DM Khel |
As Badger moves forward, he steps over what appears to be a length of heavy metal cable torn free from the clockwork mechanism - but the cable comes to life and wraps around his legs! It tightens quickly around him, holding him fast!
Badger - by walking where you did, you are now entangled. It's funny how the party is all over the map but you're the first one to cross that square. Since you got entangled at the end of your move action, you've still got a standard action left. You can use it to cast your scorching ray and we'll keep the rolls - but you'll need to make a DC 17 concentration check to cast it and then an SR check to have the spell take effect. Or you can pick a different action, now that you know there was a tricky trap waiting for you. If you'd like to try to get loose, you can take a full-round action to make a DC 23 Escape Artist check or a DC 23 Strength check, or a standard action to attack the cable.
Zirt Fzerkinkratzcher |
Sorry, I got Monday'd.
Zirt frowns worriedly, trying to decide the best way of dealing with all these threats. After sending her wolverine friend to attack one of the fey, Zirt ducks to where she can be seen through the massive gears, sticks her fingers in her ears, and makes a horrendous face at the vexgit across from her. "I'm a vexgit, look at me!" she squeaks mockingly. Zirt is using her Mock bardic performance. Target gets a Will save (DC 18) to negate, otherwise: while the prankster maintains the mocking, the target takes a –2 penalty on all attack rolls and skill checks until it has successfully attacked the prankster with a melee or ranged attack, or has harmed the creature with a spell that deals damage.
Wolverine will move to attack yellow, but then get re-routed...
Will: 1d20 + 2 ⇒ (14) + 2 = 16
1d3 ⇒ 2
1d3 ⇒ 3
Her wolverine companion, meanwhile, blunders right into one portal after another in his attempt to attack the enemy. He starts south of Zirt, moves south (down) 15' into the red portal, is rerouted to the one 10' to the right of Sundr, moves left 20', and ends up back on the bottom red one. DM, since his speed then gets halved (from being doubled), does he still have a standard action to attack this round? (If so, he'll attack orange.)
DM Khel |
I'd say the halving and doubling in the same round would just cancel each other out, leaving him with his usual 30' move speed. Unfortunately, he's moved 35' so far this round. So he could move some more, up to a double move (and provoke an AoO), or stay where he is.
DM Khel |
Badger, still struggling with the heavy wire wrapped around his legs, can’t focus enough to get his magical attack to work!
The gremlin nearest Truk steps through a blue portal, getting away from the powerful half-orc. Another gremlin moves a bit away from Truk and returns to the task at hand, tearing gears, springs and struts off the mechanical spire!
Will: 1d20 ⇒ 7
The vexgit gremlins continue to keep their distance from the Pathfinders, attempting to pepper them with arrows!
Orange, Bow vs Senzo: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d4 ⇒ 4
Orange, Bow vs Senzo: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d4 ⇒ 1
Yellow, Bow vs Wolvie: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d4 ⇒ 3
Yellow, Bow vs Wolvie: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 ⇒ 3
Red, Bow vs Truk: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Initiative, Round 2
Vexgits (orange: -14 hp)
Truk
Senzo
Sündr
Zirt
Badger (entangled)
Rayne
Pathfinders are go.
DM Khel |
Oops, missed that bit.
Will : 1d20 ⇒ 9 Failed.
There wasn't really a vexgit across from you when you posted - which color were you going after?
Sündr-dögünn |
Her song ringing throughout the clocktower, Sündr advances to the very thick of the fray. May provoke from Red, depending on reach.
+3 Adamantine Greataxe @ Gremlin (south), Reckless Abandon Power Attack: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Damage: 1d12 + 16 ⇒ (9) + 16 = 25 counts as cold iron
Status: HP 57/57, AC 14, 4 images, fast healing 2.
If you accept the Inspired Rage as a FREE ACTION at the BEGINNING of your turn:
+2 STR
+2 CON (+1 HP/lvl, +1 on Fort saves)
+2 Will saves
-1 AC
Cannot use Dex-, Int-, or Cha-based skills (except Acro, Fly, Intimidate, Ride)
Cannot use abilities that require patience or concentration
Gain Scent ability
Gain Reckless Abandon (may choose to take additional -2 AC, gain +2 attack)
Gain 1d6 Energy damage on all melee attacks for one round (usable once)
No fatigue generated afterward, can choose to cycle in and out round by round
DM Khel |
Zirt - Sorry, I left out a word - there wasn't really one of the vexgit warriors across from you (they're actually called vexgit human hunters, which is nice). But now I see which one you've targeted. I've drawn a gloomy grey cloud on him to illustrate his misfortune.
Sündr strides past the red-shouldered vexgit warrior, then cuts one of the other vexgits clean in half with her axe!
Zirt Fzerkinkratzcher |
Zirt glares at the destructive little creature, pondering for a moment, before she begins squirming and jumping about on Gregarious' back. "Wahh, wahh, I'm a vexgit and I'm throwing a temper tantrum! Wah wah wah!!" she cries. Be ye punchline'd! Will DC 18 or he's affected as if by hideous laughter.
The wolverine, meanwhile, bares its teeth and launches itself at the nearest vexgit! Wolverine HP: 17/23
Bite (enh. rage): 1d20 + 6 + 3 ⇒ (6) + 6 + 3 = 15
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Claw (enh. rage): 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 23
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Claw (enh. rage): 1d20 + 6 + 3 ⇒ (4) + 6 + 3 = 13
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Truk the Hammer |
Truk surges forward and introduces the red-eyed gremlin to Porkchop and Lefty.
Punch (inspire rage): 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Nonlethal Damage: 1d8 + 8 + 4 + 1 ⇒ (3) + 8 + 4 + 1 = 16
Iterative: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Nonlethal Damage: 1d8 + 8 + 4 + 1 ⇒ (2) + 8 + 4 + 1 = 15
DM Khel |
Will: 1d20 ⇒ 4
Zirt viciously mocks one of the destructive little vexgits, and the thing’s laughter changes from excited chittering to overwhelming whoops of laughter, causing it to drop to the floor helpless! At the same moment, Wolvie bites and claws at the nearest vexgit, but appears to have no effect on it!
Zirt – you don’t have any way for Wolvie to get through material-specific DR, right? And how long does the mocking effect last?
Truk steps forward and lands a solid punch on the red-eyed vexgit warrior!
Initiative, Round 2
Vexgits (orange: -14 hp, red -11 hp)
Truk
Senzo
Sündr
Zirt
Badger (entangled)
Rayne
Senzo, Badger and Rayne are up!
Senzo Tanaka |
With a powerful kiai Senzo steps forward and lets fly with his technique. Orange
I think I have this: Flurry, Haste, Raging Song, Inspire Courage:
He opens with a palm strike to the center of the face:
ATK 1: 1d20 + 10 + 1 + 1 + 2 ⇒ (17) + 10 + 1 + 1 + 2 = 31 for DMG if hit: 1d8 + 4 + 1 + 2 ⇒ (8) + 4 + 1 + 2 = 15
That immediately turns into a right rounhouse elbow across the jaw.
ATK 2: 1d20 + 10 + 1 + 2 + 1 ⇒ (19) + 10 + 1 + 2 + 1 = 33 for DMG if hit: 1d8 + 4 + 1 + 2 ⇒ (4) + 4 + 1 + 2 = 11
The follow through of that hit comes back as a rearward elbow to the side of the head.
ATK 3: 1d20 + 5 + 1 + 2 + 1 ⇒ (3) + 5 + 1 + 2 + 1 = 12 for DMG if hit: 1d8 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14
He then finishes with a side thrust kick to the body.
ATK Haste: 1d20 + 10 + 1 + 2 + 1 ⇒ (17) + 10 + 1 + 2 + 1 = 31 for DMG if hit: 1d8 + 4 + 1 + 2 ⇒ (6) + 4 + 1 + 2 = 13
DM Khel |
Senzo – I don’t think anyone has cast haste for this fight. But you did just enough damage with the first two attacks that it doesn’t matter. And I love your descriptions of the strikes!
Senzo unleashes a powerful barrage of blows, with his palm smashing at least four of the vexgit’s eyes, then his elbow breaking off the fey’s left mandible before dropping his foe to the ground!
Initiative, Round 2
Vexgits (red -11 hp)
Truk
Senzo
Sündr
Zirt
Badger (entangled)
Rayne
Badger and Rayne to wrap up the round!
DM Khel |
Badger slices easily through the cable and frees himself to join the fray!
That'll do it.
Rayne is up.
DM Khel |
Rayne puts an arrow into the uninjured vexgit warrior, though once again the shot is not as effective as Rayne might have expected. You might want to try a weapon with a particular material…
Will vs laughter: 1d20 ⇒ 19 Success!
The mischievous gremlin on the floor manages to catch his breath and cease laughing, looking around in confusion as he wonders how he ended up on the floor, and what could possibly have been so funny.
Zirt – I marked the wrong one as falling down laughing, it’s now fixed on the map.
The yellow-eyed vexgit takes a step back and fires a pair of arrows at Badger, while the red-scaled one drops his bow, pulls out his hammer and moves close to Sündr to whack her! The unarmed vexgit who’s still on his feet leaps closer to the tower of gears and gives a mighty pull, causing a screech of metal to reverberate through the whole structure!
Bow vs Badger: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d4 ⇒ 1
Bow vs Badger: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d4 ⇒ 1
Hammer vs Sündr: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Initiative, Round 3
Vexgits (red -11 hp, yellow -11 hp)
Truk
Senzo
Sündr
Zirt
Badger
Rayne
Party is up!
Sündr-dögünn |
Images, 1 is me: 1d5 ⇒ 4 miss
Laughing mid-verse at the puny hammer that whooshes by, Sündr steps aside. Her axe prioritizes the mischievous tower-wrecker. I assume it's the one standing up.
+3 Adamantine Greataxe, Heroism, Reckless Abandon Power Attack: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Damage: 1d12 + 16 ⇒ (8) + 16 = 24 counts as cold iron
Status: 57/57 HP, AC 14, 3 images, fast healing 2.
If you accept the Inspired Rage as a FREE ACTION at the BEGINNING of your turn:
+2 STR
+2 CON (+1 HP/lvl, +1 on Fort saves)
+2 Will saves
-1 AC
Cannot use Dex-, Int-, or Cha-based skills (except Acro, Fly, Intimidate, Ride)
Cannot use abilities that require patience or concentration
Gain Scent ability
Gain Reckless Abandon (may choose to take additional -2 AC, gain +2 attack)
Gain 1d6 Fire damage on all melee attacks for one round (usable once)
No fatigue generated afterward, can choose to cycle in and out round by round
Truk the Hammer |
Truk chases after the hammer-wielding gremlin and gives him another punishing one-two.
Punch (inspire rage): 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Nonlethal Damage: 1d8 + 8 + 4 + 1 ⇒ (7) + 8 + 4 + 1 = 20
Iterative: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Nonlethal Damage: 1d8 + 8 + 4 + 1 ⇒ (1) + 8 + 4 + 1 = 14
Rayne Deverin |
Rayne continues to focus fire on yellow.
Rapid, Deadly, PBS: 1d20 + 9 ⇒ (7) + 9 = 16
1d8 + 8 ⇒ (1) + 8 = 9
Rapid, Deadly, PBS: 1d20 + 9 ⇒ (13) + 9 = 22
1d8 + 8 ⇒ (1) + 8 = 9
Rapid, Deadly, PBS: 1d20 + 4 ⇒ (11) + 4 = 15
1d8 + 8 ⇒ (6) + 8 = 14
Senzo Tanaka |
A little crowded at the moment, so I'll try to make this work with the results of Sundr, Truk, and Rayne.
Senzo eyes the field and looks for the one foe closest to defeat. With a grunt more than a kiai he rushes forward and leaps into the air, landing with a vicious stomp on the foes most open vital area ATK: 1d20 + 10 + 1 + 2 ⇒ (15) + 10 + 1 + 2 = 28 for DMG: 1d8 + 4 + 1 + 2 ⇒ (1) + 4 + 1 + 2 = 8
DM Khel |
Sündr slays another destructive gremlin! Truk whacks the warrior with Porkchop, leaving the vexgit barely standing! Rayne again lands a single arrow on a vexgit warrior!
Senzo - which one were you attacking? You're not near a target at the moment.
Red: -26 hp, Yellow: -15 hp
Zirt and Badger, over to you.
Senzo Tanaka |
That's why I kept it vague. I wasn't sure if their attacks would kill either, so I was going to make a go at the more injured one if available. Since they've been resolved, I'll just say: move and attack Yellow. I've updated the map.
*Badger |
Going to acrobatics through senzo's square and try to avoid an AoO.
acrobatics: 1d20 + 12 ⇒ (2) + 12 = 14
attack: 1d20 + 16 ⇒ (12) + 16 = 281d8 + 18 ⇒ (8) + 18 = 26
Looks like I'll be taking the AoO.
Zirt Fzerkinkratzcher |
Zirt stops her mocking and glares at the tiny fey for its offensive spurning of her joviality. Her wolverine companion, meanwhile, heads for the action and ends up next to a different foe, bewildered and more than a little upset. Zirt stops singing. Wolverine moves from 5' left of bottom-right red portal into bottom-left blue portal, ends up in top-left red portal. Attacks red baddie.
Intimidate: 1d20 + 13 ⇒ (1) + 13 = 14 +4 for being bigger?
Portal: 1d3 ⇒ 2
Bite (enhanced rage): 1d20 + 6 + 3 ⇒ (15) + 6 + 3 = 24
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Claw (enh. rage): 1d20 + 6 + 3 ⇒ (20) + 6 + 3 = 29
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Confirm: 1d20 + 6 + 3 ⇒ (6) + 6 + 3 = 15
Extra Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Claw (enh. rage): 1d20 + 6 + 3 ⇒ (13) + 6 + 3 = 22
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
DM Khel |
Badger – they have less than 5’ of reach, so they can’t AoO you. You should be able to move and attack without provoking, so I’ll put you in a square that allows for that.
Badger dances through the melee and strikes the nearest vexgit warrior, cutting down the nasty little fey! Wolvie moves in to help Badger, but something unexpected happens! When the wolverine steps into the blue portal, he disappears, as wolverines do in blue portals – but he does not reappear! After a moment of silence, the puzzled yowl of a wolverine can be heard coming from the floor below! The portal in question is now marked with an arrow pointing down.
An instant later, the remaining vexgit warrior steps into the nearby red portal and also vanishes – but the noise of his passage can be heard from upstairs! This portal is now marked with an up arrow.
At the same time, the last vexgit, lying on the floor with its companions fled, lashes out at a large gear nearby, its axle badly bent. The gear is kicked loose, setting in motion a veritable avalanche of gears, cables, flanges, struts and jimmywhackers. The tower emits an earsplitting sound as dozens of vital bits and pieces break free from their places and clatter to the ground.
Everyone – please make a DC 21 Fort save or be stunned for 1 round.
Initiative, Round 4
Vexgits (red -26 hp)
Truk
Senzo
Sündr
Zirt
Badger
Rayne
Pathfinders are up!
Sündr-dögünn |
Damn it! That's exactly the kind of thing I was trying to avoid.
Fortitude: 1d20 + 10 ⇒ (20) + 10 = 30
Greataxe @ Gremlin: 1d20 + 12 + 2 + 4 ⇒ (19) + 12 + 2 + 4 = 37
Damage: 1d12 + 16 ⇒ (8) + 16 = 24 counts as cold iron
The skald grits her teeth and buries her axehead in the gremlin's throat. "FOLLOW ME!" she bellows, and jumps in the portal. Will save the rest of my move for what I see upstairs.
DM Khel |
Sündr kills the prone gremlin until it is very, very dead. Stepping through the portal, she finds herself on the next level up, with an annoyed vexgit warrior right next to her!
Senzo (and everyone but Sündr) - remember your Fort saves.
Zirt Fzerkinkratzcher |
Fort: 1d20 + 4 ⇒ (11) + 4 = 15
Bah. Too low even with my additional +4 vs sonic effects (if it's sonic).
"Come on!" squeaks Zirt loudly, hoping her wolverine friend can hear her, and not thinking very much about the strange behavior of the portal or the scrap of paper the group was given. When the gears begin crashing down around her, it's all she can do to hold her hands above her head and yell "Eeeeeeeeeeeeeeeek!"
Wolverine Fort: 1d20 + 5 ⇒ (18) + 5 = 23
The wolverine, meanwhile, gives a frustrated growl and tries to scrabble upstairs to his mistress.
DM Khel |
Wolvie moves up next to Zirt, mewling a bit out of concern for the motionless gnome. Senzo, Zirt and Rayne stand and shake their heads, stunned by the massive noise that’s just rung through the tower.
Truk manages to shake off the deafening crash and follows Sündr through the portal, arriving upstairs next to the injured vexgit!
Truk – I think you’ve still got a standard action, and there’s a vexgit right next to you.
Initiative, Round 4
Vexgits (red -26 hp)
Truk
Senzo
Sündr
Zirt
Badger
Rayne
Bold can go.
DM Khel |
Well, it's kinda special - it saved you a trip up the stairs!
Truk smashes in the last gremlin's head, spattering fey matter all over himself and Sündr! Looking around, Sündr and Truk see that there’s not much on this level of the tower, but they can’t help but notice something strange about the route to the next level up. The stairway up to the belfry has collapsed. In its place, a wall of bright blues and reds ripples in a wave, ebbing and flowing to some unseen force. The wall extends onto the ceiling, blocking the view of the floor above. This is at D on the map.
Sündr-dögünn |
Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25 BOOM
Ditching her original plan to rush up the stairs, the skald ends her song. "That's a wall of force there. I think we'll need another way up. Maybe the portals again..."
Unless I see another way up, I'm ready to jump in a red portal. Might cast a spell or two first.
*Badger |
fort: 1d20 + 16 ⇒ (8) + 16 = 24
If I understand the map correctly, I will move through the red portal pointing up. Just want to make sure that's what I'm seeing. Also, to be clear, is the wall of force within reach? If so, I will want to start attacking it with my adamantine sword. My understanding of walls of force are that they can be damaged but have decent hardness. Adamantine ignore the first 20 points of hardness so I'm curious what this will do.