Monster Mashup - Table 7 (Inactive)

Game Master CaveToad

Party XP Total: 3310 (level 3) / needed 6000 (for 4th)

Battle Map
Regional Map
Night Camp Fight
Ruined Tower Underground
Battle of the Barge

Meals Remaining: 15.83
Meals per day used: 6.75
(1 large, 4 medium, 1 small, 1 tiny)
Day 3 food deducted


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Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Perception to absentmindedly look for traps in the rotted door: 1d20 + 7 ⇒ (7) + 7 = 14


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Goggh thanks Quercus silently, and then smiles. He's happy with this group - it seems like forever since they have been together, and he appreciates it. He can't wonder but let his mind wander thinking about Goodwin, but the ogre keeps his composure.

The AC is now 19 + 4 = 23 with the Mage Armor, for the next two hours


The door is barely standing in the frame, and a good kick will probably send pieces flying. If there was a trap on the door itself, you marvel that it would even still work, although you have heard of magical traps but you find none.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Vamik whispers, "Well, it looks safe enough. Shall we?" He quietly and carefully creaks open the door and peers into the darkness.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Goggh goes right behind you. - says the Ogre.


The door opens and takes some finagling as it half falls from its hinges, the rotten wood angry at being disturbed after so long. Vermin of all sorts scuttle from the rotted wood and floor as you push the door back sweeping away a layer of dust and debris as shards of rotted wood tumble inward.

The room beyond becomes visible with darkvision and to some extent by Quercus' light spell. Several columns support the central part of a vaulted room, and side passages lie to the right and left of the room somewhat inside, and again towards the back of the room.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Vamik looks to see if the room has any of the signs of being lived in, then slips along the wall to the right and takes a look down the passage. If no danger is found, he will continue quietly along the wall, stopping at each passage until he makes it back around. If everything still looks clear he will suggest to explore the right passage first. "My old granny used to say stick to the right and live through the night. And then she would send me down the tunnel to get her a scrap of food."


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Goggh moves with Vamik. He doesn't have the trained eyes of his friend, but he tries to look around the best he can, searching for traps or enemies. Maybe, after all, they'll be lucky and find a nice and protected place to rest.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11


Vamik moves along the east all, with Goggh close behind and slips into the large room, he reaches the first hall and peers into the chamber as well as squinting across the main chamber to she a mirror image of the side chamber on that side. he peers into the chamber, and notices a fair amount of debris and old rotted barrels, boxes, crates and other storage items in various states of ruin. Disturbingly a large pile of bones lies on the floor scattered about. As he takes a moment to scan what he can see of the room, the bones coalesce swiftly into a creature. A man sized creature of claws, teeth, horns and the remnants of bony wings springs up and hisses hollowly. A second appears near it and across the chamber in the large room on the other side, a set of twins like the first rise from the floor. The four skeletal creatures move menacingly.

Initiative:

Vamik Init: 1d20 + 6 ⇒ (18) + 6 = 24
Goggh Init: 1d20 + 1 ⇒ (20) + 1 = 21
Zarrisa Init: 1d20 + 2 ⇒ (11) + 2 = 13
Quercus Init: 1d20 + 5 ⇒ (2) + 5 = 7
Skeletons Init: 1d20 + 7 ⇒ (14) + 7 = 21

Round 1 go. Vamik will act first, the skeletons act second as they have higher dex than Goggh.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

"I see that skeletons are still a thing. Good to know that the undead are alive and well." Vamik winds up and hurls a bomb toward the closest skeleton(#2). ranged touch attack: 1d20 + 9 ⇒ (11) + 9 = 20, fire damage: 1d6 + 6 ⇒ (5) + 6 = 11, Reflex of 17 for half. Splash on #1 is 7 damage, or reflext of 17 for half. (if missed 1d8 ⇒ 6, it will just splash #2)

Then vamik calls out, "Comon in everyone, we found some undead."


Vamik winds up and launches his bomb at the skeleton, quickly mixing the reagents and hurling it, hitting squarely on the skeleton he inteded. The chemicals explodes and splashes onto the other one.

Skeleton #2 Reflex save DC 17: 1d20 + 5 ⇒ (8) + 5 = 13 - fail
Skeleton #1 Reflex save DC 17: 1d20 + 5 ⇒ (2) + 5 = 7 - fail

The skeletons charge forward and launch an attack on Vamik.

Skeleton #2 claw, charge vs AC 26: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 - miss
Skeleton #1 claw, charge vs AC 26: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 - miss

Fortunately Vamik is unnaturally agile and with his magical and alchemical protections he all but ignore the skeletons' attacks.


Vamik winds up and launches his bomb at the skeleton, quickly mixing the reagents and hurling it, hitting squarely on the skeleton he inteded. The chemical explodes and splashes onto the other one.

Skeleton #2 Reflex save DC 17: 1d20 + 5 ⇒ (9) + 5 = 14 - fail
Skeleton #1 Reflex save DC 17: 1d20 + 5 ⇒ (4) + 5 = 9 - fail

The skeletons charge forward and launch an attack on Vamik.

Skeleton #2 claw, charge vs AC 26: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 - miss
Skeleton #1 claw, charge vs AC 26: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 - miss

Fortunately Vamik is unnaturally agile and with his magical and alchemical protections he all but ignore the skeletons' attacks.

The skeletons from across the hall move out and attack Goggh.

Goggh AOO vs Skeleton #3 AC 15: 1d20 + 9 ⇒ (6) + 9 = 15 - hit
Goggh AOO vs Skeleton #4 AC 15: 1d20 + 9 ⇒ (10) + 9 = 19 - hit

Unarmed strike damage, bludgeon against skeleton #3: 1d8 + 8 ⇒ (7) + 8 = 15
Unarmed strike damage, bludgeon against skeleton #4: 1d8 + 8 ⇒ (6) + 8 = 14

Skeleton #3 vs Goggh AC 22: 1d20 + 7 ⇒ (9) + 7 = 16 - miss
Skeleton #3 vs Goggh AC 22: 1d20 + 7 ⇒ (10) + 7 = 17 - miss

Goggh is able to dodge and protect himself from their wicked claws.

Everyone else go!


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Goggh rages, and activates his Raging Brute powers as well (with the exception of his Lesser Spirit Totem one). He power attacks as well.

At this point, the ogre has grown claws and looks clearly enraged. He then proceeds to grapple one of the enemies (#4).

Attack (CMB): 1d20 + 17 ⇒ (14) + 17 = 31
Damage (Raging Brute): 1d10 + 12 ⇒ (8) + 12 = 20 Raging, power attacking

Goggh also constricts the bastard.

Damage (Constrict): 1d10 + 17 ⇒ (3) + 17 = 20 Single natural attack, raging, power attacking

At any point, if the undead is destroyed, Goggh releases its remainings and 5-foot steps above it (behind Vamik).

Used resources:

Raging Brute (3 minutes/day): 1 minute used
Bloodrage (7 rounds/day): 1 round used


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

"This is prime channeling fodder here Zarrisa!" Vamik teases. "If you want, we could step outside and let you have them all."


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

Quercus charges skeleton 3 on Goggh.

unarmed strike: 1d20 + 8 ⇒ (1) + 8 = 9

Oops

Mr Gibbons will aid another on the first three attacks against me to up my AC as needed.


If we don't hear from Lady Z soon/today, I can bot her round.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

In that case, I'll post my tentative action. Unless you (she) does something weird I'll:

Full Attack at #2. If it dies, then go on to #1
Claw: 1d20 + 9 ⇒ (11) + 9 = 20, damage(slashing): 1d3 + 9 ⇒ (3) + 9 = 12
Feral Mutagen Claw: 1d20 + 9 ⇒ (11) + 9 = 20, damage(slashing): 1d4 + 9 ⇒ (1) + 9 = 10
Feral Mutagen Claw on third arm: 1d20 + 9 ⇒ (8) + 9 = 17, damage(slashing): 1d4 + 9 ⇒ (4) + 9 = 13
bite: 1d20 + 9 ⇒ (14) + 9 = 23, damage(b,s,p): 1d6 + 9 ⇒ (4) + 9 = 13


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Woops, Take one point off each of my damage rolls. I forgot I have a BAB now and my attack is higher than my damage.


Round 1

Initiative:

Vamik: 24
Skeletons: 21
Goggh: 21
Zarrisa: 13
Quercus: 7

Goggh grabs one of the skeletons easily, they are very light without flesh and bone covering them and lots of easy hand holds. He pulls it in close, his giant mitts crunching the bones. Loud pops and cracks fill the air as he squeezes further latching one huge hand around its skull, and squeezing until it shatters and the thing falls to the ground in a clatter of bones. He steps closer.

Zarrisa scuttles up and channels holy energy into the area, bathing the undead on a soft glow which crackles.

channel energy DC 17: 1d6 ⇒ 5

Skeleton #1 Will save: 1d20 + 4 ⇒ (13) + 4 = 17 - sucess
Skeleton #3 Will save: 1d20 + 4 ⇒ (11) + 4 = 15 - fail

Quercus moves up and swings his wooden fist but misses.

Round 2

Vamik tears into the skeleton with claws and teeth.

Vamik, I believe claws do B and S damage, are your specifically limited to slash for some reason or did you choose slash for a reason?

His mutated blows shatter bones and one skeleton falls. He leaps on another, his teeth sinking in and bones crunch.

The skeletons continue their assault as four more of their brethren move in from rooms to the north.

Skeleton #3 vs Goggh claw AC 22: 1d20 + 7 ⇒ (8) + 7 = 15 - miss
Skeleton #3 vs Goggh claw AC 22: 1d20 + 7 ⇒ (5) + 7 = 12 - miss
Skeleton #3 vs Goggh bite AC 22: 1d20 + 7 ⇒ (12) + 7 = 19 - miss
Skeleton #3 vs Goggh gore AC 22: 1d20 + 7 ⇒ (13) + 7 = 20 - miss

Skeleton #1 vs Vamik claw AC 26: 1d20 + 7 ⇒ (3) + 7 = 10 - miss
Skeleton #1 vs Vamik claw AC 26: 1d20 + 7 ⇒ (3) + 7 = 10 - miss
Skeleton #1 vs Vamik bite AC 26: 1d20 + 7 ⇒ (14) + 7 = 21 - miss
Skeleton #1 vs Vamik gore AC 26: 1d20 + 7 ⇒ (4) + 7 = 11 - miss

Both Vamik and Goggh protected by magic and their battle prowess fend off or dodge the attacks and the battle continues as the four new skeletons join.

Everyone go again, complete round 2, Vamik round 3


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Goggh continues raging. His eyes twist across the room full of undead.

Goggh sees a lot of bone bags! Hm!

He's clearly worried and fights as such. He's still raging and power attacking, but now he's also fighting defensively. He proceeds to try to grapple the skeleton in front of him (#6).

Grapple: 1d20 + 13 ⇒ (19) + 13 = 32
Damage (Raging Grappler): 1d10 + 12 ⇒ (9) + 12 = 21

He constricts the skeleton as well.

Constrict: 1d10 + 17 ⇒ (7) + 17 = 24

If the creature is destroyed, he will drop it at the floor.

GM: About modifiers in grapple:

This entire time I've been treating grapple as an attack, and applying modifiers such as power attack and fighting defensively to it. This is how I play in my "live" game; however, looking through the web I've been seeing people argumenting this shouldn't be the case. If you want to rule otherwise, please let me know and I'll adjust my posts accordingly, my friend. :)

On Goggh's AC:

Goggh's AC right now is 19 + 4 (Mage Armor) - 2 (Rage) + 2 (Fighting Defensively) = 23

It was 21 on the first round, according to my calculations :) the skeleton still missed, but he was very close to hit our good smiling ogre!

Resources Used:

Raging Brute (3 minutes/day): 1 minute used
Bloodrage (7 rounds/day): 2 rounds used


It can be confusing, but technically CMB and CMD are supposed to be modified by anything that affects your to hit or AC. Some exceptions etc, but for example fighting defensively should add 2 to your CMD. A +1 morale bonus from bless should impact your CMB, by RAW, although in some cases it may not make sense or be warranted. Grapple IS technically considered an attack I think.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

You know I never realized that claws were also bludgeoning. Thanks for pointing that out. I think I always just assumed they were like swords and never looked it up.

If only I could lay down a line of fire right now...someday.


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

Quercus will cast shield on himself, and then start moving around the skeletons drawing attacks. He moves 6 squares around the back and should provoke attacks from #3, 5, 6 (if its still alive), 7, 8. Yellow line shows the movement.

AC is 32 after casting shield, which also provokes an attack but I cannot parry it. Quercus is in Shattered Mirror Style and Panther Style.

Here are parries for up to 5 other attacks. (all free actions)

Panther Parry: 1d20 + 6 ⇒ (10) + 6 = 16
Panther Parry: 1d20 + 6 ⇒ (18) + 6 = 24
Panther Parry: 1d20 + 6 ⇒ (7) + 6 = 13
Panther Parry: 1d20 + 6 ⇒ (5) + 6 = 11
Panther Parry: 1d20 + 6 ⇒ (19) + 6 = 25

If any hit, they cause the attacker a -2 to hit and damage.

Here are damages for any of the parries:

unarmed strike: 1d6 + 5 ⇒ (5) + 5 = 10
unarmed strike: 1d6 + 5 ⇒ (1) + 5 = 6
unarmed strike: 1d6 + 5 ⇒ (6) + 5 = 11
unarmed strike: 1d6 + 5 ⇒ (3) + 5 = 8
unarmed strike: 1d6 + 5 ⇒ (2) + 5 = 7

Mr Gibbons can also aid another on up to 3 attacks against Quercus, but will not do so on the attacks of opportunity, but rather save them to assist on attacks on the their turn in cases where they may flank me or have some increased chance to hit.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Full Attack at #1. If it dies, then go on to #8, then #7
Claw: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d3 + 8 ⇒ (3) + 8 = 11

Claw: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d4 + 8 ⇒ (1) + 8 = 9

Claw: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d4 + 8 ⇒ (4) + 8 = 12

Bite: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d4 + 8 ⇒ (2) + 8 = 10


Round 2

Initiative:

Vamik: 24
Skeletons: 21
Goggh: 21
Zarrisa: 13
Quercus: 7

Goggh grabs another of the the skeletons, so light and easy to grab and crush. He snatches up one of them nearby, its ribcage crunching as he seizes ahold of it, and then pulls it close for a literal bonecrushing bearhug. The skeleton disintegrate in his arms, the shards of the bones falling to the floor.

Zarrisa moves in to channel once again, blasting the undead with holy life force.

channel: 1d6 ⇒ 3

Skeleton #1 DC 17 Will save: 1d20 + 4 ⇒ (4) + 4 = 8 - fail
Skeleton #3 DC 17 Will save: 1d20 + 4 ⇒ (12) + 4 = 16 - fail
Skeleton #5 DC 17 Will save: 1d20 + 4 ⇒ (18) + 4 = 22 - success
Skeleton #7 DC 17 Will save: 1d20 + 4 ⇒ (11) + 4 = 15 - fail
Skeleton #8 DC 17 Will save: 1d20 + 4 ⇒ (14) + 4 = 18 - success

Quercus casts his spell.

Attack of Opportunity from skeleton 3 vs AC 28: 1d20 + 7 ⇒ (10) + 7 = 17 - miss.

He easily moves aside from the creature's attack and begins to move around to the north, circling behind the skeletons.

Skeletons #5, 7 and 8 will be able to take attacks.

Skeleton #5 AoO vs Quercus AC 32: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6 - miss
Skeleton #7 AoO vs Quercus AC 32: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 - miss
Skeleton #8 AoO vs Quercus AC 32: 1d20 + 7 ⇒ (8) + 7 = 15 - miss

Quercus lashes out in a retaliatory attack against all three of them as he moves by them and they attempt to claw him. He manages to hit two of them before they swing at him and his solid agile fists, crunch their bones.

#5 and 7 both took damage from your hits.

Round 3

Vamik strikes out at the skeleton near him, his mutated form gnawing and clawing his way like a vicious feral rat. His swift claws tear apart the first skeleton nearest him.

You had a natural 20 on your claw.
Vamik crit confirm claw: 1d20 + 9 ⇒ (9) + 9 = 18 - confirmed

Vamik extra claw damage: 1d4 + 8 ⇒ (3) + 8 = 11

Vamik strikes out with his new pink mutated claw, still a little spindly, but somewhat scaly and with some tufts of hair from the mutagen and the oddly placed claw catches the skeleton alongside the skull, for terrible damage. Vamik then sinks his teeth in with another bone crunching bite, snapping viciously, with mighty incisors.

The skeleton wobbles shakily, shards of bone flying.

The mindless skeletons continue their assault.

Skeleton #3 claw vs Goggh AC 23: 1d20 + 7 ⇒ (12) + 7 = 19 - miss
Skeleton #3 claw vs Goggh AC 23: 1d20 + 7 ⇒ (5) + 7 = 12 - miss
Skeleton #3 bite vs Goggh AC 23: 1d20 + 7 ⇒ (4) + 7 = 11 - miss
Skeleton #3 gore vs Goggh AC 23: 1d20 + 7 ⇒ (9) + 7 = 16 - miss

Skeleton #5 claw vs Quercus AC 32: 1d20 + 7 ⇒ (10) + 7 = 17 - miss
Skeleton #5 claw vs Quercus AC 32: 1d20 + 7 ⇒ (8) + 7 = 15 - miss
Skeleton #5 bite vs Quercus AC 32: 1d20 + 7 ⇒ (4) + 7 = 11 - miss
Skeleton #5 gore vs Quercus AC 32: 1d20 + 7 ⇒ (1) + 7 = 8 - miss

Skeleton #7 claw vs Quercus AC 32: 1d20 + 7 ⇒ (11) + 7 = 18 - miss
Skeleton #7 claw vs Quercus AC 32: 1d20 + 7 ⇒ (11) + 7 = 18 - miss
Skeleton #7 bite vs Quercus AC 32: 1d20 + 7 ⇒ (10) + 7 = 17 - miss
Skeleton #7 gore vs Quercus AC 32: 1d20 + 7 ⇒ (9) + 7 = 16 - miss

Skeleton #8 claw vs Vamik AC 26: 1d20 + 7 ⇒ (20) + 7 = 27 - hit/Natural 20, possible crit
Skeleton #8 claw vs Vamik AC 26: 1d20 + 7 ⇒ (7) + 7 = 14 - miss
Skeleton #8 bite vs Vamik AC 26: 1d20 + 7 ⇒ (12) + 7 = 19 - miss
Skeleton #8 gore vs Vamik AC 26: 1d20 + 7 ⇒ (2) + 7 = 9 - miss

Skeleton #8 claw, crit confirm vs Vamik AC 26: 1d20 + 7 ⇒ (10) + 7 = 17 - failed to confirm

The skeleton that Vamik almost destroyed lashes out with a claw, attacking Vamiks spindly arm, and striking a deep gash, close to an artery but just missing.

skeleton claw damage vs Vamik: 1d6 + 3 ⇒ (6) + 3 = 9

The skeletons for all their flurry of claws and teeth and horns only manage to draw blood once.

Round 3 finish and Vamik take round 4.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

"Yow! that stings! He got me good. Goggh, remind me to learn how to control these things in the future. I know it can be done."


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

Round 3

Quercus will step east one, west two, southwest one, northeast one, and east one, ending up where he began. His 'battle dance' takes him a total of six squares, and should provoke attacks from all remaining skeletons.

Panther Parry rolls:

unarmed strike/parry: 1d20 + 6 ⇒ (15) + 6 = 21
unarmed strike/parry: 1d20 + 6 ⇒ (6) + 6 = 12
unarmed strike/parry: 1d20 + 6 ⇒ (3) + 6 = 9
unarmed strike/parry: 1d20 + 6 ⇒ (8) + 6 = 14

Finishing his move, he will strike at either #5 or #7 If neither of them are alive by his turn, shorten his move so he ends near one of the skeletons to attack it.

unarmed strike: 1d20 + 6 ⇒ (1) + 6 = 7

Mr Gibbons will utilize his normal bodyguard abilities as needed. Quercus will use dodging panache in circumstances where the enemy gets a large advantage against me or some huge big baddie appears to wreak havoc.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Goggh keeps raging, and repeats his routine against #8.

Grapple defensively: 1d20 + 13 ⇒ (9) + 13 = 22
Raging Grappler: 1d10 + 12 ⇒ (9) + 12 = 21
Constrict: 1d10 + 17 ⇒ (5) + 17 = 22

As always, he drops the body if he destroys the monster.

Sorry posting from my phone! My baby daughter was born this Monday! It's such a fantastic time right now! No sleep, but infinite happiness and love.


Congrats! A future RPGer in the making :)


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

It's a baby!!! Congrats!

One more full attack at #8, then #7 if #8 drops.

Claw Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Claw Damage: 1d3 + 8 ⇒ (1) + 8 = 9

Claw Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Claw Damage: 1d4 + 8 ⇒ (2) + 8 = 10
Possible Sneak Damage if attacking #7: 1d6 ⇒ 4

Claw Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Claw Damage: 1d4 + 8 ⇒ (1) + 8 = 9
Possible Sneak Damage if attacking #7: 1d6 ⇒ 1

Bite Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Bite Damage: 1d4 + 8 ⇒ (3) + 8 = 11
Possible Sneak Damage if attacking #7: 1d6 ⇒ 1

Add 2 for flanking on #7.


Round 3

Initiative:

Vamik: 24
Skeletons: 21
Goggh: 21
Zarrisa: 13
Quercus: 7

Goggh once more, grabs a hold of one of the skeletons with his massive hands. As if grabbing a fragile doll, the ogre squeezes the skeleton with his hands, bones crunching and crumbling, the skeleton helpless to escape. Pulling it in close he crushes it close to himself, his massive arms pulverizing the undead, dropping it in a heap onto the floor.

Zarrisa scuttles around Goggh, joining the fray, her claws snapping at one of the skeletons.

Zarrisa claw attack: 1d20 + 3 ⇒ (4) + 3 = 7 - miss

Unfortunately, her quick claw is unable to land a solid blow against the bony undead creature.

Quercus moves along the back row of undead, his defensive style allowing him to strike out at the enemies before they land their blows. He hits solidly on one of the skeletons but is unable to parry the other two remaining.

You forgot to roll damage Q

Quercus damage/parry: 1d6 + 5 ⇒ (6) + 5 = 11

skeleton #7 AoO vs Quercus: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6 - miss
skeleton #5 AoO vs Quercus: 1d20 + 7 ⇒ (1) + 7 = 8 - miss
skeleton #3 AoO vs Quercus: 1d20 + 7 ⇒ (12) + 7 = 19 - miss

Quercus' solid fist thumps hard against the skeleton as it tries to slash him, bones crunch as the blow lands.

Round 4

Distracted by Quercus, the skeleton between he and Vamik is a prime target, and the ratfolk seizes the moment to strike. A flurry of teeth and claws as he leaps onto his foe. Bones snaps and heavy blows from the mutated rat man leave the skeleton in a pile of shattered bone shards as the skull rolls across the floor, its jaw sent flying the opposite direction.

Were the skeletons intelligent thinking beings, now would be a good time for them to flee, however they press on, oblivious to the fact that they are being destroyed quite handily by the group.

skeleton #5 claw vs Quercus AC 32: 1d20 + 7 ⇒ (14) + 7 = 21 - miss
skeleton #5 claw vs Quercus AC 32: 1d20 + 7 ⇒ (8) + 7 = 15 - miss
skeleton #5 bite vs Quercus AC 32: 1d20 + 7 ⇒ (19) + 7 = 26 - miss
skeleton #5 gore vs Quercus AC 32: 1d20 + 7 ⇒ (8) + 7 = 15 - miss

skeleton #3 claw vs Goggh AC 23: 1d20 + 7 ⇒ (6) + 7 = 13 - miss
skeleton #3 claw vs Goggh AC 23: 1d20 + 7 ⇒ (18) + 7 = 25 - hit
skeleton #3 bite vs Goggh AC 23: 1d20 + 7 ⇒ (5) + 7 = 12 - miss
skeleton #3 gore vs Goggh AC 23: 1d20 + 7 ⇒ (17) + 7 = 24 - hit

While the skeleton fails to land any blows against Quercus' impenetrable defense, Goggh is not so lucky. Even fighting defensively, the skeleton slides a claw in and then follows up with a low gore as the skeleton brings its wicked horns right into Gogghs sizable midsection.

skeleton claw damage to Goggh: 1d6 + 3 ⇒ (6) + 3 = 9
skeleton gore damage to Goggh: 1d6 + 3 ⇒ (5) + 3 = 8

While not lethal, the two strikes draw a significant amount of blood from Goggh who grunts in pain.

Finish round 4! Vamik queue up round 5


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

The monster hurts Goggh, which growls in return. The raging ogre turns his eyes to it - wasn't it an undead, it would probably fear for its damned existence.

The Ogre touches himself quickly (as a swift action), feeling the wisdom of Irori heal him, and then proceeds to do the very same thing as before (against #3).

Lay on Hands: 1d6 ⇒ 3
Grapple defensively: 1d20 + 13 ⇒ (11) + 13 = 24
Raging Grappler: 1d10 + 12 ⇒ (4) + 12 = 16
Constrict: 1d10 + 17 ⇒ (8) + 17 = 25

He then 5-foot steps back, still looking badly hurt.

Resources:

Raging Brute (3 minutes/day): 1 minute used
Bloodrage (7 rounds/day): 4 rounds used
Lay on Hands (4 uses/day): 1 use


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

Quercus will move passed the remaining skeletons drawing attacks from any that remain after Goggh's and Zarrisa's attack.

Should get flank on #3. If dead, subtract 2 and use roll for #5
Panther parry: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Panther parry: 1d20 + 6 ⇒ (5) + 6 = 11

Unarmed damage: 1d6 + 5 ⇒ (4) + 5 = 9

Single attack against #3 (or 5 if 3 is dead).

Unarmed strike: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 subtract 2 if against #5

Unarmed damage: 1d6 + 5 ⇒ (2) + 5 = 7


Round 4

Goggh reaches out, grabbing another skeleton with his mighty thews. Pulling it in as he did before, an ogrish grinding machine, grabbing the spindly skeletons and crushing them one by one. One of the remaining skeletons fares no better, as he snags it easily and folds it between his hands as easily as one might close a book, and then continuing to squeeze until the bones snap and clatter to the floor.

Zarrisa scuttles up quickly over the clattering bones and strikes at the remaining skeleton.

Zarrisa claw: 1d20 + 3 ⇒ (16) + 3 = 19 - hit
Zarrisa claw: 1d20 + 3 ⇒ (13) + 3 = 16 - hit
Zarrisa sting: 1d20 + 1 ⇒ (16) + 1 = 17 - hit

Zarrisa claw damage: 1d4 + 2 ⇒ (1) + 2 = 3 - B/S
Zarrisa claw damage: 1d4 + 2 ⇒ (3) + 2 = 5 - B/S
Zarrisa sting damage: 1d4 + 2 ⇒ (3) + 2 = 5 - P

The mermaid/scorpion woman snaps twice with her claws, and strikes with her stinger. All three manage to hit the skeleton, however her stinger seems to glide harmlessly from the things spindly bones.

Quercus moves about drawing attacks from the skeleton taunting it to attack him as he lashes out.

Skeleton AoO vs Quercus AC 32: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 - miss

His wooden fist slams into the skeleton's skull as he dances by it, and follows up with another blow an instant later, its bones now brittle and the necromantic magic barely holding it together.

Finish him! Vamik Round 5, then skeleton/others if it survives


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Move and bite!

flanking bite: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
damage: 1d4 + 1d6 + 8 ⇒ (3) + (2) + 8 = 13


Round 5

Vamik slips forward and snaps his razor sharp incisors down on the skeleton, but just misses, the bony creature turning at the last second and avoiding the ratfolk's attack.

It spins in retaliation and attacks Vamik

skeleton claw vs Vamik AC 26: 1d20 + 7 ⇒ (2) + 7 = 9 - miss
skeleton claw vs Vamik AC 26: 1d20 + 7 ⇒ (16) + 7 = 23 - miss
skeleton bite vs Vamik AC 26: 1d20 + 7 ⇒ (4) + 7 = 11 - miss
skeleton gore vs Vamik AC 26: 1d20 + 7 ⇒ (13) + 7 = 20 - miss

The skeletons flurry of attacks are not enough to get past the wily Vamik's agile dodging and magical defenses.

Goggh, Zarrisa, Quercus go.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Goggh stops raging, becoming visibly fatigued. His draconic claws disappear and he's weaker. Still, even on this state, he still tries to grab the remaining skeleton (this time, however, without fighting defensively).

Attack (CMB): 1d20 + 14 ⇒ (14) + 14 = 28 CMB = 2 (BAB) + 7 (STR, fatigued) + 1 (Size) + 4 (Grapple) + 1 (Strength Stance) - 1 (Power Attack)
Damage (Raging Grappler): 1d10 + 9 ⇒ (2) + 9 = 11 7 (STR, Fatigued) + 2 (Power Attack)
Constrict: 1d10 + 12 ⇒ (6) + 12 = 18 7 (STR, Fatigued) + 3 (Single NA) + 2 (Power Attack)

He 5-foot steps at the end of his routine, and touches himself again swiftly.

Lay on Hands: 1d6 ⇒ 6

Strength Stance and Raging Grappler are still active; they're connected to the feat "Raging Brute", not to my actual bloodrage

Resources:

Raging Brute (3 minutes/day): 1 minute used
Bloodrage (7 rounds/day): 4 rounds used
Lay on Hands (4 uses/day): 2 uses

Fatigued for 6 rounds: 1/6


Goggh huffs as the fury leaves his eyes, but he is still formidable. Grabbing a hold of the final skeleton, already damaged and barely functional, he crushes it between his hands and drops the broken shards to the floor before uttering a "wheewwww". He clamps a hand over the wounds and they mend somewhat.

Combat Over.

The final skeleton destroyed, the group takes a collective breath. The underground area is quiet again aside from the breathing of the fighters.

What will the group do now?


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

"Is everyone ok?" Quercus looks around cautiously, listening.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

Vamik pops the cork on his CLW extract. Healing: 1d8 + 2 ⇒ (6) + 2 = 8

"Well, my new arm works in a fight. That's something. Now where there's undead there is usually something of value. Now where was I before these bag o' bones so rudely interrupted?"

Vamik continues searching the rightmost room, then the left where the first skeletons came from. After that, he'll sneak over toward the hallway straight ahead.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Goggh scratches his back, tired, and again lay his hands on his chest.

Lay on Hands: 1d6 ⇒ 4

Goggh is tired... And a little hurt. - he says, following - Let's search, but stay on your guard.

Perception (Search): 1d20 + 9 ⇒ (16) + 9 = 25


Vamik and the others search carefully and cautiously the first two rooms on the east and west, going through the debris of the barrels and crates. Vermin of all sizes and shapes scuttle forth as you paw through the dust. You find a variety of things rotted and nearly in recognizable, but within the useless decay you do find metal. Coins and jewelry, dulled by age and dust but valuable nonetheless. You manage to scrape together a sizable pile from both rooms. The coins could use some cleaning to find their true value, but there is silver copper gold and even some platinum. You also find some gems and half a dozen pieces of jewelry.

As Quercus and Lady Zarrisa stand watch, The mermaid notes she isn't feeling well and being away from water has weighed heavily on her. In a strange statement, she says she feels like leaving and after several more moments her mind seems set and she scuttles on up the stairs and out, saying she will return to the fort and don't worry about her safety.

Also XP for the fight will be 2810 each. I had Zarrisa's as a half share since I had to DMPC her and he/she is not likely to play further. This actually puts you quite close to levelling again.

In the back rooms you find more broken, rotten containers, most of its contents ruined and long since made useless. You do find more coins, gems and jewelry, tarnished with age. You also find a pair of sealed bronze scroll tubes and a slim wand case with a silver wand.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Many coins! And maybe some useful stuff. Jewels, scrolls, a small silver stick... Is any of it magical at all? - the Ogre asks his companions.

Nevertheless... - he continues - ... Goggh thinks we could barricade the doors and try to get some protected rest here.


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

Quercus casts detect magic on the treasure once it is assembled concentrating and attempting to identify anything.

I will use my Community Blessing on Mr Gibbons who will attempt to aid me in spellcraft. If successful he grants me a +4 rather than +2.

(For the 2 tubes and the wand)
Mr Gibbons aid another spellcraft: 1d20 ⇒ 15
Mr Gibbons aid another spellcraft: 1d20 ⇒ 10
Mr Gibbons aid another spellcraft: 1d20 ⇒ 14

Quercus spellcraft: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19
Quercus spellcraft: 1d20 + 8 + 4 ⇒ (16) + 8 + 4 = 28
Quercus spellcraft: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19

"This will help fund our search for Master Goodwin."


Quercus examines the items with a trained eye and magical senses. You will want read magic for the scrolls, but when you memorize and cast it you will know the following:

Scroll of Protection from Chaos: caster level 1
Scroll of Resist Energy: caster level 3
Wand of Grease: full charges, caster level 1


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

"Ahh, that's one good thing about the undead, they are always guarding something of value. The coins and gems I suppose we can pile in with the rest. The wand...has Mr. Gibbons been trained in the use of wands?"

Vamik agrees that barricading the doors seems to be a good option. As Goggh builds the barricade, Vamik will disguise: 1d20 + 5 ⇒ (6) + 5 = 11 the entrance to make it look as caved in as possible. As soon as the hole is just small enough for him to fit through, he will slip back in.


Day 9 - Mid day

You easily pile some debris back up and scatter some dust around. You aren't quite sure it will fool anyone familiar with the dungeon, but you aren't sure who that would be in any event. To anyone else it would look like a dusty caved in area. Someone perceptive may notice it looked somewhat more 'recent' but it will do.

How long is the plan to rest? It is probably not even midday of day 9. Some items cannot be recovered for until the next day etc depending what it is. You may need up to 18 hours to recover some trackables depending on source.


Male Lvl 3 Ratfolk HP 42/42 || AC 26 || Saves: 8,9(11 mutagen),3 || CMB/CMD: 2 / 18 || Init: +6 || Perception: +7 Alchemist / Ninja / Wizard
Daily Spells:
Wizard: Mage Armor, Chill Touch, Vanish, Obscuring Mist, expeditious retreat, Mirror Imagex2 --- Alchemist: CLWx2, negate aroma, open x1

"Now that we're all sealed in, what do we do? This place seems defensive, but we really need to scout out the enemy. They could be moving past us as we speak. I think I will slip upstairs and take a look around."


Mr Gibbons:
hp: 6/18
Ghoran Gestalt - Monk/Warpriest/Arcanist (3) HP:36 AC: 23 T:20 FF: 17 CMD:21 F:+4 R:+8 W:+7 Init: +5 Per: +10
Current Info:
AC +10 from spells, HP: 18/36

"OK. I am curious about the set of stairs that go down."


Vamik climbs back up to the surface and sniffs around then listens and looks. Seems safe enough. He climbs out and peers into the bright sunlight down over the hillside. No enemies in sight. He decides to climb up the ruins a bit to get a better vantage even though the hill is quite high compared to the surrounding terrain. Not the best climber, Vamik braces himself between two corners and uses the rough broken down wall to find plenty of ledges and handholds ( taking 10, no problem or risk of failure ).

He reaches the top and the wind blows at his whiskers and ruffles his fur at this height. A pair of ravens is startled and they fly off cawing in alarm. Vamik peers out over the hills below. To the west, south and east he sees nothing. Far to the east, he sees the another river, perhaps a dozen miles away. To the north the mountains rise steeply. He watches for a while and waits and sees nothing of interest. After a bit he climbs back down and decides on his next course of action.

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