Marta - A.K.A. Telmar So-Melnop |
Marta activates the inquisitor bane ability and tries to stick red with a spear from her current position.
+17/1d8+2d6+18 +1d6 Long Spear Power Attack [crit x3; brace, reach] (+7[BAB] +4[str] +1[enhance] -2[pwa] +2[heroism] +3[divine favor] +2[bane] / +6[str] +1[enhance] +6[pwa] +2[bane] +3[divine favor] +2d6[bane] +1d6[corrosive])
To hit: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 1d8 + 2d6 + 18 + 1d6 ⇒ (5) + (6, 6) + 18 + (6) = 41, last die is acid damage
Iterative To hit: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d8 + 2d6 + 18 + 1d6 ⇒ (7) + (2, 3) + 18 + (4) = 34, last die is acid damage
Dungeon Master S |
Marta's judgement is swift and final as the second owlbear crumbles!
Round 2:
Faeranduil: Go
Sue: Go
Fade: Crit
Magor: Go
Marta: Hit
Animated Owlbears: TBD
Theritis: TBD
Regalia: TBD
Regalia: 121
Faeranduil |
Faeranduil motions for the unseen servant that is following him to get a folding chair from one of his chests on the floating disk. Once the unseen servant has unfolded the chair the elven mage sits down
"What? You are doing great!" he says as the others look at him "I want to see what Magor is summoning first."
Magic Missile: 5d4 + 10 ⇒ (2, 3, 4, 4, 4) + 10 = 27
Magor Lavablood |
Three small earth elementals appear as Magor finishes his spell. While the creatures are trying to pound the regalia, he draws a large axe and rushes into melee.
"Take him down, Faeranduil!"
Standard Movement
Free Draw battleaxe
Base #: 1d3 ⇒ 2
Slam (red): 1d20 + 11 ⇒ (5) + 11 = 16 Bludgeoning: 1d6 + 11 ⇒ (6) + 11 = 17
Slam (green): 1d20 + 11 ⇒ (3) + 11 = 14 Bludgeoning: 1d6 + 11 ⇒ (2) + 11 = 13
Slam (blue): 1d20 + 11 ⇒ (15) + 11 = 26 Bludgeoning: 1d6 + 11 ⇒ (1) + 11 = 12
Dungeon Master S |
The elementals swing with rocky fists, but none connect. Magor closes, ready to back them up.
Round 2:
Sue: Go
Fade: Crit
Magor: elementals and move
Marta: Hit
Faeranduil: Ready
Animated Owlbears: TBD
Theritis: TBD
Regalia: TBD
Regalia: 121
Magor Lavablood |
Missing on a 15 :-(
"Fade! Wait for the elementals to distract this thing."
Magor then makes several noises that sound like a slow avalanche, and the elementals nod at him.
@Fade: If it goes to next round, you get +8 to your next attack.
I only fail on a 1, and speak Terran to command the elementals.
Sue Basilbottom |
Sue spins into position for a raking claw against the animated armor.
Pirannah raking claw: 1d20 + 14 ⇒ (1) + 14 = 15 nat 1
damage+1d6 acid: 4d6 + 4 + 6 + 1d6 ⇒ (1, 6, 2, 5) + 4 + 6 + (2) = 26
vicious feedback: 1d6 ⇒ 5
Sue however does not find a good vantage point to attack from.
Dungeon Master S |
Sue misses with the claw, but not a second later Faeranduil drops another fireball that leaves the regalia in a chaotic mess upon the floor!
Take a moment and rcover, because you hear some growling coming from the next room. There are also stairs that lead up.
Dungeon Master S |
Clear the floor or go upstairs?
Sue Basilbottom |
clear the floor was my thought. Will also tap myself with the divine favor wand if it takes us more than a couple rounds to go that way.
Dungeon Master S |
During the event, it is possible for characters at one table to assist those at another with Aid Tokens. Each represents the assistance of allied Pathfinder agents who assist the PCs.
Once per encounter, any character at a table can use an Aid Token to assist the group in one of the ways described below. Once a table uses an Aid Token, pick another table and I'll see it is passed onto them.
If a table receives an Aid Token and doesn’t need its benefits, they’re encouraged to boost its potency by expending some of their own resources or attempting a skill check. Boosting an Aid Token, including attempting a skill check, is part of passing that Aid Token to another table. A table can neither retry such a skill check nor boost an Aid Token more than once before passing it to another table.
A table may boost a token even while in combat without taking any in-round actions; the scenario assumes the aid was granted before that encounter began.
Some Aid Token benefits may only be used if already boosted by another table. An Aid Token’s benefits vary based on the table’s subtier, and these benefits can take one of the following forms.
Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 3d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn. To Boost: Succeed at an attack roll against an AC 27. Boosted Effect: +1d8 points of damage.
Burst of Healing: A Pathfinder agent heals all of the PCs of 5d6 points of damage. To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor with a spell level greater than or equal to 5. A PC must cast this spell, not simply activate a wand or scroll. Boosted Effect: +2d6 points of damage healed.
Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. In Subtier 10-11, the competence bonus is +3. To Boost: Expend 3 rounds of bardic performance or similar ability. Boosted Effect: Increase the competence bonus by 1.
Provide Knowledge (must be boosted): Gain the benefits of a Knowledge skill check or Spellcraft skill check used to identify a magical item; the type and difficulty (Easy, Average or Hard) depend on the table granting the benefit. To Boost: Succeed at a Knowledge check of your choice, the result of the check (Easy, Average or Hard) should be noted on the Aid Token.
Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token. To Boost: Cast one of the following spells lesser restoration, neutralize poison, remove curse, or remove disease. Only these spells may be granted. Expending resources that produce the effects of these spells, such as a paladin’s mercy class feature, may also
grant these benefits.
Fade~ |
Also a vote for clearing the floor.
Dungeon Master S |
The party walks over to the other wing. Long shadows cast by ruined displays and broken furniture litter the floor. A humanoid-shaped figure made of shattered clockwork lies slumped over a bench. Above, an elaborately painted sign reads “Crusader’s Chronicles.”
As you approach two catlike figures emerge from the shadows. Their coats shining vividly, these majestic lions look exotic and otherworldly. They gaze with piercing yellow eyes and stand calmly, as though fearless.
"Now what do we have here? Intruders?", the first one asks.
"Possibly. Tasty looking intruders.", the other replies.
They both looks back and in harmonized voices ask, "What are you doing here, and why shan't we eat you?"
You can make knowledge (Planes) checks to ID. DCs start at 25.
Faeranduil |
Knowledge Planes: 1d20 + 24 + 2 ⇒ (17) + 24 + 2 = 43
resistance, immunities, weaknesses, special attacks, special defenses in that order
Faeranduil smirks, but leaves the talking to the others.
Sue Basilbottom |
Sue provides some extra healing to nearby pathfinders before entering and glaring at the cats as only a paladin can.
using channel energy to boost the aid token, then detect evil
Marta - A.K.A. Telmar So-Melnop |
Marta will use the healing from the token and pass it along.
She will also cast a shield spell into her ioun stone and cast another heightened awareness from her wand before entering the next room.
UMD: 1d20 + 5 + 3 + 2 ⇒ (12) + 5 + 3 + 2 = 22
Kn Planes: 1d20 + 12 + 2 + 2 ⇒ (17) + 12 + 2 + 2 = 33
Really just want the type of creature so I know what Bane to use if it comes down to fighting. Special defenses that would mess with her mojo would be nice too (such as resistances/invulnerability to nonlethal or bludgeoning or acid damage).
Edit: I just saw the Sue passed the token along. I'll need healing then. I got 16 lethal and 18 nonlethal damage I'd like cleaned up before we enter.
Sue Basilbottom |
LoH for Marta: 3d6 ⇒ (3, 5, 2) = 10
CLW for Marta: 1d8 + 1 ⇒ (2) + 1 = 3
CLW for Marta: 1d8 + 1 ⇒ (6) + 1 = 7
Sue will spend a couple rounds healing up Marta to make up for not catching her in her previous channel before moving on to the kitties.
Sue Basilbottom |
Sue smiles, hoping these are some of Nigel's guards and pulls out her Wayfinder.
"We're Pathfinders! Nigel sent us to deal with this mess, where are the intruders?"
Diplomacy?: 1d20 + 13 ⇒ (20) + 13 = 33
Marta - A.K.A. Telmar So-Melnop |
Marta thanks Sue for the healing...
"Perhaps we could work together?"
Aid Diplomacy: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Marta also fires up a Detect Evil and will change her tune if they come up positive.
Fade~ |
"Yeah, we're strong so could be a big help!"
Diplomacy (Aid Another): 1d20 - 2 ⇒ (8) - 2 = 6
Magor Lavablood |
Magor strides in behind three earth elementals. "More importantly, who are you? If you are members of Nigel's defensive team, then you will obey his orders to stand down."
Diplomacy (aid): 1d20 + 6 ⇒ (16) + 6 = 22
If the cats do not immediately stand down, the elementals will burrow down into ground and pass underneath before popping back up along the far wall.
Dungeon Master S |
They are dweomercats, magical beasts who have spell like powers and have a connection to magic.
Thankfully though, they find Sue's voice soothing. "Ah Pathfinders are acceptable. There's a lot of chaos going on, and we're not sure why."
The other cuts in with tone that harmonizes with the other, "Be careful agents, there's a clockwork golem running amok upstairs and a complex trap outside. Be well agents."
Unless you stop them the lions will slip back into the shadows...
Marta - A.K.A. Telmar So-Melnop |
Love a diplomatic solution. Feel like we cheated fate in a way. Onward and upward! Also, how much time has elapsed since the last battle. Need to remove some buffs I'm thinking.
Dungeon Master S |
Let's call it 10 rounds from the start of the last battle. Once someone posts that the party is going up, we'll go up.
Fade~ |
"Time to head upstairs..."
Sue Basilbottom |
Sue triggers her divine favor wand again and waves her companions upstairs with her.
Dungeon Master S |
Gears, glass, and chunks of wax litter the polished wood floor under a sign that proclaims “Scars of the Lich.” The corpse of a Kellid warrior lies in a pool of blood, her furs soaked through. A constant ticking and whirring sound echoes in this area.
A vaguely humanoid shape made of metal lurches to life with the grinding whir and frantic ticking of hundreds of gears. With creatures taking the stairs, it raises its arms to attack.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
Enemy: 1d20 + 3 ⇒ (11) + 3 = 14
Fade: 1d20 + 5 ⇒ (6) + 5 = 11
Magor: 1d20 + 2 ⇒ (13) + 2 = 15
Marta: 1d20 + 12 ⇒ (3) + 12 = 15
Sue: 1d20 + 4 ⇒ (2) + 4 = 6
Faeranduil: 1d20 + 4 ⇒ (18) + 4 = 22
Theritis: 1d20 + 5 ⇒ (12) + 5 = 17
Dungeon Master S |
Round 1:
Faeranduil: Go
Theritis: Go
Marta: Go
Magor: Go
Golem: TBD
Fade: TBD
Sue: TBD
Theritis |
Theritis leaps forward and comes down with a vertical chop.
vital strike/power attack with adamantine lucerne hammer: 1d20 + 19 ⇒ (7) + 19 = 26
vital strike/power attack with adamantine lucerne hammer: 2d12 + 25 ⇒ (3, 7) + 25 = 35
free to rage, move and draw hammer, vital strike
Dungeon Master S |
Theritis wastes no time, confident in the make of his lucerne hammer, unfortunately the angle of the attack is ever so slightly too shallow and he bounces off the golem's side by the smallest of margines.
Round 1:
Faeranduil: Go
Theritis: Miss
Marta: Go
Magor: Go
Golem: TBD
Fade: TBD
Sue: TBD
Magor Lavablood |
Magor moves farther into the room and throws a tiny pebble that explodes when it strikes the huge creature.
"Sue, get behind that thing and pin it down for Theritis. Fade and Marta! Form a wall with Theritis to keep it away from Faeranduil."
Standard Mighty pebble
Mighty Pebble: 1d20 + 11 ⇒ (19) + 11 = 30 Bludgeoning: 5d6 + 2 ⇒ (3, 5, 2, 2, 5) + 2 = 19
Dungeon Master S |
Magor's warning includes a sold hit on the golem's side! Unfortunately it looks like the golem is built to withstand a LOT of punishment.
Round 1:
Faeranduil: Go
Theritis: Miss
Marta: Go
Magor: Hit
Golem: TBD
Fade: TBD
Sue: TBD
Golem: 9
Marta - A.K.A. Telmar So-Melnop |
Marta refreshed her shield spell before they moved on. Things seem to be moving fast around here.
Kn Arcana: 1d20 + 4 + 6 + 2 + 2 ⇒ (9) + 4 + 6 + 2 + 2 = 23
All she gets is that it is an ADVANCED CLOCKWORK GOLEM.
Marta moves up and takes a quick shot at it with her spear after activating bane on golems.
To hit: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d8 + 2d6 + 15 + 1d6 ⇒ (6) + (1, 1) + 15 + (4) = 27, last die is acid damage
*ick*
Faeranduil |
Quick post from phone to continue the action
Knowledge: 1d20 + 26 + 2 ⇒ (3) + 26 + 2 = 31
resistance, immunities, weaknesses, special attacks, special defenses in that order
Faeranduil casts haste
GM Tyranius |
Faeranduil increases the groups speed as he recognizes the creature as a more advanced Clockwork Golem. Faeranduil knows that being a golem it is immune to magical effects, mind effects, poison and diseases.
Being a metal construct it is resistant to all forms of weapons unless they are made from adamantine.
Marta moves in but her spear only seems to scratch at the metal exterior. Sparks rake out as the gears grind forth.
The Golem lumbers closer as it folds and unfolds upon itself creating a wall of gears that grind and cut into Marta and Theritis.
Wall of Gears Marta: 15d6 ⇒ (4, 5, 3, 4, 4, 6, 5, 5, 3, 5, 1, 4, 4, 4, 4) = 61
Wall of Gears Theritis: 15d6 ⇒ (3, 5, 1, 6, 5, 5, 1, 6, 3, 1, 1, 5, 4, 2, 6) = 54
You can each attempt a DC 18 reflex to move one space and avoid the damage completely.
Active Party Buff
Haste
Round 2:
Faeranduil:
Theritis:
Marta:
Magor:
Golem:
Fade:
Sue:
GM Tyranius |
Basically as a standard action it can reform into a wall of gears either 10 x 10 or 5 x 20 so not necessarily a move. All wood as far as I am aware.
Theritis |
Theritis stumbles back, avoiding the vicious gears. Angered at the golem's transformation, he tears into it with a series of deft side-swings.
reflex save w/haste: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
adamantine hammer with PA to hit #1: 1d20 + 20 ⇒ (11) + 20 = 31
adamantine hammer with PA to hit #2: 1d20 + 20 ⇒ (16) + 20 = 36
adamantine hammer with PA to hit #3: 1d20 + 15 ⇒ (20) + 15 = 35
adamantine hammer with PA to hit #4: 1d20 + 10 ⇒ (16) + 10 = 26
adamantine damage with PA #1: 1d12 + 25 ⇒ (2) + 25 = 27
adamantine damage with PA #2: 1d12 + 25 ⇒ (11) + 25 = 36
adamantine damage with PA #3: 1d12 + 25 ⇒ (8) + 25 = 33
adamantine damage with PA #4: 1d12 + 25 ⇒ (6) + 25 = 31
adamantine hammer with PA to confirm #3: 1d20 + 15 ⇒ (7) + 15 = 22
adamantine extra damage with PA and killer trait #3: 1d12 + 25 + 2 ⇒ (3) + 25 + 2 = 30
leap to one side with reflex save, 5' step, full attack with haste
GM Granta |
★★★OVERSEER ANNOUNCEMENT★★★
A high-pitched buzz pervades the museum, rising in frequency to the point of being inaudible. A moment later, a rolling boom echoes through the museum like thunder, and the glowing wards around the museum begin to fade.
@Table GMs: The “Failing Wards” condition on page 9 is now in effect.
Fade~ |
Knowledge (Arcana): 1d20 + 19 ⇒ (2) + 19 = 21 - Blah... was hoping to get any special spells that may affect it.
"Penumbrae, looks like we have to do it the hard way. SUE, you coming with us?"
Swift Action
Fade enchants Penumbrae once again. +2 and Keen, making her a +5 Keen Scimitar.
Full Round Action
Fade beings a Spell Combat by casting Dimension Door in spell combat, teleporting himself and Sue (if willing). (He has Dimensional Agility which will let him finish his Spell Combat after casting Dimension Door)
After the spell, Fade then steps up 5 ft. to have flanking.
Fade's Scimitar (Penumbrae) is +5 Keen right now, so counts as Silver, Cold Iron, Adamantine, Slashing, Magic, Every Alignment, and Epic for the purposes of bypassing DR.
---------------------------------------------------------------
Main Attack
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Haste, Flank): 1d20 + 17 - 2 + 2 - 2 + 1 + 2 ⇒ (16) + 17 - 2 + 2 - 2 + 1 + 2 = 34
Black Blade Scimitar Damage (Power Attack, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (2) + 11 + 4 + 3 + 2 = 22
CRIT - Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Haste, Flank): 1d20 + 17 - 2 + 2 - 2 + 1 + 2 ⇒ (5) + 17 - 2 + 2 - 2 + 1 + 2 = 23
EXTRA DAMAGE - Black Blade Scimitar Damage (Power Attack, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (3) + 11 + 4 + 3 + 2 = 23
---------------------------------------------------------------
Iterative
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Haste, Flank): 1d20 + 12 - 2 + 2 - 2 + 1 + 2 ⇒ (13) + 12 - 2 + 2 - 2 + 1 + 2 = 26
Black Blade Scimitar Damage (Power Attack, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (3) + 11 + 4 + 3 + 2 = 23
---------------------------------------------------------------
Haste Attack
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Haste, Flank): 1d20 + 17 - 2 + 2 - 2 + 1 + 2 ⇒ (18) + 17 - 2 + 2 - 2 + 1 + 2 = 36
Black Blade Scimitar Damage (Power Attack, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (2) + 11 + 4 + 3 + 2 = 22
CRIT - Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Haste, Flank): 1d20 + 17 - 2 + 2 - 2 + 1 + 2 ⇒ (10) + 17 - 2 + 2 - 2 + 1 + 2 = 28
EXTRA DAMAGE - Black Blade Scimitar Damage (Power Attack, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (3) + 11 + 4 + 3 + 2 = 23
---------------------------------------------------------------
SUE: if you want to teleport with Fade, I put an orange path on the map for ya to show you where you would go. Would let you full attack with Haste.
Sue Basilbottom |
Sue grabs on to Fade's coat tails and goes for a ride through the door "Wheeee!" Sue lets out a squee of delight as she appears on the other side upside down and unleashes a ki powered hasted flurry.
punch: 1d20 + 16 ⇒ (12) + 16 = 28
damage: 4d6 + 13 + 1d6 ⇒ (5, 6, 6, 6) + 13 + (2) = 38
Up Elbow: 1d20 + 16 ⇒ (1) + 16 = 17
damage+1d6 acid: 4d6 + 13 + 1d6 ⇒ (6, 6, 2, 2) + 13 + (3) = 32
Hasted downrake: 1d20 + 16 ⇒ (17) + 16 = 33
damage+1d6 acid: 4d6 + 13 + 1d6 ⇒ (5, 2, 1, 1) + 13 + (6) = 28
Ki Grab: 1d20 + 16 ⇒ (17) + 16 = 33
damage+1d6 acid: 4d6 + 13 + 1d6 ⇒ (3, 4, 4, 6) + 13 + (3) = 33
iterative clockwise twist: 1d20 + 11 ⇒ (14) + 11 = 25
damage+1d6 acid: 4d6 + 13 + 1d6 ⇒ (2, 3, 2, 5) + 13 + (1) = 26
iterative counter-clockwise twist: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 4d6 + 13 + 1d6 ⇒ (3, 6, 4, 1) + 13 + (1) = 28
vicious feedback: 5d6 ⇒ (6, 5, 2, 4, 1) = 18
If 24 hits that's 155 damage from 5 attacks.
If 27 hits that's 129 damage from 4 attacks
Not breaking adamantine DR
GM Tyranius |
Faeranduil and Marta are up.
Marta - A.K.A. Telmar So-Melnop |
Reflex ST: 1d20 + 14 ⇒ (6) + 14 = 20
Marta steps back a space and does her best at tearing into the thing. She activates a judgment to grant a +3 to hit and +4 to damage.
+22/1d8+2d6+19+1d6+1d6 Long Spear Power Attack [crit x3; brace, reach] (+7[BAB] +4[str] +1[enhance] -2[pwa] +2[heroism] +2[bane] +1[haste] +4[outflank] +3[judgment] / +6[str] +1[enhance] +6[pwa] +2[bane] +4[judgment] +2d6[bane] +1d6[precise strike] +1d6[corrosive])
To hit: 1d20 + 22 ⇒ (6) + 22 = 28
Damage: 1d8 + 2d6 + 19 + 1d6 + 1d6 ⇒ (6) + (5, 5) + 19 + (1) + (1) = 37, second to last die is precision damage, last die is acid damage
Hasted To hi: 1d20 + 22 ⇒ (7) + 22 = 29
Damage: 1d8 + 2d6 + 19 + 1d6 + 1d6 ⇒ (7) + (3, 2) + 19 + (5) + (2) = 38, second to last die is precision damage, last die is acid damage
Iterative To hit: 1d20 + 22 - 5 ⇒ (13) + 22 - 5 = 30
Damage: 1d8 + 2d6 + 19 + 1d6 + 1d6 ⇒ (4) + (3, 1) + 19 + (2) + (4) = 33, second to last die is precision damage, last die is acid damage