| GM Fanguar |
All dialogue is in Thassilonian.
The man's head swings towards Spasi an the embers of his injuries flare. He rises to his 'feet', the stumps of his legs hovering above the floor. "I am the Emperor!" He intones, before breaking into a fit of coughing. "Even savages such as you should have better manners." He looks past you, "Why did my chamberlain let you past? Now is not the time for audiences."
"Chamberlain! How comes my clockwork body? It must be completed before those ungrateful traitors make a second attempt. With it my army will be invincible." He begins to wheeze and sits back down. "And bring me my Sihedron."
He turns his attention back to the party, "You. Have you brought your armies? Do they stand ready to defend?"
| Spasi Gaten |
”Armies? Oh no, we’re big fans. We’re here to worship and stuff. We just love you, probably,” Spasi says, trying to avoid a confrontation…
1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 41 Bluff
Spasi warms up to the subject.
”Yeah, we’re like you’re biggest fans. What is the plan? How are we going to assault our enemies? And who are our enemies, we should kick them in the nuts first!” Spasi agrees.
| Bibic |
| 1 person marked this as a favorite. |
Bibic aids Spasi.
Bluff: 1d20 + 27 + 2 ⇒ (4) + 27 + 2 = 33 (heroism)
"So, yeah, we're your strike force you see. You point us at danger and we take care of it. We've been waiting for you. So what's the plan?"
While chatting with him, he eyes him for information. He uses his loremaster ability to take-20 as a standard action.
Knowledge Arcana, Local, or Nature: 20 + 16 + 2 = 38 (heroism) (knowledge religion -1)
If he gets any questions, he'll wonder about DR, special defenses, and special attacks in that order.
| Clement Twice-Born |
Realizing that he isn't quite understanding what is being spoken, Clement opts to aid the conversation.
Cast Tongues.
Spells Left Today: 1st - 6/8 | 2nd - 7/8 | 3rd - 5/7 | 4th - 5/7 | 5th - 7/7 | 6th - 6/7 | 7th - 4/4
Clement arches an eyebrow and glances at Rhesus as he catches Spasi and Bibic vowing to aid Xin's armies.
Taking to a greater height, he spreads he angel wings and gestures below at those speaking and those silent-but-imposing.
"Lo, Mighty Emperor Xin! Behold before you some of Golarion's Greatest Warriors and Mages!"
Clement gestures towards Rhesus.
"See before you! Rhesus the Invincible! He-Who-Smashes-Giants! Slayer-Of-Dragons! None who have stood opposed to Rhesus have stood living after a mere thirty seconds in the face of his might!"
It is possible such grandiosity assists Spasi...
Bluff Assist: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
| GM Fanguar |
"No armies? What use are you then? My ungrateful apprentices march upon us with the might of their legions, and this is the best your pitiful tribes can be bother to send to your liege lord? Pathetic..."
"Once my glorious new body of skymetal is complete, it will awaken my army, and all will bow before my might! I shall remake my world out of the ashes of yours, and it will be glorious."
His tirade seems to tire him and he slumps in his throne, waving a dismissive hand. "Be gone from sight. If you wish to still be of use, set yourselves to guard the gates of the palace. And send in my chamberlain. I would have words with them for allowing such a disturbance."
| Bibic |
Did I learn anything at all from my ~38 knowledge check?
"No armies? What use are you then? My ungrateful apprentices march upon us with the might of their legions, and this is the best your pitiful tribes can be bother to send to your liege lord? Pathetic..."
"Once my glorious new body of skymetal is complete, it will awaken my army, and all will bow before my might! I shall remake my world out of the ashes of yours, and it will be glorious."
His tirade seems to tire him and he slumps in his throne, waving a dismissive hand. "Be gone from sight. If you wish to still be of use, set yourselves to guard the gates of the palace. And send in my chamberlain. I would have words with them for allowing such a disturbance."
"Oh yeah, armies? Oh we got tons of armies! We're just the Generals. And where did you say your new armor was?”
“Oh, and we had to kill your chamberlain because they were plotting against you. I think he was working with that rat bastad Karzoug.”
Bluff: 1d20 + 27 + 2 ⇒ (13) + 27 + 2 = 42 (heroism) to lie like a rug
Diplomacy: 1d20 + 27 + 2 ⇒ (13) + 27 + 2 = 42 (heroism) to convince him of our sincerity
| Spasi Gaten |
Spasi keeps a straight face as Bibic effectively communicates total truth, not even lying one bit.
1d20 + 20 + 2 ⇒ (2) + 20 + 2 = 24 Bluff to aid
1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21 Diplomacy to aid
"Yeah, our armies are great and stuff, just for you."
1d20 + 28 + 2 ⇒ (16) + 28 + 2 = 46 Knowledge (Planes/Local?) on Xin
| Clement Twice-Born |
Clement, still aloft, flaps his angel wings and resists shaking his head in disbelief that Bibic would press the bold claims he is making between their possession of armies and the rationale behind dispatching the chamberlain.
Clement is basically waiting to see if we tax him into initiating violence or giving us a bone to assist in our end-game here.
| Rhesus Ghawn |
Rhesus shrugs. "Uh, Bibic Clem and me are better than any army, and Spasi here knows more about camp followers than anybody I know."
The barbarian isn't sure if they're leaving or smashing, but he follows Clem's lead.
| GM Fanguar |
@Spasi: What are you trying to figure out?
Xin scoffs, "My chamberlain is beyond reproach. They are not built for betrayal." His eyes blaze and he rises once more to his 'feet'. "Who dares to speak falsehoods in my presence."
His body seems to swell to fill the room, but before you can act, your vision begins to blur.
The palace walls around you fade, as sunlight streams through a circle of fantastic spires looming over a large courtyard. Thousands of cheering people in extravagant clothing surge forward, many with the distinctive features of ancient Thassilonians, but some looking more like Varisians or Shoanti.
A young King Xin holds a huge diamond, its inner facets gleaming with a multitude of glowing runes. His voice booms, "A seed of power is only as powerful as one who plants it!" Thunderous cheers erupt, and the man drops the gigantic diamond to the ground below. The diamond sinks into the earth, and jagged, rune-covered walls of blindingly bright crystal erupt from the earth with lightning speed. The erupting walls dampen the outside cheers, and the man stoops, ages, and burns as the hall returns to it's current decrepit state.
Ten thousand years pass in a flash, imparting all the loneliness, madness, despair, and frustration that builds in during that time. You watch from above as the island rises anew from the sea and an endless legion of clockwork soldiers march from the sea, led by a clattering shape carrying a skeleton housed in glass. You see this clockwork army dismantling Magnimar and replacing it with a new city of clockwork and crystal ruled by triumphant Xin.
The vision fades, and you find yourselves alone in the room. The throne empty, and no sign of Xin.
In the silence, there is a hiss of steam and rusty creak of metal as a few of the ancient automatons standing at attention being to reactivate.
Rhesus: 1d20 + 2 ⇒ (5) + 2 = 7
Spasi: 1d20 + 12 ⇒ (18) + 12 = 30
Bibic: 1d20 + 3 ⇒ (5) + 3 = 8
Clement: 1d20 + 0 ⇒ (9) + 0 = 9
Enemy: 1d20 + 6 ⇒ (2) + 6 = 8
Combat
30 Spasi
9 Clem
8 Bibic
8 Robots
7 Rhesus
Everyone except Rhesus is up.
| Spasi Gaten |
Re: Xin: was that actually Xin? And what kind of creature is he? How might he be kilt?
Spasi looks at the automatons and tries to think how best to deal with them.
1d20 + 30 + 2 ⇒ (8) + 30 + 2 = 40 Know (Arcana)
| Bibic |
HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Standard: Cast Haste
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 54/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 30/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors, Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (7/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (3/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (2/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (4/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
”Yeah, that’s not good.” Bibic tries to shake his head clear of the visions so he can pay attention to the battle slowly unfolding before him. He takes a 5’ step further from danger as he beings to inspire his allies and cast haste to their mutual advantage!
| Clement Twice-Born |
Round 1
HP 169/195 | AC 29 (T15/FF29)
F: +14 R: +9 W: +15
Location: Next to Rhesus (front line)
Readied Action: Swing Rod
Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Heroes Feast, Tongues, Heroism (from Bibic), Haste
**
Spells Left Today: 1st - 6/8 | 2nd - 7/8 | 3rd - 5/7 | 4th - 5/7 | 5th - 7/7 | 6th - 6/7 | 7th - 5/5 | 8th - 3/3
Channels Left Today (10d6+1 each): 8/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3
Clement glides towards Rhesus, standing shoulder-to-shoulder with the barbarian and nods towards the slowly animating devices.
"Well, not sure if that was the old man or an illusion? But I'm pretty sure we're about to break his little toys!"
Clement will ready an attack as something approaches Rhesus to give the his smashing pal flank.
Readied Action: Rod of Resolve (haste, flank): 1d20 + 14 + 2 + 2 ⇒ (10) + 14 + 2 + 2 = 28 for 1d6 + 12 ⇒ (6) + 12 = 18
| GM Fanguar |
@Spasi: They're some sort of advanced clockwork soldier. The have DR, construct traits, immunity to fire and have a weakness to lighting. Feel free to take another action, but I want to post to keep things moving while I've got the chance.
The rumbling and creaking automatons advance on Clem and Rhesus, with Clem landing a solid blow, denting some of the machine's plates. They raise ancient rune etched axes, and bring them down with terrible force.
Vital Strike vs Rhesus: 1d20 + 24 ⇒ (20) + 24 = 44 Damage: 2d12 + 14 ⇒ (1, 9) + 14 = 24
Confirm?: 1d20 + 24 ⇒ (6) + 24 = 30 Crit Damage?: 2d12 + 28 ⇒ (9, 11) + 28 = 48
Vital Strike vs Rhesus: 1d20 + 24 ⇒ (18) + 24 = 42 Damage: 2d12 + 14 ⇒ (9, 12) + 14 = 35
Vital Strike vs Clem: 1d20 + 24 ⇒ (8) + 24 = 32 Damage: 2d12 + 14 ⇒ (5, 6) + 14 = 25
Vital Strike vs Clem: 1d20 + 24 ⇒ (6) + 24 = 30 Damage: 2d12 + 14 ⇒ (9, 11) + 14 = 34
The last machine begins to glow faintly, and for a moment, you think you see the cackling face of Xin superimposed over the featureless metal of the machine.
It raises its mechanical arms and intones an arcane invocation. From its metal fingers flies 4, 2-foot wide flaming spheres, one launched towards each of you.
Ranged touch vs Spasi: 1d20 + 16 ⇒ (16) + 16 = 32 Damage: 2d6 ⇒ (2, 2) = 4
Ranged touch vs Bibic: 1d20 + 16 ⇒ (8) + 16 = 24 Damage: 2d6 ⇒ (1, 5) = 6
Ranged touch vs Clem: 1d20 + 16 ⇒ (9) + 16 = 25 Damage: 2d6 ⇒ (3, 3) = 6
Ranged touch vs Rhesus: 1d20 + 16 ⇒ (6) + 16 = 22 Damage: 2d6 ⇒ (2, 6) = 8
Each sphere explodes on impacting the target or the floor nearby, unleashing an explosion of fire. Will just assume with the exception of Rhesus and Clem, everyone is spread out enough to avoid overlap.
Fire damage Spasi: 6d6 ⇒ (5, 5, 3, 4, 4, 6) = 27
Fire damage Bibic: 6d6 ⇒ (1, 2, 3, 4, 2, 3) = 15
Fire damage Clem and Rhesus: 6d6 ⇒ (1, 1, 4, 5, 5, 6) = 22
Fire damage Clem and Rhesus: 6d6 ⇒ (4, 1, 6, 4, 6, 3) = 24
DC24 Ref saves for 1/2 damage.
The party is up.
80/93
| Bibic |
HP: 73/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Reaction: Reflex: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33 (heroism) vs DC 24 for 7hp damage
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow: 1d20 + 17 + 7 ⇒ (5) + 17 + 7 = 29 (PB, haste, hero, inspire) damage: 2d8 + 32 + 4 + 1d6 ⇒ (1, 3) + 32 + 4 + (3) = 43 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 7 ⇒ (9) + 17 + 7 = 33 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (8) + 16 + 4 + (2) = 30 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 7 ⇒ (8) + 12 + 7 = 27 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (4) + 16 + 4 + (6) = 30 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 7 ⇒ (16) + 7 + 7 = 30 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (3) + 16 + 4 + (2) = 25 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 7 ⇒ (6) + 17 + 7 = 30 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (2) + 16 + 4 + (5) = 27 (PB, inspire, sonic)
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 54/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 30/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors, Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (7/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (3/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (3/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (4/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
Knowledge Engineering, Planes: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 (heroism, Arcane +3 more) If he gets a question, he wants to know DR. Also, are any of these creatures golems? If so, thanks to his Golembane Scarab, he’ll attack that one first.
If none are golems, he’ll use adamantine arrows and attack the one hammering Rhesus, as I imagine it’s injured by my turn. If DR still applies, I have clustered shots so it only applies once per round instead of once per hit.
| Spasi Gaten |
Round 1&2
hp 131/131+16-4 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W
Back row.
Opponent:
SA: Cast Lightning Arc.
MA: Fly back, out of range, and up, as needed.
Spasi offers a Lightning Arc at the two toy soldiers on the Isle of Misfits.
15d6 ⇒ (2, 5, 2, 3, 4, 4, 3, 6, 3, 2, 4, 1, 3, 4, 4) = 50 Lightning vs. DC 24 to save for half
And again, because he's feeling lazy.
15d6 ⇒ (1, 5, 6, 6, 4, 6, 2, 4, 2, 3, 6, 5, 2, 4, 6) = 62 Lightning vs. DC 24 to save for half
7th 0/5 (Banish*0(DC30),SMVII*0,GTele*0)
6th 1/7 (ChainLight*0(DC25),Disintigrate*0,TruSee*1,GrDispMag*0)
5th: 3/8 (Lightning Arc*2 (DC24),LifBub*0, Overland*1,Echolocation*0, TePort*0,WallForce*0) DC 23
4th: 1/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 2/8 (See Invis (ext)*0,fireball*0,Haste*0,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 2/15 (MageArmor*1,Snowball*0,MMissile*1,Vanish*0,Grease*0)
Wand of Magic Missile 21/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used
Haste Round 1/15: +1 to all the things. You know what to do.
| Clement Twice-Born |
Round 2
HP 110/195 | AC 29 (T15/FF29) -59 +44 chan +49 megaform -RhesusTBD
MegaClem 202/243 -RhesusTBD
F: +14 R: +9 W: +15
Location: Near some golems
StdAct: Divine Vessel
Swift: Quick Channel
Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Heroes Feast, Tongues, Heroism (from Bibic), Haste, Resist Fire 30
**
Spells Left Today: 1st - 6/8 | 2nd - 7/8 | 3rd - 5/7 | 4th - 5/7 | 5th - 7/7 | 6th - 6/7 | 7th - 5/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 6/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3
Remember the party is fire resistant from this earlier post
59 direct damage to Clem plus some incoming from Rhesus...
Clement takes a step back after the axes slash at his body.
"Alright, enough! How many times am I going to be cut up this year?!"
Cast Divine Vessel to become SuperMegaClem (Large Sized)
+6 Str +6 Con (48hp). +3 natural AC bonus replaces the +2 from his amulet but offset by -1 from size. Spell resist 28.
Upon reaching his full size, Clement bursts with brilliant radiant celestial energy (Quick Channel) for 10d6 + 1 ⇒ (5, 5, 5, 4, 5, 5, 4, 3, 3, 4) + 1 = 44hp.
Clement gestures towards the spell-wielding XinBot for Rhesus to pounce upon.
| Rhesus Ghawn |
HP 211/211 DR 8/-, 16/lethal, fire 4
AC 35/T24/FF31
CMD 37
Fort +22, Ref +14, Will +13; +2 insight bonus vs. transmutation spells, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 33/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Flat footed AC with Crowd Control and Haste is 26 since I wasn't raging yet.
Ref DC 24: 1d20 + 13 ⇒ (7) + 13 = 20
Ref DC 24: 1d20 + 13 ⇒ (15) + 13 = 28
72-8=64/2=32R32C-5=27R37C;35-8=27/2=14R13C-5=9R18C;36R55C.
Rage Haste Power Attack Pounce on the magic casting jerk with my +5 weapon.
Attack 1: 1d20 + 32 ⇒ (13) + 32 = 45
Damage: 2d6 + 34 + 5 ⇒ (5, 6) + 34 + 5 = 50
Sonic: 1d6 ⇒ 2
Attack 2: 1d20 + 32 ⇒ (20) + 32 = 52
Damage: 2d6 + 34 + 5 ⇒ (1, 6) + 34 + 5 = 46
Sonic: 1d6 ⇒ 5
Attack 3: 1d20 + 27 ⇒ (11) + 27 = 38
Damage: 2d6 + 34 + 5 ⇒ (2, 2) + 34 + 5 = 43
Sonic: 1d6 ⇒ 1
Attack 4: 1d20 + 22 ⇒ (1) + 22 = 23
Damage: 2d6 + 34 + 5 ⇒ (3, 3) + 34 + 5 = 45
Sonic: 1d6 ⇒ 6
Attack 5: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 2d6 + 34 + 5 ⇒ (4, 2) + 34 + 5 = 45
Sonic: 1d6 ⇒ 3
Attack 2 Confirm?: 1d20 + 32 + 1 ⇒ (9) + 32 + 1 = 42
Damage: 4d6 + 68 + 10 ⇒ (2, 5, 6, 5) + 68 + 10 = 96
| GM Fanguar |
@Spasi: Don't forget Ref save to avoid fireball
@Bibic: Not golems, but adamantine arrows will by-pass DR
Ref DC24: 1d20 + 8 ⇒ (7) + 8 = 15
Ref DC24: 1d20 + 8 ⇒ (15) + 8 = 23
Ref DC24: 1d20 + 8 ⇒ (16) + 8 = 24
Ref DC24: 1d20 + 8 ⇒ (8) + 8 = 16
Bibic's arrows and Spasi' magic thin the crowd around Rhesus, leaving only one badly damaged clockwork soldier left. Ignoring it, Rhesus charges the magic wielding oddity, obliterating it in a shower of metal fragments. As it collapses in a heap, you hear the faint cackle of laughter.
AoO vs Rhesus: 1d20 + 24 ⇒ (10) + 24 = 34 Damage?: 1d12 + 14 ⇒ (12) + 14 = 26
The last automaton takes a swing at Clem, Vital strike: 1d20 + 24 ⇒ (14) + 24 = 38 Damage: 2d12 + 14 ⇒ (3, 3) + 14 = 20 before it is quickly dispatched by the party.
#loots: +1 greataxe x5
Now alone in the empty room, you have the chance to give a good once over. There are three doors along the southern wall, another to the north and one more to the west. On the floor, on the far side of the room, you find a large black square of stone that Spasi quickly detects as radiating strongly of transmutation magic.
| Spasi Gaten |
1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20 Reflex
Spasi completely evades the fireball...except that he doesn't, and takes 13 damage.
He, grumpily, re-casts False Life. He is visibly annoyed by the prospect. 1d10 + 10 ⇒ (9) + 10 = 19 temp hp
"Okay then, what to do next? Do we have to track down and kill that 'Xin' in his magical magic armor of magics?" Spasi rhetorically asks.
Spasi moves over to examine the black square of stone.
1d20 + 29 + 2 ⇒ (10) + 29 + 2 = 41 Know (Arcana)
After the stone, happy to go any direction. Probably south. Nothing ever goes south. That's right.
| Spasi Gaten |
Spasi declines to use the teleporters as he doesn’t know where they go, and so going in the direction of the doors is the better option.
”Which door, Rhese? Bibic? I like heading through the second door, myself, because that makes sense to me,” Spasi offers, but isn’t willing to go through any door first and will let others lead.
| GM Fanguar |
Middle door it is.
Rhesus pushes the onyx door, revealing the room beyond. Dozens of copper spheres float hypnotically at various heights here, each humming quietly as runes engraved on its surface flicker chaotically. Sheaves of thin, bronze plates, or the dust of their corroded remains, orbit each sphere. Runic scripts pulsate on the room's crystal walls, and several steps lead up to a podium with stilted, spiderlike legs holding a large black crystal that shimmers with a nauseating light. To the south, a curved pillar set into the wall features a single shelf on which sits a small coppery orrery, with a bright flame burning at its heart.
As you move into the room, there's a creak of ancient metal joints, as the podium quivers into motion.
Rhesus: 1d20 + 2 ⇒ (13) + 2 = 15
Spasi: 1d20 + 12 ⇒ (8) + 12 = 20
Bibic: 1d20 + 3 ⇒ (17) + 3 = 20
Clement: 1d20 + 0 ⇒ (12) + 0 = 12
Enemy: 1d20 ⇒ 8
Combat?
20 Spasi
20 Bibic
15 Rhesus
12 Clem
8 Enemy.
Before anyone asks, the spider-legged pillar appears to be some sort of animated object.
| Spasi Gaten |
1d20 + 29 + 2 ⇒ (12) + 29 + 2 = 43 Know (Arcana) - that spider thing
"A big lame spider. Should we squash it?"
Spasi pauses and will explain what he thinks about the creature, but then let Rheese or Clem or Bibs decide if they want to engage with it.
Delay until after they go, but before the monster.
| Bibic |
HP: 83/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Standard: Cast Haste
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 54/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 28/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors, Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (6/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (3/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (2/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (4/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
Bibic warms up by inspiring courage on the group as usual, and casting Haste so everyone is speedy.
| Rhesus Ghawn |
HP 175/211 DR 8/-, 16/lethal, fire 4
AC 35/T24/FF31
CMD 37
Fort +22, Ref +14, Will +13; +2 insight bonus vs. transmutation spells, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 32/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Attack: 1d20 + 32 ⇒ (12) + 32 = 44
Damage: 2d6 + 34 + 5 ⇒ (6, 3) + 34 + 5 = 48
Sonic: 1d6 ⇒ 5
Attack: 1d20 + 32 ⇒ (4) + 32 = 36
Damage: 2d6 + 34 + 5 ⇒ (5, 4) + 34 + 5 = 48
Sonic: 1d6 ⇒ 4
Attack: 1d20 + 27 ⇒ (4) + 27 = 31
Damage: 2d6 + 34 + 5 ⇒ (1, 2) + 34 + 5 = 42
Sonic: 1d6 ⇒ 5
Attack: 1d20 + 22 ⇒ (10) + 22 = 32
Damage: 2d6 + 34 + 5 ⇒ (4, 1) + 34 + 5 = 44
Sonic: 1d6 ⇒ 6
Attack: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 2d6 + 34 + 5 ⇒ (3, 5) + 34 + 5 = 47
Sonic: 1d6 ⇒ 2
| GM Fanguar |
Wheel of chance: 1d100 ⇒ 81
Rhesus rushes forward and shatters the pedestal before it has the chance to do more than rise shakily on its mechanical limbs. The crystal top goes flying, striking the floor with a dull thud. It flares briefly with a baleful light before dimming one more.
Nothing else moves in the wreckage of what must have once been an impressive repository of knowledge and even after so many millennia, treasures remain.
Amid the ruins you find 7 surviving volumes on ancient arcane theory, each worth 2,000 gp, as well as a scroll of summon monster IX and a scroll of limited wish. Investigating the crystal reveals it to be a massive black sapphire containing the bound soul of a thulgant
qlippoth, shattering the gem will release the creature.. It is worth 20,000gp.
There are also two other magic items of note that require a bit of analysis to determine their properties.
By studying a page with a successful DC 20 Linguistics check, a person can make sense o f the runes and as a full-round action can cause the runes on that page to swim together into a single shape that immediately leaps off the page to serve the user in one of three ways.
The rune can manifest as a living rune (see page 88) that serves the user for 15 rounds, as if it had been summoned via a summon monster spell.
The rune can infest and deactivate any symbol, glyph of warding, or other trap made of magical writing with a +25 Disable Device check.
The rune can also be made to float around the user's head for 10 rounds, during which time it can be used as an additional material component when casting a spell that creates magical writing. Doing so causes the spell to be cast at +1 caster level. Once a rune is activated, the page in the tome of living runes on which the rune was written goes blank. Only one rune can be active at any one time.
As a free action, a flamma horacalcum's level of illumination can be adjusted by its carrier's thought to range from the brightness of a single candle to that shed by a daylight spell. This light is considered to be from a 9th-level spell for the purposes of overcoming magical darkness. Once the flamma horacalcum is set down, it continues to radiate its last level of light.
This light bends and warps time in slight ways for its carrier, granting her a +4 bonus on all initiative checks. Three times per day, the flame can be commanded to cast a haste spell as a swift action. The carrier can also use the flame as a standard action to unleash a thin beam of fi re equivalent to a searing light. A creature hit by this effect is slowed, as per the spell, for ld4 rounds if it fails at a DC 20 Will save.
Once per week as a standard action, the user of a flamma horacalcum can blow the flame out, snuffing it entirely. This triggers a time stop effect on the user that lasts for ld4 ro unds, after which the flame reign ites. Other observers see this effect only as a brief flickering of the flame, since the duration of the time the flame was extinguished is contained wholly by the time stop effect.
In certain areas that have been subjected to powerful destructive magical effects associated with fire, the light of the flamma horacafcum reveals images from the past. These images only manifest if the device's light is at its highest setting, and what exactly is revealed can vary-the light may reveal events from only a few hours past, or it may reveal things from hundreds of centuries gone.
| Spasi Gaten |
Spasi will spellcraft the s~*# out of the more interesting items...
1d20 + 29 + 2 ⇒ (8) + 29 + 2 = 39 Spellcraft
1d20 + 29 + 2 ⇒ (14) + 29 + 2 = 45 Spellcraft
...and explain what he has learnt after he does.
"Holy Calistria during Fleet Week," Spasi after examining them both. "Huh, this is some quality old magickery here. The Asp...uh, the Pathfinders, will pay good money for these. I bet."
Spasi takes particular interest in the Horacalcum, which he carries. He grabs the scolls (unless Bibic wants them), and will be ready to explore further.
| Clement Twice-Born |
Clement will cast Heal to get back to full HP after "MegaClem" wears off without much fanfare.
Spells Left Today: 1st - 5/8 | 2nd - 7/8 | 3rd - 5/7 | 4th - 5/7 | 5th - 7/7 | 6th - 5/7 | 7th - 5/5 | 8th - 2/3
Clement, after having grown massive and shrunk in less than a minute shrugs at the tome and tiny flame-ball.
"Seems like useful stuff. Just in time for us to hunt down this runelord once and for all, right?"
Swift action haste 3X/day is pretty useful!
Returning to the prior chamber, Clement gestures towards the left door to the south.
Clem will top off Rhesus as well.
Cure Light (Rhesus): 1d8 + 16 ⇒ (8) + 16 = 24
| Bibic |
I'm afraid I'm not completely sure where we've been. I'd say let's start with the northernmost room and work our way clockwise until we get to something we haven't seen yet. If that makes sense.
Bibic points in the obviously best direction and follows Rhesus and Clement that way.
| Clement Twice-Born |
I believe we've only tried the center door in the south? The north door is fine next? Then return to the two doors on the south, I suppose I said "left" door earlier which could either be the western door or would be the eastern door if it was the character's "left"...
Clement flaps his angel wings and glides towards the next door, timing his arrival with Rhesus's opening of the portal.
The big main room ~ I'm unsure if it's flooded and we are all flying/swimming, or if it's a glass floor and we see all the creepy underwater stuff below?
| GM Fanguar |
You are in A8. A3 is where you encountered Xin and fought the constructs and A2 was where you fought the chamberlain. Spasi identified the structure indicated as A3a on the map as some sort of activatible transportation device to facilitate movement between levels of the palace.
@Clem: The floor of A3 is 'glass' and you can see through it. It's still flooded.
@Spasi/whomever is carrying the Flamma: Are you cranking the illumination up to the max? Or are you going to do sweeps after a room is explored (or not at all)? If just need to know when/if I should be describe what it reveals (if anything).
A5
Moving back into the main hall, you head over to investigate the door opposite you. Pushing it open, you find an elaborate banquet hall. An enormous crystal table bearing no fewer than eighteen place settings grows from the floor, as do dozens of crystalline chairs still in the slow process of reforming and repairing themselves into high-backed seats.
Gigantic glowing glyphs pulsate on the ceiling, bathing the hall in an eerie, muted blue light that casts shadows on the crystalline furniture below. Against a wall stands nearly a dozen slumped mechanical figures.
@Spasi: I assume you're running the usual detect magic sweeps. While the whole palace radiates faint transmutation magic, the ceiling of this room has an aura of a different flavor. You can try to identify it, if you wish.
| Spasi Gaten |
Spasi will be carrying the ridiculously overpowered Flamma because it pairs well with the ridiculously overpowered sihedron artifact floating around his head. Let’s say he has it on medium setting most of the time, unless he detects something interesting and then we’ll go to full power.
1d20 + 31 ⇒ (17) + 31 = 48 Arcana/Spellcraft on the transmutation auras
Spasi stops his explorations for a moment to get a handle on the Flamma and figure things out about where the party is and what they are doing here.
”Are those metal figures going to come to life or what?” Spasi asks, floating well out of reach.
1d20 + 31 ⇒ (8) + 31 = 39 Know (Arcana) - constructs?
| Clement Twice-Born |
Clement observes the dining hall from the relative safety of the main chamber.
"You know, this could have made a good place to wait while they sorted out our requested meeting..."
Sharing the same though as Spasi, Clement adds, "unless it looks like the runelord has taken up possession of one of those, how about we shut this door tight and check those others?"
Clement gestures towards the door to the west behind the throne.
"Perhaps behind his throne? That's where I'd keep the good stuff... or a secret compartment under my throne?"
As Clement glides past the throne, he gives it another closer look.
Perception (throne secrets): 1d20 + 20 + 22 ⇒ (10) + 20 + 22 = 52
| Bibic |
Bibic stands a bit to the back as well, watching Rhesus and Clement search the chamber and covering them with his bow. He stays relatively close though, so they can benefit from his inspiration should it come to that.
| GM Fanguar |
Sorry for the delay.
A5
@Spasi:The ceiling appears to be an illusion.
These constructs seem to have fared much more poorly than those in the main hall. Corrosion has seized their gears and there is little chance of them causing much of a fuss.
You do notice that the place settings on the table consist of fine crystal goblets and delicate mithral plates, bowls, and utensils. The entire set is quite well preserved, and is worth would be worth a pretty penny (18,000 gp in all.)
A3
@Clem:There does not appear to be anything special about the throne.
Who's in the dining room?
| Spasi Gaten |
”The ceilings might be illusions, I think,” Spasi explains. ”But that’s weird because on one hand I think it’s transmutation magics, but illusions usually fall under a different type…that is, illusions. It’s weird.”
Spasi continues to follow Clem and Rhese at a decent, but close, range.
| Clement Twice-Born |
I believe the dining room looked mundane other than a bunch of clockwork contraptions that would animate and attack us, so Clem returned to the throne room (with Rhesus).
Clement takes a couple steps back from the throne, having landed to examine it closer, as he overhears Spasi mention something about illusory ceilings while Bibic disappears into the dining hall to apparently loot place settings.
"Bibs is thinking about his tavern. Don't need those...
Clement pats his rod of splendor.
"My settings just conjure themselves and clean themselves up after we feast."
Clement takes a couple steps for a change of pace alongside Rhesus to observe from the main hall as Bibic gathers the items up, staying alert given the strange ceiling.
"Is it just something fancy that a runelord would want? Customize the sky so he can feel like he's eating outside? I still don't understand why we couldn't have been asked to wait here if they have something nice like that.."
| GM Fanguar |
As Bibic is filching the table settings, a beam of searing light streaks down towards him from above:
Ranged touch attack: 1d20 + 19 ⇒ (9) + 19 = 28 Damage?: 10d6 ⇒ (2, 1, 4, 3, 4, 1, 6, 3, 2, 4) = 30
Rhesus: 1d20 + 2 ⇒ (8) + 2 = 10
Spasi: 1d20 + 12 ⇒ (12) + 12 = 24
Bibic: 1d20 + 3 ⇒ (16) + 3 = 19
Clement: 1d20 + 0 ⇒ (16) + 0 = 16
Enemy: 1d20 + 5 ⇒ (13) + 5 = 18
Combat
24 Spasi
19 Bibic
18 Baddies
16 Clem
10 Rhesus
Bibic and Spasi can act
| Bibic |
HP: 83/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Standard: Cure Serious Wounds CSW: 3d8 + 15 ⇒ (4, 7, 4) + 15 = 30
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 54/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 27/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors, Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (6/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (3/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (1/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (4/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
Bibic warms up by inspiring courage on the group as usual, and trying to figure out who or what is shooting at him as he heals some of the damage.
Perception: 1d20 + 28 + 2 ⇒ (11) + 28 + 2 = 41 (heroism)