of chaos with his tongue which will help a lot, and also use bane, and even melee if we can secure some daggers or something for him. if we can just trick them or lure one of them away. If we can track them and sneak up on them, maybe kill one while it is taking a poo, or distract one away with an illusion or a sound in the bushes to pull it away from the others.

I might have forgotten something. Any ideas?


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

We have to get close for a lot of what you're talking about to work.

30' range on gaze (I'm not hopeful that a giant will fail a fort save)

30' range on sneak attacks

I could potentially charm person one of them (I'd bet against their will save before I'd bet against their fort save)

That would work best if we found one alone. (Again, a 30' range)

Taking on three at once is probably definitely a bad idea.

We can be sneaky and find them first, then split them up somehow and take them out.


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

We will definitely be getting in close anyhow for the two to three of us meleeing. So you should be able to get within 30' for ranged stuff. If Lump can touch of chaos one of them with his tongue, he can force rerolls of saves which may help. Splitting them up will help for sure though.


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

Lump doesn't need daggers, his improvised weapon does more dmg already


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

I think we're ready to head out as soon as Hawke gets back to us.


The Advanced Character Guide updated errata came out a few days ago. I encourage everyone to take a look at this, particularly if you have one of the ACG classes as part of your gestalt. There are some significant changes in there, and I see quite a few that will alter people's builds here. I will be going by the new updates rules, so please make adjustments as needed. If some change has removed a 'feature' that was core to your build, we can discuss. I will be reviewing the errata again and taking a look at everyone who has an ACG class and making sure that things affected are adjusted as needed.

ERRATA


Male Goblin Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

@Cavetoad I do not believe by build is affected... I could be wrong.

Kark, are you good with forever holding that nights watch spell in reserve? I know Gestlt gives a lot of options, but if you wanna use that slot for a buff or some such, I am sure we could work out a watch order. We only really save ourselves an hour or so.

As for our upcoming encounter- Tommorow we can easily catch up to the Giants I think. If not directly, Grobly should be able to scout enough to help us head them off. When we get to an advantageous position I like the idea of splitting them up.

Even before that however, I still want to somehow try and pursue the idea of peacefully resolving the issue. In a perfect world, I would suggest sending Lump in to Parlay with the Giants, but methinks we shouldn't be sending our handsome amphibian anywhere alone (for his safety of course). I fear Kark or either of our maidens would also be seen with immediate hostility- Grobly too.

Still, I would like to figure a way to try and resolve the Giant issue peacefully. Maybe we could try and make use of our other brethren? I could prepare message and we could try to communicate with a group that does have an Giant with them? just spitballing


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

That could be a good idea. I mean in general, if these giants are going to paste us, we might want backup.


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

I don't mind trying to resolve it peacefully.

I'd rather Lump only talk to one of them if possible so a rescue will be less suicidal.

Let's scout them and see if they ever separate.


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

I have been doing it, because its useful and also as a roleplaying aspect as he doesn't want Baphomet infiltrating his dreams. It would be nicer to have the slot for something else, so I might vary it.

We can try to talk to the giants, but they normally are chaotic evil. We also lose the element of surprise if we try to talk it out. We would need Lump to talk due to the language barrier. What will we use to convince them of a peaceful solution? I think without a bribe or significant threat they will just try to kill us or laugh us off.


Male Goblin Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

Hrm.. maybe we could find a way tot urn the giants on themselves.


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

A charm person on a giant wouldn't influence them long enough to get them to go away, but it might get them to fight amongst themselves.


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

What if we prepared an herbal laxative for them. Lump could sneak it in to their water skins if they use any.

Herbs for Health: Gentle Natural Laxatives - Laxatives plants can offer gentle relief - By Steven Foster August/September 1996 wrote:

"Cascara sagrada, or “sacred bark”, is the dried, aged bark of Rhamnus purshiana, a small tree in the buckthorn family native to the Pacific Northwest. The bark is mainly wild-harvested in Oregon, Washington, and southern British Columbia. Although ingesting fresh bark can cause nausea and intense cramping, the bark when dried and aged is generally considered safe to use as a laxative."

We could spike their water with some nasty plant to make them sick or nauseous. It may give us a little edge. Maybe give them the Hershey squirts so they have a greater chance of splitting up. If we can find a similar plant or tree to this area/world. I assume the area we are in is somewhat close?

Perhaps some toxic mushrooms? Maybe the party alchemists can brew something up if Ashe scrounges around for herbs.


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

that is a good idea Ashe.

so far, courses of action as i see them:

1. negotiate - difficult, but if we get close and they attack, we know there isn't any redemption to be done. Need to get them separated so we can talk to just one, or get backup ourselves so we look fearsome enough that they may not outright attack us.

2. divide and conquer - this can only work to an extent before even they figure it out, but it still tips things in our favor slightly.

3. herbal laxatives or the like - could be useful, dehydrate them, induce fever, etc. I could see it as a problem RAW, as they likely have high fort saves, but as far as what makes sense, these guys have to have some sort of medicine they rely on to work when they ate too much meat and can't poop.

****

Grobly, we could use a headcount or approximate numbers of our enemy.

****

If we could maybe send a summoned creature in there or some kind of illusion to see if they attack it....?


Male Goblin Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

Getting accurate numbers should be easy once we get closer.


Asheranthi wrote:

What if we prepared an herbal laxative for them. Lump could sneak it in to their water skins if they use any.

This sort of thing seems reasonable if you can gather the appropriate materials. Probably need some knowledge nature rolls and some craft alchemy or profession herbalist.

Since you don't have a full lab it is harder to mix stuff up, but at least you have a waterproof bag now, so you can make a liquid extract. Prestidigitation can make crude containers to hold stuff as well.


Grobly wrote:
Getting accurate numbers should be easy once we get closer.

Grobly you know that you saw three giants the night before. If you get too close in the day they will see you even if you fly out of rock throwing range.


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

We don't want to make them suspicious, so we should probably keep our daylight aerial scouting to a minimum.

I'm willing to go along with either the laxative plan or to try separating them and maybe using charm person to make one friendly to us and get it to help us against the others. (or both)

It might be worth noting that Taya's blood/spit is actually a poison, I don't know if mixing that in would help.

(I'll bet against their will saves before their fort saves in general)

Another point: my bloodline power makes it so that I can use charm person on a monstrous humanoid that doesn't understand my language. We'd need some magic to talk to it afterward to ask it to help us. (or convince it that it's comrades gave it bad roots so that it would end up with the poops)


Male Goblin Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

I'll post again in a few hours... Messing with that map on my phone is annoying


Male Goblin Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

Are we really going to take down 3 hill giants w/o talking any damage? This is awesome! Seeing as how my ac is so low and we would probably drop rather quick like to these things.


Well, good planning and tactics should be rewarded. It could have gone poorly the other way too, just running in without any preparation or scouting, they might have smooshed you good.

It may have been a smidge too easy with two them going to sleep, but it had to happen at some point, its not like they didn't have someone on watch, he just had some issues.


M Humanborn
CaveToad wrote:

Well, good planning and tactics should be rewarded. It could have gone poorly the other way too, just running in without any preparation or scouting, they might have smooshed you good.

It may have been a smidge too easy with two them going to sleep, but it had to happen at some point, its not like they didn't have someone on watch, he just had some issues.

i agree. realistically, if planning is done well and circumstances allow, some things really should just be easy. not to mention all the buffs you all used.

when planning isnt done well... well, you end up invading russia in the winter.


Male Goblin Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

Gems and ingots! Payday!
... Maybe we should consider 'giving' the ingots back to the dwarves? They obviously seem stolen.


I'll have some Xp totals coming too.

Also this weekend I wont be posting as much due to travel and events.


Male Goblin Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

I should be able to stay on top of my posts, but will be moving Monday and Tuesday. Sorry if I am sluggish.


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

We could get advice from our Liaison before proceeding to give the items to them. He would tell us how that would be received, but maybe we could get some more goods out of the deal. Because yeah, giving them the stolen goods back is nice, but that wasn't what we were asked to do. They don't like us, so maybe they would not be inclined to give us anything for the goods. But maybe we give the goods to the liaison, he gives us stuff and says he found the goods, and then he gets something out of it too. who knows?


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

I figure that what we recover is probably ours, but it doesn't matter much because the only place we can spend it is with the dwarves.

They can set their prices at whatever they want, so money is probably irrelevant.


Just an fyi, travelling today and a wedding so I may not be updating posts until Monday


I have updated your XP on the campaign tab. For killing the giants you each got 1920 XP, which takes you 20 over what you need to level. This puts you at 3rd level.

As before you can't level up until you can find a few hours of downtime and reflect on your deeds. A safe campsite will do the trick. No one is wounded.

Decide when/where/how you want to accomplish this, and perhaps prepare for the levelup, but don't make your changes yet until you have rested properly.


1 person marked this as a favorite.
Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

Ha!

At third level I get speak with animals to reptiles at will.

I'll be having some long conversations with some velociraptors about how they need to unionize and press for better working conditions.


Male Goblin Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

My bite gets a grab at 3! Time to start being annoying to our enemy's. I might be able to update my sheet tonight if we get to a point where we can. If not I think I will probably have to wait till Wednesday when my new apartments internet is set up


M Humanborn

It'll probably be Friday before i can level up in earnest, but I dont mind playing behind everyone else a bit so as not to hold things up with my own life circumstances.


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

I have most of the work done for leveling up Tayanalla.

I still need to create a stat block for the familiar she gets at 3rd level.

Everyone don't forget (1) we get a stat increase at 3rd, not 4th and (2) our item provide free weapon focus (or something else if you're a lute slingin' frog)


I am also very close to having the special item system laid out, so that will be unveiled soon.


Male Goblin Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

Dunno know what school of magic to choose my spell focus in.


Male Goblin Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

@cavetoad:is natural spell an adequate feat to replace spell focus?


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

I will try to get updated in the next day or two.


I will have to think about it. Probably. It isn't on the lists I have been using as a reference, but probably should be.


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

Tayanalla is mostly updated


Male Goblin Alchemist(firebomber)/UCBarbarian(Feral Gnasher)/Druid HP: 75/75 AC:19 F: +9 R: +7 W: +7 Perc: +9

My sheet is fully updated.


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

Updated


Just an FYI, I have put out the expanded framework and ruleset for customizing your Signature Items. It is in the campaign tab of the main thread. Feedback appreciated, especially where I may have missed something exploitable.


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

Is 6th level 1 or 2 feats for the item?


Tayanalla wrote:
Is 6th level 1 or 2 feats for the item?

2, you get one combat or magic. You also get greater weapon focus, or whatever other focus you can select from the short list.


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

So if I wanted to enchant my bow to +1 right now for 2000 of my MCP I could, right?

Getting to +2 would cost 8000-2000 = 6000*150% = 12,000gp

12,000 + 2,000 = 14,000 so I couldn't do that until 6th level, right?

If I alternately waited and did the +2 enchantment all at once, would it cost just 8,000? and that could be done at 5th level?

edit:
or does the "(Upgrading a numerical bonus counts as the same enchantment) " mean that going from +1 to +2 not count as a different enchantment and no +50% tax?

Does giving the weapon a property like "Seeking" count as a different enchantment?


Tayanalla wrote:

So if I wanted to enchant my bow to +1 right now for 2000 of my MCP I could, right?

Getting to +2 would cost 8000-2000 = 6000*150% = 12,000gp

12,000 + 2,000 = 14,000 so I couldn't do that until 6th level, right?

If I alternately waited and did the +2 enchantment all at once, would it cost just 8,000? and that could be done at 5th level?

edit:
or does the "(Upgrading a numerical bonus counts as the same enchantment) " mean that going from +1 to +2 not count as a different enchantment and no +50% tax?

Does giving the weapon a property like "Seeking" count as a different enchantment?

Adding additional enchantments like going +1 to +2 counts as the same, its just an upgrade. Even adding effects that count as enchantment bonuses fall into the same. Its more for if you want to add say invisibility or something to the weapon, or some other spell a few times a day, that invokes the 50% tax.


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

Got it


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

hmm, not sure how i should upgrade mine. (soliciting advice, here)

it is my primary weapon, improvised though it is.

However, being more of a spellcaster, it might be more useful as a magic implement.

As a combat item, i could take some shield-related feats, and use it like a shield, and bash with it as well.

as a magic item, not really sure what i would do with it?

151 to 200 of 488 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Monster Mashup - Table 5 Discussion All Messageboards

Want to post a reply? Sign in.