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Elidal deals the Golem a heavy cut as Emmett cuts the last of the Golems 'eyes' out of the air. Emmett freezes it again.
31 + 11 + 3 + 2d10 ⇒ (9, 9) = 18
The creature, blinded, goes berserk, attempting to smash Elidal with random strikes.
Attack 1d20 + 13 - 1 ⇒ (17) + 13 - 1 = 29 for 2d8 + 5 ⇒ (5, 8) + 5 = 18 mischance 1-50=Miss 1d100 ⇒ 41 Remember Elidal does have cover now and against future attacks
Jaru wounds one of the creatures which will try to attack Elidal but Elidal cuts down another of the creatures which in turn seems to affect the golem.
The other attacks are not successful.
25 + 2d10 ⇒ (2, 4) = 6 = 31
The Golem, staggered, swings at 1d2 ⇒ 1 Emmett again... who still has cover thanks to the door way obstructing this thing
Attack by Golem 1d20 + 13 - 1 ⇒ (15) + 13 - 1 = 27 for 2d8 + 5 ⇒ (3, 5) + 5 = 13
Attack by Homunculi 1d20 + 3 ⇒ (3) + 3 = 6 for 1d4 - 1 ⇒ (2) - 1 = 1 and poison DC13. Sleep.'
Round 3 - Party up.
Simeons strike hits the golem, slowing it down.
Elidal cuts one of the flying figures but doesn't down it... until Jaru's bolt takes it in the head.
A shudder runs through the golem as the flying creature dissolves into chemical goo and it lurches a bit... setting it up for a blow from the old lawman... though the blow seems not to bite as it should have.
It in returns tries to slam its arm into Emmett.
Slam: 1d20 + 13 ⇒ (19) + 13 = 32 for 2d8 + 5 ⇒ (7, 7) + 5 = 19 Even with cover and with being staggered thats still gonna hit
2d10 + 7 + 1 ⇒ (9, 8) + 7 + 1 = 25
Round 2 Party up.
Simeon can change his action if he wants.
A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
Oh the irony...
The door is opened and you see a VERY large, bulky heavily muscled body held together with wire stitches and metal pins. It is surrounded, and in part being led by three tiny winged creatures that move around it on leather leashes... and the reason is apparent - the humanoid figures face is a blank piece of flat featureless skin and flesh, the creatures seem to be directing the humanoid.
Emmett throws his cloak that manages to cover one of the winged creatures and the head of the humanoid but it seems to not suffer as it attempts to push into the room.
I'll give you the initiative.
Its obviously a flesh golem but the creatures leading it are something different - another sort of construct... homunculi
Elidal starts on the ladder. The humanoid creature is large - consider it to have reach and also the creatures flitting around it to be able to attack within the reach zone (but not beyond) It is able to squeeze through the door if allowed, otherwise it can attack through the door way but the attacked person gets +4 AC/CMD due to cover
Forums ate my post I made a few hours ago
The secret stairway ends up in this room. There are three dissected harpy's in huge bell jars, four stuffed bats, the skeletal front half of a griffin and a molting wing of a Roc hung on a wall.
There is a door and also a ladder leading to a trapdoor in the ceiling.
With the investigation of the room, particularly with Simeons detailed look you find two vials and a smashed third that have fallen behind one of the cabinets. The contents are vicious and purple to the light.
It takes Simeon some time to check the rest of the room. Every inch of wall space and most of the floor space is devoted to cabinets,display cases and stuffed or skeletal creatures. The room is musty but resplendently decorated, with stained glass windows depicting various beasts and monsters. The walls are all panelled oak.
You take the door to the left.
The skeleton of some sort of what looks to be a marine creature dominates the room, strung from the ceiling and held together with steel wire. Numerous jars sit on the shelves containing alchemically preserved octopi, a head of a Skum, an eel like creature with fangs and a strange creature that has the upper body of a monkey and the lower body of a fish.
There is a decidedly 'Sea and things of the Sea' theme to the room.
Emmett finds a secret door and a stairwell that goes up.
Elidals bolt slams in HARD into the fallen angel, and it turns hate filled eyes on the inquisitor before noticing that Emmett has made it to the landing. Her expression changes to one of triumph as she shouts out in a ringing clarion, Aurond Vood our agreement has been concluded!
And then she disappears in a flash of fire and cloud of Sulfur.
Eagles attack beginning of next round
The eyrine draws her bow and this time fires a flurry of arrows at Emmett as he reaches the end of the rope bridge just short of the landing.
1d20 + 8 ⇒ (8) + 8 = 16 for 1d8 + 3 ⇒ (2) + 3 = 5 and 1d6 ⇒ 2 fire damage.
Round 3 - Party Up
This part of the adventure is particularly lethal... as written an acrobatics check modified by damage is required but that doesn't fly well for me as a) Its E7 and b) Emmett is slowing movement for difficult terrain, using both hands on the rope bridge etc. So no acrobatics checks needed as long as Emmett moves at half speed.
The fallen angel, a mockery of a smile on her face draws her bow and lines up a shot on Emmett.
1d20 + 10 ⇒ (19) + 10 = 29 for 1d8 + 3 ⇒ (5) + 3 = 8 PLUS 1d6 ⇒ 2 fire damage.
It takes little to realise as she hovers in place that she can manage a greater rate of fire as her hand moves to the quiver in preparation of the next volley.
Round 2, Party up!
Emmett the rope bridge is difficult terrain, with the swaying and such.
You can move at single move (15ft with take 10) or I'll need some acrobatics checks modified by -2 because of sterne being strapped to you.
The attacks from the party misses.
Jaru realises that this is a VERY advanced spell. Summon Monster VI - and yes this is WAAAAY out of line for E7, so draw your own conclusions but it would be beyond the means of anyone that he knows of being good at summoning!
Emmett moves slowly across the wood and rope bridge steadying himself and his dog.
Requires a DC15 acrobatics check but by taking 10 and aid from grabbing the ropes you are able to make progress
Emmett makes it 60 feet across the bridge...
Perception: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
As he steps past the half way point he hears a sizzle and a pop!
Looking down he notices the faint etching of a rune glow and then fade...
Above him the skies open and a tragic travesty of an angel appears. Wings stained black shear the air 50 feet above you in the air as her merciless eyes search for a target and alight on the ranger!
Knowledge Planes DC18:
This is an Erinyes, also known as a Fury.
Party can take initiative!
The figure has a bow slung of one of its shoulders, a quiver of arrows on one hip and a sword on the other hip
Jaru Toth wrote:
is the wand the same as a rod of flame extinguishing?
The bridge looks well constructed... for a rope and plank bridge. It sways precariously in the wind and there is little in the way of safety of those who stumble. If two hands are used then it should be more than ok. Sterne is reluctant to step on to the bridge.