| Zelkin Norwind |
Zelkin will cast See Invisibility and Magic Circle against Evil upon himself as the party is still close to him.
They last 130 minutes each, might as well try to use them.
| Bill the Wizard |
Bill will try to examine the constructs without being seen, utilizing his natural sneakiness. He places a finger to his lips to indicate silence before creeping forward.
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Kn.(Monsters): 1d20 + 23 ⇒ (13) + 23 = 36
| Sven Marsh |
Before going to the fight Sven will cast gravity bow and named bullet
Greater magic fang +1 is cast on Whitestripe
Asks Bill to cast mage armor on Whitestripe
Casts Barskin +5 on Whitestripe and Sven
Casts Feather Steps on Whitestripe and Sven
| GM Tektite |
2d20 ⇒ (2, 6) = 8
Bill sneaks forward to the place indicated by Auida. Peering around the corner, he instantly recognizes the automatons as stone golems. He knows, well, he knows a lot about such constructs. Sneaking back, Bill is able to inform the party about the golems, indicating that aside from normal construct traits, only adamantine weapons will fully damage them. Further, he explains that stone golems are immune to most types of magic and to makes things more difficult, the golems have the ability to slow their opponent's movements.
Sven starts making preparations as Whitestripe growls softly, obviously impatient to jump into battle.
| Bill the Wizard |
@Sven: I'm just factoring in Mage Armor every time we rest.
"These constructs will be immune to my magicks, for the most part. If you'd like, I can throw ol' Stripe here into the fray and the rest of you can take it down. Amenable?" Bill asks, petting the cat.
If agreed to, then Bill will launch Whitestripe at the contructs in a surprise round (hopefully) with Telekinetic Charge. This will give Whitestripe a single charge attack to savage them before we go into init?
| Sven Marsh |
@Bill ok
Seems to me a great plan. Don't you agree my friend.
In a strange way, Sven began to explain to his friend what they will do.
| GM Tektite |
The party makes ready and Bill casts a spell sending Whitestripe flying through the air, claws and teeth out, at a stone golem!
B: 1d20 + 11 ⇒ (14) + 11 = 25
S: 1d20 + 6 ⇒ (5) + 6 = 11
Z: 1d20 + 6 ⇒ (4) + 6 = 10
G: 1d20 - 1 ⇒ (1) - 1 = 0
Initiaitve:
Bill
Auida
Sven
Zelkin
Golems
Party up! Whitestripe has a surprise round attack!
| Whitestripe |
Whitestripe, claws out, bite at the first stone golem ! Happy to tear appart the creature.
Bite: 1d20 + 21 ⇒ (9) + 21 = 30
damages: 1d4 + 20 ⇒ (2) + 20 = 22
As Whitestripe as a DR5/adamantium all its natural attack bypass DRX/adamantium
| Whitestripe |
Once the first scratch done, Whitestripe continues its attacks.
GRAOUH !
Bite: 1d20 + 21 ⇒ (2) + 21 = 23
Damages: 1d4 + 20 ⇒ (3) + 20 = 23
Claw 1: 1d20 + 21 ⇒ (6) + 21 = 27
Damages: 1d2 + 20 ⇒ (2) + 20 = 22
Claw 2: 1d20 + 21 ⇒ (3) + 21 = 24
Damages: 1d2 + 20 ⇒ (2) + 20 = 22
| Bill the Wizard |
The wizard grins as the cat is launched on to the nearest golem. "Well that was more fun than expected. You lot going to handle this?" Bill asks idly.
| Aiuda Drowbane |
Aiuda steps in front of Bill to shield him and mutters, "We'll certainly try."
Using adamantine-blanched arrows.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 14 ⇒ (2) + 14 = 16
damage: 1d8 + 13 ⇒ (3) + 13 = 16
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 1d8 + 13 ⇒ (2) + 13 = 15
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d8 + 13 ⇒ (6) + 13 = 19
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d8 + 13 ⇒ (5) + 13 = 18
| Zelkin Norwind |
Zelkin will use his Judgment of Smiting, basking his weapon in a divine light. Treat weapon as adamantine as well as his Judgment of Justice Attack Bonus. Zelkin then moves forward to attack!
Attack: 1d20 + 13 + 3 ⇒ (17) + 13 + 3 = 33 for Damage: 1d10 + 17 ⇒ (1) + 17 = 18
Confirm?: 1d20 + 13 + 6 ⇒ (1) + 13 + 6 = 20 for Damage: 1d10 + 17 ⇒ (2) + 17 = 19
| Sven Marsh |
Having no adamantium arrows, Sven lets his friend do the job and his comrades destroying the creatures.
He stands by Bill.
Go ! May Erastil blessing guides your action
| GM Tektite |
Whitestripe sails through the air, then lands on the stone golem, chipping away bits of stone on its initial bite, then subsequent claw.
Bill and Sven stand on the sidelines watching the ensuing melee!
Auida fires four arrows, landing two, and chipping away more stone!
Zellkin rushes into the fray, moving up next to Whitestripe and landing a blow on the golem! Though heavily damaged, the southern golem still moves!
There is a burst of grey light from the southern golem as Whitestripe and Zelkin suddenly feel their movements slowing. DC 17 Will or slowed
Attack vs Whitestripe: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 2d10 + 9 ⇒ (5, 3) + 9 = 17
The northern golem moves in and attacks Whitestripe, but finds the wily animal to quick!
Party up!
BG-
| Aiuda Drowbane |
Aiuda continues to lay down cover fire from the back.
Still using adamantine arrows.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d8 + 13 ⇒ (6) + 13 = 19
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 1d8 + 13 ⇒ (7) + 13 = 20
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d8 + 13 ⇒ (6) + 13 = 19
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d8 + 13 ⇒ (8) + 13 = 21
| Zelkin Norwind |
Will: 1d20 + 12 ⇒ (20) + 12 = 32
Zelkin brushes off the effects of the grey light and proceeds to attack!
Attack: 1d20 + 13 + 3 ⇒ (7) + 13 + 3 = 23 for Damage: 1d10 + 17 ⇒ (5) + 17 = 22
Attack: 1d20 + 8 + 3 ⇒ (1) + 8 + 3 = 12 for Damage: 1d10 + 17 ⇒ (5) + 17 = 22
| Bill the Wizard |
"Good job! You guys are awesome!" Bill encourages Aiuda, Zelkin and Whitestripe. "Cat treats for you all when you're done!"
Keep delaying.
| Whitestripe |
Whitestripe continues to attack the creatures.
Bite: 1d20 + 21 ⇒ (3) + 21 = 24
Damages: 1d4 + 20 ⇒ (4) + 20 = 24
Claw 1: 1d20 + 21 ⇒ (6) + 21 = 27
Damages: 1d2 + 20 ⇒ (2) + 20 = 22
Claw 2: 1d20 + 21 ⇒ (1) + 21 = 22
Damages: 1d2 + 20 ⇒ (1) + 20 = 21
| GM Tektite |
Auida fires a volley of arrows, but only manages to land one. Despite its injuries, the golem still stands.
Zelkin attacks twice, but misses as well!
Bill continues cheer on the party!
Whitestripe attacks three times, but only connects once. Luckily, that is enough to drop the southern golem!
Attack vs Whitestripe: 1d20 + 22 ⇒ (13) + 22 = 35
Damage: 2d10 + 9 ⇒ (9, 1) + 9 = 19
Attack vs Whitestripe: 1d20 + 22 ⇒ (3) + 22 = 25
Damage: 2d10 + 9 ⇒ (10, 6) + 9 = 25
The remaining golem continues to dumbly attack Whitestripe, but can't land a blow on the wily cat!
Party up!
| Zelkin Norwind |
Zelkin takes a step toward the remaining enemy!
Attack: 1d20 + 13 + 3 ⇒ (17) + 13 + 3 = 33 for Damage: 1d10 + 17 ⇒ (4) + 17 = 21
Attack: 1d20 + 8 + 3 ⇒ (8) + 8 + 3 = 19 for Damage: 1d10 + 17 ⇒ (6) + 17 = 23
| Aiuda Drowbane |
Aiuda holds on to her last two adamantine-blanched arrows until the others have finished and if the golem is not yet down, she fires.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 1d8 + 13 ⇒ (4) + 13 = 17
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 9 ⇒ (9) + 9 = 18
damage: 1d8 + 13 ⇒ (3) + 13 = 16
| Bill the Wizard |
"You guys are the best!" Bill applauds the fighters. "It's like we don't even need my magical expertise!" he says in a joyous tone.
| Sven Marsh |
Attacks my friend, attack !
Says Sven to Whitestripe.
He shoot at the creature to give the opportunity to Aidua to gain an attack
Bow: 1d20 + 16 ⇒ (4) + 16 = 20
Damages: 2d6 + 10 ⇒ (1, 3) + 10 = 14
| Whitestripe |
Whitestripe continues to attack the creature with his master's encouragement.
Grouh !
Bite: 1d20 + 21 ⇒ (5) + 21 = 26
Damages: 1d4 + 20 ⇒ (1) + 20 = 21
Claw 1: 1d20 + 21 ⇒ (10) + 21 = 31
Damages: 1d2 + 20 ⇒ (1) + 20 = 21
Claw 2: 1d20 + 21 ⇒ (7) + 21 = 28
Damages: 1d2 + 20 ⇒ (1) + 20 = 21
| GM Tektite |
Zelkin attacks the remaining golem, chipping away some stone!
Auida fires two arrows, hitting with one and chipping a bit more stone.
Bill continues his cheering on of the party!
Whitestripe attacks the golem, landing a bite and two claws, but the golem continues to move!
Sven fires a single arrow, but it flies high, missing!
Attack vs Zelkin: 1d20 + 22 ⇒ (17) + 22 = 39
Damage: 2d10 + 9 ⇒ (7, 4) + 9 = 20
Attack vs Zelkin: 1d20 + 22 ⇒ (1) + 22 = 23
Damage: 2d10 + 9 ⇒ (7, 4) + 9 = 20
The golem switches targets and attacks Zelkin, landing a single blow against the man!
Party up!
| Zelkin Norwind |
Zelkin grunts and fights on!
Attack: 1d20 + 13 + 3 ⇒ (17) + 13 + 3 = 33 for Damage: 1d10 + 17 ⇒ (1) + 17 = 18
Attack: 1d20 + 8 + 3 ⇒ (4) + 8 + 3 = 15 for Damage: 1d10 + 17 ⇒ (5) + 17 = 22
| Aiuda Drowbane |
Without any adamantine-blanched arrows left, Aiuda decides to stash her bow and pull out her kukris so she can wade into battle. More hoping to distract it and/or aid you guys if you don't kill it by next round.
| Whitestripe |
Whitestripe continues his attacks.
Bite: 1d20 + 21 ⇒ (17) + 21 = 38
Damages: 1d4 + 20 ⇒ (1) + 20 = 21
Claw 1: 1d20 + 21 ⇒ (2) + 21 = 23
Damages: 1d2 + 20 ⇒ (1) + 20 = 21
Claw 2: 1d20 + 21 ⇒ (15) + 21 = 36
Damages: 1d2 + 20 ⇒ (2) + 20 = 22
| GM Tektite |
Zelkin and Whitestripe gang up on the golem, turning it to rubble!
Out of Combat
The golems had no possessions.
Auida leads the way to the northeast, scouting ahead while keeping to the shadows. Approaching a chamber, she sees two ten-foot-wide holes perforate the eastern wall of this area. In one of the hollows, a round steel platform dangles from a pair of iron chains. The other hollow sports similar-looking hoists but no platform, and both sets of chains soar upward before disappearing into the cavern ceiling above.
| Bill the Wizard |
Bill looks over the chains and decides to pull on them randomly, accepting his fate.
| Aiuda Drowbane |
"I think we could use this to go up or down. But are we ready? I think there are still some tunnels to the south we have not explored yet."
| Zelkin Norwind |
I suppose we can explore the remainder of the tunnels, as Aiuda suggested.
CLW Wand: 5d8 + 5 ⇒ (1, 4, 1, 5, 1) + 5 = 17 Close enough
| Bill the Wizard |
"Hmm... if you insist." Bill says as he flies through the cave, finding some stairs to the east.
Moved Bill's token to where he wanted to go.
| Sven Marsh |
To the east then.
Says Sven, following Aidua and helping her finding tracks of any ennemies in the area.
auto-aid in Survival
| GM Tektite |
Auida leads the way to the east. The lift cars embedded in the walls of this area consist of long chains of ore carts attacked to a series of pulleys and tracks that push the carts upward. The carts disappear into the ceiling before returning down the other side of the pulley contraption, ready to take more ore from the adjacent conveyor to the surface.
The area here stops and turns to the north. Continuing onward to the north, you find two ten-foot-square holes in the ground that look like crude wells. Buckets of green minerals rise from the holes along a sturdy chain, dump on the adjacent conveyor, then lower down the other side of the chain. In the northeast corner, Auida spots a slanting tunnel leading down.
| Bill the Wizard |
Appraise: 1d20 + 8 ⇒ (20) + 8 = 28
Bill floats over to the conveyor. "Well, look at this." Bill states as he holds up a ruby the size of Zelkin's fist. "Got a couple more back here too. Lucky us!"
| GM Tektite |
After Bill finds the gems, Zelkin leads the way into the descending tunnel and into another chamber. Two conveyors run the length of this L-shaped mining corridor. Green minerals jut from the walls on all sides. Pairs of chains penetrate two ten-foot holes in the ceilng to the west, lifting buckets of green minerals from the conveyors up into the chamber above.
Within this room, two mutant ogres and five automatons work. The ogres look up as you enter, grab their clubs and yell to the automatons!
B: 1d20 + 11 ⇒ (6) + 11 = 17
S: 1d20 + 6 ⇒ (4) + 6 = 10
Z: 1d20 + 6 ⇒ (10) + 6 = 16
O: 1d20 - 1 ⇒ (10) - 1 = 9
BG: 1d20 + 8 ⇒ (4) + 8 = 12
Initiative:
Auida
Bill
Zelkin
Clockworks
Sven
Ogre
Auida, Bill, and Zelkin are up!
| Aiuda Drowbane |
Aiuda raises her bow without hesitation and fires at the ogres! Her lithe elven fingers dance back and forth between quiver and bowstring in a smooth practiced motion.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 14 ⇒ (10) + 14 = 24
damage: 1d8 + 13 ⇒ (2) + 13 = 15
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d8 + 13 ⇒ (1) + 13 = 14
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d8 + 13 ⇒ (6) + 13 = 19
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d8 + 13 ⇒ (5) + 13 = 18
| Zelkin Norwind |
Zelkin moves to engage the closest enemy!
Attack: 1d20 + 13 ⇒ (20) + 13 = 33 for Damage: 1d10 + 17 ⇒ (3) + 17 = 20
Confirm: 1d20 + 13 ⇒ (9) + 13 = 22 for Damage: 1d10 + 17 ⇒ (9) + 17 = 26
As a swift action Zelkin casts Forecful Strike: 10d4 ⇒ (1, 4, 2, 1, 3, 3, 3, 2, 2, 2) = 23
CMD/Bull Rush: 1d20 + 13 ⇒ (17) + 13 = 30 DC 17 Fort for half damage/negate bull rush.
If the spell also gets crit damage: 10d4 ⇒ (3, 1, 2, 3, 2, 3, 4, 1, 2, 3) = 24
| Bill the Wizard |
Knowledge Ogres: 1d20 + 23 ⇒ (8) + 23 = 31
Knowledge Automatons: 1d20 + 23 ⇒ (15) + 23 = 38
Bill watches the pair expertly cleave into the enemies and grins. "Well, don't work too hard!" he yells after them as he takes a few seconds to look over the enemies.
Deciding that he doesn't wish to be caught in a stampede of enemies, Bill reflexively launches Whitestripe at the farthest automaton to draw their attention away from him.
"Go kitty!" he says at the cat flies through the air.
Whitestripe gets a charge attack with +2 to hit upon landing.
| Whitestripe |
Graouh !
Hiss Whitestripe when Bill sends him over the air towards the farthest automaton.
Bite: 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35
Damages: 1d4 + 20 ⇒ (2) + 20 = 22
AC 42
| GM Tektite |
Auida reacts quickly firing four arrows and landing two on the nearest ogre!
Zelkin moves up an smashes his weapon into the solider! Bolstered with a force spell, the clockwork explodes in a spray of gears, cogs, and pulleys! I do not think forceful strike is critted, as it is added after you now you have landed the attack.
Bill casts a spell, telekinetically hurling Whitestripe through the air toward the far ogre. The cat lands on the chest of the ogre, biting it in the neck! As it bites down, pustules on the ogre burst, showering Whitestripe with acidic pus! DC 18 Reflex or take 1d6 ⇒ 6 acid damage.
Bill recognizes the ogres as the same type as before, and knows they are resistant to spell and all weapons, but cold iron. As seen, they have scidic pustules all over their body and their touch can spread disease.
He also realizes the constructs are clockwork soldiers, though of advanced design. He know only admantine will fully damage them and aside from normal construct traits, they are vulnerable to electricity. They can also latch onto someones weapon with their vise-like grip.
Attack vs Zelkin: 1d20 + 20 ⇒ (10) + 20 = 30
Damage: 1d10 + 16 ⇒ (10) + 16 = 26
Disarm vs Zelkin: 1d20 + 23 ⇒ (16) + 23 = 39
Two clockworks move up and attack Zelkin. One stabs him with a halberd, while the other rips the weapon from the half-elf's hand!
Attack vs Whitestripe: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 1d10 + 16 ⇒ (10) + 16 = 26
Attack vs Whitestripe: 1d20 + 20 ⇒ (20) + 20 = 40
Damage: 1d10 + 16 ⇒ (3) + 16 = 19
Confirm vs Whitestripe: 1d20 + 20 ⇒ (15) + 20 = 35
Damage: 1d10 + 16 ⇒ (8) + 16 = 24
The remaining clockworks move up and attack Whtiestripe, one even managing to land a blow on the neigh invincible cat!
Initiative:
Auida
Bill
Zelkin
Clockworks
Sven
Ogres
Sven!
| Sven Marsh |
This time, Sven was able to do something against the ogres.
He begins to shoot at the first one arrows +3 count as cold iron
+3 adaptive impervious seeking darkwood composite longbow: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
damages (Manyshot): 2d8 + 20 + 2 ⇒ (3, 6) + 20 + 2 = 31
+3 adaptive impervious seeking darkwood composite longbow: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
damages: 1d8 + 10 + 1 ⇒ (6) + 10 + 1 = 17
+3 adaptive impervious seeking darkwood composite longbow: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
damages (Manyshot): 1d8 + 10 + 1 ⇒ (1) + 10 + 1 = 12