
GM Capt Wombat |

The thing in the room
It is. Large with 4 arms and 2 legs, it has no eyes yet looks around, it's skiing is black and scaly, what is odd is that 2 of its arms look mechanical,
All four end in evil looking claws, and it's mouth seems full or metallic teeth.
It's taken out most of the lights in the room so it dusk level light
It's starting to claw at a wall but stops as the door opens

Little Orphan Annie |

I am guessing that Annie does have Tibbers summoned? after the revelation about not being forced back unless negative con in damage instead of at 0 hp.

GM Capt Wombat |

It starts shimmer [magic]
Claws set 1
1d20 + 12 ⇒ (16) + 12 = 28 DMG 1d6 + 8 ⇒ (2) + 8 = 10 + 1d4 ⇒ 3 acid
1d20 + 12 ⇒ (2) + 12 = 14 DMG 1d6 + 8 ⇒ (2) + 8 = 10 + 1d4 ⇒ 1 acid
Claw set 2 mechanical
1d20 + 8 ⇒ (3) + 8 = 11 DMG 1d6 + 6 ⇒ (5) + 6 = 11 + 1d6 ⇒ 4 electric
1d20 + 8 ⇒ (15) + 8 = 23 DMG 1d6 + 6 ⇒ (3) + 6 = 9 + 1d6 ⇒ 3 electric
Skreech ref save DC 12 for half 1d3 ⇒ 3 rounds until use again .
30' cone
DMG 2d4 ⇒ (3, 4) = 7 sundering ignores hardness.
All with in 10' make wil save stench
DC16 or be sickened for 1d3 rounds
If made don't need to roll again for 1 hour per beast.
Jack unless you beat its initi and get the lady away she's going to take 7DMG
And your going to take 28DMG
Hall scarlet and the others close 7 or 4 round up.
+ all your kit
may be hall will put himself in harms way! he could take that kind of hit, a hero point would do it! or then again with you dead and out the way who's to stop him and Scarlet getting as close as they want to her

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will: 1d20 + 3 ⇒ (14) + 3 = 17reflex: 1d20 + 8 ⇒ (11) + 8 = 19
init: 1d20 + 7 ⇒ (16) + 7 = 23
Gigar attempts to step around into a flanking position. Then strikes with his bigger hammer.
acrobatics: 1d20 + 11 ⇒ (9) + 11 = 20 vs CMD to avoid AoO
Attack1: 1d20 + 7 ⇒ (4) + 7 = 11(13 if flanking)
dmg1: 1d8 + 2 ⇒ (7) + 2 = 9
sneak: 1d6 ⇒ 1 if flanking.

Samurai-Jack |

Hearing the loud imposing thing jack would have casted shield spell raising his AC to 22. Don't know if you are ok with it and it doesn't really matter as Jack is down...
Init: 1d20 + 3 ⇒ (8) + 3 = 11
Will : 1d20 + 2 ⇒ (18) + 2 = 20
Ref: 1d20 + 4 ⇒ (5) + 4 = 9

GM Capt Wombat |

The thing rips into Jack tossing him aside like a doll.
Could you remember the Action formatting I posted please
Round 1
Initi
The Beast ->26 Charges shreds Jack,
Gigar 23 -> takes 4DMG Sonic, tumbles past to flank but Miss
Will and Ref save both made.
Jack 11 -> Down & Hurting
Hall 10 -> Can't Charge beat to close now, 5' steps to stand over Jacks body and attacks. need Will Save and ref save then we will deal with the pos Hit.
Lady 10 -> Down Out cold takes 7 DMG starts to wake her up,
Scarlet ?? -> Holding waking lady, make saves please
Other post actions

Zaeltor |

Round 1
Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Not sure EXACTLY how close Zaeltor was, so I'll just roll the saves and GM Capt Wombat adjudicate:
Reflex Save: 1d20 + 5 ⇒ (19) + 5 = 24
Will Save: 1d20 + 8 ⇒ (15) + 8 = 23
-------------------------
"WHAT is it?" - the monk asks as he takes a step back, and strings his bow, firing two arrows at the creature.
Flurry of Arrows 1: 1d20 + 7 ⇒ (18) + 7 = 25Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Flurry of Arrows 2: 1d20 + 7 ⇒ (19) + 7 = 26Damage: 1d8 + 7 ⇒ (8) + 7 = 15
DANG! The rolls....

Zaeltor |

hot ya Scarlet, ok your sicken 1d3 rounds & is 19 a pos crit Zaeltor? Halls fine but take 7DMG SONIC DR counts
Nah, crits only on a 20 :/

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Gigar uses the flanking to try and gain the upper hand.
attack: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d8 + 2 ⇒ (4) + 2 = 6
sneak: 1d6 ⇒ 5
attack: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d6 + 1 ⇒ (3) + 1 = 4
sneak: 1d6 ⇒ 4
crit confirm: 1d20 + 7 ⇒ (20) + 7 = 27
crit damage: 1d6 + 1 ⇒ (6) + 1 = 7
to bad sneak doesn't crit lol

Little Orphan Annie |

you feeling better tibbers? that guy packs quite the punch. but don't worry you will get stronger two.
Annie gives Tibbers a hug.
Now Tibbers you go watch that tied up man over there. if he tries to get away the rip his head off...okay?
Tibbers nods his understanding I like that. you be careful there is a fight with something in the other room. tibbers replies.
i know I am going over there now to see if there is anything that is flamable in there
Annie skips on over to the doorway but is unable to enter because of all the people.
due to her small stature she cannot see what is going on either.

GM Capt Wombat |

The thing rips into Jack tossing him aside like a doll.
Could you remember the Action formatting I posted please
Round 1
Initi
The Beast ->26 Charges shreds Jack,
Gigar 23 -> takes 4DMG Sonic, tumbles past to flank but Miss
Will and Ref save both made., misses.
Zaeltor 21 -> Macks saves takes 4DMG Sonic -> Fires two arrows 13 + 15 DMG [you see hits hide seems to stop some of the DMG]
Jack 11 -> Down & Hurting
Hall 10 -> Can't Charge beat to close now, 5' steps to stand over Jacks body and attacks. Hits just 22DMG cuts deep but also sees some of the DMG is stopped by its skin, and the wounds are closing.
Lady 10 -> Down Out cold takes 7 DMG starts to wake her up,
Scarlet 1d20 + 4 ⇒ (1) + 4 = 5 -> Holding waking lady, Takes 4DMG sonic and Sickened for 1 round
Olrik with Prof 1d20 + 2 ⇒ (13) + 2 = 15 -> reloading out of range for saves.
Anne 5 -> heals teddy moves to door, Saves please, Ref and Wil
Teddy 1-> with prof and Olrik
Other post actions
Its still going
Jack whats you HP.
You only need to roll save one,
Ref on its sonic attacks.
You can see its wounds are closing AND its stopping some of the damage, you have hurt it but its still going.
Round 2 Again Dont forget forming your posts as shown in discussion
Initi
The Beast -> Hall now
Claws set 1
1d20 + 12 ⇒ (4) + 12 = 16 DMG 1d6 + 8 ⇒ (4) + 8 = 12 + 1d4 ⇒ 3 acid
1d20 + 12 ⇒ (3) + 12 = 15 DMG 1d6 + 8 ⇒ (6) + 8 = 14 + 1d4 ⇒ 1 acid
Claw set 2 mechanical
*1d20 + 8 ⇒ (20) + 8 = 28 DMG 1d6 + 6 ⇒ (4) + 6 = 10 + 1d6 ⇒ 6 electric
1d20 + 8 ⇒ (7) + 8 = 15 DMG 1d6 + 6 ⇒ (6) + 6 = 12 + 1d6 ⇒ 6 electric
Bite
1d20 + 6 ⇒ (2) + 6 = 8 DMG 2d6 + 8 ⇒ (4, 1) + 8 = 13
* con Crit 1d20 + 8 ⇒ (19) + 8 = 27
DMG 1d6 + 6 ⇒ (6) + 6 = 12
Gigar 23 ->
Zaeltor 21 ->
Olrik with Prof 15 -> with prof
Jack 11 -> Down & Hurting
Hall 10 ->
Lady 10 -> out cold
Scarlet 5 -> UnSickened holing lady can act.
Anne 5->
Teddy 1->

Little Orphan Annie |

Round: 1
Initi: 5
Current AC: 19
Spells running: TIBBERS!
Action: see above post just talking and walking
reflex save: 1d20 + 5 ⇒ (14) + 5 = 19
Will save: 1d20 + 9 ⇒ (8) + 9 = 17

Hall Stewart |

only the mechanical claw hit, after DR 11 damage, on next round fast heal reduces to 10 EDIT: crit confirms 22 ouch Hall grunts in pain
just a reminder this is a magic weapon, so if the DR is DR/magic...
he then strikes back with all his might hoping giger's presence on his other side distracts him enough to get a good hit in
1d20 + 12 ⇒ (7) + 12 = 19 2d6 + 12 ⇒ (1, 1) + 12 = 14 but with the claw marks on his shoulder his dizziness means he only gets in a glancing blow
EDIT 27 damage, current AC 22 current spells up Force screen
Hall looks down at himself and notices that the wounds weren't healing nearly as fast as they normally would and he looks up at the beast with fear for the first time in a long time

Little Orphan Annie |

Round: 2
Initi: 5
Current AC: 19
Spells running: TIBBERS!
Action:
Annie looks in seeing this mostrosity of something and it is hurting everyone.
She says as her hands ignite in flame. and she hurls a flame at the monster
ranged touch attack: 1d20 + 6 ⇒ (7) + 6 = 13
damage if a hit: 2d6 ⇒ (5, 2) = 7 fire damage plus DC 19 Fort or staggard for 1 round

Zaeltor |

Don't think Zaeltor is to the side, or around the back, so no Perception roll - he does take another 5' step away from the creature.
People, could someone roll knowledges? Would be important to know the creature's abilities, DR, etc...
Round: 2
Init: 21
Current AC: 18
Current HP: 23/27
Spells/powers running: None
Other: Flurry of Arrows with Perfect Strike.
Action:
Zaeltor takes a step back, trying to move away from the creature's reach, and area attacks, and lets fly another volley.
Flurry 1: 1d20 + 7 ⇒ (7) + 7 = 14Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Flurry 1 Perfect Strike: 1d20 + 7 ⇒ (10) + 7 = 17Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Flurry 2: 1d20 + 7 ⇒ (12) + 7 = 19Damage: 1d8 + 7 ⇒ (3) + 7 = 10
"It seems to be recovering and healing its wounds" - Zaeltor comments - "Do any of you know what it is? Is it vulnerable to anything?" - he asks his companions.

GM Capt Wombat |

Round 2 Again Dont forget forming your posts as shown in discussion
Initi
The Beast -> Hits Hall as above
Gigar 23 -> Hit Pos crit 26 DMG 8
crit Confirmed 7 DMG = 15DMG (Its hurting)
Zaeltor 21 -> Miss miss HIT (+2 Flanking now Gigar is behind) 10DMG
Olrik with Prof 15 -> +2 Flanking BOOM! Miss
Jack 11 -> stable
Hall 10 -> 19 (+2 Flanking) 14DMG (it bellows in pain!!)
Lady 10 -> out cold
Scarlet 5 -> UnSickened holing lady can act-> Moves I take it as you do AoO
1d20 + 12 ⇒ (5) + 12 = 17 DMG 1d6 + 8 ⇒ (3) + 8 = 11 1d4 ⇒ 1 acid
Anne 5-> (+2 Flanking) fire Ball miss
Teddy 1-> With Prof
-----------------
Round 3
Initi
The Beast 26 -> Looking hurt now but still on Hall
Claws set 1
1d20 + 12 ⇒ (19) + 12 = 31 DMG 1d6 + 8 ⇒ (6) + 8 = 14 1d4 ⇒ 4 acid
1d20 + 12 ⇒ (16) + 12 = 28 DMG 1d6 + 8 ⇒ (2) + 8 = 10 1d4 ⇒ 3 acid
Claw set 2 mechanical
1d20 + 8 ⇒ (13) + 8 = 21 DMG 1d6 + 6 ⇒ (2) + 6 = 8 1d6 ⇒ 5electric
1d20 + 8 ⇒ (11) + 8 = 19 DMG 1d6 + 6 ⇒ (6) + 6 = 12 1d6 ⇒ 3electric
Bite
1d20 + 6 ⇒ (12) + 6 = 18 DMG 6d6 + 8 ⇒ (4, 5, 1, 1, 3, 5) + 8 = 27
Gigar 23 ->
Zaeltor 21 ->
Olrik with Prof 15 ->
Jack 11 -> stable
Hall 10 ->
Lady 10 -> out cold with Scarlet
Scarlet 5 -> with Lady
Anne 5->
Teddy 1-> With Prof

S.c.a.r.l.e.t. |

If the Lady is coming to her senses.
Scarlet does what she does best. (I don't think I'm meaning the provoking AoO. :P)
Move to give extract to Hall. (Which I think just passing things etc is a free action. Of course, Hall drinking the thing is another matter.Darn)
Who's going to roll the amount of HP returned? Scarlet? Hall? or the DM?)

Zaeltor |

GM Capt Wombat, I am not sure if, since Zaeltor is using a bow, he is entitled to flanking bonuses... But I think not - would that make his last attack a miss?

Hall Stewart |

2 hits, one almost hit 22 damage after DR, 2 HP after healing for the round
Round: 2 I think
Initi: 10
Current AC: 22
Current HP: 2/45
Spells/powers running: force screen
hall accepts the potion given wobbling unsteadily
he then tries to down the beast and save himself and the group knowing that the one hit from the beast would completely undo the effects of the potion
1d20 + 12 ⇒ (13) + 12 = 25 2d6 + 13 ⇒ (3, 5) + 13 = 21
after striking the beast he hears zaeletor ask what the thing, as he tries to block with his shield he racks his brains trying to think of what it was.
know psionics: 1d20 + 5 ⇒ (11) + 5 = 16 know local: 1d20 + 2 ⇒ (4) + 2 = 6
know: anything else (max DC 10): 1d20 + 1 ⇒ (10) + 1 = 11
he takes a single step 5ft step back hoping to get some space to drink the potion.

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Round 3
Init: 23
AC: 18
HP: 23/31
Action:
Gigar spies something odd on the creature's back and unleashes a quick flurry against it.
attack: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
damage: 1d8 + 2 ⇒ (1) + 2 = 3
sneak: 1d6 ⇒ 3
attack: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
damage: 1d8 + 2 ⇒ (4) + 2 = 6
sneak: 1d6 ⇒ 3

Zaeltor |

Round: 3
Init: 21
Current AC: 18
Current HP: 23/27
Spells/powers running: None
Other: Flurry of Arrows with Perfect Strike.
Action:
Without details about the creature, its capabilities or resistances, and not knowlegeable enough himself to garner any additional information, Zaeltor presses with his attacks, taking a further step back before firing.
Flurry 1: 1d20 + 7 ⇒ (9) + 7 = 16Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Flurry 1 Perfect Strike: 1d20 + 7 ⇒ (2) + 7 = 9Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Flurry 2: 1d20 + 7 ⇒ (13) + 7 = 20Damage: 1d8 + 7 ⇒ (1) + 7 = 8

GM Capt Wombat |

Change round 2 Arrow miss Shot it 7DMG not 10DMG to best.
Round 3
Initi
The Beast 26 -> Looking hurt now but still on Hall
Claws set 1
1: Hit TH 31 DMG 18 -5DR = DMG 13
2: Hit TH 28 DMG 13 -5DR = DMG 8
Claw set 2 mechanical
3: Miss TH 21 DMG 8 -5DR +5 =DMG 8
4: Miss TH 19 DMG 12 -5DR +3 =DMG 10
Bite
1: Miss
Hall hp 1/45
Gigar 23 -> Attacks something at the back of the best
[Miss / close Miss]
Zaeltor 21 -> Shoot three arrows that hit but do not seem to penetrate its thick hide [Miss/Miss/Miss]
Olrik with Prof 15 -> Reloading
Jack 11 -> stable
Hall 10 -> 1HP back hp 2/45
Attacks Hits a massive counter blow for DMG 21 Lopping off one arm
now the thing looks very hurt. Arm No 1d4 ⇒ 2
Lady 10 -> walking up with Scarlet
Scarlet 5 -> Lets the lady stand and ?
Anne 5-> yet to act
Teddy 1-> With Prof
---------------------------------
Round 4
Initi
The Beast 26 -> Bellows at Hall in pain and attacks again
Claws set 1
1:1d20 + 12 ⇒ (3) + 12 = 15 DMG 1d6 + 8 ⇒ (1) + 8 = 9 & 1d4 ⇒ 4 acid
2: Lopped off by Hall
Claw set 2 mechanical
3:1d20 + 8 ⇒ (12) + 8 = 20 DMG 1d6 + 6 ⇒ (2) + 6 = 8 & 1d6 ⇒ 2
electric
3:1d20 + 8 ⇒ (18) + 8 = 26 DMG 1d6 + 6 ⇒ (4) + 6 = 10 & 1d6 ⇒ 6
electric
Bite
5: Sonic Attack 2d4 ⇒ (4, 1) = 5
All in range 30' Cone make Ref Save for half
Gigar 23 ->
Zaeltor 21 ->
Olrik 15 ->
Jack 11 -> Takes 5DMG Sonic unless some one pulled him out last round.
Hall 10 -> Ref Save
Lady 10 -> Casts a Spell
Scarlet 5 ->
Anne 5-> ref Save
Teddy 1-> With Prof

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Round 4
Init: 23
AC: 18
HP: 24/31
Actions:
Frustrated Gigar tries again, hoping to actually hit whatever is on his back:
Attack1: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
damage: 1d8 + 2 ⇒ (2) + 2 = 4
Sneak: 1d6 ⇒ 1?
Attack2: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
damage: 1d6 + 1 ⇒ (6) + 1 = 7
sneak: 1d6 ⇒ 5
Note: If the first attack was enough destroy "it", Gigar would not attack it again but just the creature instead, making Attack 2 be 16.

Little Orphan Annie |

Round: 3
Initi: 5
Current AC: 19
Spells running: TIBBERS!
Action:
Annie's hands are still flaming but the fire is dying. she hurls another lob of fire at the creature
ranged touch attack: 1d20 + 6 ⇒ (20) + 6 = 26
damage if a hit: 2d6 ⇒ (5, 1) = 6 fire damage plus DC 19 Fort or staggard for 1 round
whoohoo crit threat:
crit confirm: 1d20 + 6 ⇒ (20) + 6 = 26
Crit damage: 2d6 ⇒ (6, 3) = 9 activate Volitile conduit for addition 1d4 ⇒ 3 fire damge.
final result 18 fire damage plut the DC 19 fort save or staggared for 1 round.

Hall Stewart |

Hall Stewart wrote:does it move towards me or does it have reach? [dice=reflex save]1d20+5Reach 10'
k, then if Annie or someone else doesn't kill it, I'm on the ground, though not dead