GM Harker |
Sivantanpisil channels positive energy to heal once again and the various wounds of the group begin to knot back together.
Jirah pulls out a scroll of Scorching Ray and casts it at the construct. The ray is a solid hit and the construct begins to make a zapping noise as it emits electricity from its damaged green core into the water around it.
The giant frog makes another attempt to bite Xakon that clearly doesn't come close to hitting the rogue.
With the flaming sphere on top of her, the unconscious undine summoner continues to burn until she stops breathing completely.
Flaming Sphere Damage: 3d6 ⇒ (5, 5, 6) = 16
Bite: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative (Round 5)
Sivantanpisil [17 Dmg]
Frog
Mudk [25 Dmg] <= Up
Sugarsnap <= Up
Frēodwēn [11 Dmg] <= Up
Xakon [29 Dmg] <= Up
Construct
Jirah
Effects
Bless: +1 to attack rolls and fear saves
Mudk, Sugarsnap, Freod, Xakon.
Frēodwēn |
"I'll do what I can!" Frēodwēn shouts as he drops his longbow, then draws his Ranseur and stabs ineffectually at the construct.
I really need to get one of those 1/game reroll things...
also: this is the first damage Frēodwēn has taken on this level
Round 5 action:
free action to drop longbow
move action to draw ranseur
standard action to attack construct with Ranseur
Rolls:
ranseur, attack, favored enemy, bless: 1d20 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12 for cold iron, piercing: 2d4 + 4 + 2 ⇒ (3, 3) + 4 + 2 = 12
Active Status effects:
bless
25/36hp
Lady Sugarsnap |
Sugar moves the flaming sphere over to the frog hoping to burn it before finally dying out
fire damage: 3d6 ⇒ (5, 4, 5) = 14
DC 15 reflex to negate damage. and after this the duration is done
Xakon |
Xakon attacks the frog again.
frog, bless: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
cold iron pierce dmg: 1d4 + 4 ⇒ (2) + 4 = 6
GM Harker |
Frēodwēn switches to his own ranseur, but the attack bounces off the construct's armor plating.
Sugarsnap rolls the flaming sphere towards the summoned frog, who promptly jumps out of the way before the ball fizzles out.
Xakon has similar issues hitting the frog, as it dodges his rapier.
Mudk swims over to his falchion and rearms himself. Mudk, swimming and picking up a weapon are two move actions, so you won't be able to heal from a wand until next round.
The construct directs its full attention to Frēodwēn, hitting him twice with a ranseur, nearly killing him outright. The construct seems to slow afterwards, perhaps indicating that the Haste spell has worn off. Freod takes 37 damage from the two attacks.
Frog Reflex: 1d20 + 6 ⇒ (19) + 6 = 25
Ranseur 1: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 2d4 + 7 + 6 ⇒ (1, 4) + 7 + 6 = 18
Ranseur 2: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 2d4 + 7 + 6 ⇒ (3, 3) + 7 + 6 = 19
Initiative (Rounds 5-6)
Sivantanpisil [17 Dmg] <= Up
Frog
Mudk [25 Dmg]
Sugarsnap
Frēodwēn [48 Dmg; Dying]
Xakon [29 Dmg]
Construct
Jirah <= Up
Effects
Bless: +1 to attack rolls and fear saves
Jirah and Siv
Jirah Aurellion |
Jirah growls as Freo falls, and reads another spell off of her sheet!
Flaming Sphere
Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21
Concentration to Cast Defensively: 1d20 + 7 ⇒ (19) + 7 = 26
Flaming Sphere Damage: 3d6 ⇒ (3, 3, 1) = 7
Let me try this one! We need to destroy this thing before it kills us all!
Jirah Aurellion |
If I had healing I would give it to you. Unfortunately, I can't move and draw a potion, I can't use a wand on you, and all of those things would provoke, and probably kill me right off the bat. The best I got it to try and kill the thing.
Xakon |
Xakon attacks the frog then tumbles toward screaming at the construct.
You will pay for that!
frog, bless: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
cold iron pierce dmg: 1d4 + 4 ⇒ (2) + 4 = 6
acrobatics: 1d20 + 13 ⇒ (4) + 13 = 17
GM Harker |
Jirah evokes a new flaming sphere from her scroll, but the construct manages to avoid being burned by it.
Sivantanpisil channels positive energy once last time to heal the group and to stop Frēodwēn from bleeding out.
The giant frog makes another failed attempt to bite Xakon, and the rogue retaliates with a solid hit from his rapier, then swims away. Unfortunately, it's still not enough to send the frog back to its home plane.
Reflex: 1d20 + 2 ⇒ (14) + 2 = 16
Frog Bite: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative (Round 6)
Sivantanpisil [12 Dmg]
Frog
Mudk [20 Dmg] <= Up
Sugarsnap <= Up
Frēodwēn [43 Dmg; Unconscious]
Xakon [24 Dmg]
Construct
Jirah
Effects
Bless: +1 to attack rolls and fear saves
Mudk and Sugarsnap are up.
Mudk |
swim: 1d20 + 4 ⇒ (4) + 4 = 8
Mudk tries to swim closer but fails. Instead he heals himself with a wand again and prepares to try again.
clw: 1d8 + 1 ⇒ (1) + 1 = 2
"Hang in there Freodwin! "
GM Harker |
Just to be clear about the healing situation, Mudk wasn't able to heal last round due to the number of actions that it would take.
Mudk draws his healing wand and tries to swim forward. When he makes no progress, he opts to heal a bit from his wand.
We'll give Sugarsnap a little longer.
Lady Sugarsnap |
Freo! not you too, Sugar yells as a small ball of flame forms in her hand and she hurls it at the robot thing.
produce flame ranged touch: 1d20 + 6 ⇒ (5) + 6 = 11
fire damage: 1d6 + 4 ⇒ (4) + 4 = 8
Xakon |
Summoning 1d3 dolphins or a squid would give us meat shields, otherwise, it would be wise to withdraw before it kills us all.
Sivantanpisil |
I don't think a withdrawal is possible or at least a good choice. The construct has Xakon and Mudk cut off from the only escape route. So, he'll likely get an AOO at least at Mudk. We will all be needing to make swim checks, and someone will fail. Also, Sivvy and probably Mudk won't leave a dying Froedwen. Until he's dead, she won't abandon him. I am out of Channels and I can't get to Froed and heal him without taking an AOO and possibly going down. I think our best bet is to focus on the construct with Xakon and Mudk attacking. I'll try to 5' step north to get in position to heal without provoking. I'd suggest Jirah taking a 5' step South to get out of range of the construct. The summon shouldn't last another round or two. Killing the construct is now the most important thing.
Lady Sugarsnap |
Sugarsnap, you used Produce Flame in the combat against the eel. Did you use a Pearl of Power to restore the spell?
I think I forgot that. no I didn't use the pearl, I think I can spontaneous cast summon nature's ally II in place of barkskin
I am thinking small water elemental
Lady Sugarsnap |
After a second of realization that her fire magic does not work she quickly changes her mind.
calling on her connection with nature, that she seldom does, she asks to bring forth help.
full round action (or 1 round casting time) to summon nature's ally II for a small water elemental
GM Harker |
Sugarsnap begins to cast a summoning spell.
The Emerald Automaton swims 5 feet away from the flaming sphere and attacks the sphere casting Jirah. Perhaps to everyone's relief, it only attacks once and misses. It is still emitting electricity from its core, however, which threatens to shock Sivantanpisil. Siv, please make a DC 12 Reflex save or take 1d6 ⇒ 1 electricity damage.
Ranseur: 1d20 + 8 ⇒ (7) + 8 = 15
Initiative (Rounds 6-7)
Sivantanpisil [12 Dmg; Ref Save needed] <= Up
Frog
Mudk [20 Dmg]
Sugarsnap
Frēodwēn [43 Dmg; Unconscious]
Xakon [24 Dmg]
Construct
Jirah <= Up
Effects
Bless: +1 to attack rolls and fear saves
Jirah and Sivantanpisil are up.
Sivantanpisil |
Not a lot of options left for me.
Reflex: 1d20 + 3 ⇒ (5) + 3 = 8
Sivvy uses the agility granted by Desna to move slightly towards Froedwen and then attacks the construct.
Liberation ability (2/5) to move 5', then attack
Blessed Longspear: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 for damage of : 1d8 + 5 ⇒ (2) + 5 = 7
Jirah Aurellion |
Jirah returns the attack with her glaive!
We really need to finish this! Anyone got any magic left? Mine won't affect this thing!
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d10 + 2 ⇒ (10) + 2 = 12
Jirah Aurellion |
Right, I forgot it was still in duration.
Jirah's flaming sphere burns away at the construct's back.
Flaming Sphere Damage: 3d6 ⇒ (4, 2, 5) = 11
GM Harker |
Sivantanpisil strikes the Emerald Automaton with her longspear, but its hard metal body absorbs most of the damage.
Jirah moves the flaming sphere back into the construct, which is dodged once again. She then attempts to attack the metal monster with her glaive, but fails to land a hit.
The summoned frog refuses to give up its assault on Xakon, attempting another bite that fails. It then promptly returns to its extraplanar home with a disappointed look on its face.
Reflex: 1d20 + 2 ⇒ (18) + 2 = 20
Frog Bite: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Round 7)
Sivantanpisil [13 Dmg; Ref Save needed] <= Up
Mudk [18 Dmg] <= Up
Sugarsnap <= Up
Frēodwēn [43 Dmg; Unconscious]
Xakon [24 Dmg] <= Up
Emerald Automaton
Jirah
Effects
Bless: +1 to attack rolls and fear saves
Mudk, Sugarsnap, and Xakon. Remember, if you move adjacent to the construct you'll need to make a Reflex save or take electricity damage.
Mudk |
Mudk swims closer and attacks, desperate to draw the automaton away from his comrades and end it's existence.
reflex save: 1d20 + 6 ⇒ (3) + 6 = 9
swim: 1d20 + 4 ⇒ (7) + 4 = 11
reflex save: 1d20 + 9 ⇒ (15) + 9 = 242d4 + 14 ⇒ (4, 2) + 14 = 20
Xakon |
Xakon drops his shield, draws a morningstar while flanking with Jirah tumbling closer and attacks.
Acrobatics: 1d20 + 13 ⇒ (4) + 13 = 17
attack: 1d20 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15
dmg: 1d6 + 6 ⇒ (4) + 6 = 10
GM Harker |
As Mudk swims near, the Emerald Automaton takes an attack of opportunity that sends the paladin to unconsciousness. Mudk takes 19 additional damage, he's now at 37 damage. Since you didn't actually get within 5 feet, you don't have to make a Reflex save.
Xakon swims closer, but fails to hit with his morningstar. Xakon does need to make a Reflex save DC 12 or take 1d6 ⇒ 1 electric damage.
Ranseur AoO: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 2d4 + 7 + 6 ⇒ (2, 4) + 7 + 6 = 19
Sugarsnap.
Xakon |
Yup. Xakon should have equipped himself with a longspear. Reach weapons are awesome. Just think of it had Combat Reflexes. Reach power attack builds are better than archers in dungeon crawls.
reflex: 1d20 + 9 ⇒ (8) + 9 = 17
Sivantanpisil |
Yes, but only if the monsters are coming to you. We've mostly charged the monsters and made them do little movement other than 5' steps. So, Siv has not been able to take much advantage of it this level.
GM Harker |
Sugarsnap finishes her summoning spell and a small water elemental appears adjacent to the Emerald Automaton. It succeeds in slaming the construct, and a small bit of metal falls away from its body. The elemental is then shocked slightly by the electric charge around the automaton.
Sugarsnap then casts a Stabilize spell on Mudk and the paladin stops bleeding out.
Distracted now by the elemental that managed to hit it, the construct moves its ranseur to one hand and makes a failed attempt to slam the elemental with the other.
Elemental Slam: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Elemental Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Electricity Damage: 1d6 ⇒ 2
Construct Slam: 1d20 + 10 ⇒ (2) + 10 = 12
Xakon's Reflex Save last round: 1d20 + 9 ⇒ (7) + 9 = 16 No Damage
Initiative (Round 8)
Sivantanpisil [13 Dmg] <= Up
Mudk [37 Dmg; Unconscious] <= Up
Sugarsnap <= Up
Frēodwēn [43 Dmg; Unconscious]
Xakon [24 Dmg] <= Up
Emerald Automaton
Jirah <= Up
Effects
Bless: +1 to attack rolls and fear saves
Jirah, Siv, Sugarsnap, and Xakon are all up. Anyone within 5' of the construct needs to make a DC 12 Reflex save to avoid the electricity leaking from its core.
Xakon |
Xakon gets the green light from his coach and swings away.
attack: 1d20 + 6 + 1 + 2 ⇒ (16) + 6 + 1 + 2 = 25
dmg: 1d6 + 6 ⇒ (6) + 6 = 12
reflex: 1d20 + 9 ⇒ (10) + 9 = 19
Lady Sugarsnap |
sorry been sick, and still am. thanks for the bot
The elemental slams the robot once more.
elemental slam: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d6 + 4 ⇒ (4) + 4 = 8
meanwhile Sugar pulls out some sling bullets and begins to enchant them.
casting magic stone
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
HP: 11/13
Fort +4, Ref +3, Will +0
CMB +3; CMD 13
GM Harker |
At long last, the combination of Xakon's morningstar and the elemental's slam finally destroys the killer construct. The electricity in its core fades and it sinks to the bottom of the water.
Combat Over
Searching the room you discover the following on the Summoner's body: 1 potion of Cure Moderate Wounds, 1 scroll of Aqueous Orb, 1 scroll of Invisibility, 1 chain shirt, 1 dagger, 1 light crossbow with 10 mwk bolts, 1 Ring of Protection +1, 1 antitoxin, 1 backpack, 10 flasks, 5 glass bottles, 1 hourglass (1 hour), 1 vial of ink, 1 inkpen, 1 journal, 1 scroll case, 1 coral (worth 100 gp), 5 irregular pearls (worth 10 gp each), 1 regular pearl (worth 100 gp), and 71 gp.
You also find an oiled leather bundle containing a +1 Adamantine Battleaxe and a Headband of Inspired Wisdom +2.
Waterproof scroll cases in the north alcove contain scrolls with notes on the portals and half-finished letters to 'Uzar-Kus of the Circle of Vissk-Thar.' One scroll case contains a parchment with an Emerald Spire level sigil labeled “Eight” in Draconic and another language, as well as a Spire Transport Token.
I'll do the final wrap up for this level later tonight.
GM Harker |
A further exploration of the hallway that runs east from this last room reveals a set of stairs leading up. After 15 feet, they turn into a zigzagging descending staircase that appears to lead to the next level.
Using spells or healing skills to bring Frēodwēn and Mudk back to consciousness, the group grabs the loot in the room and begins to head back to the top level with the unconscious summoner from a previous room in tow. Arriving to the surface with no issues, Vanlandrel is quite pleased with the information about the level's portals that you've acquired and expresses some sympathy about the loss of Truffles. He grants you a week or so reprieve from further exploration once he discovers how hard fought your final victory was, which incidentally should be plenty of time to get further information from the undine prisoner.
End of The Drowned Level
GM Harker |
Level 6: The Clockwork Maze
Before you begin your exploration of the next level of the Emerald Spire, Valandrel summons you together to share some insights, "Excellent work bringing back one of the undines. She was quite informative once the proper magical protocols were in place. The next area is the lair of a spellcaster named Klarkosh. The Emerald Automatons you've dealt with are his handiwork, so I would assume you'll encounter more in your exploration. She also said he was half metal, if this is true I look forward to reading your reports."
"I should also tell you that she revealed that lizardfolk reside even deeper in the dungeon below Klarkosh, although I wouldn't trouble yourselves worrying about them just yet."
Feel free to ask any follow up questions, and we'll move forward once everyone checks in. I believe we are still waiting for updates from Jirah and Siv.
Frēodwēn |
sweeeeet. Favored Enemy constructs should pay off this level
"I am confident we are up to the task."
-Posted with Wayfinder
Xakon |
Best buy yer adamantine arrows or blades. We had a hard time bringing down the last fella. I'm making a purchase after this meeting. Looks like Sugar got a new tool for cutting grain or goblin heads.
Glancing in her direction, he admires her shiny new scythe.
Frēodwēn |
"Good thinking Xakon. I will have some adamantine arrowheads forged."
cha-CHING
-Posted with Wayfinder
Lady Sugarsnap |
Sugar blushes at Xakon's comment, is that a rapier on your hip or you just happy to see me? she asks playfully.
She gives a little whistle and in trots a boar much like Truffles but slightly different fur color and decked out in studded leather barding.
This is Commodore Truffles the second.
Mudk |
"hmmm. Hmmm. Perhaps you are wrong. Perhaps there are Lizardfolk Golemn Water Elemental Demons!? Oooooooooo that would be nice! We could be burnt, drowned, beaten AND eaten all at once!"
Hearing the comment about weapons Mudk smiles sadly.
"better weapons just end the suffering too soon... "
Nooooothing to do with me being 500g short of what id need....nothing at all.
GM Harker |
Let's go ahead and get started, Jirah can catch up once she's updated.
The party descends once again in the Emerald Spire from the first level, through the next two empty levels, past the troglodytes and the Godbox, then for a refreshing swim to the next stairway down. From the stairs in the Drowned Level, you follow a zigzagging staircase that descends for about 100 feet before you arrive at the sixth level.
The long stairway ends in a small chamber. On the north wall, a panel with two bronze levers—one red and one black—is set chest-high in the wall. To the east, an archway leads to an alcove. Distant ticking echoes through the walls, as if several large clocks were operating simultaneously. The room is lit with a lamp that doesn't appear to give off any heat. Those well versed in the arcane arts surmise the lamp is enchanted with Continual Flame.
Examining the east alcove reveals that the walls are mismatched. Most of the room is finished in masonry blocks, but to the north is a curved wall of bronze. There’s a narrow seam between the bronze wall and the masonry, and the bronze wall seems to be vibrating very faintly.
Here is a link to the map. Please note the map directions are like conventional maps, with 'up' being north.