
Cretien Dufrene |

i believe he changed it to a standard action anyway

GMEDWIN |

Asher, I think is going to delay
Grimesly remains in shock.
Earworm 1 attacks Morgrym 1d20 + 4 ⇒ (4) + 4 = 8 touch, miss
Earworm 2 maintains grapple, touch, Morgrym 1d20 + 8 ⇒ (12) + 8 = 20
Will Save DC14 1d20 + 4 ⇒ (7) + 4 = 11 fail, You feel compelled to sit on the floor and do, you can do what you want but must remain seated. You now have Distance Madness.
The implanter then psychically explodes in Morgrym's ear causing 1d6 ⇒ 4, Reflex 1d20 + 8 ⇒ (5) + 8 = 13 for half.
Earworm 3 grapples John 1d20 + 4 ⇒ (3) + 4 = 7 fail
Earworm 4 maintains grapple, touch, John 1d20 + 8 ⇒ (2) + 8 = 10 fail and it loses its grip on Johnathan.
Earworm 8 takes down another civilian.
9-13 guard the doors.
Morgrym, Angus

LeMond Asher |

Asher reloads his musket (move) and readies to fire upon the maw creature once it's physical.
Not sure if you saw Johnathan's check GM. I don't see your ruling on it. Probably because his turn isn't actually up yet, I'd wager.
attack: 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 28
Damage: 1d12 + 10 ⇒ (9) + 10 = 19

GMEDWIN |

Morgrym attacks the earworm near him 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 for sitting miss
Maw fort save 1d20 + 3 ⇒ (19) + 3 = 22 pass
Asher takes a 5ft step back and fires at the maw although it is not coporeal and hits doing some damage.
The worm maw swallows the mind of Grimelsy
Taking 2d6 ⇒ (1, 6) = 7 psychic damage
Will DC 14 for 1/2 and not being staggered1d20 + 4 ⇒ (12) + 4 = 16 pass
The two free tentacles attack Angus 1d20 + 3 ⇒ (16) + 3 = 19 miss
1d20 + 3 ⇒ (7) + 3 = 10 miss
Cretien

Cretien Dufrene |

Cretien attacks the big blob with his towering intellect.
INT DC 10: 1d20 + 4 ⇒ (15) + 4 = 19 vs fort

LeMond Asher |

"Finally!" Asher says through gritted teeth, ripping another cartridge of fire-dust open and ready as he reloads with practiced ease.
Point blank, touch ac, deadly aim!
attack: 1d20 + 10 - 2 + 1 ⇒ (9) + 10 - 2 + 1 = 18
Damage: 1d12 + 10 ⇒ (4) + 10 = 14

GMEDWIN |

Asher's bullet hits the worm maw and its body is torn open and it collapses dead.
Thames Grimesly feeling worse for wear stands up a smidge confused.
Earworm 1 attacks Morgrym 1d20 + 4 ⇒ (20) + 4 = 24 success and has an ovipositor in his ear.
Earworm 3 grapples Xambria 1d20 + 4 ⇒ (5) + 4 = 9 fail
Earworm 4 tries to attack John 1d20 + 4 ⇒ (12) + 4 = 16 success and has an ovipositor in his ear.
Earworm 8 and 9 take down another civilian.
10-13 guard the doors.
Morgrym, Angus, John, Cretien

Johnathan Eli Holbrook |

Johnathan reaches out and touches Xambria's shoulder, casting Protection from Evil on her. "That should help..."
Lots of effects, but the main reason: "While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target.
Also, this might keep the earworms off her:
Third, the spell prevents bodily contact by evil summoned creatures."
Lasts 5 minutes, so not very long once combat ends.

Angus McCormick |

Angus wielding his sword in two hands goes for a mighty swing while fighting defensively
Take that you things from somewhere else !!! he says attacking the worm maw
PA Magic Longsword: 1d20 + 9 - 1 + 3 - 4 ⇒ (16) + 9 - 1 + 3 - 4 = 231d8 + 7 + 3 + 2 ⇒ (4) + 7 + 3 + 2 = 16
Current AC 25

Cretien Dufrene |

how bad off does the big blob enemy look? deciding whether to shoot while it is solid or try to keep it solid...

Cretien Dufrene |

oh, the pie is on my face. what are those two things around jonathan? are they the worms, i didnt really imagine them that big...

Cretien Dufrene |

Cretien sets his turret up.
... as i sadly should have done at the outset, but i forgot

GMEDWIN |

Morgrym, I am going to bot your action. From here on in, just make the best of a bad situation rather than hope my botted action will work out for you. The action I am choosing provides your character paid attention to what Falko discovered.
Morgrym wisdom check vs. earworm on him, reflex 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18 because of disease, success
DC16 reflex 1d20 + 3 ⇒ (20) + 3 = 23 pass the earworm remains.
Angus moves and attacks the closes earworm hitting it but doing a bit less damage than normal.
Concentration check Johnathan DC 22 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29 pass, and casts protection from evil.
The crowd moves out the north exit.
Round 6
Xambria attacks the earworm on John 1d20 + 5 ⇒ (1) + 5 = 6 miss
Falko

Falko Escheus |
"Morgrym! Don't just sit there! At least attack them with your mind! See if you can make them solid!" snaps Falko at his colleague as he concentrates on making the one between Johnathan and Xambria solid while he charges it.
I don't know if I can do this, but MvA to try to make it solid, and StA to charge (I have a clean diagonal of 30 ft movement. Feel free to see it differently.
CHR with Luck DC 10 vs Fortitude to make it solid: 1d20 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Charge with Luck: 1d20 + 8 + 3 ⇒ (17) + 8 + 3 = 281d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13

Falko Escheus |
Last paragraph of charge (I'm not sure what the last phrase implies. Does it mean it can only be used when you only have a standard action? Anyway, your call. I just wanted to explain why I tried a charge):
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

GMEDWIN |

Falko

LeMond Asher |

"Good! Now someone make another real!"
Asher reloads and lines up another shot for when one of the earworms becomes fully material.
Not sure if that's now, I don't see a recent check here. Consider it a readied action.
Point blank within 30, touch AC within 40, Deadly aim. Taking a 5 foot step if that gets me in range of either.
Attack: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11 (+1 if PB)
Damage: 1d12 + 9 ⇒ (6) + 9 = 15 (+1 if PB)

GMEDWIN |

Thames follows Rock.
Earworm 1 tries to maintain a grapple on Morgrym 1d20 + 8 ⇒ (6) + 8 = 14 yes,
Will DC16 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4 fail
Morgrym
Type disease, varies; Save Will DC 14
Onset 1 day; Frequency 1/day
Effect –2 penalty on all future Will saves after the first failed save. Random
insanity following the second failed save (See the Pathfinder® Roleplaying
Game GameMastery Guide™ for Sanity and Madness rules). All subsequent
failed saves increase the will save penalty in increments of –2. If you fail your Will save, if you are creative in roleplaying the ailment, there are bonuses called "Insane Insight"
Sanity ailment table 1d100 ⇒ 88 fail
Schizophrenia Will DC 16 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10
The implanter then psychologically explodes causing 1d6 ⇒ 2 points of damage to Morgrym Reflex 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16 for 1/2 takes 1 pt of damage
Earworm 3 grapples Xambria 1d20 + 4 ⇒ (6) + 4 = 10 unsuccessful
Earworm 4 tries to attack John 1d20 + 4 ⇒ (1) + 4 = 5 fail
Earworm attacks Angus 1d20 + 4 ⇒ (1) + 4 = 5 fail
Earworm attacks Falko 1d20 + 4 ⇒ (10) + 4 = 14 1d3 against mirror images 1=Falko 1d3 ⇒ 3 and it destroys one of his mirror images.
Earworm takes out a civilian.
The rest guard the exits.
John, Angus, Cretien

Cretien Dufrene |

i think he meant more on the aspect of the mind control protection afforded
Cretien tries to make more enemies solid and shoot them.
if one is solid and i do the vs-fort mind attack, does that extend the duration of their corporeality? If so i will do it versus the one that i assume Jon made solid. I can't shoot with Cretien at something that is on someone or i have to take a -4 to hit, but the turret can snipe things with no penalty so I will have Cretien attack mentally and the turret shoot whatever is solid.
INT: 1d20 + 4 ⇒ (9) + 4 = 13 vs fort
turret atk: 1d20 + 7 ⇒ (19) + 7 = 26
dmg: 1d8 + 4 ⇒ (3) + 4 = 7

GMEDWIN |

Johnathan's fortitude attack DC16 1d20 + 2 ⇒ (10) + 2 = 12 fail..the beast is not corporeal
Doing another Fort attack against it would only make the beast corporeal until your next turn once action more, what you could do is try the reflex save and then get 4 AOOs against it so it should surely dies.
Asher tries to shoot between the bodies by misses.
Angus' attack hits home but since it is still not totally there it does glancing damage.
Cretien

Cretien Dufrene |

i'll do that then. did my rolls above. also you said John's attack to make it corporeal failed but i see he rolled a 22 above?

Morgrym Black |

Morgrym stands up and brushes himself off he looks around and then down at his deplorable clothing and says Angus you idiot, why am I dressed in these bloody messed up clothing? Can't you see I need to be better dressed for this gala? Cretien fetch me my crown and cape! and Morgrym points at the monster and makes a mental attack on it. Stop this noise this instant you loud mouthed jester, cant you see I am busy... Dismiss yourself this instant!

Rock Rackus |

Haha, The beast failed its Fort save and is corporeal. I guess I forgot the letters "in". The way the mental attacks work is this: it is a DC 10 then the beast has to do a Will, Fort or Reflex save to avoid the effects.
Inplanter Reflex save DC 16 1d20 + 3 ⇒ (11) + 3 = 14 fail
Rock AOO 1d20 + 5 ⇒ (20) + 5 = 25 crit 1d20 + 5 ⇒ (13) + 5 = 18 yes 2d6 + 2 ⇒ (5, 4) + 2 = 11
Rock Rackus runs it through and it dies and says, "Yeah Boyeeee!!!! You can't stop the bumrush!!!!"
Cretien's turret destroys the earworm on Angus.
Morgrym, please pick a mental attack and give me a roll.

Falko Escheus |
"Manqué!"
Falko's eyes grow wide as his incantation just saved him from being violated by an earworm.
"My turn, earwax!"
Tightening his lips, he concentrates for a second on forcing the thing to materialize, then lunges at it with his rapier.
CHR with Luck DC 10 vs Fortitude to make it solid: 1d20 + 3 + 3 ⇒ (16) + 3 + 3 = 22
Attack with Luck: 1d20 + 8 + 3 ⇒ (12) + 8 + 3 = 231d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8

GMEDWIN |

Fortitude save DC 16 1d20 + 2 ⇒ (10) + 2 = 12 fail.
The earworm on Falko is corporeal and he stabs it with his rapier but it is still up.
Rock charges the earworm on Falko 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 hit doing 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5 killing the earworm,
He says, "Ya'll can't take us working dockzzzz down!!!!!"
Asher

LeMond Asher |

Asher takes a five foot step to the left while reloading. He aims his gun at Falko's earworm, but seeing it die reaims at the one near Johnathon.
"That one now!" He says, and readies his action to fire once it's corporeal.
Point Blank, Touch AC, Deadly Aim
Attack: 1d20 + 10 - 2 + 1 ⇒ (16) + 10 - 2 + 1 = 25
Damage: 1d12 + 5 + 4 + 1 ⇒ (4) + 5 + 4 + 1 = 14