Tychi |
The idea was to keep it from being able to fire at the rest of the party, now it provokes attacks of opportunity if it want's to fire it's cannon. It is hitting each time, but it's not dooing a terrible amount of damage, compared to the cannon. I have to assume Tychi and Nike didn't get a good hit, which means it has at least a 30 AC. Or else it has 65 DR. :)
"Let us know when you are under cover and we can withdraw... Or when you want to join the attack, whichever you prefer..." Tychi calls out, all need for silence gone after the cannon fire, his voice strained as ribs grind.
Nike |
"Of course you aren't..."
GM Zed |
Tychi / Nike – the Cannon Golem has an AC slightly above 30 so, yes, both of the charging attacks resulted in misses (rather than any form of DR)
Figwidget – Cannon Golems are a highly specialised form of golem – with a ship’s cannon amalgamated into their construction, they are capable of delivering devastating blasts from a substantial distance. Whilst heavily armoured, they are susceptible to a variety of spells with water components and also the ‘Heat Metal’ spell.
Figwidget – The Cannon Golem is around fifteen feet tall
Casey Jayne’s shot, delivered from distance, slams into the towering construct…the sharp sound of metal piercing metal echoing around the damaged bailey tower.
Casey Jayne – do your shots count as Adamantine for the purposes of DR?
Tychi / Nike – You may take your turn now
Nike |
Nike snorts, and blue energy crackles over her body, and races up into her rider.
Lay on Hooves: 2d6 ⇒ (1, 4) = 5
Tychi flurries into the golem, seeing if he can make any headway. Spending a ki point for additional flurry attack. No use spending lay on hooves or ki for AC, even +5 AC would not help against this thing
Flurry 1: 1d20 + 20 ⇒ (17) + 20 = 37
Flurry 2: 1d20 + 20 ⇒ (6) + 20 = 26
Flurry E: 1d20 + 20 ⇒ (1) + 20 = 21
Flurry 3: 1d20 + 15 ⇒ (1) + 15 = 16
Flurry 4: 1d20 + 15 ⇒ (17) + 15 = 32
Flurry 3: 1d20 + 10 ⇒ (9) + 10 = 19
Man, crappy roles lately. :(
Flurry 1, Confirm: 1d20 + 20 ⇒ (11) + 20 = 31
Flurry 4, Confirm: 1d20 + 15 ⇒ (5) + 15 = 20
Flurry 1: 1d8 + 26 ⇒ (2) + 26 = 28
Flurry 1 Crit: 1d8 + 26 ⇒ (4) + 26 = 30
Flurry 4: 1d8 + 26 ⇒ (1) + 26 = 27
Nike then, after the flurry of damage Hopefully rides away from the construct toward the rest of the party, moving behind the wall to take cover if possible.
Acrobatics: 1d20 + 16 ⇒ (14) + 16 = 30
Riding, if acrobatics doesn't work: 1d20 + 26 ⇒ (2) + 26 = 28
Lector Enteap |
GM Zed wrote:Casey Jayne – do your shots count as Adamantine for the purposes of DR?Sadly, no.
Yes it does. +4 weapons count as adamantium for overcoming DR. Source
GM Zed |
Tychi's critical isn't confirmed / 1 hit
For all of Tychi's effort, only one of his attacks gets through the golem's defences...his sword ripping plates of armour from the torso of the towering construct. As the monk and his steed try to withdraw, a metal fist slams into the side of the unicorn...
Cannon Golem, Attack of Opportunity, Slam vs Nike: 1d20 + 29 ⇒ (19) + 29 = 48, hitting for 2d10 + 10 ⇒ (9, 8) + 10 = 27
Moving slightly out of the Bailey Tower to gain a better view, the golem aims it's cannon at the gunslinger whose musket had torn a hole in it's armour...
Cannon Golem, Cannon vs Casey Jayne: 1d20 + 25 ⇒ (12) + 25 = 37, hitting for 6d6 + 6 ⇒ (3, 2, 3, 1, 6, 4) + 6 = 25
...and with a second puff of smoke, fires a second time...
Cannon Golem, Cannon vs Casey Jayne: 1d20 + 20 ⇒ (5) + 20 = 25, missing
From the other side of the wall, you can hear a chugging noise as the snail-like constructs start to advance.
Clockwork Snail 2, Reflex Save vs Blade Barrier: 1d20 + 9 ⇒ (6) + 9 = 15, Save Failed - 60 damage
Clockwork Snail 3, Reflex Save vs Blade Barrier: 1d20 + 9 ⇒ (15) + 9 = 24, Saved - 30 damage
Clockwork Snail 4, Reflex Save vs Blade Barrier: 1d20 + 9 ⇒ (11) + 9 = 20, Saved - 30 damage
Clockwork Snail 5, Reflex Save vs Blade Barrier: 1d20 + 9 ⇒ (18) + 9 = 27, Saved - 30 damage
Clockwork Snail 6, Reflex Save vs Blade Barrier: 1d20 + 9 ⇒ (20) + 9 = 29, Saved - 30 damage
Clockwork Snails 1 and 2 = 41/101HP, Clockwork Snails 3 to 6 = 71/101HP
Three of the strange constructs appear at the top of the fortified wall, severed hoses and pipes spurting green liquid as they move...
Everyone may take their turn now
Figwidget |
GM -- did you see my earlier Knowledge roll about the snail-like constructs?
"Manawaste, they can fly!" Figwidget exclaims. (Or did they climb the wall? If so, at least they took whatever damage they're going to take from the blade barrier....)
He flies over the top of one of snail-like constructs to the far side of the wall, and then descends so that he'll be 20 feet away from one of them (including altitude difference). He pulls a bomb off of his belt, and, using the carefully tuned flick of the wrist that primes it for a force explosion, throws it at the closest construct (#3).
Ranged Touch Attack, including PBS and Throw Anything bonuses: 1d20 + 14 ⇒ (11) + 14 = 25
Force damage if hits: 7d4 + 6 ⇒ (2, 2, 3, 3, 4, 4, 1) + 6 = 25
Casey Jayne |
Managing to get blasted again, Casey barely manages to keep his feet as several more wounds have been opened up on him. "Not gonna be able to take much more of this." Glancing to his right to see more constructs coming over the wall, "Well this sure ain't good," he says as he moves up to get a better shot, takes aim, and fires once again at the much bigger construct before reloading for his next shot.
Move(Already moved. Within 80' now)
+4 Distance Musket w/DA: 1d20 + 21 ⇒ (15) + 21 = 36 vs. touch AC; DA(Deadly Aim)
Damage: 1d12 + 21 ⇒ (11) + 21 = 32
AC 34; Hp's 85/144
Nike |
As Tychi sees that the thing can fire more than once per round, he shakes his head. "MR FIGWIDGET, PRIORITY ON THE LARGE ONE! We must take it down, it has too much range and movement to avoid!"
Nike rears up, gives a bugeling challenge, and turns to charge the thing again. As she spins in place to charge, blue energy crackles over her own body.
Lay on Hooves: 2d6 ⇒ (2, 4) = 6
Then she charges, Tychi's muscles bunch up, and he readies to attack as they move past the golem. Ride-By-Attack + Mounted Skirmisher + Ki Point for extra flurry attack
Powerful Charge, Nike: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Gore!: 4d6 + 12 + 1d6 ⇒ (2, 6, 1, 4) + 12 + (3) = 28 Lawful/Magic/Good/Cold Iron/Silver + 1d6 Acid
As Nike's horn tip slams into the golem as they pass, Tychi's arms become a blur as he whips the whipsword around his head.
2H Flurry Charge 1: 1d20 + 24 + 2 ⇒ (8) + 24 + 2 = 34 No PA, 24 + 2 (Charge)
2H Flurry Charge 2: 1d20 + 24 + 2 ⇒ (2) + 24 + 2 = 28
2H Flurry Charge E: 1d20 + 24 + 2 ⇒ (18) + 24 + 2 = 44
2H Flurry Charge 3: 1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 23
2H Flurry Charge 4: 1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 23
2H Flurry Charge 5: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
2H Flurry Charge E Confirm: 1d20 + 24 + 2 ⇒ (10) + 24 + 2 = 36
2H Flurry Charge 5 Confirm: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Damage 1: 2d8 + 28 ⇒ (6, 2) + 28 = 36 Spirited Charge
Damage E: 1d8 + 14 ⇒ (2) + 14 = 16 + Crit: 1d8 + 14 ⇒ (8) + 14 = 22
Damage 5: 1d8 + 14 ⇒ (1) + 14 = 15
Nike stops 50 ft beyond the golem and whirls around again, ready to charge it again.
Lector Enteap |
Lector takes one step back, placing a hand on his chest. "Harktgliiwr janik!" He doubles in size and his skin grows thick. His wrist flicks out and Frost Brand appears in his hand. "Come on! Come get some!"
Righteous Might. I now have DR 5/evil. My AC and flat footed AC remains the same, but my touch AC is now 12.
+4 Constitution
-2 Dexterity
+2 Natural Armor
DR 5/evil
-1 AC (size)
Weapon Damage = 3d6
GM Zed |
Ooops, just noticed Tychi rolled critical threats twice on his first full round of attacks - will add damage into this round of attacks
Racing past the clanking construct, Tychi's blade strikes twice (critical confirmed) before he and Nike race out of striking range of the vast metal fists - as they race, Nike's horn also cuts a deep gouge into the metal plates that protect the leg mechanisms.
...and, with a second sharp 'crack', a musket ball fizzes into the golem's torso - causing a small explosion of shrapnel...
...groaning and creaking, the golem - once more - levels it's cannon seeking a target.
Flying high above the snails on the ramparts, Figwidget lets loose a bomb - it shatters on the carapace of the construct causing more pipes to leak...and green vapours to wisp from cracks in it's armour...
Golem / Snails turn coming shortly
GM Zed |
Figwidget - you have never encounterd clockwork devices such as these however a quick juspdgement of the engineering involved suggests that there is a risk associated with eidite leakage from the machines...
With a single cannon shot, the golem - armour hanging in tatters - retreats back into the bailey tower... With a whistle of iron, the projectile slams into Tychi - near knocking him from his perch atop the racing unicorn..
Cannon aiming at Nike = 1, Tychi = 2: 1d2 ⇒ 2
Cannon Golem, Cannon vs Tychi: 1d20 + 25 ⇒ (5) + 25 = 30, hitting for 6d6 + 6 ⇒ (6, 3, 3, 5, 1, 4) + 6 = 28
The snails, apparently able to scale vertical surfaces as if they were level ground, race down at the gunslinger...flails winging above their heads as they catch the man unawares...
Clockwork Snail 1, Dire Flail vs Casey Jayne (Charge / Flanking): 1d20 + 18 + 2 + 2 ⇒ (12) + 18 + 2 + 2 = 34, hitting for 1d8 + 7 ⇒ (7) + 7 = 14
Clockwork Snail 2, Dire Flail vs Casey Jayne (Charge): 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31, missing
Clockwork Snail 3, Dire Flail vs Casey Jayne (Charge / Flanking): 1d20 + 18 + 2 + 2 ⇒ (13) + 18 + 2 + 2 = 35, hitting for 1d8 + 7 ⇒ (2) + 7 = 9
To the west, two more snails climb up and over the ramparts - charging down at the oversized cleric standing on the other side...
Clockwork Snail 4, Dire Flail vs Lector Enteap (Charge): 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21, missing
Clockwork Snail 5, Dire Flail vs Casey Jayne (Charge): 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29, missing
Everyone may take their turn now
Casey Jayne |
You've got 4 attacking me but I only see 3 around me. You forgot to place Clockwork #5 next to me.
Getting pummeled and now finding himself surrounded, "Well, this coulda gone a whole lot better." Taking a step back, Casey fires. He then reloads with unbelievable speed, managing to fire off a couple of more shots, hoping to take down at least one of them.
5' step(I moved him diagonally. And yeah, I know, 3 AoO's); Was I able to notice #3 get bombed by Fig? If so, I'll target that one in hopes to help kill it. Otherwise, I'll go random 1d3 ⇒ 2
All vs. touch; PBS(Point blank shot)
+4 Distance Musket w/DA/PBS: 1d20 + 22 ⇒ (1) + 22 = 23
Damage: 1d12 + 22 ⇒ (10) + 22 = 32
+4 Distance Musket w/DA/PBS: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 1d12 + 22 ⇒ (2) + 22 = 24
+4 Distance Musket w/DA/PBS: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d12 + 22 ⇒ (4) + 22 = 26
50 damage total if both hit
AC 34; Hp's 62/114
Of course, the natural 1 would be the most damage. So annoying. :(
Lector Enteap |
"Yes, let us now bath in blood." He begins hammering away, deadly and wild and chaotic, beating his enemies into submission.
Attack: 1d20 + 21 ⇒ (20) + 21 = 41
Damage (+Ferocious Strike): 3d6 + 24 + 1d6 + 7 ⇒ (4, 4, 3) + 24 + (1) + 7 = 43
Attack: 1d1 + 13 ⇒ (1) + 13 = 14
Damage: 3d6 + 24 + 1d6 ⇒ (4, 5, 2) + 24 + (5) = 40
Confirm: 1d20 + 21 ⇒ (2) + 21 = 23
Crit Damage (+Ferocious Strike): 3d6 + 24 + 1d6 + 7 ⇒ (4, 2, 2) + 24 + (4) + 7 = 43
Attacking #4
Damage = 3d6 (large greatsword) +12 (strength x1.5) +9 (power attack) +3 (magic weapon) +1d6 (frost weapon) = 3d6+24+1d6
Furious focus applies to the first attack so there is no accuracy penalty on it due to power attack.
Tychi |
Per the map, Tychi can still do a ride-by on it, she just can't ride by much past it. :) So doing so.
Nike gives another bugeling challenge, and turns to charge the thing again. As rears to charge, blue energy crackles over her own body.
Lay on Hooves: 2d6 ⇒ (1, 2) = 3 Don't forget she has temporary hitpoints from Tychi
Then she charges again, and Tychi's readies to attack as they move past the golem. Ride-By-Attack + Mounted Skirmisher (preserving Ki as may need it to fight the other clockworks, and this thing has to be close to going down after all that damage, right? Please tell me I'm right...)
Powerful Charge, Nike: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
As Nike's horn tip hits, it scrapes horribly and sends out sparks, but doesn't dig in.
2H Flurry Charge 1: 1d20 + 24 + 2 ⇒ (17) + 24 + 2 = 43 No PA, 24 + 2 (Charge)
2H Flurry Charge 2: 1d20 + 24 + 2 ⇒ (11) + 24 + 2 = 37
2H Flurry Charge 3: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24
2H Flurry Charge 4: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29
2H Flurry Charge 5: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
2H Flurry Charge 1, Confirm: 1d20 + 24 + 2 ⇒ (6) + 24 + 2 = 32
Oooh, I think 32 hit before, which makes that a crit and spirited charge! x3 damage. :)
Damage 1: 2d8 + 28 ⇒ (7, 7) + 28 = 42 + Crit: 1d8 + 14 ⇒ (2) + 14 = 16 Spirited Charge Crit
Damage 2: 1d8 + 14 ⇒ (8) + 14 = 22
Ok, if that thing's not down after that, we're in trouble.
GM Zed |
Nike and Tychi race into the bailey tower, chasing the cannon golem into it's lair, and - as one - slam into the near-wrecked golem...shards of armour fly in all directions as the golem disintegrates under the force of the blows raining down upon it.
Cannon Golem is down
Casey's musket shot blows a hole clean through one of the Clockwork Snails...torrents of viscuous liquid pour from breached vessels - pooling around the immobile wreckage.
Clockwork Snail 2 is down
Lector, as large as the snails sliding down towards him, drives his blade through the construct's armour - clearly failing, green smoke pours from the hole ripped in it's shell, the snail starts to judder...
Lector's second attack is a miss (natural 1) whilst his first attack is not confirmed as a critical
Floating above the melee, Figwidget's natural inquisitiveness gets the better of him - and he spends too long studying the peculiar motion of the snails...
Figwidget delays
...snails who, with flails swinging, attack his friends...
Clockwork Snail 1, Dire Flail vs Casey Jayne: 1d20 + 18 ⇒ (8) + 18 = 26, missing
Clockwork Snail 1, Dire Flail vs Casey Jayne: 1d20 + 13 ⇒ (11) + 13 = 24, missing
Clockwork Snail 1, Dire Flail vs Casey Jayne: 1d20 + 8 ⇒ (6) + 8 = 14, missing
Clockwork Snail 3, Dire Flail vs Casey Jayne: 1d20 + 18 ⇒ (3) + 18 = 21, missing
Clockwork Snail 3, Dire Flail vs Casey Jayne: 1d20 + 13 ⇒ (19) + 13 = 32, missing
Clockwork Snail 3, Dire Flail vs Casey Jayne: 1d20 + 8 ⇒ (9) + 8 = 17, missing
Clockwork Snail 4, Dire Flail vs Lector Enteap: 1d20 + 18 ⇒ (10) + 18 = 28, hitting for 1d8 + 7 ⇒ (4) + 7 = 11 (6 after DR)
Clockwork Snail 4, Dire Flail vs Lector Enteap 1d20 + 13 ⇒ (2) + 13 = 15, missing
Clockwork Snail 4, Dire Flail vs Lector Enteap: 1d20 + 8 ⇒ (8) + 8 = 16, missing
Clockwork Snail 5, Dire Flail vs Lector Enteap: 1d20 + 18 ⇒ (15) + 18 = 33, hitting for 1d8 + 7 ⇒ (1) + 7 = 8 (3 after DR)
Clockwork Snail 5, Dire Flail vs Lector Enteap 1d20 + 13 ⇒ (20) + 13 = 33, Critical Threat
Confirming Critical: 1d20 + 13 ⇒ (8) + 13 = 21, Critical Not Confirmed: 1d8 + 7 ⇒ (1) + 7 = 8 (3 after DR)
Clockwork Snail 5, Dire Flail vs Lector Enteap: 1d20 + 8 ⇒ (15) + 8 = 23, missing
Everyone may take their turn now
Nike |
Nike twists her head around, and her horn touches Tychi, blue energy crackling down off of it as she casts Cure Moderate on him.
Cure Moderate: 2d8 + 9 ⇒ (2, 4) + 9 = 15
Then she trots up and around the corner, see's Lector in trouble, and her hooves pound the dirt and stone as she races to the rescue of an ally.
She stops next to Clockwork 3, and Tychi begins flailing with his sword.
2H PA Flurry 1: 1d20 + 20 ⇒ (4) + 20 = 24
2H PA Flurry 2: 1d20 + 20 ⇒ (12) + 20 = 32
2H PA Flurry 3: 1d20 + 15 ⇒ (14) + 15 = 29
2H PA Flurry 4: 1d20 + 15 ⇒ (6) + 15 = 21
2H PA Flurry 5: 1d20 + 10 ⇒ (16) + 10 = 26
2H PA Flurry 5, Confirm: 1d20 + 10 ⇒ (16) + 10 = 26
Damage 1: 1d8 + 26 ⇒ (7) + 26 = 33
Damage 2: 1d8 + 26 ⇒ (2) + 26 = 28
Damage 3: 1d8 + 26 ⇒ (7) + 26 = 33
Damage 4: 1d8 + 26 ⇒ (3) + 26 = 29
Damage 5: 1d8 + 26 ⇒ (3) + 26 = 29 + Damage 5, Crit: 1d8 + 26 ⇒ (7) + 26 = 33
Lector Enteap |
Lector grunts at the blow, not in pain, but in satisfaction. There is no need for words now. The ring of metal and smell of blood is all that is needed. The air around him shudders in chaos, throwing off the balance of things.
Attack: 1d20 + 21 ⇒ (13) + 21 = 34
Damage (+Ferocious Strike): 3d6 + 24 + 1d6 + 7 ⇒ (2, 3, 1) + 24 + (6) + 7 = 43
Attack: 1d1 + 13 ⇒ (1) + 13 = 14
Damage: 3d6 + 24 + 1d6 ⇒ (2, 2, 1) + 24 + (4) = 33
Attacking #4 and activating Aura of Chaos.
12 damage
Casey Jayne |
As one finally falls, Casey continues to fire at the two that are left near him.
Attack #1
Vs. Touch AC
+4 Distance Musket w/DA/PBS: 1d20 + 22 ⇒ (4) + 22 = 26
Damage: 1d12 + 22 ⇒ (11) + 22 = 33
+4 Distance Musket w/DA/PBS: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 1d12 + 22 ⇒ (6) + 22 = 28
+4 Distance Musket w/DA/PBS: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d12 + 22 ⇒ (1) + 22 = 23
If #1 goes down within the first two attacks(if they hit) would you mind switching the last attack to #3? Or do we need to call out ahead of time which attack goes where?
AC 34; Hp's 62/114
Nike |
As the aura of chaos surrounds Nike she makes a disgusted noise. "Digesting! I shall be elsewhere Tychi. "
-Posted with Wayfinder
Nike |
stupid autocorrect. Disgusting not digesting.
-Posted with Wayfinder
Figwidget |
Figwidget spends some time trying to ponder the construction of these snail clockwork creatures, and understanding what the erudite is doing to them. He shakes his head, reminding himself that he and his companions are in mortal danger, and that he probably ought to focus on that. He hears Tychi's call, but then sees the tengu and unicorn team finish off the cannon golem. He flies to the left to help Lector with the three creatures that the cleric is facing. When he gets close, he throws a force bomb at the two in front of lector.
Fly so that Fightwidget end up 25' above the ground. If the creatures have 10' reach, that puts him just out of reach of the creatures. It also means a -1 range penalty for throwing at #4, which I've included. #5 will be subject to the splash damage.
Throw Bomb vs. Touch: 1d20 + 11 ⇒ (3) + 11 = 14
Force damage if hits: 7d4 + 6 ⇒ (1, 3, 3, 2, 4, 1, 4) + 6 = 24
#5 take 13 points of force damage (DC23 reflex save for half). Also, as a force bomb, #4 needs to make a reflex save to avoid being knocked prone. (I wouldn't be surprised if these things couldn't be tripped, though....)
GM Zed |
Between them, Tychi, Nike and Casey destroy the comparatively flimsy snails that had climbed over the ramparts to ambush the gunslinger...
Whilst to the west, Lector and Figwidget fought with the remaining trio...
Rerolling Lector's 1d1 to see if he gets an attack in one Clockwork Snail 5
Lector Enteap, 1d20 + 13 ⇒ (11) + 13 = 24, missing
Lector's first ferocious swing slices the head clean from one of the snail's shoulders but, in repositioning to get a second attack on the adjacent construct, he misjudges and misses with an upcutting slash...
Floating down, Figwidget throws a bomb against the last remaining snail on the north side of the wall - the smell of brimstone fills the air as his alchemical concoction bursts against the metallic carapace of the snail...
Swapping Figwidget's attack to Snail 5
Figwidget, you are correct - snails can't be tripped but I don't see why your blast shouldn't stand a chance of knocking it prone
Clockwork Snail 5, Reflex Save vs Bomb: 1d20 + 9 ⇒ (19) + 9 = 28, Relfex Save Made
The snail raises it's flail to attack but, caught in the maelstrom surrounding the cleric, instead reverses 30ft up the wall...where it waits, vent pipes chuffing green-tinged smoke into the air...
Clockwork Snail - Full Attack vs Lector Enteap - Will Save: 1d20 + 4 ⇒ (5) + 4 = 9, Clockwork Snail succumbs to chaos
Clockwork Snail, Withdraw action
Everyone may take their turn now
Nike |
Nike taps Casey on the shoulder with her horn, and again blue energy crackles.
Cure Light: 1d8 + 5 ⇒ (4) + 5 = 9
Then she considers moving to help the other side to help Lector, but the disgusting chaos aura around him changes her mind. Instead, energy crackles over her body.
Lay on Hooves: 2d6 ⇒ (2, 1) = 3
Tychi sits back, having no viable targets, and looks down at the man with the gun. "As I said, big problems not so big if cut them down to size..." The bird hoots softly.
Figwidget |
Figwidget will fly up high enough so that he can chuck a force bomb at Snail 5 without a range penalty.
Fly: 1d20 + 16 ⇒ (20) + 16 = 36
(Fly check was to fly straight up-- my reading of the CRB suggests that has a DC of 20, so I'm good.)
Bomb (Ranged Touch, including PBS): 1d20 + 14 ⇒ (12) + 14 = 26
Force Damage: 7d4 + 7 ⇒ (1, 1, 3, 2, 2, 1, 2) + 7 = 19
Lector Enteap |
I do not blame you, the chaos is it's own will. He steps five feet forward and uses his reach for the next opponent.
Attack: 1d20 + 21 ⇒ (18) + 21 = 39
Damage: 3d6 + 21 + 1d6 ⇒ (6, 3, 4) + 21 + (2) = 36
Attack: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 3d6 + 21 + 1d6 ⇒ (2, 4, 5) + 21 + (2) = 34
Confirm: 1d20 + 13 ⇒ (18) + 13 = 31
Crit Damage: 3d6 + 21 + 1d6 ⇒ (2, 4, 6) + 21 + (1) = 34
Casey Jayne |
I've done that before. Rolled a "d1". Man that's annoying.
Casey nods to the horse, "'Preciate it." He then moves toward the one snail that he can see, takes aim, and fires.
Moved 30'; Attack #5
+4 Distance Musket w/DA: 1d20 + 21 ⇒ (8) + 21 = 29
Damage: 1d12 + 21 ⇒ (8) + 21 = 29
AC 34; Hp's 71/114
GM Zed |
Between Figwidget's bombs, Lector's mighty weapon and Casey shooting the snail from it's perch atop the ramparts, the fight is shortly over...dust settles as the smoking remains of the constructs click and 'pink' - heated metal cooling and contracting...
Combat Over
For all of the noise outside the ramparts and within the courtyard, your presence does not appear to have registered with anyone within the facility - unless they are merely lying in wait...
There are two ground level doors leading from the courtyard - the ramparts lead into the cliff-face to the east and the west - plus there is a large set of double doors behind the shattered remains of the cannon golem in the Bailey Tower
...you soon realise though, as your adrenalin subsides, that the noise coming from the facility - a constant hammering of metal - has probably masked the noise of the fight outside...
Tychi |
"I would suggest we heal up, and assume we are observed. Despite the noise, it is safer to assume we are watched and will be attacked. Front door or side door?" Tychi asks, as Nike waits for everyone to get close, at which point she'll offer to channel.
Nike |
Party Health
Tychi 73/96 HP
Nike 75/99 HP
Figwidget 81/81HP
Lector Enteap 89/101HP
Casey Jayne 73/144HPWand of Cure Serious Wounds: 15 charges
We should use Nike's channels first, they're weaker, save the bigger ones for in combat, etc. Especially if Lector can selective channel.
Casey Jayne |
Casey has these Boots. But with the amount of time Casey actually gonna have to stand there, he might as well take some channeling to help speed things along.
Nike |
Knew I forgot to do something, I forgot to get Nike anklets of Armor in town. Darnit, now her armor enhancer ability has nothign to work with. Well, actually, I could give her cloth barding (clothes are considered armor +0) and she could enhance that. And Nike doesn't have much dice on her channel, but she has a LOT of them. :)
Channel: 1d6 ⇒ 2
Channel: 1d6 ⇒ 3
Channel: 1d6 ⇒ 2
Channel: 1d6 ⇒ 4
Channel: 1d6 ⇒ 6
Channel: 1d6 ⇒ 4
Channel: 1d6 ⇒ 2
23 HP back to everyone, that should bring everyone up close to maximum. Nike should be at 126/99 (thanks to her temp hitpoint bonus from Tychi, although Zed keeps forgetting about the extra 28 hp on the top. :)
Figwidget |
Figwidget glides back down to the ground, landing near his companions. "Excellent job with that big cannon shooting contraption there, Tychi and Nike. Remind me on the way out that I want to look at it; fascinating construction, you know!"
He look around at the others after the healing is done. "So. Front door?"
GM Zed |
Clambering past the wreckage that is still lightly smoking within the bailey tower, the group move to open the doors...standing some twenty feet tall and each half as wide, the doors require significant effort to open. As one finally starts moving the noise you havebeen hearing starts to build...mechanical clanking and whirring coming from within the building making it difficult to make yourself heard...
The room beyond the doors is a large vestibule area with a wide staircase leading to the south - a circular drum churns ore within the centre of the room, depositing the rubble onto a conveyor that leads to the south...
The room is occupied by three ogre-like labourers sweating over the drum and sifting ore - and standing guard over them, five gnolls - each of whom is armed with a blunderbuss...
Seeing the doors open, the gnolls start to howl and bay...the ogres turn to watch but are dreadfully slow to react...
Initiative for Party and Enemy
Tychi, Initiative: 1d20 + 13 ⇒ (15) + 13 = 28
Casey Jayne, Initiative: 1d20 + 9 ⇒ (6) + 9 = 15
Nike, Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Lector Enteap, Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Figwidget, Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Gnolls, Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Ogrekin, Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Initiative Order
Tychi, Lector Enteap, Casey Jayne then
Gnolls then
Figwidget, Nike then
Ogrekin
Tychi, Lector Enteap and Casey Jayne - you may act now
Lector Enteap |
Casey Jayne |
That is such a great spell. So dang handy.
"They got gunners!" Casey warns as he takes a step closer, quickly pulling his gun to and taking aim at one of the gnolls near Lector and fires.
5' step; Attack #4; BoF: +2 bonus on attack, dodge bonus to AC, and Reflex saves.
All vs. Touch
+4 Distance Musket w/DA/PBS: 1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36
Damage: 1d12 + 22 ⇒ (4) + 22 = 26
+4 Distance Musket w/DA/PBS: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32
Damage: 1d12 + 22 ⇒ (9) + 22 = 31
+4 Distance Musket w/DA/PBS: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Damage: 1d12 + 22 ⇒ (12) + 22 = 34
AC 36(Touch 25); Hp's 144/144
Nike |
Nike rears and charges forward, a ride-by attack executed on creature 1, and then using the extra attack on creature 3 at the end of her charge.
I think that should work, charge is a full attack action, so one extra attack at the end of the ride-by
Powerful Charge, enemy 1: 1d20 + 17 ⇒ (1) + 17 = 18
Damage, enemy 1: 4d6 + 12 ⇒ (2, 2, 5, 5) + 12 = 26 + Acid: 1d6 ⇒ 2
Powerful Charge, enemy 3: 1d20 + 17 ⇒ (7) + 17 = 24
Damage, enemy 3: 4d6 + 12 ⇒ (1, 6, 6, 1) + 12 = 26 + Acid: 1d6 ⇒ 4
Tychi readies his weapon, and begins unleashing a flurry on Creature 3 (and switches to Creature 1 if 3 goes down).
Flurry 1: 1d20 + 20 + 2 ⇒ (2) + 20 + 2 = 24
Flurry 2: 1d20 + 20 ⇒ (1) + 20 = 21
Flurry E: 1d20 + 20 ⇒ (10) + 20 = 30
Flurry 3: 1d20 + 15 ⇒ (4) + 15 = 19
Flurry 4: 1d20 + 15 ⇒ (5) + 15 = 20
Flurry 5: 1d20 + 10 ⇒ (16) + 10 = 26
Flurry 5 Confirm: 1d20 + 10 ⇒ (20) + 10 = 30
Damage 1: 2d8 + 52 ⇒ (6, 8) + 52 = 66 Spirited Charge
Damage 2: 1d8 + 26 ⇒ (3) + 26 = 29
Damage 3: 1d8 + 26 ⇒ (2) + 26 = 28
Damage 4: 1d8 + 26 ⇒ (2) + 26 = 28
Damage 5: 1d8 + 26 ⇒ (3) + 26 = 29 + Damage 5, Crit: 1d8 + 26 ⇒ (3) + 26 = 29
Also, as a reminder to the new players, if you happen to be within 10 ft of Nike, you gain the following due to her constant Magic Circle against Evil Aura effect
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.
Tychi |
Moved. :) I'd suggest 1-3 and A-C next time. :)