Wardens of the Reborn Forge (Inactive)

Game Master Zesdead

Paizo's 'Wardens of the Reborn Forge'.

...in which our adventurers are exploring Megator Facient - searching for the mastermind behind the sabotaged Brass Guardians that have rampaged within Alkenstar.

Party Health
Tychi 89/96 HP
Nike 99/99 HP
Figwidget 81/81HP
Lector Enteap 63/101HP
Casey Jayne 65/144HP

Wand of Cure Serious Wounds: 15 charges

Maps
Megator Facient

Scale = 1 square:5 feet


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Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

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.


Male Human Cleric 14 | 60/101

"We've been under cover, if you can't take the golem then back off! We're not all as mobile as you are!"


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

"Of course you aren't..."


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.

GM Only:
Cannon Golem = 175/180HP

Casey Jayne – do your shots count as Adamantine for the purposes of DR?

Tychi / Nike – You may take your turn now


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

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


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7
GM Zed wrote:
Casey Jayne – do your shots count as Adamantine for the purposes of DR?

Sadly, no.


Male Human Cleric 14 | 60/101
Casey Jayne wrote:
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


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Oh man, thanks for heads up on that, Lector. I completely forgot about that chart.


Tychi's critical isn't confirmed / 1 hit

GM Only:
Cannon Golem = 132/180HP

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.

GM Only:
Clockwork Snail 1, Reflex Save vs Blade Barrier: 1d20 + 9 ⇒ (9) + 9 = 18, Save Failed - 60 damage

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


M Gnome Alchemist (Mindchemist) / 14

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


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

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


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

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.


Male Human Cleric 14 | 60/101

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.

Righteous Might Effects:
+4 Strength
+4 Constitution
-2 Dexterity
+2 Natural Armor
DR 5/evil
-1 AC (size)
Weapon Damage = 3d6


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...

GM Only:
Cannon Golem = 5/180HP

...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...

GM Only:
Clockwork Snails 1 and 2 = 41/101HP, Clockwork Snail 3 = 46/101HP, Clockwork Snails 4 to 6 = 71/101HP

Golem / Snails turn coming shortly


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


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

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. :(


Male Human Cleric 14 | 60/101

"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

Math Breakdown:
Attack = 1d20 +10 (BaB) +8 (strength) +3 (magic weapon) +1 (weapon focus) -1 (size) = 1d20+21

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.


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

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.


Cannon Golem is down - will post according after Figwidget's turn

Also, Casey Jayne, Clockwork Snail 5 is attacking Lector Enteap - just a cut and paste error on my behalf!!!


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

GM Only:
Clockwork Snail 1 = 41/101HP, Clockwork Snail 3 = 46/101HP, Clockwork Snail 4 = 28/101HP, Clockwork Snails 5 and 6 = 71/101HP

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


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

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


Male Human Cleric 14 | 60/101

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.

Aura of Chaos:
At 8th level, you can surround yourself with a field wild energies. These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.

Tracking:
Righteous Might (13 rounds left)
12 damage


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

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


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

As the aura of chaos surrounds Nike she makes a disgusted noise. "Digesting! I shall be elsewhere Tychi. "

-Posted with Wayfinder


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

stupid autocorrect. Disgusting not digesting.

-Posted with Wayfinder


Male Human Cleric 14 | 60/101

Heh, I forgot that Nike is also a paladin. Oh well, at least he isn't effected by the chaos. I imagine a stern word afterwords will be in order though...


M Gnome Alchemist (Mindchemist) / 14

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....)


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

GM Only:
Clockwork Snail 5 = 47/101HP, Clockwork Snail 6 = 71/101HP

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


Male Human Cleric 14 | 60/101

Ha, can't believe I rolled a d1. What is the updated map looking like? I know the battlefield has thinned and I want to be sure of my options before attacking.


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

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.


Map Updated - note that Clockwork Snail 5 is now 40ft up the wall


M Gnome Alchemist (Mindchemist) / 14

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


Male Human Cleric 14 | 60/101

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


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

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


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...


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

"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.


Male Human Cleric 14 | 60/101

"Healing would be wise. Gather around."

How much health does everybody need?


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)
Top of Page wrote:


Party Health
Tychi 73/96 HP
Nike 75/99 HP
Figwidget 81/81HP
Lector Enteap 89/101HP
Casey Jayne 73/144HP

Wand 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.


Male Human Cleric 14 | 60/101

Hah, my bad. Didn't even notice that. Channel away Nike.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

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.


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

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. :)


M Gnome Alchemist (Mindchemist) / 14

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?"


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

"Front door sounds good to me." Casey plants his feet firmly into the ground, remaining standing where he is for several minutes, his wounds slowly vanishing as he does.


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


Male Human Cleric 14 | 60/101

"Onwards! Into the fray!" Lector barks out a spell and charges.

Blessing of Fervor


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

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


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

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

Circle Against Evil:

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.


Aaargh!!! Seems the website ate my post earlier in the day.

Tychi / Nike - could you move yourself on the map? I'm not sure which creatures you mean to attack (my fault for having two lots of 1 - 3!!!)


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Moved. :) I'd suggest 1-3 and A-C next time. :)


I had different colours - thought that would be okay ;-)

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