GM Lari's Iron Gods

Game Master Dhenn

Numeria Map

Aldronard's Grave
Through the Secret Door

Scrapwall
Other Scrapwall Locations

Initiative:

dice=Dr. N]1d20+3[/dice]
dice=Ray]1d20+9[/dice]
dice=Selkania]1d20+2[/dice]
dice=Serithial]1d20+6[/dice]
dice=Vaughn]1d20+4[/dice]
dice=Vivilaas]1d20+5[/dice]


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Silver Crusade

This room buzzes and hums with the sound of machinery. A long track of moving leather- like material rotates along a metal framework in the middle of the room. The eastern end of this device is connected to a looming metal machine fitted with thrashing and twitching armatures and blinking lights. Panels on the wall flash with strange writing and images of metallic constructs.

To the west, a second track of leather, this one smeared with blood, churns through an opening in the wall to a room beyond. The entire place has an air of entropy to it—with missing parts, flashing sparks, and periodic discordant sounds of metal scraping against metal revealing how damaged the room’s machinery is.

The ratfolk with a musket stands in a doorway on the far side of the room, another door immediately to its back. The other exit from the room, near the bloody track, is open as well, with the metallic clang of metal pounding on metal echoing from within.

Pathfinder's most fearsome enemy: the narrow hallway

  • Ray, Dr. N, Seri, Vaughn We are here
  • G
  • Vivilaas, Selkania
  • Red


  • HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Seri, despite the voice in his head to hide, opts to bring the fight to the ratfolk. He dashes forward to the creature and tries to stab him:

    1d20 + 7 ⇒ (8) + 7 = 15 for DMG: 1d6 + 3 ⇒ (1) + 3 = 4 (I'm assuming no sneak attack.)

    Silver Crusade

    The ratfolk quickly steps to the side of Seri's blade.

    Ray, Dr. N, and Vaughn may act.


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Ray, still reeling from his earlier injuries, hobbles into the room but chooses to not engage in the same swift assault as Serithial.

    "The other door is ajar. I will monitor it for additional hostile enemies."

    He gestures to Vaughn, certain his ally will quickly move to Seri's shoulder to engage musket-rat.

    Move to the other door, would potentially do something with the standard if he can see something hostile... but otherwise can ready to strike.

    Silver Crusade

    An immense machine looms to the south in the room Ray sees, its upper portion obscured by tangles of hanging cables and cords. The device looks something like an enormous oven, its front open with a rotating belt of green leathery material connecting to a wide metal table. Metal desks with flashing lights sit to the east, while a second rotating belt of leather moves through an opening in the east wall Two dead orcs lie at the base of this second belt.

    A large metal man, a head taller than most men, is striding towards the door, a glowing baton in one hand.

    Engineering to ID


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Engineering: 1d20 + 12 ⇒ (10) + 12 = 22

    Ray, precious little time to shout to the others about what he sees, utters a few clear words.

    "Beyond this door... a metal man holding a glowing implement."


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    "Great.... company... and I forgot to wash the tablecloth."

    Seri tries to joke, but his focus is set on the ratman with the gun.

    Silver Crusade

    Ray recognizes this as a Gearsman, the fearsome robots most famous for their role as Technic League shock troops, though there are rare sightings of the robots outside of League control.

    Because they are designed for combat, only the most powerful blows can penetrate their armor. They also have extensive control over their own functions, possessing the ability to repair themselves and retool themselves for specific tasks.

    Most League-controlled Gearsmen wield spears. The weapon this one carries isn't something you immediately recognize. Identification will need to wait until you can examine it more closely.


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Woot! DR! We know how fights with DR work for us! Are they vulnerable to electricity or anything? :)

    Silver Crusade

    Vulnerable to electricity and crits like standard robots, but it is hardness. Just more than you're used to.


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    Doctor N moves into the room, taking up position next to Ray. She begins to aim at the robot, until Ray identifies it as a gearsman. With non-adamantine ammunition currently loaded, she turns back towards the ratfolk and fires.

    Touch Attack with +1 Pistol vs Ratfolk (point blank shot cover, into melee): 1d20 + 7 + 1 - 8 ⇒ (17) + 7 + 1 - 8 = 17
    Damage (point blank shot): 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

    Not sure if my flaming enchant is still up. It only lasts a minute.
    If flaming is still active: 1d6 ⇒ 5 of fire damage


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    Vaughn rushes in to help deal with the Musk-Rat quickly, so they only have one foe to handle at a time.

    stabbity: 1d20 + 7 ⇒ (19) + 7 = 26 <--threat!!
    Damage: 1d4 + 5 ⇒ (2) + 5 = 7

    stabbity confirm: 1d20 + 7 ⇒ (2) + 7 = 9
    Damage: 1d4 + 5 ⇒ (2) + 5 = 7

    Oh--I didn't note this on my char sheet, but where is Ray's bec de corbin? I carried it once, do I stil have it? Would be a better weapon against Frankenbot over there...


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    Know. Eng: 1d20 + 9 ⇒ (12) + 9 = 21

    May be it's safer to go back and not fight this thing !

    Silver Crusade

    Vivilaas and Selkania, I'm going to delay you put the party on a single initiative. Dr. N, let's say two rounds of flaming remaining.

    GM Dice:
    1d8 + 1 ⇒ (3) + 1 = 4

    Vaughn stabs and Dr. N shoots the cornered ratfolk, leaving him brutally wounded. The metal man walks out of the room. Its glowing eye skims over Ray before fixing itself on Dr. N. In a shrill metallic voice, it calls out in Androffan,

    "Intrusion detected. Initiating purge protocol 11-321. Please stand down and submit, intruders. Purge protocol 11-321 demands compliance per core Divinity Directive.”

    It swings its glowing baton, which crackles with energy but fails to connect with the Grippli.

    Attack, PA: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9

    The ratfolk raises its musket at Seri, preparing to shoot, but Seri's rapier flashes and knocks the ratfolk out before it can fire.

    Seri AOO: 1d20 + 7 ⇒ (15) + 7 = 22
    Damage: 1d6 + 3 ⇒ (4) + 3 = 7

    The party may act.


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Ray never sold it, so if you wish to be carrying it, that's good w/me.

    Ray reports his assessment.

    "I have assessed this foe. His exterior will be quite difficult for us to breach."

    Looks like he's used both of his shocking grasp, but he has a corrosive touch still.

    Ray works up a spell, browning-green energy wrapping about his fingers.

    Concentrate (corrosive touch; DC16): 1d20 + 8 ⇒ (15) + 8 = 23

    Touch (corrosive touch): 1d20 + 4 ⇒ (12) + 4 = 16 for 3d4 ⇒ (1, 2, 3) = 6

    After delivering his spell, Ray stumbles backward, still quite injured from today's adventure.

    Ray Status:

    HP: 12/27

    Spells:
    1: [X] Corrosive Touch [X][X] Shocking Grasp [_] True Strike
    0: Arcane Mark, Daze (DC 13), Disrupt Undead, Ray of Frost

    Pool remaining: 3/4
    Black Blade Pool remaining: 1/1
    Nanite Surge (+6) remaining: 1/1



    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    Vaughn breathes a sigh that the Musk-rat is down, so he can focus on Big, Metallic, and Ugly. He drops his daggers, releases ray's Bec de Corbin from the strap on his back as he closes, and takes a mighty swing...

    attack: 1d20 + 5 ⇒ (11) + 5 = 16
    damage: 1d10 + 6 ⇒ (8) + 6 = 14

    Current AC: 20


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    Her chamber cleared now, Doctor N steps back five-foot-step and reloads with one of her adamantine bullets move action.

    "Not so bad to breach--have adamantine, you know."

    Touch Attack with +1 Flaming Pistol vs Gearsman (point blank shot): 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
    Damage (point blank shot, flaming): 1d6 + 1 + 1 + 1d6 ⇒ (2) + 1 + 1 + (4) = 8

    Blech, probably a miss. Have to hit for having adamantine to matter, though D:


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Seri gives something of an exaggerated sigh as he makes a series of quick steps to get to the machine. Once there he stabs for what he thinks is something important:

    ATK: 1d20 + 7 ⇒ (15) + 7 = 22 for DMG: 1d6 + 3 ⇒ (1) + 3 = 4


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    Selkania moves in to see by herself the creature.

    Once recognizing it, she immediately knows that her power will be useless against it

    A retreat will be better ! I'm useless against this thing. All my power left will be used to fight this creature.

    Silver Crusade

    Dr. N and Vaughn both fail to connect with the robot, while Seri and Ray's attacks both fail to harm the creature substantially.

    The robot continues calling out,

    ""Intrusion detected. Initiating purge protocol 11-321. Please stand down and submit, intruders. Purge protocol 11-321 demands compliance per core Divinity Directive.

    NI: 1d20 + 9 ⇒ (15) + 9 = 24
    Dam: 1d6 + 5 + 1d6 ⇒ (4) + 5 + (1) = 10
    Seri Fort: 1d20 + 1 ⇒ (11) + 1 = 12

    Slam: 1d20 + 5 ⇒ (7) + 5 = 12

    The robot strikes Seri with the baton. Electric energy crackles over his skin.

    The party may act Viv can take two rounds of actions.

    If you want to retreat, you're welcome to do so, but it'll be a fighting retreat.


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    Vaughn shifts 5' south someone move me please. As he swings he calls out what's the play, buys??

    attack: 1d20 + 5 ⇒ (3) + 5 = 8. Faaaaaak
    damage: 1d10 + 6 ⇒ (10) + 6 = 16


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Ray observes as the party's usual luck emerges when confronted with an adversary that is particularly hard to wound.

    "Agreed. Let us fall back and hopefully avoid the purge protocol."

    Ray's voice seems to indicate he has complete understanding of a purge protocol.

    Double move.


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    "Let's get the frell out of here!"

    Will be going full defense.

    -Posted with Wayfinder


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    Selkania retreats in the corridor.

    withdraw


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    Vivilaas, seeing an injured Ray and Selkania retreat down the corridoor, reaies her spear and steps forward. Her eyes widen as she gets up just in time to see a hulking automaton smash into the elf even as the group's own strikes seem to deflect effortlessly.

    Corr, not again.

    The samsaran pitifully attempts to jab at the thing to block its swings as she calls out "Vaughn, Seri, I think this might require some better planning. Let's regroup. We don't wants another zombie incident!"

    Aid Seri's AC: 1d20 + 1 - 1 ⇒ (17) + 1 - 1 = 17

    Sorry, have been unexpectedly busy and a bit overextended the past few days.


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    Doctor N begins to move to grab on of her adamantine paper cartridges, but pauses at the call for retreat. She exhales and turns towards the door and her rapidly escaping comrades.

    "Awwwww--alright."

    Doctor N scrambles back down the hallway, her little legs belying a superior speed.

    Double Move


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    Vaughn moves to a bit behind Seri, and follows Viv's lead in fooling the automaton'S attacks. Seri! Get out! I'll cover you!

    aid Seri's AC: 1d20 + 5 ⇒ (6) + 5 = 11

    Silver Crusade

    Despite the best efforts of the party, the robot might hit Seri.

    After its attack, you're able to flee into the hallway and seal the door behind you.

    NI: 1d20 + 9 ⇒ (18) + 9 = 27
    Damage: 1d6 + 5 + 1d6 ⇒ (1) + 5 + (6) = 12 6 Electricity, 6 bludgeoning
    Seri Fort: 1d20 + 1 ⇒ (11) + 1 = 12
    Slam: 1d20 + 5 ⇒ (12) + 5 = 17

    Taking a moment on your way out to explore one of the side tunnels (brown), you discover that it leads to a locked door. Unsealing it, you discover it is the previously inoperable door you found in the Black Hill Caves near the gremlins.

    You're able to make it to the surface without further incident and recover overnight in Torch, feeling significantly more powerful.

    Assuming you're calling it an end to your adventuring day, you can advance yourselves to level 4 now.


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    HUZZAH!

    Once free, "Thank you friends. I cannot express how much your camaraderie and courage means to me. I've got to look at my fighting style and see what I can do to be more helpful."

    -Posted with Wayfinder

    Silver Crusade

    Once you're ready, where do you want to go as you return?

    Starting at the top, you have:

  • Red: Currently unexplored room several ratfolk came through, with at least one door beyond
  • Yellow: Narrower door than most
  • Green: Electric noises heard through.
  • Blue: Where you encountered the gearsman


  • Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    Not that I'm opposed to a rematch with the gearsman, but unless Ray or Vaughn saw something that looks like it could be causing the Black Flame to go out or that purple-haired pistolero, my vote is either Red or Yellow. The robot's we've seen haven't seemed especially much in the way of heavy pursuit yet (then again we have destroyed most of them the first time)


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    I agree with Viv we will loose too much in this fight for a gain we don't know.


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Red or yellow, I agree.


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    alphabetical. Red. :-)

    Silver Crusade

    Back down you go!

    Room party is currently in
    The walls of this chamber are battered and dented, and flickering lights on the ceiling give the room a phantasmagoric cast. A mound of rubble sits heaped to the north, while numerous strange containers lie in haphazard piles throughout the chamber. A pair of desks with chairs are placed to the south.

    A locker built into the wall shows signs of heavy battering, as well as chemical corrosion. Disable to open it will take time due to the damage, so I'll assume that happens a little later.

    -------
    Empty room with boxes
    A multitude of small boxes, discarded wrappers, and opened crates lie scattered throughout this room, along with several empty shelves.

    Perception or Surival (Tracking) DC 25:

    Though everything you've seen down here is messy and chaotic, it seems someone or something has been rummaging through this area within the past 24 hours.

    ---------

    Cushioned chairs and metal tables are situated throughout this small room. To the north are several doors, while a few broken machines lie against the walls. Broken panels cover the ceiling, and mounds of what look like shattered glass have been pushed under the tables.

    Several small robed figures await you here, dark metallic daggers at the ready.

    2 local checks to ID

    Two rush forward at Vaughn, slicing with daggers.

    Red: 1d20 + 3 ⇒ (20) + 3 = 23 Blue: 1d20 + 3 ⇒ (17) + 3 = 20 Yellow: 1d20 + 4 ⇒ (9) + 4 = 13
    Dr. N: 1d20 + 3 ⇒ (1) + 3 = 4
    Ray: 1d20 + 8 ⇒ (8) + 8 = 16
    Selkania: 1d20 + 2 ⇒ (16) + 2 = 18
    Serithial: 1d20 + 6 ⇒ (7) + 6 = 13
    Vaughn: 1d20 + 4 ⇒ (6) + 4 = 10
    Vivilaas: 1d20 + 5 ⇒ (8) + 5 = 13

    Red Dagger: 1d20 + 6 ⇒ (2) + 6 = 8
    Blue Dagger: 1d20 + 6 ⇒ (13) + 6 = 19
    Damage: 1d3 + 1d6 ⇒ (2) + (4) = 6 And DC 15 Fort vs poison or 1d2 ⇒ 1 Strength damage

    The other lingers behind, raising a hand to its temple. A burning sensation fills Vaughn's head, as the same claw-like image on the exploding robots etches itself in his mind.

    Mind Thrust I: 3d6 ⇒ (3, 2, 6) = 11 DC 15 Will (Divination, Mind-Affecting) Half


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Perception: 1d20 + 10 ⇒ (11) + 10 = 21

    Seri will make note of the rummaging before entering the room.


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    Perception: 1d20 + 6 ⇒ (14) + 6 = 20

    Moving through the broken and ransacked rooms, Vivilaas feels a bit more confident in their expedition. That feeling fades as they are ambushed by several figures as they enter one of the further chambers. Well, I suppose this should have been expected - we weren't exactly quiet yesterday.

    Know Local: 1d20 + 9 ⇒ (16) + 9 = 25
    Know Local: 1d20 + 9 ⇒ (11) + 9 = 20

    Bit confused on imitative right now. Who is up?

    Silver Crusade

    My bad! The party can act. I'm going to try to consolidate things into a single initiative from now in the interest of expediency, except in fiddly or high-stakes combats.

    Vivilaas recognizes the two leaders as Dark Creepers, with the one in the corner being a Dark Empath, varieties of the Dark Folk. They are all trained in the use of poison, favoring the strength-sapping black smear, and excel at catching targets off guard. The Empath has additional abilities tied to emotions, but the details are unclear as they're rarely seen.

    All Dark Folk have a tendency to explode in a destructive or debilitating manner on death.


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    Survival (DC25): 1d20 + 8 ⇒ (20) + 8 = 28

    When in the room with the numerous boxes. He guys ! Looks like someone or something has been rummaging through this area within the past 24 hours. Be careful, we are not alone...

    once the door opened and the fight started

    Know. Local 1: 1d20 + 6 ⇒ (5) + 6 = 11
    Know. Local 2: 1d20 + 6 ⇒ (8) + 6 = 14

    Selkania calls for the heat of the forge to shoot at the creature fighting Vaughn Red.

    RTA (fire bolt): 1d20 + 5 + 1 - 4 ⇒ (8) + 5 + 1 - 4 = 10
    Fire damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    "I can't help in the bottle neck!" Seri delays, hoping an opening presents itself.


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    fort: 1d20 + 7 ⇒ (7) + 7 = 14 --fail
    will: 1d20 + 2 ⇒ (12) + 2 = 14 --pass

    Vaughn is only partially readied by Selkania's warning and has daggers out...but he's still surprised by the sneaky assault. He grunts as the poison takes hold, but is able to shake off some of the mental invasion. Glaring at the little beasties, he snarls ok, lets see how you do on MY turn!

    Starting on Red

    Attack: 1d20 + 7 ⇒ (11) + 7 = 18
    Damage: 1d4 + 6 ⇒ (4) + 6 = 10

    Attack: 1d20 + 7 ⇒ (3) + 7 = 10
    Damage: 1d4 + 5 ⇒ (3) + 5 = 8

    He then calls out over his shoulder back up so I can move in!!

    Current AC=22


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Ray tries to take a step forward but realizes the hall grants little by way of advancing at this time.

    He then lobs a spell at the one in the front.

    Daze DC14 Will.

    Silver Crusade

    Red Will: 1d20 + 1 ⇒ (15) + 1 = 16

    The lead dark folk is seriously wounded by Vaughn, and falls back after a desperate slash, allowing its comrade to take its place. That one aims a more accurate swing.

    Red: 1d20 + 6 ⇒ (1) + 6 = 7
    Blue: 1d20 + 6 ⇒ (14) + 6 = 20
    Damage: 1d3 ⇒ 3

    The dark empath directs its mental energies towards Ray, trying to fill his mind with anxiety and doubt. DC 13 Will save vs. Paranoia.

    The party may act.

    Red: 10


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    "Learned a new spell--perfect opportunity to use it!"

    She closes one eyes and squints as she measures out distance mentally, licking her lips with her long froggy tongue.

    "Yesyesyes, can hit all! "

    She fires a blast of pure radiance into the center of the enemies.

    She can hit all three enemies with this spell, centering it on the bottom right corner of the red dark folk's square

    Burst of Radiance (untyped damage, only hurts them if they are evil: 4d4 ⇒ (4, 2, 2, 2) = 10
    Blind Duration: 1d4 ⇒ 1
    DC 15 reflex save to reduce blindness to dazzled


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    As Vaugh continually screams out from the stares from the figure in the back, Vivilaas recognizes the figure's psychic casting. She prepares to give him something else to focus on if he tries again.

    Rough chokepoint, so Viv will ready to magic missile the Dark Empath if he casts again. force: 2d4 + 2 ⇒ (2, 4) + 2 = 8

    Silver Crusade

    While they don't seem directly harmed by the light itself, all three scream and raise hands to their faces, trying to pull their ragged garments over their eyes.

    Dark Folk have Light Blindness, so something that bright should have blinded them anyway. Thought it may not officially work this way, they're all blinded for two rounds rather than just the one.

    Red: 1d20 + 6 ⇒ (5) + 6 = 11
    Blue: 1d20 + 6 ⇒ (1) + 6 = 7
    Caster: 1d20 + 7 ⇒ (4) + 7 = 11

    The rest of the party may act. Vaughn will need a save vs poison.


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    "Enough of this!"

    Seri tumbles past his teammate and into the room Acrobatics: 1d20 + 9 ⇒ (17) + 9 = 26 he lines up a shot at the neck of the blinded foe and jabs with his rapier:

    ATK: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 THREAT
    Confirm: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11 Regular DMG: 1d6 + 3 + 2d6 ⇒ (6) + 3 + (1, 5) = 15


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]
    Vivilaas wrote:
    As Vaugh continually screams out from the stares from the figure in the back...

    Oh, come now!! These are BATTLE CRIES!!

    GM Lari wrote:
    Vaughn will need a save vs poison.

    Fort: 1d20 + 7 ⇒ (2) + 7 = 9 <--crap on a stick

    Point of Order:
    is the fort save because of Blue hitting me? Because he actually did NOT hit. Due to the trait that boost AC when adjacent to 2 foes, and 2-weapon fighter feats/abilities, Vaughn's AC was (and is) 22. I noted that at the end of my last post...is there some way I should make that more visible? That's one issue...my AC varies by as much as 3, situationally, and this will only increase as levels progress!

    Seeing that Seri is now in the thick of it, but against blinded foes, Vaughn tries to press the advantage.

    Attack blue. If he falls, 5' step then attack red. If Blue falls after 2 attacks, 5' step to close on red after.

    Attack: 1d20 + 8 ⇒ (13) + 8 = 21
    Damage: 1d4 + 7 ⇒ (2) + 7 = 9

    Attack: 1d20 + 8 ⇒ (16) + 8 = 24
    Damage: 1d4 + 6 ⇒ (2) + 6 = 8


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Will (vs mind-affecting): 1d20 + 7 ⇒ (19) + 7 = 26

    Ray takes a breath and doubles down on his efforts to break down the minds of their foes.

    Try again. Daze DC14 Will.


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    Selkania stays behind and calls for Brigh guidance on Vaughn.

    May Brigh's blessing help you fight the poison.

    Blessing of the Faithful (+2 sacred bonus, 35 feet) (Su) Ally gains in close range gains +2 saves .

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