| Brother Grergof Varsk |
oops, that’s the wrong healing for the Sihedron. Only healing 18 so at 126
| Ardan Kiel |
...
Spugnoir smacks into the ciling, is he stuck there?
Foxy said that was quickened Telekinesis, so that had to be a violent thrust use. You take 1d6 from slamming into the ceiling, "If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points)." Then you would fall back down (unless you can fly) for nd6, with n depending on how high the ceiling is. You are also probably prone at the end of that...
Also, are you sure your will save is only a +10?
+5 from lvl 17 Alchemist +3 Wis +5 resistance (cloak) + 1 luck (lucky Horsehoe) +1 Competence (Cracked Pale Green Ioun Stone) +2 Morale (from Heroism, doesn't stack with the morale bonus from heroe's feast)
Not to sure you hit the ceiling...
| Ardan Kiel |
While you figure that out, I'm dealing with tigers...
The axiomites having been torn to shreds, the tigers that had been fighting them charge into the furballs surrounding the elementals...
4X full attack - red and yellow on Green, green and blue on Red
4X Pounce Charge - Pink and Orange on Green, Brown and Purple on Red
Tiger Red Bite, To Hit: 1d20 + 18 + 2 + 2 ⇒ (18) + 18 + 2 + 2 = 40
+18 base +2 augment summoning +2 Flank
Tiger Red Bite, Damage: 2d6 + 8 + 2 ⇒ (1, 6) + 8 + 2 = 17
+2 augment summoning
Tiger Red Bite, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (17) + 23 + 2 + 2 = 44
+23 base +2 augment summoning +2 Flank
Tiger Red Claw 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (19) + 18 + 2 + 2 = 41
+18 base +2 augment summoning +2 Flank
Tiger Red Claw 1, Damage: 2d4 + 8 + 2 ⇒ (4, 2) + 8 + 2 = 16
+2 augment summoning
Tiger Red Claw 1, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (16) + 23 + 2 + 2 = 43
Tiger Red Claw 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (17) + 18 + 2 + 2 = 39
Tiger Red Claw 2, Damage: 2d4 + 8 + 2 ⇒ (3, 1) + 8 + 2 = 14
Tiger Red Claw 2, Possible Grab: 1d20 + 23 + 2 + 2 ⇒ (6) + 23 + 2 + 2 = 33
Tiger Yellow Bite, To Hit: 1d20 + 18 + 2 + 2 ⇒ (13) + 18 + 2 + 2 = 35
+18 base +2 augment summoning +2 Flank
Tiger Yellow Bite, Damage: 2d6 + 8 + 2 ⇒ (3, 4) + 8 + 2 = 17
Tiger Yellow Bite, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (2) + 23 + 2 + 2 = 29
+23 base +2 augment summoning +2 Flank
Tiger Yellow Claw 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (1) + 18 + 2 + 2 = 23
+18 base +2 augment summoning +2 Flank
Tiger Yellow Claw 1, Damage: 2d4 + 8 + 2 ⇒ (3, 4) + 8 + 2 = 17
Tiger Yellow Claw 1, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (14) + 23 + 2 + 2 = 41
Tiger Yellow Claw 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (2) + 18 + 2 + 2 = 24
Tiger Yellow Claw 2, Damage: 2d4 + 8 + 2 ⇒ (4, 3) + 8 + 2 = 17
Tiger Yellow Claw 2, Possible Grab: 1d20 + 23 + 2 + 2 ⇒ (7) + 23 + 2 + 2 = 34
Tiger Orange Bite, To Hit: 1d20 + 18 + 2 + 2 ⇒ (9) + 18 + 2 + 2 = 31
+18 base +2 augment summoning +2 Charge
Tiger Orange Bite, Damage: 2d6 + 8 + 2 ⇒ (4, 1) + 8 + 2 = 15
+2 augment summoning
Tiger Orange Bite, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (18) + 23 + 2 + 2 = 45
+23 base +2 augment summoning +2 charge
Tiger Orange Claw 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (2) + 18 + 2 + 2 = 24
+18 base +2 augment summoning +2 Charge
Tiger Orange Claw 1, Damage: 2d4 + 8 + 2 ⇒ (4, 2) + 8 + 2 = 16
Tiger Orange Claw 1, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (14) + 23 + 2 + 2 = 41
Tiger Orange Claw 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (12) + 18 + 2 + 2 = 34
Tiger Orange Claw 2, Damage: 2d4 + 8 + 2 ⇒ (3, 2) + 8 + 2 = 15
Tiger Orange Claw 2, Possible Grab: 1d20 + 23 + 2 + 2 ⇒ (9) + 23 + 2 + 2 = 36
Tiger Orange Rake 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (17) + 18 + 2 + 2 = 39
+18 base +2 augment summoning +2 Charge
Tiger Orange Rake 1, Damage: 2d4 + 8 + 2 ⇒ (1, 1) + 8 + 2 = 12
+2 augment summoning
Tiger Orange Rake 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (1) + 18 + 2 + 2 = 23
Tiger Orange Rake 2, Damage: 2d4 + 8 + 2 ⇒ (3, 3) + 8 + 2 = 16
Tiger Pink Bite, To Hit: 1d20 + 18 + 2 + 2 ⇒ (8) + 18 + 2 + 2 = 30
Tiger Pink Bite, Damage: 2d6 + 8 + 2 ⇒ (2, 2) + 8 + 2 = 14
Tiger Pink Bite, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (4) + 23 + 2 + 2 = 31
Tiger Pink Claw 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (20) + 18 + 2 + 2 = 42
Tiger Pink Claw 1, Damage: 2d4 + 8 + 2 ⇒ (3, 1) + 8 + 2 = 14
Tiger Pink Claw 1, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (15) + 23 + 2 + 2 = 42
Tiger Pink Claw 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (3) + 18 + 2 + 2 = 25
Tiger Pink Claw 2, Damage: 2d4 + 8 + 2 ⇒ (3, 2) + 8 + 2 = 15
Tiger Pink Claw 2, Possible Grab: 1d20 + 23 + 2 + 2 ⇒ (7) + 23 + 2 + 2 = 34
Tiger Pink Rake 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (18) + 18 + 2 + 2 = 40
Tiger Pink Rake 1, Damage: 2d4 + 8 + 2 ⇒ (3, 2) + 8 + 2 = 15
Tiger Pink Rake 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (14) + 18 + 2 + 2 = 36
Tiger Pink Rake 2, Damage: 2d4 + 8 + 2 ⇒ (1, 2) + 8 + 2 = 13
Tiger Green Bite, To Hit: 1d20 + 18 + 2 + 2 ⇒ (17) + 18 + 2 + 2 = 39
+18 base +2 augment summoning +2 Flank
Tiger Green Bite, Damage: 2d6 + 8 + 2 ⇒ (4, 5) + 8 + 2 = 19
+2 augment summoning
Tiger Green Bite, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (11) + 23 + 2 + 2 = 38
+23 base +2 augment summoning +2 Flank
Tiger Green Claw 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (15) + 18 + 2 + 2 = 37
+18 base +2 augment summoning +2 Flank
Tiger Green Claw 1, Damage: 2d4 + 8 + 2 ⇒ (4, 3) + 8 + 2 = 17
Tiger Green Claw 1, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (9) + 23 + 2 + 2 = 36
Tiger Green Claw 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (17) + 18 + 2 + 2 = 39
Tiger Green Claw 2, Damage: 2d4 + 8 + 2 ⇒ (4, 3) + 8 + 2 = 17
Tiger Green Claw 2, Possible Grab: 1d20 + 23 + 2 + 2 ⇒ (17) + 23 + 2 + 2 = 44
Tiger Blue Bite, To Hit: 1d20 + 18 + 2 + 2 ⇒ (12) + 18 + 2 + 2 = 34
+18 base +2 augment summoning +2 Flank
Tiger Blue Bite, Damage: 2d6 + 8 + 2 ⇒ (3, 4) + 8 + 2 = 17
+2 augment summoning
Tiger Blue Bite, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (17) + 23 + 2 + 2 = 44
+23 base +2 augment summoning +2 Flank
Tiger Blue Claw 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (16) + 18 + 2 + 2 = 38
+18 base +2 augment summoning +2 Flank
Tiger Blue Claw 1, Damage: 2d4 + 8 + 2 ⇒ (1, 3) + 8 + 2 = 14
Tiger Blue Claw 1, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (4) + 23 + 2 + 2 = 31
Tiger Blue Claw 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (2) + 18 + 2 + 2 = 24
Tiger Blue Claw 2, Damage: 2d4 + 8 + 2 ⇒ (3, 1) + 8 + 2 = 14
Tiger Blue Claw 2, Possible Grab: 1d20 + 23 + 2 + 2 ⇒ (1) + 23 + 2 + 2 = 28
Tiger Brown Bite, To Hit: 1d20 + 18 + 2 + 2 ⇒ (11) + 18 + 2 + 2 = 33
+18 base +2 augment summoning +2 Charge
Tiger Brown Bite, Damage: 2d6 + 8 + 2 ⇒ (5, 4) + 8 + 2 = 19
+2 augment summoning
Tiger Brown Bite, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (19) + 23 + 2 + 2 = 46
+23 base +2 augment summoning +2 charge
Tiger Brown Claw 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (10) + 18 + 2 + 2 = 32
+18 base +2 augment summoning +2 Charge
Tiger Brown Claw 1, Damage: 2d4 + 8 + 2 ⇒ (3, 2) + 8 + 2 = 15
Tiger Brown Claw 1, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (2) + 23 + 2 + 2 = 29
Tiger Brown Claw 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (6) + 18 + 2 + 2 = 28
Tiger Brown Claw 2, Damage: 2d4 + 8 + 2 ⇒ (3, 3) + 8 + 2 = 16
Tiger Brown Claw 2, Possible Grab: 1d20 + 23 + 2 + 2 ⇒ (18) + 23 + 2 + 2 = 45
Tiger Brown Rake 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (2) + 18 + 2 + 2 = 24
+18 base +2 augment summoning +2 Charge
Tiger Brown Rake 1, Damage: 2d4 + 8 + 2 ⇒ (2, 3) + 8 + 2 = 15
+2 augment summoning
Tiger Brown Rake 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (8) + 18 + 2 + 2 = 30
Tiger Brown Rake 2, Damage: 2d4 + 8 + 2 ⇒ (3, 1) + 8 + 2 = 14
Tiger Purple Bite, To Hit: 1d20 + 18 + 2 + 2 ⇒ (10) + 18 + 2 + 2 = 32
Tiger Purple Bite, Damage: 2d6 + 8 + 2 ⇒ (1, 2) + 8 + 2 = 13
Tiger Purple Bite, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (19) + 23 + 2 + 2 = 46
Tiger Purple Claw 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (13) + 18 + 2 + 2 = 35
Tiger Purple Claw 1, Damage: 2d4 + 8 + 2 ⇒ (3, 4) + 8 + 2 = 17
Tiger Purple Claw 1, possible Grab: 1d20 + 23 + 2 + 2 ⇒ (8) + 23 + 2 + 2 = 35
Tiger Purple Claw 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (20) + 18 + 2 + 2 = 42
Tiger Purple Claw 2, Damage: 2d4 + 8 + 2 ⇒ (4, 1) + 8 + 2 = 15
Tiger Purple Claw 2, Possible Grab: 1d20 + 23 + 2 + 2 ⇒ (12) + 23 + 2 + 2 = 39
Tiger Purple Rake 1, To Hit: 1d20 + 18 + 2 + 2 ⇒ (17) + 18 + 2 + 2 = 39
Tiger Purple Rake 1, Damage: 2d4 + 8 + 2 ⇒ (4, 4) + 8 + 2 = 18
Tiger Purple Rake 2, To Hit: 1d20 + 18 + 2 + 2 ⇒ (19) + 18 + 2 + 2 = 41
Tiger Purple Rake 2, Damage: 2d4 + 8 + 2 ⇒ (1, 4) + 8 + 2 = 15
vs Green
Tiger Pink Claw 1, Crit Confirm: 1d20 + 18 + 2 + 2 ⇒ (17) + 18 + 2 + 2 = 39
Tiger Pink Claw 1, Extra Damage: 2d4 + 8 + 2 ⇒ (2, 2) + 8 + 2 = 14
vs Red
Tiger Purple Claw 2, Crit Confirm: 1d20 + 18 + 2 + 2 ⇒ (9) + 18 + 2 + 2 = 31
Tiger Purple Claw 2, Extra Damage: 2d4 + 8 + 2 ⇒ (4, 4) + 8 + 2 = 18
| Ardan Kiel |
Ardan moves up behind Grergof and calls on Pulura's heralds a third time...
Move action - move 30'
standard Action - Spontaneously cast summon monster VI (it is a standard action due to sacred summons), sacrificing blade barrier
Ardan will use Divine Interference as an immediate action to force a re-roll on the initial attack, sacrificing Hypnotic Pattern for a -2 on the roll
This will only happen on the first crit, as Ardan has only 1 immediate action
| Ardan Kiel |
The summoned Lillend immediately begins singing, and reaches out to heal Grergof...
Move action - start Bardic Performance: Inspire Courage, +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls
Standard Action - Cast Cure Serious Wounds on Grergof
Healing: 3d8 + 7 ⇒ (8, 2, 6) + 7 = 23
As Ardan goes before everyone else in the init order, that +2 to hit and damage will apply to Grergof's attacks above... (Not to mention the tigers, but I'm not bothering for this round).
| Atua Fafine |
Atua hurls a bolt of lava at Xin and flies forward to besides Grergof...
Standard Action - lava blast
move action - move up to beside Grergof, in the hopes she can draw some aggro
To Hit: 1d20 + 24 + 1 + 1 + 2 ⇒ (13) + 24 + 1 + 1 + 2 = 41
+24 base +1 haste +1 heroes feast +2 bardic music
Damage: 16d6 ⇒ (1, 4, 3, 2, 2, 6, 4, 6, 2, 1, 5, 1, 5, 5, 6, 3) = 56
Burn Damage: 2d6 ⇒ (5, 2) = 7
and a DC 26 fort save vs Entrap if it hits, and a DC 26 reflex to avoid catching on fire (Burn)
| Abomentolor Goblinburner |
Will: 1d20 + 18 ⇒ (9) + 18 = 27
Abomentolor withstands the magic this time. And because he is stubborn he tries some magic at Xin again, even though it failed last time.
CL Check: 1d20 + 16 ⇒ (5) + 16 = 21
Chain of light DC 22
Quickened drain construct DC18
| Foxy Quickpaw |
Grergof hits Xin only two times. Once the flail goes right through Xin and twice it deflecs from the hard metal doing no damage. But one mighty hit properly dents it. As the Sihedron is transferred, Xin freezes for a short moment, looking after it.
Fort DC30: 1d20 + 19 ⇒ (14) + 19 = 33
Atua also hits Xin, and manages to entangle him in the cooling lava.
Fort DC30: 1d20 + 19 ⇒ (5) + 19 = 24
Abomentolor's spells are wasted on Xin.
Ref DC22: 1d20 + 10 ⇒ (20) + 10 = 30
Will DC18: 1d20 + 14 ⇒ (14) + 14 = 28
The tigers rip one elemental apart and badly damage the other.
Ardan, Abomentolor, Atua, Grergof
Spugnoir <--
Elemental(123), Elemental(RIP), Xin(310)
| Spugnoir2 |
HP 122/122 (133/33 w/ Hero Feast)
AC 17/12/15(26/19/24 with Mutagen and shield,Haste)
Saves F15/R15/W10 11 Fear Poison Immune
Weapon in hand:
Special Effects: 14/26 bombs
Heroes Feast (+11 HP +1 Attack/Will save, +4 vs. Poison/Fear) Heroism (+2 attack/saves/skills)
See Invisible
Countless Eyes(All around vision, can't be flanked)
Heighten Awareness (+2 Perception and Knowledge skills),Tears to wine(+2 enhancement bonus on all Intelligence– and Wisdom-based skill checks.)Communal Stoneskin( 10DR 150 points absorbed),Freedom of Movement
Haste (+1 AC/Hit/Reflex),Targeted Bomb Admixture(14/18 rounds)
spugnoir unleashes a torrent of force bombs upom Xin
ForceBomb,Heroism,Feast,Haste,PS,Admixture: 1d20 + 15 + 2 + 1 + 1 ⇒ (17) + 15 + 2 + 1 + 1 = 368d4 + 14 ⇒ (2, 4, 1, 1, 1, 2, 2, 3) + 14 = 30
ForceBomb,Heroism,Feast,Haste,PS,Admixture: 1d20 + 10 + 2 + 1 + 1 ⇒ (1) + 10 + 2 + 1 + 1 = 158d4 + 14 ⇒ (4, 3, 4, 1, 3, 2, 2, 3) + 14 = 36
ForceBomb,Heroism,Feast,Haste,PS,Admixture: 1d20 + 15 + 2 + 1 + 1 ⇒ (4) + 15 + 2 + 1 + 1 = 238d4 + 14 ⇒ (1, 4, 1, 1, 2, 3, 3, 3) + 14 = 32
ForceBomb,Heroism,Feast,Haste,PS,Admixture: 1d20 + 5 + 2 + 1 + 1 ⇒ (17) + 5 + 2 + 1 + 1 = 268d4 + 14 ⇒ (1, 2, 3, 3, 4, 3, 3, 1) + 14 = 34
| Ardan Kiel |
Spugnoir, don't forget bard song an extra +2 to hit and damage.
| Ardan Kiel |
Doesn't stack with Heroism
Does, the to hit and damage is a competence bonus, not a morale bonus. Ahh, mathfinder...
| Foxy Quickpaw |
Spugnoir adds massive damage to the construct. But still not enough.
The repairing still ongoing, Xin Claws at Grergof again.
@Grergof
Claws: 1d20 + 36 - 2 ⇒ (2) + 36 - 2 = 362d10 + 18 ⇒ (1, 10) + 18 = 291d6 ⇒ 51d100 ⇒ 47
Claws: 1d20 + 36 - 2 ⇒ (13) + 36 - 2 = 472d10 + 18 ⇒ (1, 8) + 18 = 271d6 ⇒ 41d100 ⇒ 21
Claws: 1d20 + 36 - 2 ⇒ (12) + 36 - 2 = 462d10 + 18 ⇒ (5, 9) + 18 = 321d6 ⇒ 31d100 ⇒ 100
Claws: 1d20 + 36 - 2 ⇒ (3) + 36 - 2 = 372d10 + 18 ⇒ (9, 9) + 18 = 361d6 ⇒ 31d100 ⇒ 46
Ardan, Abomentolor, Atua, Grergof, Spugnoir <--
Elemental(123), Elemental(RIP), Xin(392)
| Abomentolor Goblinburner |
Third time is the charm Abomentolor thinks and hurls the same amgic at Xin again, before returning the Sihedron to Grergof, who definitely needs it more than him.
Chain of Light DC22
Drain Construct DC18
CL: 1d20 + 16 ⇒ (13) + 16 = 29
| Brother Grergof Varsk |
Grergof takes the licking and keeps on ticking:
let’s see with DR I take 29 + 26 + 30 + 34 = 114 Damage so still up at 35 HP
Then the Sihedron comes back healing him.
s heal: 2d8 + 10 ⇒ (7, 7) + 10 = 24
That plus Fast Heal 5 leaves Grergof at 64 HP
With his Flail he continues the beat that you all know so well.
+5 Heavy Flail + HF + H + S + Inspire Courage: 1d20 + 31 + 1 + 1 + 4 + 2 ⇒ (4) + 31 + 1 + 1 + 4 + 2 = 43
Damage + IC: 2d6 + 18 + 2 ⇒ (3, 5) + 18 + 2 = 28
20% Miss: 1d100 ⇒ 9
+ 5 Heavy Flail + HF + H + S + IC: 1d20 + 26 + 1 + 1 + 4 + 2 ⇒ (19) + 26 + 1 + 1 + 4 + 2 = 53
Damage + IC: 2d6 + 18 + 2 ⇒ (6, 2) + 18 + 2 = 28
20% Miss: 1d100 ⇒ 67
Confirm Crit: 1d20 + 26 + 1 + 1 + 4 + 2 + 4 ⇒ (2) + 26 + 1 + 1 + 4 + 2 + 4 = 40
Damage + IC: 2d6 + 18 + 2 ⇒ (2, 5) + 18 + 2 = 27
+ 5 Heavy Flail + HF + H + S + IC: 1d20 + 21 + 1 + 1 + 4 + 2 ⇒ (2) + 21 + 1 + 1 + 4 + 2 = 31
Damage + IC: 2d6 + 18 + 2 ⇒ (4, 3) + 18 + 2 = 27
20% Miss: 1d100 ⇒ 98
+ 5 Heavy Flail + HF + H + S + IC: 1d20 + 16 + 1 + 1 + 4 + 2 ⇒ (16) + 16 + 1 + 1 + 4 + 2 = 40
Damage + IC: 2d6 + 18 + 2 ⇒ (5, 3) + 18 + 2 = 28
20% Miss: 1d100 ⇒ 85
Haste Attack
+ 5 Heavy Flail + HF + H + S + IC: 1d20 + 31 + 1 + 1 + 4 + 2 ⇒ (16) + 31 + 1 + 1 + 4 + 2 = 55
Damage + IC: 2d6 + 18 + 2 ⇒ (2, 5) + 18 + 2 = 27
20% Miss: 1d100 ⇒ 98
Then he uses his divine power to heal himself
LoH + GM: 8d6 + 1d6 ⇒ (2, 6, 6, 3, 2, 5, 6, 5) + (1) = 36
That leaves Grergof at 100 HP
| Foxy Quickpaw |
So finally the honor comes to Grergof to smash the construct to pieces. The joints break, the glass cylinder shatters, the 'freed' skeleton inside it crumbles. The once mighty and fear inducing construct lies in shambles.
Abomentolor, Grergof,
Ardan, Atua, Spugnoir <--
Elemental(123), Elemental(RIP), Xin(RIP)
| Abomentolor Goblinburner |
"Would you quickly check on him if he turned evil?" Abomentolor requestes from Grergof, pointing at Spugnoir.
"Your tigers are good with that elemental?"
| Brother Grergof Varsk |
we all must be more then a little mad to sign up for this….. Grergof notes as he turns to see what is happing with the remaining elemental.
| Ardan Kiel |
Unless Foxy's real insistent about me rolling it out, I'm just going to narrate... Not that I expect it to take long ...
As the Lillend's song rises to a triumphant crescendo, the remaining elemental is torn apart in a by the fangs and claws of a swarm of Pulura's tigers...
Meanwhile, Ardan congratulates Brother Grergof "Well struck, a famous victory! Bards will sing your name!"
Ok, Xin is defeated, and I think that's the end of the AP. So, what does everyone want to do to close things up? Clear the downstairs levels? Just call it a game ("and the heroes all lived happily ever after")? ...
| Foxy Quickpaw |
The elemental is taken apart by the tigers who have little trouble to finish the job with their large numbers.
Amid the clockwork reliquary’s scattered remains is a king’s ransom in various skymetal components (worth 200,000 gp in all). In addition, several powerful magical items used as nothing more than potent components for the construct’s body can be salvaged from the remains, including a rod of quicken metamagic, a rod of empower metamagic, a cube of force, an orb of utter chaos two hands full of ioun stones, two philosopher’s stones, a spindle of perfect knowledge, and last but not least, a fancy key.
| Abomentolor Goblinburner |
"Ustalav? You'd go back to that bleak, dismal country?" Abomentolor asks in disbelief. "That's almost as stupid as living in Underbridge, when you could live in a villa in the Capital District."
| Ardan Kiel |
The party having found a "fancy" key, Ardan surmises that there must be a keyhole somewhere, so he searches the room carefully...
Perception: 1d20 + 17 + 3 + 9 + 5 + 2 + 10 + 10 ⇒ (10) + 17 + 3 + 9 + 5 + 2 + 10 + 10 = 66
17 ranks +3 trained +9 wis + 5 eyes of the eagle+2 luck+10 tears to wine +10 sarzari shadow memory
| Foxy Quickpaw |
clockworks simultaneously. With this key, Xin could command his entire clockwork army effortlessly, and its use was key to his power over Thassilon. But when Xin used it as an element in the clockwork reliquary’s construction, the key’s powers were vastly diminished. Xin accepted this as a necessity, since if all had gone according to plan, he would still be able to command his army using his new body. The diminished key can be recovered from the destroyed reliquary’s remains.
The guardian key can fit into any clockwork construct’s keyhole, and fully winds a clockwork with a single turn made as a move action. Clockworks wound by the guardian key are healed of 5d8+20 points of damage, remain active for 10 times longer than they normally would, and during this period gain a +2 bonus on attack rolls, damage rolls, and saving throws. The guardian key can also be used to seize control of a clockwork. To do so, a creature must attempt a touch attack against the target clockwork as a standard action. If it hits, the clockwork can attempt a DC 15 Will save to resist. If the clockwork’s save fails, that clockwork regards the key’s carrier as its creator, and follows that person’s commands to the letter—provided the commands are spoken in Thassilonian. The guardian key can control only one construct at a time. If it is used to control a second clockwork, the previous one is released from its duties immediately.
| Ardan Kiel |
Spellcraft: 1d20 + 17 + 3 + 2 + 2 + 10 ⇒ (13) + 17 + 3 + 2 + 2 + 10 = 47
17 ranks+3 trained + 2 int+2 luck+10 tears to wine
| Brother Grergof Varsk |
Grergof responds to Ardan ‘s comments about bards
I suppose this story will need to come out to let the city know what happens so they feel safe. But I’m not a hero. Every one of you did and Father Redgrave did the hard work of figuring this all out. I just can hit things, so I shouldn’t be the hero. It should be you all.
Then later when talking about mansions he says to Spugnoir:
I can think of no better master for Schloss Caromarc. That should make a wonderful lab!
For me, I have an empty teaching post I should return to. Now If the world is safe, I think I can train more knights on how to fight quite well given all our experience
He looks back at the destroyed construct:
Of course I may need to get a merciful weapon to make Sure I don’t hurt the novices.
But don’t we need to worry about the construct army?
| Ardan Kiel |
"Well, this key, I think it is Xin's master key for his clockworks. We might be able to get the to destroy each other... We would I guess have to go downstairs and find out. But I think the immediate threat to Varisia is eliminated... " He pauses and casts a sidelong glance at Spugnoir.
| Brother Grergof Varsk |
Then maybe we lock the key away in case we need an army some day….
| Brother Grergof Varsk |
Grergof points at the Crystal in the middle of the Sihedron rune that all the energy goes to.
Anyone know what this is? It seems to have a lot of energy flowing to it.
| Abomentolor Goblinburner |
"If you don't want to be the hero, that is very humble." Abomentolor compliments Grergof. "This is none of my virtues, I will enjoy it a lot to be a hero."
"For the key I have an easy solution. Sell it to Lini. Not only the key, but sell her the whole army, and tell her that is the key for it. Then she can clean out the basement."
| Brother Grergof Varsk |
And have her sell it to anyone willing to pay? Better to separate the key and the army just in case.
| Abomentolor Goblinburner |
"She is kind of into constructs and golems. We sold her one already back inthe days. It's now supporting in her workshop."
"You'd think she sells the stuff we bring her to the next tyrant with enough gold?"
| Brother Grergof Varsk |
umm she sells us whatever we want without question…. Even Mr. Spugnoirs odd requests for materials…
| Brother Grergof Varsk |
How much damage was there in the city. A few buildings in the waterfront…. I believe we stopped the rest. Did I miss some? If so we should go there and help them rebuild. And yes a handful of golems could be quite useful for that.
Honest question, I don’t remember much after we stopped the tital wave with a miracle, killed the creature in the sea and took out the constructs in the first couple blocks.
| Abomentolor Goblinburner |
"If the other people in Magnimar are not sitting idly on their ass, it should be fixed before we come back. And if not, we ask Gwen and Jimmy, if they can rebuild the stuff with their fiddle."
"But as it wasn't in Underbridge, there are people who kno whow to fix stuff and have some coin to spend on it."
Abomentolor clearly isn't into the 'selfless help other people out with manual work' stuff.
| Brother Grergof Varsk |
Well technically he is the Savior of Magnimar and Ustalav. Although if you hate that gloomy country so much, I guess you could leave that off the resume.
| Abomentolor Goblinburner |
"I wouldn't want to live there. A sunny beach in Varisia is better than any place we have been in Ustalav. But leaving off the resume that I was there and kicked the ass of the biggest evil there? No way."
"But I might consider adding some fancy mansion in one of the upper district to my collection of buildings."
Despite Abomentolor not liking water - there is another boss fight down there.
| Brother Grergof Varsk |
Grergof walks over and drops the key in his Hand Haversack.
We can decide what to do with this later, but for now let’s not leave this laying around.
Are you all sure that Xin will not come back? Also did you figure anything about the the crystal?
He looks over the rest of the crushed construct.
Does anyone want these rods or know what the any of this other stuff does?
| Ardan Kiel |
"I think should return to Magnimar for the moment. We have defeated Xin, and Magnimar should know that the threat has been thwarted. But, there is too much wealth and to many arcane secrets to leave lying around this place. Not to mention there is at least one major bound demon... So, on the morrow we can return and start cleaning up."
I don't think that jumping into another boss fight for the day is a good idea if we can avoid it... Although given Atua's binding, we will lose her services (and there may be other losses)...
WRT to the gear, obviously take all of it. Between us we can probably use all of it, including the crystal (assuming we can figure out how to take it). @Foxy, please detail the Ioun Stones ("two hands full")