| GM Blood |
Rauno Int Check: 1d20 + 7 ⇒ (20) + 7 = 27
Rauno does some math in his head before he begins to fire off some charges. If shatter would work on ice, he imagines it could affect about 30 pounds of ice at the power level a wand would have. He studied how to generate volume during his studies at the Stone of the Seers in Magnimar and figures that the volume of ice that needs to be cleared away would be almost 115 cubic feet of ice. And knowing that 1 cubic foot of ice weighs nearly 60 pounds, he realizes he would need more than 4 fully charged wands to break through.
However breaking through the ice manually or controlling where you melt it you could make a smaller diameter hole that would take less work, but the shatter spell would not be accurate enough for that even if you had enough charges.
So the choice is to hack through ice or continue down the river while your air walk is on.
| Trevor the Yellow |
"..?" asks Trevor to his mentor as they hack at the ice, but no one hears the paladin.
| GM Blood |
Initiative Rowena Lordail: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (15) + 4 = 19
Initiative Rauno Redpath: 1d20 + 13 ⇒ (10) + 13 = 23
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Quintus: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Monster: 1d20 ⇒ 12
Hacking through the ice takes some time, but eventually you break through and open the hole enough to get through. Moving up through the hole you come into a large room that is very cold. Crusted red ice cakes the floor and walls, and two large humanoid statues of the red ice stand at each end of the room, their scarlet surfaces scribed with smoking white runes.
As the last of you make it up, the statues begin to move and close in on you.
| GM Blood |
Note the floors are slippery with the red ice so consider the floor difficult terrain. (No 5' step and half movement) However your air walk should still be in effect so that only counts if you are not using it, for any reason
Round 1
Initiative Order - Rauno, Kelkzar, Trevor, Red Ice Statue, Rowena, Quintus
Red Ice Statue AC 22 T 9 FF 22 CMD 30
| GM Blood |
| Trevor the Yellow |
It's good to be back!
Trevor eyes the nearest statue starting to move: "We got trouble coming... I'll take this one!" and lifts his fauchard before dashing forth to charge at the ice sculpture.
Moving 10 foot east.
Charge and Vital Strike: 1d20 + 20 + 2 ⇒ (5) + 20 + 2 = 273d10 + 21 ⇒ (5, 8, 3) + 21 = 37
| Kelkzar Redjaw |
"Unfortunately nothing blunt for me except a few of my teeth." Kelkzar draws his longspear to help offset the size advantage of the golems, rages and charges the other one.
Knowledge (arcana): 1d20 + 13 ⇒ (9) + 13 = 22
Charge: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
Damage: 1d8 + 24 ⇒ (3) + 24 = 27
| GM Blood |
Trevor I don't believe you can charge and vital strike, so we'll just make it a move and vital strike and keep the damage
Trevor moves east and Kelkzar moves west and initiates combat. Neither of the powerful warriors has a weapon best suited for their attacks, but with their magic amulets to fight gokems, they each land a blow on the scarlet statues leaving a wicked gash in the ice they are made of. Full Damage - 27 for Kelkzar and 37 for Trevor due to golembane amulet
| Trevor the Yellow |
Sorry. Long time...
| GM Blood |
The statues each take a wicked blow but return a pair of punches with their icy arms. Trevor is is hit once 15 Damage but Kelkzar is unable to avoid both blows after charging and is grappled by the ice golem With 34 damage.
Attack #1 Ice Golem #1 vs Trevor: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d8 + 7 ⇒ (2, 8) + 7 = 17
Grab (Grapple): 1d20 + 20 ⇒ (15) + 20 = 35 vs CMD 30
Attack #2 Ice Golem #1 vs Trevor: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 2d8 + 7 ⇒ (3, 5) + 7 = 15
Grab (Grapple): 1d20 + 20 ⇒ (2) + 20 = 22 vs CMD 30
Attack #1 Ice Golem #2 vs Kelkzar: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 2d8 + 7 ⇒ (5, 8) + 7 = 20
Grab (Grapple): 1d20 + 20 ⇒ (14) + 20 = 34 vs CMD 30
Attack #2 Ice Golem #2 vs Kelkzar: 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 2d8 + 7 ⇒ (6, 1) + 7 = 14
Grab (Grapple): 1d20 + 20 ⇒ (6) + 20 = 26 vs CMD 30
| Rowena Lordail |
Rowena moves through the air towards statue 2, and tries to help Kelkzar by dropping the golem onto the ground.
Acrobatics to avoid AoO: 1d20 + 19 ⇒ (13) + 19 = 32
Trip with meditative maneuver: 1d20 + 23 + 5 ⇒ (2) + 23 + 5 = 30
Vicious Stomp AoO: 1d20 + 18 ⇒ (3) + 18 = 21
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Greater Trip AoO: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
I don't think she ever got a golembane scarab.
| GM Blood |
I can't find that spider walk makes you immune to trip, so....
Rowena moves towards the gokem avoiding its icy arms and drops it to the ground doing very little damage it it, but setting up Kelkzar for an opportunistic attack.
Actually with him being grappled he cannot use his two handed weapon so all he could do is bite, but is 10' away so doesn't have reach?
| Kelkzar Redjaw |
If I'm not mistaken, when the golem grabs me, it moves me into the space next to him. From the PRD...If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). BUT, Kelkzar does not get an AoO anyway because of the grappled condition. Also from the PRD...Grappled creatures cannot make attacks of opportunity. But I can bite him now...
Struggling against the grip of the ice golem, Kelkzar tries to bite it twice, but his jawa fail to find a purchase against the construct's icy skin.
Bite: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d4 + 21 ⇒ (3) + 21 = 24
Is there any reason why I can't bite him twice with an iterative?
Bite: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d4 + 21 ⇒ (1) + 21 = 22
Not that it matters with those rolls
| Rauno Redpath |
Round 2.
Rauno finishes his spell on Trevor, and then sees Kelkzar's distress. With an arcane syllable, he gives Kelkzar a chance to free himself and then starts to use the same wand on the half-orc.
Finish Enlarge Person on Trevor, cast Liberating Command on Kelkzar as an immediate action, then start casting Enlarge Person on Kelkzar.
Kelkzar, that gives you a chance to make a free Escape Artist check with a +20 competency bonus.
| Trevor the Yellow |
"Ok Big Boy, let's see if I can melt that icy heart of yours..." mutters Trevor as he grows suddenly in size, his large fauchard slicing through the air with dizzying momentum as he makes the blade dance in his hands, slashing at the golem's icy skin.
PA, FF, Enlarge: 1d20 + 20 ⇒ (15) + 20 = 352d8 + 22 ⇒ (8, 1) + 22 = 31
PA, FF, Enlarge: 1d20 + 12 ⇒ (12) + 12 = 242d8 + 22 ⇒ (5, 7) + 22 = 34
PA, FF, Enlarge: 1d20 + 7 ⇒ (17) + 7 = 242d8 + 22 ⇒ (4, 6) + 22 = 32
Looks like 97 hp of damage... I'm guessing no crits.
| Kelkzar Redjaw |
Unless these are special ice golems, they are subject to crits. Most constructs became eligible for crits with the 3.5 to Pathfinder switch. The exception is Animated Objects which are considered objects.
Feeling Rauno's spell take effect, Kelkzar tries to break loose from the golem's grip. But wriggle as he may, he still cannot free himself.
Escape Artist: 1d20 + 0 + 20 ⇒ (5) + 0 + 20 = 25
I already tried and failed to bite him this round, so no more actions from me until Round 3.
| Trevor the Yellow |
Confirm 1: 1d20 + 20 ⇒ (9) + 20 = 292d8 + 22 ⇒ (3, 5) + 22 = 30
Confirm 3: 1d20 + 12 ⇒ (5) + 12 = 172d8 + 22 ⇒ (2, 4) + 22 = 28
| GM Blood |
Correct, no criticals
Kelkzar take this roll. I had done this last week but it didn't post for some reason.
Kelkzar Escape Artist check: 1d20 + 20 ⇒ (13) + 20 = 33
Kelkzar manages to squeeze out of the ice golem's grasp with Rauno's spell.
Trevor wails on the ice golem with three solid hits. The ice golem crumbles into pieces
The ice golem stands Provoking from Rowena and Kelkzar and swings at Kelkzar and re-grabs him.
Attack #1 Ice Golem #2 vs Kelkzar: 1d20 + 15 ⇒ (18) + 15 = 33 *Hit*
Damage: 2d8 + 7 ⇒ (7, 6) + 7 = 20
Grab (Grapple): 1d20 + 20 ⇒ (9) + 20 = 29 vs CMD 27
| Kelkzar Redjaw |
Ok so with the Escape Artist succeeding, we can either rule that the bite attacks above are applied as longspear instead (since Kelkzar would have five foot stepped and used that) or you can take the new rolls below. Longspear 1 above would have been a 19 which would hit with the golem prone. Longspear 2 above would have been a 15 which would have missed even when prone.
Attack 1: 1d20 + 16 ⇒ (2) + 16 = 18
Damage 1: 1d8 + 24 ⇒ (3) + 24 = 27
Attack 2: 1d20 + 11 ⇒ (14) + 11 = 25
Damage 2: 1d8 + 24 ⇒ (7) + 24 = 31
AoO (Paired Opportunists and Swarm Strike): 1d20 + 16 + 4 + 2 ⇒ (4) + 16 + 4 + 2 = 26
Damage: 1d8 + 24 ⇒ (2) + 24 = 26
And since there is at least one hit in there, I'll give you an Intimidate from Cornugon Smash which I forgot about earlier.
Intimidate: 1d20 + 26 ⇒ (2) + 26 = 28
| Rowena Lordail |
Trip: 1d20 + 23 - 2 ⇒ (18) + 23 - 2 = 39
Focusing on her inner ki, Rowena grabs the ice golem (and apparently Kelkzar) and flips the pair of them over her shoulder and to a spot closer to Trevor.
Then she starts pummelling the golem.
Vicious Stomp: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Greater Trip: 1d20 + 18 ⇒ (1) + 18 = 19
Kick: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Kick: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
| GM Blood |
Kelkzar breaks free of the golem, Rowena trips the creature, and while not damaging it sets up the newly freed Kelkzar to finish it off
Combat Over!
With both of the ice golems defeated you study the room, which is featureless for the most part. In the northern part of the room is a door to the east. To the south there is a archway that leads to another room, but it is currently blocked by a portcullis. However peering into the other room you see the hall is watched over by six statues of Wind Duke nobles — three against each wall. The central statue to the east stands before a stone door. The statues all have cupped hands in front of them, and floating on a cushion of air above these hands are intricate carvings of strange buildings and towers. The statue before the door does not hold a carving. The room's floor is covered in ice like the one you are in.
| Trevor the Yellow |
"What happened here?! Why is there so much ice? Is this recent you think? Those golems are just thugs. I wonder who's their master..."
He walks over to the gate, careful not to slip, his arms flailing wildly to keep balance, until Quintus reminds him he doesn't have to walk on the ice.
Blushing, he looks beyond the gate: "Wow! These dukes were really powerful!"
| GM Blood |
Perception Rowena Lordail: 1d20 + 23 ⇒ (9) + 23 = 32
Perception Trevor the Yellow: 1d20 + 11 ⇒ (5) + 11 = 16
Perception Rauno Redpath: 1d20 + 10 ⇒ (2) + 10 = 12
Perception Kelkzar Redjaw: 1d20 + 21 ⇒ (4) + 21 = 25
Perception Quintus: 1d20 + 3 ⇒ (4) + 3 = 7
Assuming you do want to try to get there to examine the other side of the portcullis
As Kelkzar asks the question, Rowena notices a hidden lever that seems to have been iced over. Chipping away at the ice you get it cleared enough to pull it. Kelkzar examines it for traps and once satisfied pulls it down opening up the way to move south into the room.
As you move south into the room, one of the statues (The one in the east not holding a building), pulls a level behind him re-closing the portcullis and cutting off your group from each other. Now that it is moving you notice it doesn't resemble those statues anymore and even look part mechanical.
Trevor and Kelkzar are in the Wind Duke room, everyone else is in the old room. The lever in the old room is about 15 away from you so it would take a move action to get there and one move action to pull.
| GM Blood |
Initiative Rowena Lordail: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Rauno Redpath: 1d20 + 13 ⇒ (3) + 13 = 16
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Quintus: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Monster: 1d20 + 8 ⇒ (3) + 8 = 11
Monster Lore Check:
Kolyruts also have impressive defensive capabilities including a resistance to spells cast on it, hard to penetrate skin without a chaotic aligned weapon, and regenerative properties only countered by chaotic aligned attacks.
Least conspicuous of the inevitables, even in their natural form, kolyaruts are the size of tall humans, though they weigh far more because of their composition. Capable of using both invisibility and disguise self to pass completely unnoticed through humanoid lands, kolyaruts most frequently appear as cloaked warriors bearing finely crafted bastard swords, allowing others to chalk up any metallic noises to the clanking of hidden armor until the moment when they pull back their hoods and let their quarries look upon their mechanical faces, understanding only too late the nature of the mysterious strangers.
| Rauno Redpath |
"They'll make short work of it. It's a kolyrut, a creature of order from the other planes." Rauno comments as he draws a wand and uses it against the statue. Magic Missile, 1d4 + 1 ⇒ (3) + 1 = 4 damage.
Are there any relevant knowledge rolls to see what exactly this statue is?
Edit Knowledge (planes) 1d20 + 21 ⇒ (3) + 21 = 24
| Trevor the Yellow |
Edit: I misread the map and decided to review my post.
"Separated! A trap!"
Trevor decides to rush the kolyrut before it could act further, but he is too close. With a brusque shuffle, he moves back between two statues to bring his fauchard to bear and sends its sharp end flying in a deadly arc.
Move "south" 5 feet to have reach, then strike.
1d20 + 20 ⇒ (6) + 20 = 261d10 + 21 ⇒ (5) + 21 = 26
1d20 + 12 ⇒ (11) + 12 = 231d10 + 21 ⇒ (6) + 21 = 27
1d20 + 7 ⇒ (7) + 7 = 141d10 + 21 ⇒ (5) + 21 = 26
| GM Blood |
Rowena, you are gaseous and in Rauno square currently with your 10' fly speed
Rauno's wand vs SR: 1d20 + 1 ⇒ (12) + 1 = 13
The magic missile slams into the Kolyrut but seems like it has no impact on it.
Trevor steps south and connects once with his fauchard, but while Trevor does damage the creature its skin absorbs some of the blow and you can see the wound is starting to heal already.
The Kolyrut returns the attack on Trevor casting defensively and attempting to touch Trevor
Cast Defensively: 1d20 + 15 ⇒ (13) + 15 = 28 DC 21
Touch Attack: 1d20 + 18 ⇒ (6) + 18 = 24 vs Touch AC 11
Damage: 6d6 ⇒ (5, 4, 5, 6, 1, 2) = 23 Negative Energy Damage