Monster Mashup - Table 6 (Inactive)

Game Master CaveToad

Goatling Battle Map
Marsh Battle Map
Ogre Mountain Battle Map
Regional Map
Nathan's Night Campsite

Party XP Total:

Greebins: 5763 (level 3)
Crest: 7160 (level 4)
Mlinzi: 6000 (level 4)
Nathan/Lotham/Eleanor: 7693 (level 4)

Needed for level 4: 6000
Needed for level 5: 10000

Party Meals Remaining: 35
Meals consumed per day: 8
(2 large, 4 medium )
Meals consumed through day 12


801 to 850 of 1,200 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>

Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Upon hearing Greebins report Nathan looks worried. "They are heading away from us. We can either cross the river and follow them that way or stay behind them I don't think we can get ahead of them. Prar, I wasn't so much planning on splitting us up as putting some distance between us. You guys have a cold camp and I have one with a fire. Hopefully that will cause them to head back to us the next day with only a small part of their group. You stay downwind of me and ambush whomever shows up. Unless it's the whole group then we all disappear."


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Greebins nods his agreement.


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

"It's risky, but I can't think of a better plan of attack than that." Eleanor states.


The group seems largely in consensus as they discuss Nathan's daring plan. They hash over the possibilities and finally decide on the actions.

Let me know the specific of who goes where and when, and what everyone else's plans are for back up.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan nods to the others and says, "Here is what we will do. We will follow them today and after they make camp I will make a camp as far away from them that I can and that will still allow them to see my campfire. I'm hoping that they don't investigate at night but wait till the morning to send some back. You guys stay a bit away and downwind from my camp. Whoever shows up to investigate we ambush, unless it's the whole group, in that case we try to slip away."


- INACTIVE - (GM abandoned game)

Lotham nods, following the plan.

-Posted with Wayfinder


Day 12 - All Day

Your band follows the group of enemies for the entire day, staying well clear. The hounds in the enemy group move in packs on the outskirts of the group keeping close. The manticore flies aerial reconnaissance, and your group has to keep well away, almost a mile back and keeping to brush as able so that you are not spotted. Luckily they are easy to track and appear to be attempting to reach the lake. As the evening approaches they push on, attempting to make the final push to the lake, even after dark. They arrive on the shores and set up a crude camp. Under cover of darkness, Greebins is able to get somewhat close, being extremely cautious to not let the hounds catch his scent.

Nathan deals with a fussy baby all day, who seems rather displeased with all food offered it, yet still devouring most things. Nathan considers using abstemiousness to deal with it magically. Perhaps on the morrow it may be a good spell to ask the Dawnflower to grant him.

Now that the enemy has set up a camp for the night, Nathan prepares to set his plan in action. Leaving the baby ogre with the group he will set out to set up a camp in the distance, and allowing them to see his fire. The hope is that scouts will come and they can be ambushed. It seems a dangerous plan, but one that the group has deemed wiser than a full assault against the enemy group as one. Will Nathan create the camp to the west, crossing over the river and camping on the west bank of the lake, or will he circle up to the east? Being east has the advantage of being downwind. The west has the advantage of the river crossing for the enemies to investigate.

Here at the lake, the river is wide and deep. Possibly over eighty feet wide and twenty or more feet deep. Three large rivers flow into it.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan heads to the east so that he and his friends can be downwind of the group. He makes a nice big fire, and ogre sized one, and then sits down to see what moths it attracts.


Nathan sets up his camp and starts his watch, as he builds a roaring fire near the shore easily visible from the southern part of the lake where the giant and his monster minions have set up camp.

dice:

GM Roll: 1d20 + 13 ⇒ (5) + 13 = 18
GM Roll: 1d20 + 13 ⇒ (10) + 13 = 23
GM Roll: 1d20 + 13 ⇒ (5) + 13 = 18
GM Roll: 1d20 + 13 ⇒ (2) + 13 = 15
GM Roll: 1d20 + 13 ⇒ (20) + 13 = 33
GM Roll: 1d20 + 13 ⇒ (10) + 13 = 23
-
GM Roll: 1d20 + 5 ⇒ (14) + 5 = 19
GM Roll: 1d20 + 5 ⇒ (20) + 5 = 25
GM Roll: 1d20 + 5 ⇒ (8) + 5 = 13
GM Roll: 1d20 + 5 ⇒ (14) + 5 = 19
GM Roll: 1d20 + 5 ⇒ (8) + 5 = 13
GM Roll: 1d20 + 5 ⇒ (17) + 5 = 22

Before long, Nathan realizes that there is something out in the brush not far away. Just beyond his darkvision, he senses several creatures padding through the growth near the river's edge.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

As quietly as he can, Nathan casts vanish and stands up.


Nathan turns invisible as he stands and prepares. Listening, he can see sense the creatures now surrounding him, and although invisible, the ones who have gone downwind will be able to smell him, although not pinpoint him unless very close. Within a few seconds he hears them all bay loudly. It sends a chill down his spine, and his companions downwind and not that far away hear it also. They react to each other, but need to decide what to do.

Nathan perception: 1d20 + 11 ⇒ (6) + 11 = 17

Nathan keeps his eyes and ears open, but his hunters seem to be keeping a distance, watching, waiting, circling....


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan moves around his small clearing casting spells quietly.

Each round Nathan will cast a spell. They are in order: Mage Armor, Gravity Bow, Mirror Image, Dancing Lights (outside his darkvison in the direction that he thinks he hears someone.) Let me know if they act before this is completed.

Perception 1: 1d20 + 11 ⇒ (20) + 11 = 31
Perception 2: 1d20 + 11 ⇒ (4) + 11 = 15
Perception 3: 1d20 + 11 ⇒ (19) + 11 = 30
Perception 4: 1d20 + 11 ⇒ (14) + 11 = 25


Nathan you know for a fact now that there must be half a dozen of the creatures out there. You confidently cast each spell feeling more ready with each successful casting, but something nags at you. Why are they waiting? Is it because they can't see you, or is it because they are waiting for something, perhaps backup?


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Did the dancing lights illuminate any of them?


Yes, sorry, I think that confused me, now I see what you did.

Nathan you are able to see one or two of the hounds with your dancing lights in the moment you cast it in their area. They growl and shirk back from the light.[/ooc]


- INACTIVE - (GM abandoned game)

"They have howled, but there have been no other noises. Do we spring the trap, or wait for a signal from Nathan?"


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

I've got a last round of vanish action but I'm waiting to see if the others react to the dancing lights and I need some positioning of the creatures.


Probably a good time for me to get a map up too.


- INACTIVE - (GM abandoned game)

whoops. was dancing lights the agreed-upon signal?


MAP


One thing to keep in mind, for Nathan, is that the locations of the hounds on the map are approximate based on what he heard scrabbling in the underbrush. The real location of the creatures is to be determined when he can actually see them. Exception: Any illuminated by the dancing lights.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan suddenly appears in the clearing, just as one of his arrows leaves his bow. Followed quickly by a second one. Both head toward the creature illuminated by his dancing lights (5). He then takes a step back.

Longbow+DA+RS+INVIS 1: 1d20 + 9 - 1 - 2 + 2 ⇒ (4) + 9 - 1 - 2 + 2 = 12 Damage: 3d6 + 5 + 2 ⇒ (2, 6, 4) + 5 + 2 = 19
Longbow+DA+RS 2: 1d20 + 9 - 1 - 2 ⇒ (7) + 9 - 1 - 2 = 13 Damage: 3d6 + 5 + 2 ⇒ (6, 4, 3) + 5 + 2 = 20

Edit: Added pluses for invisibility and creatures don't get any dex they have.


Nathan your arrows graze the hound, but its thick hide seems to buffet the arrows just enough that its a close shot, but draw no blood.

Nathan Initiative: 1d20 + 9 ⇒ (5) + 9 = 14
Hellhounds Initiative: 1d20 + 5 ⇒ (9) + 5 = 14

With a yelp the hell hound is missed by your arrows, and its lets forth a long low growl. You quickly ready yourself to act again before they get the jump on you.

The remainder of the group some several hundred feet away in the brush, hear the telltale twang of Nathan's massive bow, followed but the rumbling growl.

Nathan you have a higher dexterity, so you move before the Hellhounds go. They will still be flat footed against you. The rest of the group can move individually or as one as they please. I will for initiative for each person as they arrive at the fight, if they do. Round 1 go.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan takes a moment to see what he may know about the creatures. He then fires his bow twice more at the same beast and moves again. He takes time to see what he may know about the creatures.

Kn: Planes: 1d20 + 8 ⇒ (13) + 8 = 21

Longbow+DA+RS 1: 1d20 + 9 - 1 - 2 ⇒ (13) + 9 - 1 - 2 = 19 Damage: 3d6 + 5 + 2 ⇒ (2, 5, 6) + 5 + 2 = 20
Longbow+DA+RS 2: 1d20 + 9 - 1 - 2 ⇒ (14) + 9 - 1 - 2 = 20 Damage: 3d6 + 5 + 2 ⇒ (6, 6, 3) + 5 + 2 = 22

Forgot number of mirror images.

Mirror Images: 1d4 + 1 ⇒ (1) + 1 = 2


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 |

In the darkness of the back of the group, Prar casts mage armor on himself and shield of faith on two of his party members.

Who wants em?


Round 1

Nathan quickly reloads two more arrows and lets them fly. This time they don't miss. The two arrows are lung shots right through the broadside of the beast. Two meaty 'thwips' echo with a pair of yelps and the hound is knocked off its feet from the force of the blow, downed.


- INACTIVE - (GM abandoned game)

I'll take one

Hearing the battle is joined, Lotham readies himself and moves towards the fray.

move action to gain dodge for the next minute, then move action to move 30 feet towards Nathan

-Posted with Wayfinder


Round 1

The hounds come into the camp circling closer to attack Nathan as one, howling, barking, yipping and making a racket. If their first chorus of howls had not been a signal, this surely is. You worry that the other monsters with the hounds will be on their way soon enough.

Luckily for Nathan, the heavy underbrush prevents an outright charge and their distance gives him a few more seconds to ready for their assault as they bear down on him.

Lotham is now 90' southeast from square W31. You are moving at a diagonal and through difficult terrain, so your 30' of move nets you about 10' diagonally. First square costs 2, second square 3,4,5,6 squares.

I added some rings of light around the bonfire as well for normal and dim illumination.

Round 2 go!


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, now clad in the invisible force armor, makes his way toward the light, staying at the edge in the darkness. He saw better in the dark anyway, and the enemies illuminated by the lights were easy targets.

Someone else take my second shield of faith? Otherwise we'll just say I didn't cast it.

Full action moving to W31.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan takes aim at the closet creature to him and fires.

Longbow+PBS+DA+RS 1: 1d20 + 9 + 1 - 1 - 2 ⇒ (9) + 9 + 1 - 1 - 2 = 16 Damage: 3d6 + 5 + 1 + 2 ⇒ (1, 3, 6) + 5 + 1 + 2 = 18
Longbow+PBS+DA+RS 2: 1d20 + 9 + 1 - 1 - 2 ⇒ (4) + 9 + 1 - 1 - 2 = 11 Damage: 3d6 + 5 + 1 + 2 ⇒ (4, 3, 3) + 5 + 1 + 2 = 18

Did my knowledge check above yield anything?


Round 2

Nathan you know for sure these are hellhounds. Creatures of the outer planes. They have a dangerous fiery breath, and are immune to fire themselves. They are quick and stealthy, and although not terribly intelligent by people standards, they are far more cunning and smart than an animal. They can understand language and although they may not speak themselves, they can master communication.

Nathan you fire two arrows at the nearest creature, hitting with the first one, inflicting a deep wound, although it manages to dodge your second arrow.

The hellhounds advance and circle around you, and as one, they each release their fiery breath upon you.

Nathan Reflex save DC 14: 1d20 + 8 ⇒ (2) + 8 = 10 - fail
Nathan Reflex save DC 14: 1d20 + 8 ⇒ (8) + 8 = 16 - success
Nathan Reflex save DC 14: 1d20 + 8 ⇒ (10) + 8 = 18 - success
Nathan Reflex save DC 14: 1d20 + 8 ⇒ (13) + 8 = 21 - success
Nathan Reflex save DC 14: 1d20 + 8 ⇒ (12) + 8 = 20 - success

Fire damage: 2d6 ⇒ (2, 2) = 4
Fire damage: 2d6 ⇒ (3, 1) = 4 (halved to 2)
Fire damage: 2d6 ⇒ (2, 5) = 7 (halved to 3)
Fire damage: 2d6 ⇒ (3, 5) = 8 (halved to 4)
Fire damage: 2d6 ⇒ (4, 3) = 7 (halved to 3)

total fire damage to Nathan: 16

Others can move round 2. Otherwise we move to Round 3


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Eleanor sees some of the other begin to move forward and without much consideration begins to follow, while sticking to cover as much as possible.

Stealth: 1d20 + 10 ⇒ (9) + 10 = 19

Cast Vanish 4 Rounds Duration, Move up, Ignore difficult terrain.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan yells as the fires burn him but escapes a good portion of the damage as he jumps up. He pulls some colored sand from his spell component pouch and says a few words and colors spray out at two of the wolves (2 & 3). He then moves the dancing lights behind the wolf to the east of him (E13). His hand begins to glow and he then places it on his chest and some of his wounds heal.

LOH: 1d6 ⇒ 2

Color Spray DC 15 Will save for 2&3.


- INACTIVE - (GM abandoned game)

huh, my post got eaten. Lotham doesn't have enough Dex to take Dodge, so he'll take Improved Initiative instead if it's not too late for it to take effect.

not sure if Lotham's last action was in Round 1 or Round 2, but he will continue to move towards Nathan until he reaches him.


Round 3

hell hound #2 Will save DC 15: 1d20 + 1 ⇒ (7) + 1 = 8 - fail
hell hound #3 Will save DC 15: 1d20 + 1 ⇒ (12) + 1 = 13 - fail

The two hell hounds are caught in Nathan's magical blast of color and light. The magic washes over them, and they are blinded and stunned.

hell hound #2 blinded/stunned: 1d4 ⇒ 3
hell hound #3 blinded/stunned: 1d4 ⇒ 2

GM Rolls:

roll: 2d4 ⇒ (4, 3) = 7
roll: 2d4 ⇒ (3, 1) = 4
roll: 2d4 ⇒ (4, 1) = 5
roll: 2d4 ⇒ (4, 2) = 6
roll: 2d4 ⇒ (3, 4) = 7

The remaining three hellhounds lunge in to bite Nathan

Hell hound #1 bite, vs flanked Nathan AC 19: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 - miss
Hell hound #4 bite, vs flanked Nathan AC 19: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 - hit
Hell hound #6 bite, vs Nathan AC 19: 1d20 + 5 ⇒ (18) + 5 = 23 - hit

Bite damage: 1d8 + 1 + 1d6 ⇒ (6) + 1 + (3) = 10 (3 is fire damage)
Bite damage: 1d8 + 1 + 1d6 ⇒ (4) + 1 + (6) = 11 (6 is fire damage)

The pack tears into Nathan, savagely biting with their bone crunching teeth and searingly hot flaming mouths.

The grievously wounded Nathan is surrounded and starting to succumb to the pack.

Movements for the rest of the group:

Not everyone has posted, but I will assume that the remainder of the part is moving as one, Eleanor ignore difficult terrain but is moving at stealth speed.

The group is 100' or 20 squares southeast of W31 (costs 30 moves to cover 20 squares, or 60 moves since it is difficult terrain)
Round 1: Group double moves 60', halved to 30' difficult terrain, (6
squares, 4 diagonally) - 16 squares left
Round 2: Group double moves 60', halved to 30' difficult terrain, (6 squares, 4 diagonally) - 12 squares left
Round 3: Group double moves 60', halved to 30' difficult terrain, (6 squares, 4 diagonally) - 8 squares left

At current rate, at the end of Round 5, the rest of the group will reach square W31 on the far southeast part of the map.

Hell Hound #5 stabilize DC 10: 1d20 + 2 - 7 ⇒ (8) + 2 - 7 = 3 - fail, -1 hp


Round 3 - complete

Rolling for the mirror images.

Hit #1, Nathan=1, Images=2-3: 1d3 ⇒ 1 - doh!
Hit #2, Nathan=1, Images=2-3: 1d3 ⇒ 1 - doh!

The hound that missed, missed by more than 5, so it would not have destroyed an image for a near miss. Technically I guess I should roll for each attack before the hit roll, although the result would be the same for these.

Ok well that sucked. Round 4 is up next. At least you still have your images.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan realizes he is in trouble and has no help currently. Calm comes over him as he raises his holy symbol and prays to his goddess, "Oh Sarenrae, protect me from these fiery creatures and heal your humble servant so that I may see another of your glorious dawns!"

Channel: 2d6 ⇒ (4, 1) = 5
Channel: 2d6 ⇒ (2, 3) = 5
LoH: 1d6 ⇒ 6

Using a hero point to gain an extra standard action. Excluding wounded hellhound from healing. Which number was that? We only called it closest and the map has now changed. I think it was 4.


I actually have #1 as the wounded one.

Round 4

As Nathan soothes his wounds, the hounds growl and circle angrily and lunge again.

Doing images correctly this time
Nathan=1, Images=2-3: 1d3 ⇒ 2
Hell hound #1 bite, vs flanked Nathan AC 19: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 - Image struck
Nathan=1, Image=2: 1d2 ⇒ 2
Hell hound #4 bite, vs flanked Nathan AC 19: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 - Image struck
Hell hound #6 bite, vs Nathan AC 19: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 - hit

bite damage: 1d8 + 1 + 1d6 ⇒ (6) + 1 + (1) = 8

With his images gone, and Nathan taking another savage bite, things get desperate, although his healing has bought him some time.

The rest of the group keeps on hurrying, fighting their way through the woods to reach Nathan in time.

Its a long way to go, even at end of round 5 they will be just barely on the map with another 20 some diagonal squares through difficult terrain.

Round 5 go!


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Seeing things are desperate Nathan takes a desperate move and withdraws to the southwest through the fire after he had healed himself some more.

LoH: 1d6 ⇒ 6

Withdraw to H&I 5&6. Should only provoke 1 AoO from number 1 and take fire damage from the fire, unless I can somehow jump it.

With Quick At Hand and reach would I get AoO's on people approaching me by using my bow as a melee weapon?


Nathan Bonfire wrote:

Seeing things are desperate Nathan takes a desperate move and withdraws to the southwest through the fire after he had healed himself some more.

Withdraw to H&I 5&6. Should only provoke 1 AoO from number 1 and take fire damage from the fire, unless I can somehow jump it.

With Quick At Hand and reach would I get AoO's on people approaching me by using my bow as a melee weapon?

Yes that should work, and yes you should be able to get AoO's as you have reach if they move from your 10' to your 5' threatened spaces.

Round 5

After invoking some healing, Nathan careful steps away from the hounds withdrawing carefully. He tries to step over the bonfire, it its rather big...

Hell Hound #1 AoO vs Nathan AC 19: 1d20 + 5 ⇒ (5) + 5 = 10 - miss

Acrobatic Nathan: 1d20 + 4 ⇒ (16) + 4 = 20 - good enough

Shielding his face, and calling on Sarenrae, he does a quick hop through the flames. It may have seared some hair, but he manages to hop through quick enough that nothing catches on fire.

The hounds bark and yip angrily, and attack..

Nathan spins his bow about and clubs the hounds as the approach him.

AoO vs #1: 1d20 + 8 ⇒ (16) + 8 = 24 - hit
AoO vs #4: 1d20 + 8 ⇒ (12) + 8 = 20 - hit
AoO vs #6: 1d20 + 8 ⇒ (9) + 8 = 17 - hit

Swinging it two handed, he pummels them about their noses and heads.

I'll treat your bow as a large club, 1d8 + 1.5 str mod for two handing. let me know if I missed anything.

damage to #1: 1d8 + 6 ⇒ (6) + 6 = 12
damage to #4: 1d8 + 6 ⇒ (8) + 6 = 14
damage to #6: 1d8 + 6 ⇒ (2) + 6 = 8

The hounds are beaten a bit, and in particular the one looks quite wounded, but they press their advantage, sensing Nathan's desperation.

Hell Hound #1 vs Nathan AC 19: 1d20 + 5 ⇒ (14) + 5 = 19 - hit
Hell Hound #4 vs Nathan AC 19: 1d20 + 5 ⇒ (12) + 5 = 17 - miss
Hell Hound #6 vs Nathan AC 19: 1d20 + 5 ⇒ (2) + 5 = 7 - miss

Damage: 1d8 + 1 + 1d6 ⇒ (7) + 1 + (1) = 9

The rest of the group is now on the map in the far southeast corner. Everyone go Round 6.


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Round 6

Seeing her comrade in trouble Eleanor abandons her stealthy approach and advances into the camp.

Double Move.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

"Thank you o' glorious Sarenrae!", Nathan exclaims as lays his hand on his chest again. He then steps back from the three hellhounds and fires his bow.

Longbow+PBS+DA+RS 1: 1d20 + 9 + 1 - 1 - 2 ⇒ (9) + 9 + 1 - 1 - 2 = 16 Damage: 3d6 + 5 + 1 + 2 ⇒ (2, 3, 6) + 5 + 1 + 2 = 19
Longbow+PBS+DA+RS 2: 1d20 + 9 + 1 - 1 - 2 ⇒ (15) + 9 + 1 - 1 - 2 = 22 Damage: 3d6 + 5 + 1 + 2 ⇒ (6, 6, 3) + 5 + 1 + 2 = 23

LoH: 1d6 ⇒ 6

1 first and if it drops then 4

AoOs:

Longbow Club 1: 1d20 + 7 ⇒ (14) + 7 = 21 Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Longbow Club 2: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Longbow Club 3: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Longbow Club 4: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Longbow Club 5: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d8 + 6 ⇒ (5) + 6 = 11


Round 6

Nathan steps back and fires his bow again at point blank to the hounds.

Both arrows find their mark and the first one takes the hound square in the throat. It drops to the forest floor with a yelp and a gurgle bleeding out all over the place. The second arrow strikes the next hound squarely in the shoulder with a meaty thunk and the force of the arrow brings it out the other side as that hound also crumples face first into the dirt.

One of the other hellhounds shakes off its stun finally and lunges for Nathan who brings his bow down on its head just before it attacks with a crack. This is hellhound #3

The other hellhound #6 advances the few short feet (5' move) to attack Nathan as well.

Hell Hound #3 charging bite vs Nathan AC 19: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 - hit
Hell Hound #6 bite vs Nathan AC 19: 1d20 + 5 ⇒ (12) + 5 = 17 - miss

bite damage + fire: 1d8 + 1 + 1d6 ⇒ (6) + 1 + (4) = 11

Nathan suffers another savage fiery bite, his immaculately kept clothing a mess of blackened tatters. He sees Eleanor in the fringe of the dim light emitted by his dancing lights. If she can make it in time..

The other hound that was stunned earlier, looks to be about to shake it off.

hell hound #1 stabilize DC 10: 1d20 + 2 - 14 ⇒ (15) + 2 - 14 = 3 - fail, -1 hp, dies
hell hound #4 stabilize DC 10: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16 - success, stable
hell hound #5 stabilize DC 10: 1d20 + 2 - 8 ⇒ (13) + 2 - 8 = 7 - fail, -1 hp

We need to have Greebins, Lotham and Prar move for round 6 yet, then everyone can go for Round 7. Others roll your Init before you go so I can place everyone in the sequence.


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Init: 1d20 + 4 ⇒ (11) + 4 = 15


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26
CaveToad wrote:

Round 6

One of the other hellhounds shakes off its stun finally and lunges for Nathan who brings his bow down on its head just before it attacks with a crack. This is hellhound #3

I believe that number 3 is stunned this round and 2 is blinded and stunned and then stunned next run.

Color Spray wrote:
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

Nathan steps back again and fires at the hellhound that has been dogging him (6).

Longbow+PBS+DA+RS 1: 1d20 + 9 + 1 - 1 - 2 ⇒ (14) + 9 + 1 - 1 - 2 = 21 Damage: 3d6 + 5 + 1 + 2 ⇒ (2, 2, 5) + 5 + 1 + 2 = 17
Longbow+PBS+DA+RS 2: 1d20 + 9 + 1 - 1 - 2 ⇒ (15) + 9 + 1 - 1 - 2 = 22 Damage: 3d6 + 5 + 1 + 2 ⇒ (5, 2, 4) + 5 + 1 + 2 = 19

If 6 falls second shot at 3.


- INACTIVE - (GM abandoned game)

Lotham likewise hurries through the brush towards Nathan.

initiative, + improved initiative: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13

-Posted with Wayfinder


Nathan, on round 3 is when you color sprayed the hell hounds before you went. Hellhound #2 rolled a 3 for duration and #3 a 2 for duration. So #2 is be blinded rounds 3, 4, 5 and stunned round 6, and #3 blinded rounds 3 and 4, stunned round 5. They lost their round 3 actions since you went before them. I think the math is right. Let me know if I miscalculated.

Prar and Greebins out there?

Round 6

Nathan prepares to step back and fire his arrows again, but the underbrush here is getting quite thick, and he realizes he may not be able to easily step back and fire like he has been.

The terrain is difficult if it has part of a tree icon in it. So taking a 5' step is not possible, unless you have an ability to ignore difficult terrain. I should have imposed this potentially last round based on the map, but that's my bad for forgetting. Do you want to attempt something slightly different?


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26
CaveToad wrote:
Nathan, on round 3 is when you color sprayed the hell hounds before you went. Hellhound #2 rolled a 3 for duration and #3 a 2 for duration. So #2 is be blinded rounds 3, 4, 5 and stunned round 6, and #3 blinded rounds 3 and 4, stunned round 5. They lost their round 3 actions since you went before them. I think the math is right. Let me know if I miscalculated.

Agreed.

CaveToad" wrote:
The terrain is difficult if it has part of a tree icon in it. So taking a 5' step is not possible, unless you have an ability to ignore difficult terrain. I should have imposed this potentially last round based on the map, but that's my bad for forgetting. Do you want to attempt something slightly different?

I was worried I would run into this this round. I figured there was a big enough hole last round. Will retcon action as that attack leaves me at 4 hps.

Nathan raises his holy symbol again and prays to Sarenrae "Oh great Dawnflower heals thses wounds and leave my enemies bleeding."

Channel, excluding 3,4&6: 2d6 ⇒ (4, 3) = 7


Ok, will let Prar and Greebins have overnight, tomorrow I will bot them, probably mostly moving anyhow, so shouldn't be too tricky.


Round 6

Nathan heals himself, channeling more positive life energy to preserve himself as his allies rush towards him.

Greebins Init: 1d20 + 12 ⇒ (4) + 12 = 16
Prar Init: 1d20 + 13 ⇒ (14) + 13 = 27

I moved both Prar and Greebins closer, doing a double move for their round 6 actions, accounting for difficult terrain where the squares dictate.

The hellhounds continue their vicious assault.

The two hounds nearest Nathan attack

Hell hound bite vs Nathan AC 19: 1d20 + 5 ⇒ (4) + 5 = 9 - miss
Hell hound bite vs Nathan AC 19: 1d20 + 5 ⇒ (18) + 5 = 23 - hit

bite damage + fire to Nathan: 1d8 + 1 + 1d6 ⇒ (3) + 1 + (3) = 7

The hell hound near the fire shakes off its stun and slinks cautiously towards Nathan coughing forth fire from its throat and getting near enough to expel a gout of it at the ogre.

Nathan reflex save DC 14: 1d20 + 8 ⇒ (20) + 8 = 28 - success

fire damage: 2d6 ⇒ (1, 4) = 5 - halved to 2

Total damage to Nathan = 9

Hell hound #2 breath refresh: 2d4 ⇒ (2, 3) = 5

Hell Hound #5 stabilize DC 10: 1d20 + 2 - 9 ⇒ (7) + 2 - 9 = 0 - fail, -1 hp

Round 7 go!

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