Helgash |
Perception: 1d20 + 15 ⇒ (12) + 15 = 27
Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Knowledge (Arcana): 1d20 + 7 + 1d6 ⇒ (9) + 7 + (6) = 22
Zorblag |
10:55 AM on Sistersdag, the sixth of Eostre, 3517 I.R.
Grimm Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Grimm Initiative: 1d20 + 13 ⇒ (6) + 13 = 19
Enemy Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
The sudden movement of swirling metal surprises none of you, and you prepare to engage whatever this thing is. Neither Helgash nor Tristan can tell anything about what it might be other than a blur of blades approximately 15 feet wide.
Surprise Round (everyone acts, you may take a move action or a standard action, but not both.)
Khoran
Groff
Tristan
Grimm
Helgash
Enemy
I'm putting this fight in the Maps and Handouts rather than Roll 20 to see how that goes.
Helgash |
"I am not sure what that is, and I don't feel like sticking around to fight flying shrapnel - move out" - Helgash grunts, and retreats.
So move away from it :D
Khoran of the Bone Bears |
Khoran gathers his will and watches the creature, preparing to hex it if it closes.
Ready a standard action - Use a Silkstring Snare hex (DC 17 Reflex or be entangled and anchored in place) on it when(if) it gets within 30' of Khoran then take a 5' step away from it.
Groff the glib |
Funny, I looked everything up to make sure I had all the numbers right, and at the start had the charge in mind. Heck, I even listed it, but forgot it when calculating. I thought only my joints were supposed to make me feel old. Anyway, didn't think a 6 would cut it.
Zorblag |
10:55 AM on Sistersdag, the sixth of Eostre, 3517 I.R.
You make your preparations and attacks as the whirlwind of blades finishes rising up from the dusty ground, Groff even charging up to take a swing at it which misses anything of substance. In retaliation the thing sends a dagger flying out to hack at the dwarf.
Standard Action to Attack Groff.
Attack on Groff: 1d20 + 16 ⇒ (12) + 16 = 28
Damage (P and S): 1d8 + 6 ⇒ (7) + 6 = 13
Round One
Khoran
Groff
Tristan
Grimm
Helgash
Enemy
Khoran of the Bone Bears |
"I gotta remember that Groff's gonna charge whatever he sees...", Khoran grumbles as he moves forward to support Groff, trying to snare the thing with a hex.
move - move forward 20'
standard - Use a Silkstring Snare hex (DC 17 Reflex or be entangled and anchored in place)
Groff the glib |
Groff lays into it with his ball and chain
power attack, haste, inspire courage
to hit: 1d20 + 14 ⇒ (19) + 14 = 33 damage: 1d10 + 18 ⇒ (5) + 18 = 23
to hit: 1d20 + 14 ⇒ (6) + 14 = 20 damage: 1d10 + 18 ⇒ (3) + 18 = 21
to hit: 1d20 + 9 ⇒ (17) + 9 = 26 damage: 1d10 + 18 ⇒ (6) + 18 = 24
Tristan Luckbringer |
inspire +1 12/14
Tristan 5fts forward and hurls his starknife
haste+1, Inspire+1, -2range increment
Starknife 5bab +6Cha +1Starknife, (Deadly Aim -2,+4)
attack #1: 1d20 + 10 ⇒ (1) + 10 = 11
damage #1: 1d4 + 11 + 1 ⇒ (4) + 11 + 1 = 16
attack #1: 1d20 + 10 ⇒ (18) + 10 = 28
damage #1: 1d4 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Zorblag |
There is a satisfying crunch as Groff's first attack hits something he can see metal bits inside the thing smashing. His next two attacks however fail to find purchase and Tristan's starknife tosses also glance off the whirl of blades with no effect.
Round One
Khoran
Groff
Tristan
Grimm
Helgash
Enemy
@Groff, don't forget you've got DR 3/-, so that last hit should only do 10 damage to you.
Grimm Wald |
Grimm invokes a flaming sphere on the creature.
Flaming Sphere damage: 3d6 ⇒ (3, 1, 3) = 7; DC 19 Reflex negates
Helgash |
Seeing his companions intent on fighting a cloud of debris, Helgash doubles back to join them.
Move back to stand 10' to the side of Khoran, and zapping my wand of Shield :P
I think I need to roll UMD? DC20: 1d20 + 14 ⇒ (14) + 14 = 28
Zorblag |
10:55 AM on Sistersdag, the sixth of Eostre, 3517 I.R.
The whirl of sharp metal bits drifts forward and unleashes a storm of attacks on Groff.
Five foot Step south. Full Round Action to Barbed Whirl Attack.
Barbed Whirl Attacks: 2d4 + 4 ⇒ (4, 4) + 4 = 12
Attack 1: 1d20 + 16 ⇒ (16) + 16 = 32 (hit)
Damage (P and S): 1d8 + 6 ⇒ (8) + 6 = 14
Attack 2: 1d20 + 16 ⇒ (3) + 16 = 19 (miss)
Damage (P and S): 1d8 + 6 ⇒ (1) + 6 = 7
Attack 3: 1d20 + 16 ⇒ (14) + 16 = 30 (hit)
Damage (P and S): 1d8 + 6 ⇒ (3) + 6 = 9
Attack 4: 1d20 + 16 ⇒ (6) + 16 = 22 (miss)
Damage (P and S): 1d8 + 6 ⇒ (3) + 6 = 9
Attack 5: 1d20 + 16 ⇒ (3) + 16 = 19 (miss)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 6: 1d20 + 16 ⇒ (15) + 16 = 31 (hit)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 7: 1d20 + 16 ⇒ (20) + 16 = 36 (hit, crit)
Damage (P and S): 1d8 + 6 ⇒ (4) + 6 = 10
Attack 7 Critical Confirmation: 1d20 + 16 ⇒ (14) + 16 = 30
Critical Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Attack 8: 1d20 + 16 ⇒ (5) + 16 = 21 (miss)
Damage (P and S): 1d8 + 6 ⇒ (7) + 6 = 13
Attack 9: 1d20 + 16 ⇒ (2) + 16 = 18 (miss)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 10: 1d20 + 16 ⇒ (15) + 16 = 31 (hit)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 11: 1d20 + 16 ⇒ (4) + 16 = 20 (miss)
Damage (P and S): 1d8 + 6 ⇒ (3) + 6 = 9
Attack 12: 1d20 + 16 ⇒ (7) + 16 = 23 (miss)
Damage (P and S): 1d8 + 6 ⇒ (8) + 6 = 14
Total Damage (reduced by DR): 11 + 6 + 8 + 14 + 8 = 47
You should confirm that the hits are hits and that I'm adding that damage correctly, but I think I've got it right.
Round Two Initiative Order
Khoran
Groff
Tristan
Grimm
Helgash
Enemy
Groff the glib |
Hits look correct. Looks like a nice early TPK, though the 'outrun the dwarf' escape method might just work.
Groff, now rendered bloody all over sees a short future for himself.
"Run for it, I'll try to hold it!"
haste, inspire courage
to hit: 1d20 + 16 ⇒ (19) + 16 = 35 damage: 1d10 + 12 ⇒ (3) + 12 = 15
to hit: 1d20 + 16 ⇒ (7) + 16 = 23 damage: 1d10 + 12 ⇒ (9) + 12 = 21
to hit: 1d20 + 11 ⇒ (19) + 11 = 30 damage: 1d10 + 12 ⇒ (3) + 12 = 15
Khoran of the Bone Bears |
Unfortunately, I don't think outrun the dwarf is going to work - "drifts forward" implies flying... Worse, given it was K Arcana checks, this is a construct, and a lot of my stuff doesn't work...
Khoran looks at the blood spurting from Groff, shakes his head, and mutters an incantation, conjuring mud to impede the storm of blades. Then he steps towards the dwarf, unslinging his shield as he goes! "Helgash, buy me time!"
standard Action - Cast Slowing Mud, (Slow and Blind) DC 18 Fort Negates. Let's hope for a poor saving throw...
Move action - unsling shield
Takes a 5' step forward so I can 5' next you next round and full action treat wounds...
Unfortunately, using Healing Hands is a full round action and I need to be next to you. Thus why I'm moving towards you and asking Helgash to buy me time...
Grimm Wald |
Grimm shakes his head, "I'm not running from a trash tornado. Most other things - yes."
Grimm directs the flaming sphere and fires his wand of magic missiles.
Flaming Sphere damage: 3d6 ⇒ (6, 4, 5) = 15; DC 19 Reflex negates
Magic Missile damage: 4d4 + 4 ⇒ (3, 1, 1, 2) + 4 = 11
Helgash |
Hits look correct. Looks like a nice early TPK, though the 'outrun the dwarf' escape method might just work.
If we go head on against adversaries which survive in this harsh environment, and about which we know absolutely nothing... Will get us dead real quick :P
---
Thanks for clarifying Zorblag ;)
Helgash positively boggles at Khoran's words, but then just chuckles it away, speaking calmly to Coal who squeaks in fear on his shoulder - "Calm now, we've got this".
Then he advances fearlessly at the maelstrom, and attacks - "Of course Khoran, take as much as you need"
Swift action to study his opponent. Using Combat Expertise.
Rapier: 1d20 + 15 ⇒ (9) + 15 = 24
Damage if it hits: 1d6 + 7 + 3 ⇒ (3) + 7 + 3 = 13
The +3 is precision damage, so not sure if it does anything...
On his shoulder, Coal now squeaks in anger at the strange foe!
Coal Bodyguard 1 vs DC10: 1d20 + 9 ⇒ (7) + 9 = 16
Coal Bodyguard 2 vs DC10: 1d20 + 9 ⇒ (18) + 9 = 27
Coal Bodyguard 3 vs DC10: 1d20 + 9 ⇒ (2) + 9 = 11
----------
AC: 28 (30 if/when Coal Bodyguard applies)
HP: 58/58
Effects: Studied foe, Shield, Inspire Courage, Haste (which of these would apply to Coal?)
Groff the glib |
Now let me recall, who wanted to explore the random areas and not just go straight the the objective? Investigating this made it a combat, and as you might notice it flies so is probably faster than us. Investigating got us killed, not trying to fight since we never had the option of that not happening. It was roll for surprise then initiative. I'm seen enough from this gaming company that in a metagaming sense I know you don't screw around with extraneous stuff as it will very often be way over your head and get you killed. However I don't metagame, so I acceded the notion of exploration non goal sites. My metagaming impression merely gets confirmed. Generally Frog God won't screw you if you do just what you need to do. If you try for more, it's likely your end.
Helgash |
Exploring does not mean charging at anything that moves - so I disagree with you Groff, and I think there may be other options. You do not know if we couldn't have ran away. And you cannot simply assume we have to fight because 'we never had the option of that not happening'
That being said, opinions are what they are, and they vary. You think exploring will get us dead real quick. I think charging at a presumed foe without knowing anything about it will get us dead real quick ;)
Groff the glib |
What part of 'roll for initiative' is unclear from how this started? We are below the level of teleport, and we don't have the means to outrun a flying creature. My visible options were fight and hope to win or die, or run and definitely die. Arguing won't do anything here, but blaming this on me is rubbish.
Helgash |
'Roll for initiative' has no ingame relevance - it is ooc. And nothing hinted at the fact it could move faster than us. Or that it would be interested in chasing us. Rolling initiative is not automatically a fight you cannot run from.
I am not blaming anything on you Groff, I am just stating that 'If we go head on against adversaries which survive in this harsh environment, and about which we know absolutely nothing... Will get us dead real quick'
Do you disagree?
Zorblag |
Groff's first and third swings again make satisfying contact with whatever this is, though the second sails through a space between blades, not doing anything of note.
Khoran's spell has no noticeable effect on whatever this is, but he moves forward to assist Groff nonetheless.
DC 19 Reflex Save: 1d20 + 9 ⇒ (9) + 9 = 18
Grimm's flaming sphere and magic missile both continue to whittle away at your foe.
As Helgash moves towards the whirling blades one bit of metal lashes out at him.
AoO vs Helgash: 1d20 + 16 ⇒ (19) + 16 = 35 (hit, no crit confirm)
Damage (P and S): 1d8 + 6 ⇒ (3) + 6 = 9
Critcal Confirmation: 1d20 + 16 ⇒ (2) + 16 = 18
Critical Damage (P and S): 1d8 + 6 ⇒ (1) + 6 = 7
Helgash is hit, and distracted, misses with his rapier thrust.
@Helgash, the inspire courage and haste should apply to Coal if he's out and participating (which he is.)
Khoran of the Bone Bears |
@Zorblag, what suggest to you that being coated with sticky mud won't work on objects? Constructs are immune to Fort effects that require biology to work.
Zorblag |
@Khoran, the spell specifies creatures as it's target. From the Contract traits we've got : Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Basically, just like I didn't try to reason through how silkstring snare would make any sense to work on something like this (it seems likely it wouldn't; webs aren't going to have any reasonable way to latch onto sharp whirling bits of metal in a way that would slow it down) I didn't try to reason through the Slowing Mud would work beyond following what the rules say. It's also perhaps worth pointing out that you've decided that this is likely a Construct via the knowledge checks being arcana checks which Khoran wouldn't have any access to.
Tristan Luckbringer |
frog god is famous for tpk's so running into one is always a possibility especially when exploring for random encounters. Meh.. It's what we signed up for
Inspire 11/14
Tristan takes another 5ft forward and tosses more blades
Starknife 5bab +6Cha +1Starknife
attack #1: 1d20 + 12 ⇒ (12) + 12 = 24
damage #1: 1d4 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Starknife 5bab +6Cha +1Starknife
attack #1: 1d20 + 12 ⇒ (4) + 12 = 16
damage #1: 1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Zorblag |
10:55 AM on Sistersdag, the sixth of Eostre, 3517 I.R.
Tristan tosses his starknife at the thing another couple times, but each time they sail through, missing anything of substance.
The creature once again throws a barrage of attacks, though now they are divided amongst Groff, Helgash and Khoran who are all within it's reach.
Full Round Action to Barbed Whirl Attack.
Barbed Whirl Attacks: 2d4 + 4 ⇒ (3, 1) + 4 = 8
Attacks on Groff:
Attack 1: 1d20 + 16 ⇒ (19) + 16 = 35 (hit, no crit confirm)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 1 Critical Confirmation: 1d20 + 16 ⇒ (11) + 16 = 27
Critical Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Attack 2: 1d20 + 16 ⇒ (2) + 16 = 18 (miss)
Damage (P and S): 1d8 + 6 ⇒ (8) + 6 = 14
Attack 3: 1d20 + 16 ⇒ (6) + 16 = 22 (miss)
Damage (P and S): 1d8 + 6 ⇒ (7) + 6 = 13
Attack 4 1: 1d20 + 16 ⇒ (13) + 16 = 29 (hit)
Damage (P and S): 1d8 + 6 ⇒ (6) + 6 = 12
Total Damage (after DR): 8 + 9 = 17
Attacks on Helgash
Attack 5: 1d20 + 16 ⇒ (5) + 16 = 21 (miss)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 6: 1d20 + 16 ⇒ (6) + 16 = 22 (miss)
Damage (P and S): 1d8 + 6 ⇒ (6) + 6 = 12
Attacks on Khoran
Attack 7: 1d20 + 16 ⇒ (8) + 16 = 24 (miss with the AC bonus from Haste I think)
Damage (P and S): 1d8 + 6 ⇒ (7) + 6 = 13
Attack 8: 1d20 + 16 ⇒ (12) + 16 = 28 (hit)
Damage (P and S): 1d8 + 6 ⇒ (7) + 6 = 13
Once again, it's worth checking my calculations for what hits and what misses, but I think I've got it right.
Round Two Initiative Order
Khoran
Groff: Unconscious and dying
Tristan
Grimm
Helgash
Enemy
Khoran of the Bone Bears |
Khoran takes 11 of his 13 damage on his false life spell.
Well Khoran goes before Groff, and by my math, Groff started at 66, took 10, took 47, and then 17, is thus is at -8. I guess we are going to find out if he's auto-dropped his weapon; hopefully he's going down with it clenched hard in hand...
Khoran steps up behind Groff as he starts to fall and catches him, putting forth the fullest arts of his healing...
5' step
full round action, Heal using Healing Hands feat, healing satchel (2 uses). Uses the 17 from his Thriceborn Charm...
Heal check: 17 + 7 + 4 + 3 + 4 = 35 vs dc 20 (25& 30 for extra benefits).
7 ranks +4 wis +3 trained +4 healing satchel
Effects: Heal 7 (groffs hd)*2 + 4 (wis from satchel) +4 wis (from satchel for making a DC 25) + 4 wis (from Heal skill making DC 25 )+ 7 (ranks planes from making DC 30), for a total of 33 HP. Groff should be at 25 HP. Hope you can make them count Groff
Zorblag |
Groff does drop his weapon when he falls unconscious (much like Gurg did both when he fell in the hole and when we fell asleep in the last fight.)
If you want to use the Charm of the Thriceborn you don't get to choose which of the rolls you take, but you roll randomly to see which one gets used.
Edit: I'm also not sure why you're doubling the Level healed with Treat Deadly Wounds. Is there some effect that is causing that? Normally it heals hp equal to the level. The +4 to the check from the healing satchel also applies when you're using First Aid or Treating Poison, neither of which applies here, though it would still give a +2 as a standard healer's kit.
Khoran of the Bone Bears |
What Khoran has: Healing Hands (Feat), Signature Skill : Heal (feat), Healer's Satchel (item)
Heal (Treat Deadly Wounds):"Treating deadly wounds restores 1 hit point per level of the creature."
Signature Skill (Heal) gets you the skill unlock for (Heal):
"5 Ranks: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day." (This is 2hp/lvl +2 pts of ability damage. This overrides the 1 HP/level of the basic skill)
Heal (Treat Deadly Wounds): "If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount." (thus +4 if I make a DC 25)
Healer's Satchel : "When the wielder expends 2 uses from a healer’s satchel to treat deadly wounds with the Heal skill, she adds her Wisdom bonus to the amount of hit points restored, and if she exceeds the DC by 5 or more, she adds 2 × her Wisdom bonus to the amount restored." (+4 if I make DC 20 and +4 again if I make DC 25)
Healing Hands: "When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed." (thus +7 if I make a DC 30)
Revised Heal Check: 1d20 + 7 + 4 + 3 + 2 ⇒ (18) + 7 + 4 + 3 + 2 = 34
7 ranks +4 wis +3 trained +2 healing satchel
Zorblag |
OK, Signature Skill (Heal) do that that, sounds good!
Immediately after Groff falls Khoran edges forward once more to heal him, helping him regain consciousness, prone and with his weapon beside him.
The swirling thing takes advantage of Khoran's attention on healing and sends out a broken metal plate in a swiping attack.
AoO on Khoran: 1d20 + 16 ⇒ (18) + 16 = 34
Damage (P and S): 1d8 + 6 ⇒ (6) + 6 = 12
Grimm Wald |
Grimm continues the combination of flaming sphere and magic missile.
Flaming Sphere damage: 3d6 ⇒ (4, 2, 3) = 9; DC 19 Reflex negates
Magic Missile damage: 4d4 + 4 ⇒ (3, 4, 2, 2) + 4 = 15
Tristan Luckbringer |
Inspire Courage +1
Tristan sees no options other than continue to throw at the thing. futily
Haste inspire
Starknife 5bab +6Cha +1Starknife
attack #1: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
damage #1: 1d4 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Starknife 5bab +6Cha +1Starknife
attack #1: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
damage #1: 1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Helgash |
Helgash sidesteps and attacks again - "I wonder if we are even hurting this thing"
5' Step NE. Attack. Using Combat Expertise,
Rapier: 1d20 + 15 ⇒ (18) + 15 = 33
Damage if it hits: 1d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Probably no crits, right?
Rapier (Haste): 1d20 + 15 ⇒ (16) + 15 = 31
Damage if it hits: 1d6 + 7 + 3 ⇒ (5) + 7 + 3 = 15
Coal defends his master as best as he can!
Coal Bodyguard 1 vs DC10: 1d20 + 11 ⇒ (15) + 11 = 26
Coal Bodyguard 2 vs DC10: 1d20 + 11 ⇒ (1) + 11 = 12
Coal Bodyguard 3 vs DC10: 1d20 + 11 ⇒ (11) + 11 = 22
----------
AC: 28 (30 if/when Coal Bodyguard applies)
HP: 49/58
Effects: Studied foe, Shield, Inspire Courage, Haste
Zorblag |
Critical hits and precision damage both work on this one, so I'll count that one as a crit and it's confirmation roll in case you have inspiration that needs refilling (I don't think you do, but in case I'm wrong.) Even without doubling the precision damage on the critical that hit does the job.
As Helgash lunges his rapier connects with something inside the creature before you that seemed to be holding it together. The shards of metal instantly stop spinning in the air and fall to the ground, intert and dull, many shattered and melted by your various attacks.
Combat is over and the silence of the Desolation surrounds you once more.
10:55 AM on Sistersdag, the sixth of Eostre, 3517 I.R.
For what it's worth, that was the highest possible CR on a random encounter you could have rolled in the Ashen Waste during the day, so nice work dealing with it!