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Round 7 actions, Round 7, Monsters and cleaning up

From: Karl

Subject Round 7 actions

Sorry. I was away from computer yesterday.

Salix will continue to direct the hippogriffs to attack any remaining creatures.

By the way, do any of us know what these things actually are?



From: Josh

Subject Monsters

OOC: My guess is Ghouls, just cuz they're titled GXX, but I haven't looked in the MM yet. ( I figured that's cheating).



From: Mark

Subject Monsters

Ragnar would have the best chance of figuring out what they are but he is under the weather.



From: Karl

Subject Monsters

Mark told us once previously (since I made the same mistake) that he doesn't label foe that way. If the G is "ghoul" it's probably coincidental.



From: Karl

Subject Monsters

Incidentally, did you know that "ghoul" is also another term for "grave robber"? Specifically someone who steals bodies from graves for anatomical dissection. In that sense, modern medicine owes a great debt of gratitude to ghouls. :)



From: Mark

Subject Monsters

As to the knowledge check, after the battle Ragnar, who is the only one with the proper knowledge base for this check, can make a check by taking 20. With his skil ranks he will be able to identify them with ease. He just can not take 20 while in combat or paralyzed.



From: Josh

Subject Monsters

Does taking a knowledge check take up any Combat time?



From: Mark

Subject Monsters

Not a straight check but you have to have the proper knowledge field. For example to identify undead you need at least one rank in Knowledge -Religion. It can not be used untrained. Even then you make a normal roll. If I set the DC at 15 and you have 5 ranks in the skill but roll a 5 you still get a 10 and you can not remember anything. I would have to check about taking 10 but you could not take 20. Out of combat the character could sit down and spend two minutes (taking 20) to rack his brain about what he/she was taught about undead.

Each class of monster has a spefic knoweldge check to identify it.

Here are the areas.

* Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)

* Architecture and engineering (buildings, aqueducts, bridges, fortifications)

* Dungeoneering (aberrations, caverns, oozes, spelunking)

* Geography (lands, terrain, climate, people)

* History (royalty, wars, colonies, migrations, founding of cities)

* Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)

* Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)

* Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)

* Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)

* The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)

So Salix, with Knoweldge-Nature, is well suited to identify monstrous humanoids, like gargoyles, but unsuited to identify undead. Now someone with a high INT score would be well advised to put at least 1 skill point in each area since that would give them a very broad base of knowlegde. Of course many areas are cross class. Check your character description for the Knoweldge areas open to your class.



From: Jason

Subject Monsters

Incidentally, I'm pretty sure that Ragnar made his original check, and Mark identified them (to me) as ghouls. I just never had the chance to make that knowledge public. Nor does he now technically, but there's only like one left, so I can at least put an end to the OOC wondering.



From: Mark

Subject Monsters

If you check the AC's of the creatures and other thing you might notice something.



From: Mark

Subject Round 7 actions

That could also be true. It has been a while. :)

Not that it will make much difference this round, but Ragnar will be be able to stop taking his nap next round.



From: Porter

Subject Monsters and round 7 actions

OOC:

I'm pretty sure he said or implied that these are not ghouls.

My guess is that the are ghasts, which are basically dire ghouls.

Sorry. Yesterday was crazy day. I worked 16 hours.

IC: Mund attacks the trapped creature next to him.



From: Mark

Subject Round 7

Initiative: Kal (19), Mund (19), Surin (18), Ragnar (13), Creatures II (11), Creatures (10), Allistair (9), Harp (8), Ranthir (8), Salix (8) Hippogriffs (8).

Round 7

Kal, ignoring the bleeding wound at his throat, turns and looks around the room. Seeing Mund and Ranthir close by the one creature, as well as a couple of the hippogriffs, Kal turns his attention to the remaining thing in the corner. He moves towards it at a deliberate pace, cleaning the much off his blade as he goes. When he gets to the thing, there is no artistry in his attack, it is just slaughter. His blade buries itself in the things eye (AC14, 19+13=32, hit, damage 9) and the thing screams in pain as it burst into dust.

Mund is glad to see all these new winged beast fighting on his side. He had seen Salix do his godperson stuff before, but this here stuff was really useful. Turning his attention back to the remaining creature Mund swings his axe at the things head (AC15, 8+12=20, hit, damage 11). At the last second it moves its head just out of the way and the blade of the axe catches it on the shoulder, nearly separating the arm from the rest of the body.

Surin wakes from the paralyzing cold that had crept over him since he was attacked by the creatures. Getting slowly to his feet he turns and looks through the doorway, seeing how the combat is going.

Ragnar starts to regain feeling in his fingers and toes and is actually able to make his leg twitch once.

The remaining beast struggles to break free of the webs, it's mouth snapping at Mund.

Allistair watches his brother and the hippogriff's carve up the remaining beast.

Harp struggles to free himself and finds that he just does not have enough leverage to get free (DC20 STR check, 3+4=7,fail).

Ran also strikes at the helpless monster )AC15, 3+9=12, miss) but his blow is knocked aside by the wings of the hippogriff moving up next to him to attack.

The two winged monsters attack as one and rip the webbed creature to pieces. Pieces that fall to dust before they hit the ground.

The parts pants, looking around for any more enemies. Kal feels the strength drain out of him and Allistair releases the web spell, freeing Harp. The three summoned monsters pop out of existance. The party sees a door in the west wall.

OODM: OK resolution time. Let me know what you do now.



From: Mark

Subject Summon Naturs ally 3

I just want to let everyone know that I think that this spell, as written is way over powered, with the inclusion of the hippogriff.

It allows the druid to summon 1D3 hippogriffs which is 3D10+9 monsters.

I also just realized I did them wrong. The are large creatures. It probably does not make any difference in the long run. It was a good spell to use.



From: Karl

Subject cleaning up

Salix immediately looks for Ragnar. If he's invisible, he will call to Allistair to dispel the spell and make him visible again. If he's visible, Salix will make to cast his remaining CLW on RAgnar. If Ragnar refuses, or is able to heal himself, Salix will cast CLW on Surin.



From: Karl

Subject Summon naturs ally 3

Yeah, but I coulda rolled a 1 and then there'd just be one of them. ;)

And we'd still be fighting right now.



From: Derek

Subject Cleaning up

Good Call. Allistair releases the invisibility spell on Ragnar, and hands him a cure potion if we wants it. Then he suggests they go back into the previous room to rest, since he can't stand the smell in this room.