Asvald Bjornson
|
Noting Eva's tactics Asvald abandons his blade in favor of stomping the dangerous construct bits.
Taking the extra -4 to deal lethal damage with unarmed strike since I'm not a monkey.
Unarmed (heroism, power attack, favored enemy, lethal): 1d20 + 17 + 2 - 3 + 6 - 4 ⇒ (14) + 17 + 2 - 3 + 6 - 4 = 32
Damage: 1d3 + 9 + 6 + 3 + 6 ⇒ (1) + 9 + 6 + 3 + 6 = 25
Iterative: 1d20 + 12 + 2 - 3 + 6 - 4 ⇒ (17) + 12 + 2 - 3 + 6 - 4 = 30
Damage: 1d3 + 9 + 6 + 3 + 6 ⇒ (3) + 9 + 6 + 3 + 6 = 27
Haste Attack: 1d20 + 17 + 2 - 3 + 6 - 4 ⇒ (19) + 17 + 2 - 3 + 6 - 4 = 37
Damage: 1d3 + 9 + 6 + 3 + 6 ⇒ (2) + 9 + 6 + 3 + 6 = 26
| DM Carbide |
Asvald reduces the functional junk to nonfunctional junk.
Out of combat! Note that most of the tentacles are still active, if you get too close to them.
| DM Carbide |
The tentacles seem to have gone quiescent after a couple of them were hit. Eva finds nothing of interest in the room, although it appears that there's another discorporated junk golem in one of the halls leading away.
Map is updated. Note that you're also next to a set of double doors.
Asvald Bjornson
|
After Eva's checked the space out Asvald moves to the southeastern doors and opens them.
"Keep an eye on the golem in the corner. I don't trust it."
| DM Carbide |
Before Asvald opens the doors, the hitherto-silent head of Steward speaks. "There are many soldier automatons stored within. They may be dormant, or they may be active. I advise proceeding cautiously."
The room on the other side is, indeed, occupied by multiple automata. Every space along the walls of the large storage chamber consists of tall, vertical sockets of human-like size and shape. Some lie empty, but most are occupied--no fewer than twelve automaton soldiers stare blankly out from the sockets into the chamber. Four are much taller than the others, standing as tall as ogres in oversized receptacles in the center of each wall.
There is a hum coming from the southwest corner of the vast chamber, and a blue glow emanates from something out of sight of the door.
| DM Carbide |
I hope everyone is having/has had a good holiday so far...mine's been OK so far.
Torque edges as quietly as he can into the room. None of the automata seem to react to his presence...at least so far. From his perspective he can see the source of the light: a lattice of electrical arcs crosses the mouth of an alcove in the west wall of the room, occasionally dimming and brightening. The gaps between arcs seems large enough that a human-sized creature could potentially squeeze through, although it would be a tight fit.
Random check P: 1d20 ⇒ 4
| DM Carbide |
Escape Artist, actually. Not a very high DC, though. The harder part is sneaking through without waking up any of the robots.
| DM Carbide |
You all have to make it. At least, there's no obvious off switch.
Eva Baldursdóttir
|
Well, that seems unlikely... but let's go! :P
Escape Artist (ki point): 10 + 2 + 4 = 16
| DM Carbide |
Eva skulks silently through the room, not rousing the inactive constructs at all. She then slips through the arcing bolts without touching them. However, the monk finds no indication of an off switch for the barrier.
| DM Carbide |
Stealth and Escape Artist checks: 2d20 ⇒ (12, 14) = 26
Senja tiptoes through the room, and his small size allows him to easily get through the electrical barrier.
Asvald Bjornson
|
"Bah! I shouldn't have eaten such a big lunch."
Starting off taking 10. If 12 isn't enough...
Escape Artist: 1d20 + 2 ⇒ (12) + 2 = 14
Escape Artist: 1d20 + 2 ⇒ (14) + 2 = 16
Escape Artist: 1d20 + 2 ⇒ (19) + 2 = 21
| DM Carbide |
Asvald, your first roll is a Stealth check to avoid being noticed. Which you succeed at.
Asvald slips quietly through the room, then follows the others past the barrier.
Torque has already made his Stealth check, so all he has to do is a DC 10 Escape Artist check.
| DM Carbide |
As Torque tries to get between the "bars" of the barrier, he brushes one of them. Electricity courses through the half-orc's body (16 HP damage, with a DC 19 Reflex save for half damage), and he is forced back from the barrier. At the sound of the discharge, the four large automata rouse and begin to rise from their sockets.
Before they can move, though, the Lawbringer manages to squeeze through the barrier and join the rest of the party.
The automata are unable to pass the barrier, and with the party out of the room they eventually stand down.
There's a set of double doors at the end of the alcove.
Eva Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Senja Initiative: 1d20 + 8 ⇒ (5) + 8 = 13
Torque Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Enemy Initiative: 1d20 ⇒ 13
Electricity damage: 5d6 ⇒ (3, 3, 5, 2, 3) = 16
Asvald Bjornson
|
"Let's see what's next", Asvald says as he moves to open the double doors.
| DM Carbide |
The doors open to reveal a vast chamber, lit by the by-now familiar glow of the spire core. In fact, the Emerald Spire forms the heart of a massive eldritch construction. Hundreds of small gemstones orbit it like tiny moons. A marble and adamantine altar studded with gleaming crystals is embedded in the spire just above the floor. Arcane patterns of cold fire blaze on the floor of the chamber. Two massive coffin-like structures stand to either side of the room, with three smaller ones around them. The air is unpleasantly (but not dangerously) cold, and even the non-arcane casters can feel the tingle of magical energy filling the room.
The head of Steward speaks up from wherever he's being carried. "This is the heart of the Iron Creche, If you set me on the control altar at the base of the Spire, I can try to take control of it. Be warned that it will take me a minute, and as soon as I begin the Creche defenses will try to remove me. Someone with skill in the arcane arts can assist me so it will take less time. If you are willing, prepare yourself as best you can, then approach the altar."
Eva Baldursdóttir
|
Let's do it! Torque, you got any buffs for us?
Eva will ask Senja to put up mage armor on the two of them (assuming he wants it), using two charges from her wand (down to 41).
Asvald Bjornson
|
I don't think a ton of time has passed. I can pass out another heroism if someone didn't get one.
| DM Carbide |
You've got time to prep. Senja has a haste spell left, and after that he'll spend his actions making Knowledge (Arcana) checks to speed Steward's hack.
| DM Carbide |
The party prepares, casting defensive spells and enhancements before Senja approaches the control altar. As soon as he gets within a few feet of it, the patterns blazing on the floor shift. All three of the smaller coffin-like structures open, revealing a trio of emerald automatons that quickly activate. The two larger structures open as well, and spilling forth from both of them comes a swarm of Reclaimers.
Everyone is hasted.
Senja Knowledge (Arcana) check, DC 23: 1d20 + 15 ⇒ (20) + 15 = 35
Round 1 (ongoing):
Initiative order
Reclaimer swarm
Eva
Torque
Senja
Asvald
Automatons
The swarm rolls over Torque and Senja. Take 6 HP each, plus DC 14 Fort save. Senja is able to concentrate on arcane manipulations that speed Steward's efforts to take control of the Creche.
Everyone can act!
Eva Initiative: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
Senja Initiative: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Torque Initiative: 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11
Automatons Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Reclaimers Initiative: 1d20 ⇒ 19
Swarm damage: 2d6 ⇒ (5, 1) = 6
Senja save vs. distraction: 1d20 + 10 ⇒ (9) + 10 = 19
Automatons: AC ? T ? FF ? HP taken - Yellow: 0 Red: 0 Blue 0
Reclaimer swarm: AC 20 T 10 FF 20 HP taken: 0
Asvald Bjornson
|
Is the swarm small enough to be immune to weapons?
Asvald begins his battle chant. His crooning turns bestial as the skald assumes his more ursine form.
Inspire rage. Wildshape.
Raging Song - Bear Verse
+4 Strength (morale)
+4 Constitution (morale)
+4 Constitution (enhancement)
+3 Will Saves (morale)
-1 AC
Savage Dirty Trick (1/round, DC 24 or DC 27 in Bear Form)
Initial Penalty -> Additional Penalty
Blinded -> Staggered
Dazzled -> Dazed
Deafened -> Staggered
Entangled -> Anchored in place and unable to move from that square
Sickened -> Nauseated
On a failed Fortitude save, the opponent takes this additional penalty on top of the dirty trick’s original effect. The additional penalty lasts for 1 round (though the initial penalty lasts as long as normal), and can be removed with a move action. The initial effect cannot be removed via mundane means until the additional penalty is removed (though magical effects like remove blindness/deafness work). Removing the initial effect also removes the additional penalty. If the target is immune to the initial penalty, then it is unaffected by the additional penalty.
For example, a barbarian using this rage power attempts a dirty trick combat maneuver against her opponent to blind him. She succeeds and her opponent fails his Fortitude save, so he becomes staggered as well as blinded. Regardless of whether he had succeeded at his saving throw, the opponent still takes an amount of damage from the barbarian’s combat maneuver equal to the barbarian’s Strength modifier (unless he has damage reduction or would otherwise be able to prevent this damage). Likewise, if her opponent were immune to blinding effects, he would not suffer from the blindness or the staggering effect, regardless of his saving throw.
Torque the Lawbringer
|
Fort: 1d20 + 12 ⇒ (19) + 12 = 31
Batting away the swarms off his person, Torque moves away to cast a spell to on himself, a glow envelops him as he is empowered by pure Law. Divine Favor.
| DM Carbide |
Since you've fought one before, you know that piercing and slashing weapons don't do full damage against it, but bludgeoning weapons are more effective. The swarm also has damage resistance.
Eva Baldursdóttir
|
That's me!
Eva sways slightly to Asvald's battle chant, entering her own focused state as she moves to pummel the creatures attacking Senja. Move, enter Marid Style, Elemental Fist the swarm.
Boop (raging song): 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Bludgeoning Damage: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Cold Damage: 1d6 + 6 ⇒ (3) + 6 = 9
| DM Carbide |
Eva hits with a chilly fist and shatters many of the small swarm units.
The three emerald automatons emerge from the confines of their coffins, which close up behind them. The constructs bring their guisarmes to bear on Senja, Asvald, and Eva! Asvald and Eva evade the blows, but the wayang witch is not so skilled. Senja takes 22 HP, and is at 42/70.
Round 2 (ongoing):
Initiative order
Reclaimer swarm-acted
Eva
Torque
Senja
Asvald
Automatons
The swarm goes after the one who just damaged it, catching Bearvald in the process. Eva and Asvald, take 8 HP plus a DC 14 Fort save.
Everyone can act!
Damage to Senja: 2d4 + 16 ⇒ (2, 4) + 16 = 22
Swarm damage to Eva and Asvald: 2d6 ⇒ (6, 2) = 8
Automatons: AC ? T ? FF ? HP taken - Yellow: 0 Red: 0 Blue 0
Reclaimer swarm: AC 20 T 10 FF 20 HP taken: 17
Eva Baldursdóttir
|
It provokes when it moves into our space, right?
Bludgeoning Damage: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8
HP: 134/143, assuming it survives the AoO.
Fort: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25
Eva steps to the side and continues to focus her attacks on the swarm — at least until it no longer threatens Senja. Flurry of blows... unarmed as long as the swarm is up, then switching to sword and attacking the automaton. Sword attacks are +3 higher than unarmed (I'll use the unarmed bonus below). Damage is totally different... so let me know which attacks end up against the automaton and I'll roll damage for them, I guess?
Eva Smash! (raging song, haste): 1d20 + 12 ⇒ (3) + 12 = 15
Eva Hasty Smash! (raging song, haste): 1d20 + 12 ⇒ (4) + 12 = 16
Eva Smash! (raging song, haste): 1d20 + 12 ⇒ (13) + 12 = 25
Bludgeoning: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Eva Smash! (raging song, haste): 1d20 + 7 ⇒ (20) + 7 = 27
Confirm, if vs Automaton: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Bludgeoning: 1d10 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Eva Smash! (raging song, haste): 1d20 + 7 ⇒ (2) + 7 = 9
Hrm... if that first 20 is still on the swarm then it would be the last attack roll instead, sooo...
Bludgeoning: 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Asvald Bjornson
|
Bearsvald roars, annoyed by the biting swarm.
Fort (raging song, heroism): 1d20 + 13 + 4 + 2 ⇒ (8) + 13 + 4 + 2 = 27
After shaking them from his shaggy coat, he mauls the tiny constructs.
Claw #1 (bear, heroism, raging song, haste, arcane strike, power attack, favored enemy): 1d20 + 15 + 1 + 2 + 2 + 1 - 3 + 6 ⇒ (3) + 15 + 1 + 2 + 2 + 1 - 3 + 6 = 27
Damage: 1d6 + 9 + 2 + 2 + 6 + 6 ⇒ (5) + 9 + 2 + 2 + 6 + 6 = 30
Claw #2: 1d20 + 15 + 1 + 2 + 2 + 1 - 3 + 6 ⇒ (1) + 15 + 1 + 2 + 2 + 1 - 3 + 6 = 25
Damage: 1d6 + 9 + 2 + 2 + 6 + 6 ⇒ (2) + 9 + 2 + 2 + 6 + 6 = 27
Bite: 1d20 + 15 + 1 + 2 + 2 + 1 - 3 + 6 ⇒ (3) + 15 + 1 + 2 + 2 + 1 - 3 + 6 = 27
Damage: 1d8 + 9 + 2 + 2 + 6 + 6 ⇒ (1) + 9 + 2 + 2 + 6 + 6 = 26
Haste Bite: 1d20 + 15 + 1 + 2 + 2 + 1 - 3 + 6 ⇒ (10) + 15 + 1 + 2 + 2 + 1 - 3 + 6 = 34
Damage: 1d8 + 9 + 2 + 2 + 6 + 6 ⇒ (3) + 9 + 2 + 2 + 6 + 6 = 28
Torque the Lawbringer
|
Torque takes a step and focuses his attention on the closest automaton. All versus Red
Heroism, Divine Favor, Haste, Power Attack: 1d20 + 14 + 2 + 4 + 1 - 2 ⇒ (2) + 14 + 2 + 4 + 1 - 2 = 21
Power Attack, Divine Favor: 1d12 + 11 + 6 + 4 ⇒ (9) + 11 + 6 + 4 = 30
Heroism, Divine Favor, Haste, Power Attack: 1d20 + 14 + 2 + 4 + 1 - 2 ⇒ (4) + 14 + 2 + 4 + 1 - 2 = 23
Power Attack, Divine Favor: 1d12 + 11 + 6 + 4 ⇒ (4) + 11 + 6 + 4 = 25
Heroism, Divine Favor, Haste, Power Attack: 1d20 + 9 + 2 + 4 + 1 - 2 ⇒ (7) + 9 + 2 + 4 + 1 - 2 = 21
Power Attack, Divine Favor: 1d12 + 11 + 6 + 4 ⇒ (7) + 11 + 6 + 4 = 28
| DM Carbide |
As the swarm rushes up, Eva lands a solid punch on it, then hammers at it repeatedly. It's still barely functional when Asvald goes to town on it, though. His first blow renders it bearly nonfunctional, spreading components all over the chamber. Torque turns to meet the red automaton, and in three blows turns it to junk. As it falls, the light patterns on the chamber floor change once again.
The two remaining automatons attack their previous targets. This time Senja dodges in time, but Asvald takes a hit for 21 HP.
Round 3:
Initiative order
Eva
Torque
Senja
Asvald
Automatons
At the beginning of the round, the coffin on the south wall reopens to reveal another red-hued automaton.
Everyone can act!
Yellow vs. Asvald, PA: 1d20 + 10 ⇒ (19) + 10 = 29
Yellow damage: 2d4 + 16 ⇒ (3, 2) + 16 = 21
Automatons: AC 21 T 13 FF 18 HP taken - Yellow: 0 New1Red: 0 Blue 0
Eva Baldursdóttir
|
"Torque, help Senja!" exclaims Eva, even as she dodges forward with blade whirling to put the newest automaton down. Doh, I totally forgot to add the numeric bonuses to Eva's attacks last round, despite typing them out by name...
Hasty Flurry of Slishes (raging song, haste, heroism): 1d20 + 15 + 2 + 1 + 2 ⇒ (10) + 15 + 2 + 1 + 2 = 30
Damage (raging song): 1d8 + 6 + 3 ⇒ (6) + 6 + 3 = 15
Flurry of Slishes (raging song, haste, heroism): 1d20 + 15 + 2 + 1 + 2 ⇒ (4) + 15 + 2 + 1 + 2 = 24
Damage (raging song): 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Flurry of Slishes (raging song, haste, heroism): 1d20 + 15 + 2 + 1 + 2 ⇒ (11) + 15 + 2 + 1 + 2 = 31
Damage (raging song): 1d8 + 6 + 3 ⇒ (8) + 6 + 3 = 17
Flurry of Slishes (raging song, haste, heroism): 1d20 + 10 + 2 + 1 + 2 ⇒ (11) + 10 + 2 + 1 + 2 = 26
Damage (raging song): 1d8 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Flurry of Slishes (raging song, haste, heroism): 1d20 + 10 + 2 + 1 + 2 ⇒ (5) + 10 + 2 + 1 + 2 = 20
| DM Carbide |
Round 3 (ongoing):
Initiative order
Eva-acted
Torque
Senja-acted
Asvald
Automatons
Eva takes a quick step up, blade in hand, and unleashes a veritable tornado of steel against the new arrival. This one seems a little harder to hit, but not so much so that the monk is unable to connect with most of her blows. The multiple blows damaged something inside of the construct, though--despite continuing to function, arcs of electricity sizzle across its metallic skin and out into the space around it. Eva, DC 14 Reflex save or take 7 points of electricity damage.
Senja Knowledge (Arcana) check: 1d20 + 15 ⇒ (12) + 15 = 27
Senja continues to support Steward in its attempts to control the Creche.
Torque and Asvald can act!
Automatons: AC 21 T 13 FF 18 HP taken - Yellow: 0 New1Red: 39 Blue 0