GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

HP 176/191

Clement winces as Rhesus's hammer crushes the last of their foes and the half-angel can't help but wonder if everything lurking in the runelord's fortress is going to require such a slaughter at their hands.

Briefly considering magical aid so he can keep an eye on Invisi-Spasi, Clement paddles ahead to the faint arch to the north, beckoning Rhesus to follow.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic follows immediately behind the front line, knowing his range is really limited. He relies on his 40' echolocation to supplement his eyes in the murky water.


Making your way through the arc, you enter the next room. A jagged, puckered scar mars the otherwise exquisite floor of this large chamber, as if the palace had covered some great rift with a crystal scab. Debris litters the floor—weapons in ancient styles, wasp-waisted shields, and the parts and limbs of great iron constructs—marking this place as some sort of armory.

Standing amid the wreckage is a iron golem of exquisite craftsmanship. It stands at attention, but does not respond to your entrance into the chamber.

Dozens of ruined weapons in various stages of corrosion litter the floor here, but amid the ruins you pick out several auras indicating finer weapons that have survived the passage of time. After diligent shifting and magical identification you survey your finds. #Lootz:+2 axiomatic noqual flail, a +1 dancing horacalcum rapier, and a +5 adamantine longsword.

In addition, poking about you find one other object of interest, an iron golem manual, somehow unaffected by the sea water.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Wow, sweet lootz.

Horacalcum:

The rarest of the known skymetals, this dull, coppery substance warps time around it, making things seem to speed up or slow down. Almost never found in amounts greater than a pound, horacalcum is the same weight and density as steel, but is much more durable. A weapon made of horacalcum gains a +1 circumstance bonus on attack rolls (ammunition can be made of horacalcum, but doesn’t grant any bonus on attack rolls). An entire suit of armor made from this metal is fantastically expensive, but since a suit of horacalcum armor simultaneously allows its wearer to perceive time at a slower rate (and thus react more quickly), some consider the cost justifiable. A suit of light horacalcum armor grants a +1 bonus on Initiative checks, medium horacalcum armor grants a +2 bonus on Initiative checks, and heavy horacalcum armor grants a +3 bonus on Initiative checks. Weapons and armor made of horacalcum are always of masterwork quality—the masterwork cost is included in the prices given below.

Spasi lets others pick over the armaments while he quietly bags the nice tome.

"I guess we go south now?"


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic nods and starts walking south in the murky water, staying close to the front lines.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement glances ahead as the group scoops up the items and shoves them into their haversacks.

"I guess this stuff here in the armory was just sitting here when Xin's fortress got sucked into the sea and has sat here since?"

We don't have a map for this level right? We just know there are north and south areas off the main underground area?

Seeing no further areas to explore beyond the armory, Clement paddles back towards the main chamber and the south along with Rhesus.


@Clem: Yup no map. I'm cutting out some stuff that doesn't really make sense and just serves to pad the adventure, and the map would just confuse things. So just the main room with two exits, one to the north (checked) and on remaining to the south.

The incomplete brass bones of dozens of clockwork soldiers litter this floor, below the massive chassis of an eel-like clockwork creature suspended from the ceiling by arcs of magical force. Everywhere are strange metal contraptions illuminated by the pulsating blue glow of glyph-inscribed walls. Eerie shadows dance on the wall as crabs clamber over the incomplete clockworks, and the beady eyes of eels peer from
between the wreckage of this assembly line.

As you enter, the room glows and shimmers, blurring into another vision from the ancient past. Amid the overbearing heat of forges burning with white-hot fire, Xin wipes grime from his brow, his robes pulled back to expose a sinewy frame smeared with soot. Eldritch words of creation flow from his mouth and take on physical form as glowing runes, which float gently down to settle on seven shards of metal held aloft by seven young apprentices. These seven apprentices move closer, mouthing their own words of power, each exchanging glances of jealousy and resentment. Xin staggers, grimacing with pain, as power flows from the emperor like ectoplasmic fire and enters the seven shards as they are brought closer together. With each step, more power is drawn from the weakening emperor, seemingly to the delight of his apprentices, who draw ever closer to assemble the pieces. With a final step, the seven shards join in a blinding flash, a pulse of arcane fire that throws back the apprentices and scatters the anvils and skymetal molds used in the Sihedron's forging.

The figures fade, and the room returns to normal, but the faint glow remains. It coalesces around the chassis of the massive clockwork eel dangling above you, which begins to twist and writhe, as the Xin's mad cackling rings out in your ears.

Initiative:

Rhesus: 1d20 + 2 ⇒ (16) + 2 = 18
Spasi: 1d20 + 12 ⇒ (9) + 12 = 21
Bibic: 1d20 + 3 ⇒ (18) + 3 = 21
Clement: 1d20 + 0 ⇒ (13) + 0 = 13
Enemy: 1d20 + 10 ⇒ (7) + 10 = 17

Combat
21 Spasi
21 Bibic
18 Rhesus
17 Baddy
13 Clem.

Spasi, Rhesus and Bibic are up.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

1d20 + 29 + 2 ⇒ (7) + 29 + 2 = 38 Know (Arcana)

”What is that? Some sort of massive clockwork eel?” Spasi says as he casts Haste on the party and moves back 30’.

Round 1/17: +1 to all the things, you know the deal.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 205/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +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: 26/39
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 1: 1d20 + 26 ⇒ (9) + 26 = 35
Damage: 2d6 + 31 ⇒ (1, 2) + 31 = 34

Attack Haste: 1d20 + 26 ⇒ (11) + 26 = 37
Damage: 2d6 + 31 ⇒ (2, 5) + 31 = 38

Attack 2: 1d20 + 21 ⇒ (4) + 21 = 25
Damage: 2d6 + 31 ⇒ (4, 4) + 31 = 39

Attack 3: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 2d6 + 31 ⇒ (1, 5) + 31 = 37

Attack 4: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 2d6 + 31 ⇒ (2, 6) + 31 = 39


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Move: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Move: Move to just behind Rhesus.

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m), Air Bubble
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 38/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 15/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 18/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), 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) (4/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (1/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
- - -

Bibic begins to boost his allies as he moves up just behind Rhesus so as to get close to the action for his archery. He can’t wait for dry land again…

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


Sorry for the delay. Had a couple of things come up.

@Spasi: Superficially, it looks like an incomplete version of the clockwork eels that you fought following the tsunami, but the glowing is more reminiscent of the overcharged clockwork soldier you fought earlier that was slinging spells.

Rhesus's hammer clanks a couple of times against the resilient frame of the clockwork monstrosity, leaving a few dents. It retaliates in kind:

bite vs Rhesus: 1d20 + 31 ⇒ (3) + 31 = 34 Damage: 2d6 + 17 ⇒ (6, 6) + 17 = 29
Slam vs Rhesus: 1d20 + 31 ⇒ (15) + 31 = 46 Damage: 1d8 + 17 ⇒ (2) + 17 = 19
Slam vs Rhesus: 1d20 + 31 ⇒ (1) + 31 = 32

Party is up.

DM:

174/224
AC34


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2

hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Magic Missile
MA: Stay back, well out of the way.

Spasi casts a nice magic missile at the clockwork.

5d4 + 5 ⇒ (1, 3, 3, 4, 1) + 5 = 17 force damage
Wand of Magic Missile 16/50 CL 9 left

Spellz:

8th 1/4 (Sunburst*1, DC 27 Reflex)
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: 2/8 (Gr Invis*1, 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: 3/15 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0,Grease*0)

Wand of Magic Missile 17/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Sihedron Artifact

Haste Round 1/15: +1 to all the things. You know what to do.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 22 (PB, haste, hero, inspire, water) damage: 2d8 + 32 + 4 + 1d6 ⇒ (8, 2) + 32 + 4 + (4) = 50 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37 (PB, haste, hero, inspire, water) damage: 1d8 + 16 + 4 + 1d6 ⇒ (5) + 16 + 4 + (5) = 30 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21 (PB, haste, hero, inspire, water) damage: 1d8 + 16 + 4 + 1d6 ⇒ (1) + 16 + 4 + (4) = 25 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24 (PB, haste, hero, inspire, water) damage: 1d8 + 16 + 4 + 1d6 ⇒ (5) + 16 + 4 + (1) = 26 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21 (PB, haste, hero, inspire, water) damage: 1d8 + 16 + 4 + 1d6 ⇒ (5) + 16 + 4 + (5) = 30 (PB, inspire, sonic)

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m), Air Bubble
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 38/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 15/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 18/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), 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) (4/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (1/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
- - -

Totally cool - it happens.

Bibic, finally in position, and continuing to inspire, fires a volley at the monstrosity.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)

I took off for underwater combat.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP 181/195 - Rhesus TBD | AC 29 (T15/FF29) - F: +14 R: +9 W: +15
Location: Front Row
Action: Swing Rod

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 4/7 | 4th - 3/7 | 5th - 6/7 | 6th - 3/7 | 7th - 4/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 5/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

Without much to do other than pound away against the clockwork construct alongside Rhesus, Clement swings his rod and hopes to knock a few panels or whats-it-izmos loose.

Rod of Resolve #1 (flank, inspire, haste): 1d20 + 14 + 2 + 3 ⇒ (11) + 14 + 2 + 3 = 30 for 1d6 + 14 + 3 ⇒ (2) + 14 + 3 = 19 + 1d6 ⇒ 1 sonic
Rod of Resolve #2 (flank, inspire, haste): 1d20 + 9 + 2 + 3 ⇒ (16) + 9 + 2 + 3 = 30 for 1d6 + 14 + 3 ⇒ (4) + 14 + 3 = 21 + 1d6 ⇒ 3 sonic
Rod of Resolve #3 (flank, inspire, haste): 1d20 + 4 + 2 + 3 ⇒ (18) + 4 + 2 + 3 = 27 for 1d6 + 14 + 3 ⇒ (1) + 14 + 3 = 18 + 1d6 ⇒ 6 sonic

Rod of Resolve Bonus (flank, inspire, haste): 1d20 + 14 + 2 + 3 ⇒ (7) + 14 + 2 + 3 = 26 for 1d6 + 14 + 3 ⇒ (2) + 14 + 3 = 19 + 1d6 ⇒ 2 sonic


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 205/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +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: 26/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

29-8=21/2=11R10C-5=6R15C;19-8=11/2=6R5C-5=1R10C.7R25C.

Attack 1: 1d20 + 26 ⇒ (3) + 26 = 29
Damage: 2d6 + 31 ⇒ (3, 3) + 31 = 37

Attack Haste: 1d20 + 26 ⇒ (12) + 26 = 38
Damage: 2d6 + 31 ⇒ (6, 3) + 31 = 40

Attack 2: 1d20 + 21 ⇒ (5) + 21 = 26
Damage: 2d6 + 31 ⇒ (2, 5) + 31 = 38

Attack 3: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 2d6 + 31 ⇒ (4, 1) + 31 = 36

Attack 4: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 2d6 + 31 ⇒ (3, 6) + 31 = 40


The creature proves quite resilient, deflecting most of your blows, but you keep chipping away at it.

As Xin's laughter cackles madly in your ears, the construct continues to thrash at Rhesus.

bite vs Rhesus: 1d20 + 31 ⇒ (8) + 31 = 39 Damage?: 2d6 + 17 ⇒ (6, 6) + 17 = 29
Slam vs Rhesus: 1d20 + 31 ⇒ (8) + 31 = 39 Damage?: 1d8 + 17 ⇒ (4) + 17 = 21
Slam vs Rhesus: 1d20 + 31 ⇒ (15) + 31 = 46 Damage?: 1d8 + 17 ⇒ (3) + 17 = 20

Party is up

DM:
97/224
AC34


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2

hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Magic Missile
MA: Stay back, well out of the way.

”Ugh. Why is Xin’s laughter roiling in my head?”

Spasi casts a nice magic missile at the clockwork.

5d4 + 5 ⇒ (4, 4, 3, 4, 4) + 5 = 24 force damage
Wand of Magic Missile 14/50 CL 9 left

Spellz:

8th 1/4 (Sunburst*1, DC 27 Reflex)
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: 2/8 (Gr Invis*1, 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: 3/15 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0,Grease*0)

Wand of Magic Missile 17/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Sihedron Artifact

Haste Round 1/15: +1 to all the things. You know what to do.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23 (PB, haste, hero, inspire, water) damage: 2d8 + 32 + 4 + 1d6 ⇒ (3, 4) + 32 + 4 + (4) = 47 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24 (PB, haste, hero, inspire, water) damage: 1d8 + 16 + 4 + 1d6 ⇒ (5) + 16 + 4 + (1) = 26 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30 (PB, haste, hero, inspire, water) damage: 1d8 + 16 + 4 + 1d6 ⇒ (3) + 16 + 4 + (3) = 26 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 (PB, haste, hero, inspire, water) damage: 1d8 + 16 + 4 + 1d6 ⇒ (1) + 16 + 4 + (6) = 27 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 1 ⇒ (7) + 17 + 1 = 25 (PB, haste, hero, inspire, water) damage: 1d8 + 16 + 4 + 1d6 ⇒ (7) + 16 + 4 + (3) = 30 (PB, inspire, sonic)

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m), Air Bubble
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 38/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 15/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 18/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), 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) (4/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (1/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
- - -

Spasi Gaten wrote:
”Ugh. Why is Xin’s laughter roiling in my head?”

"I dunno..." Bibic shouts between arrows, "But it's annoying!"

Bibic, in position, and continuing to inspire, fires a volley at the monstrosity.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)

I took off for underwater combat.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2
HP 156/195 - Rhesus TBD | AC 29 (T15/FF29) - F: +14 R: +9 W: +15
Location: Front Row
Action: Swing Rod

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 4/7 | 4th - 3/7 | 5th - 6/7 | 6th - 3/7 | 7th - 4/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 5/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

Clement pays little heed to the minor injuries he is sustaining through his shared bond with Rhesus and continues to swing his rod to his best ability to whittle away the robo-eel.

Rod of Resolve #1 (flank, inspire, haste): 1d20 + 14 + 2 + 3 ⇒ (12) + 14 + 2 + 3 = 31 for 1d6 + 14 + 3 ⇒ (2) + 14 + 3 = 19 + 1d6 ⇒ 6 sonic
Rod of Resolve #2 (flank, inspire, haste): 1d20 + 9 + 2 + 3 ⇒ (14) + 9 + 2 + 3 = 28 for 1d6 + 14 + 3 ⇒ (5) + 14 + 3 = 22 + 1d6 ⇒ 6 sonic
Rod of Resolve #3 (flank, inspire, haste): 1d20 + 4 + 2 + 3 ⇒ (8) + 4 + 2 + 3 = 17 for 1d6 + 14 + 3 ⇒ (2) + 14 + 3 = 19 + 1d6 ⇒ 1 sonic

Rod of Resolve Bonus (flank, inspire, haste): 1d20 + 14 + 2 + 3 ⇒ (6) + 14 + 2 + 3 = 25 for 1d6 + 14 + 3 ⇒ (2) + 14 + 3 = 19 + 1d6 ⇒ 6 sonic


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 190/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +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: 26/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

29-8=21/2=11R10C-5=6R15C;21-8=13/2=7R6C-5=2R11C;20-8=12/2=6R6C-5=1R11C.9R32 C.

Attack 1: 1d20 + 26 + 2 ⇒ (8) + 26 + 2 = 36
Damage: 2d6 + 31 ⇒ (2, 4) + 31 = 37
Sonic: 1d6 ⇒ 6

Attack Haste: 1d20 + 26 + 2 ⇒ (12) + 26 + 2 = 40
Damage: 2d6 + 31 ⇒ (3, 2) + 31 = 36
Sonic: 1d6 ⇒ 1

Attack 2: 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33
Damage: 2d6 + 31 ⇒ (3, 3) + 31 = 37
Sonic: 1d6 ⇒ 3

Attack 3: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35
Damage: 2d6 + 31 ⇒ (3, 4) + 31 = 38
Sonic: 1d6 ⇒ 6

Attack 4: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Damage: 2d6 + 31 ⇒ (4, 2) + 31 = 37
Sonic: 1d6 ⇒ 6


The party continues to press the attack, knocking free pieces of ancient construct blow by blow. With under the final blows of Rhesus' mighty hammer, the construct breaks apart, tumbling to lie amid the other wreckage of the room. As the it does, the glow that infused it fades and a wail of anguish echoes through the chamber.

Mixed within the mundane detritus of the room, you find several items of note.

#Lootz: +2 construct-bane battleaxe, a suit of +3 full plate with +3 armor spikes, and a lion's shield

With little else of interest to be found, you make your way back out of the murky depths and reconfigure magical stairwell to rise upwards. Making any last minute preparations, you head towards the upper levels of the palace.

You emerge into a grand hall of the same dimension of the main hall below. Inert constructs of all shapes and sizes stand on display, filling the hall. Each specimen is more complicated and intricate than the last, and their varied archaic styles hint that these constructs were not a single person's creations, but rather a collection of multiple creators' works. Large doors sit at the far east and west of the hall, while smaller arched doorways line the lengths of the north and south walls.

Map updated.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Are we still underwater?

Bibic follows the front line as the group ascends to the upper levels. He'll suggest trying the smaller doors first, but has no preference as to which one. The closest he supposes.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

What # on the map are we?

Thankful he is not holding his breath, Spasi will examine the constructs from a safe distance.

1d20 + 29 ⇒ (16) + 29 = 45 Know (Arcana)


@Bibic: Nope.

@Spasi: C1, the red circle represents the stairs. The constructs appear to be iron golems of various construction. Before each is a small glowing plaque that appears to list the creators name and the date of creation in some ancient, forgotten calendar. While some appear to be completely inert, your examination reveals that the majority appear to be functional, though unresponsive.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Auto aid knowledge arcana for Spasi if possible.

"So can we activate them and use them? Or are they going to wake up and attack us?"


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Down to 124hp.

Cure Serious x2: 6d8 + 32 ⇒ (8, 1, 8, 7, 8, 6) + 32 = 70
Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 2/7 | 4th - 3/7 | 5th - 6/7 | 6th - 3/7 | 7th - 4/5 | 8th - 2/3

To 194.

Recovering some of his lost stamina, Clement rests his wings as he takes a couple steps in the large hall and peers at the golems and eight doorways that they could choose to investigate further.

"If this is some sort of workshop, maybe the controls would be in the side doors? We don't have much else to explore, right? I'm guessing these bigger doors lead to a way up?"

We don't have anywhere else that we're aware of, right? We were in the main level, went down and essentially fully explored that and are now making our way to the upper levels?

Clement nudges Rhesus towards a smaller door near where they exited the stairs.

C3


Sorry for the delay folks, definitely been running on summer time lately.

@Bibic: With the proper activation knowledge you could theoretically activate them. As for them activating and attacking you, it would depend on what their last instructions, if any, were.

C3

Rhesus pushes open the door revealing an ancient laboratory filled with brass gurneys tumbled in tattered disarray. Crystal globes filled with bubbling liquids still bob against the ceiling, and the smears of broken runes drawn in phosphorescent inks flicker with a dying light on the chamber's floor. Several lifelike statues, each dressed in intricate robes and wielding long-handled hooks, are scattered in pieces across the floor, their faces carved in horrific grimaces.

Clinging to the cieling above (15 feet) is a massive metalic spider, that hisses mechanically at your appearance. It's a Retriever.

Initiative:

Rhesus: 1d20 + 2 ⇒ (16) + 2 = 18
Spasi: 1d20 + 12 ⇒ (13) + 12 = 25
Bibic: 1d20 + 3 ⇒ (20) + 3 = 23
Clement: 1d20 + 0 ⇒ (16) + 0 = 16
Enemy: 1d20 + 9 ⇒ (4) + 9 = 13

Combat

Everyone beat its initiative, so you are all up.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Upon entering, Clement gestures towards the liquid-filled globes.

"How long do you think that stuff's been bubbling, Spasi? Fresh experiments or a century of... OH, SPIDER."

His angel wings fluttering as Clement considers taking flight, he instead forms a protective line in front of Bibic and nudges Rhesus to do the same.

"Might as well make it come to us, right?"

Assuming the group does indeed do so, Clement readies to pound the spider once it approaches him and Rhesus (to in reality stop their howitzer-elf).

Readied Action:

Rod of Resolve #1 (power atk): 1d20 + 14 ⇒ (18) + 14 = 32 for 1d6 + 14 + 3 ⇒ (2) + 14 + 3 = 19


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

I think we're still underwater, but let me know if that's not the case. It makes a big difference in my action.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 190/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +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: 26/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

Rhesus readies an attack for when it closes.

Attack: 1d20 + 26 ⇒ (20) + 26 = 46
Damage: 2d6 + 31 ⇒ (2, 3) + 31 = 36

Crit Confirm: 1d20 + 26 + 1 ⇒ (14) + 26 + 1 = 41
Additional Damage: 4d6 + 62 ⇒ (1, 5, 6, 6) + 62 = 80


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1

hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Haste
MA: Stay back, well out of the way.

1d20 + 29 + 2 ⇒ (15) + 29 + 2 = 46 Know (Arcana) DRs? Special attacks?

”Oh, I dunno, Clem. Maybe since the Starfall? So…about 7 thousand years or so? I forget the exact dates. Oh, that looks like a retriever, don’t it?”

Spasi casts Haste and backs out of the way.

Haste Round 1/17: +1 to all the things. You know what to do.

Spellz:

8th 1/4 (Sunburst*1, DC 27 Reflex)
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: 2/8 (Gr Invis*1, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 4/8 (See Invis (ext)*0,fireball*0,Haste*2,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 3/15 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0,Grease*0)

Wand of Magic Missile 17/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Sihedron Artifact

Haste Round 1/17: +1 to all the things. You know what to do.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

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: Longbow: 1d20 + 19 + 7 ⇒ (3) + 19 + 7 = 29 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (8) + 16 + 4 + (5) = 33 (PB, inspire, sonic)

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m), Air Bubble, Hasted
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 53/54
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 = 17/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), 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) (4/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (1/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
- - -

Bibic begins inspiring courage, and either swims into position - if we’re underwater - behind Rhesus, or takes a single shot (as rolled above) - if we’re above water.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


@Bibic: No you are not still underwater.

@Spasi: You know all the things about it. Retriever. This particular one has a couple of xin related templates that buff it up though.

Bibic's arrow slams in, causing significant damage to the construct. The creature does not move, but a coloured beam of light launches from one of it's eyes towards Clem:

Ranged touch vs Clem: 1d20 + 20 ⇒ (5) + 20 = 25 If hit, make a DC 23 Fort save, or you are turned to stone.

It remains on the ceiling above.

Party is up.

Dm stuff:

194/227


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow: 1d20 + 17 + 7 ⇒ (8) + 17 + 7 = 32 (PB, haste, hero, inspire) damage: 2d8 + 32 + 4 + 1d6 ⇒ (2, 3) + 32 + 4 + (1) = 42 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 7 ⇒ (3) + 17 + 7 = 27 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (7) + 16 + 4 + (4) = 31 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 7 ⇒ (9) + 12 + 7 = 28 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (1) + 16 + 4 + (2) = 23 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 7 ⇒ (12) + 7 + 7 = 26 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (4) + 16 + 4 + (6) = 30 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 7 ⇒ (6) + 17 + 7 = 30 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (3) + 16 + 4 + (4) = 27 (PB, inspire, sonic)

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m), Air Bubble, Hasted
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 53/54
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 = 17/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), 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) (4/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (1/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
- - -

Bibic, happy at last to be out of the water, sends up his usual barrage against the creature.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)

I took off for underwater combat.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1

hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Disintigrate
MA: Stay back, well out of the way.

Spasi keeps an eye on the spidery foe, thinking about how best to deal with it. He decides to cast Disintigrate on the foe and stay out of trouble.

1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 touch to hit;
16d6 ⇒ (5, 6, 5, 1, 1, 1, 6, 6, 4, 6, 6, 2, 3, 1, 1, 1) = 55 damage vs. DC25 fort or 5d6 ⇒ (4, 2, 4, 1, 2) = 13 damage
1d20 + 20 ⇒ (19) + 20 = 39 SR

Haste Round 2/17: +1 to all the things. You know what to do.

Spellz:

8th 1/4 (Sunburst*1, DC 27 Reflex)
7th 0/5 (Banish*0(DC30),SMVII*0,GTele*0)
6th 2/7 (ChainLight*0(DC25),Disintigrate*1,TruSee*1,GrDispMag*0)
5th: 4/8 (Lightning Arc*2 (DC24),LifBub*1, Overland*1,Echolocation*0, TePort*0,WallForce*0) DC 23
4th: 2/8 (Gr Invis*1, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 4/8 (See Invis (ext)*0,fireball*0,Haste*2,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 3/15 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0,Grease*0)

Wand of Magic Missile 17/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Sihedron Artifact

Haste Round 1/17: +1 to all the things. You know what to do.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2
HP 194/195 | AC 29 (T15/FF29) - F: +14 R: +9 W: +15
Location: Front Row
Action: Fly up to it and swing

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 2/7 | 4th - 3/7 | 5th - 6/7 | 6th - 3/7 | 7th - 4/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 5/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

"A retriever? So does that mean the strategy of us waiting for it to..."

Clement winces as the yellow-tinged beam engulfs him, his angel wings reflexively attempting to form a cocoon against the assault.

Fort: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32

"Hey! Okay, so it has beams of badness! What did that even do? Err, shoot it faster Bibic!"

Taking flight, Clement soars up at the creature seeing as it is likely to just shoot beams at him if he waits.

Rod of Resolve #1 (charge, inspire, haste): 1d20 + 14 + 2 + 3 + 1 ⇒ (13) + 14 + 2 + 3 + 1 = 33 for 1d6 + 14 + 3 ⇒ (2) + 14 + 3 = 19 + 1d6 ⇒ 6 sonic


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 190/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +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: 26/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

Rhesus is sad he didn't get to squish the spider.

"Uh...not sure how I can get to it from here? Maybe we can shoot it down? HEY, COME DOWN HERE!"


Weapons and spells strike at the construct, knocking loose nuts and bolts, but the creature remains functional.

With the Clem within reach, the creature lashes out:

Bite vs Clem: 1d20 + 23 ⇒ (14) + 23 = 37 Damage?: 1d8 + 8 ⇒ (3) + 8 = 11
Claw 1 vs Clem: 1d20 + 23 ⇒ (14) + 23 = 37 Damage?: 2d6 + 8 ⇒ (6, 3) + 8 = 17
Confirm?: 1d20 + 23 ⇒ (20) + 23 = 43 Crit damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17
Claw 2 vs Clem: 1d20 + 23 ⇒ (12) + 23 = 35 Damage?: 2d6 + 8 ⇒ (4, 5) + 8 = 17
Claw 3 vs Clem: 1d20 + 23 ⇒ (9) + 23 = 32 Damage?: 2d6 + 8 ⇒ (6, 5) + 8 = 19
Claw 4 vs Clem: 1d20 + 23 ⇒ (19) + 23 = 42 Damage?: 2d6 + 8 ⇒ (1, 4) + 8 = 13
Confirm?: 1d20 + 23 ⇒ (5) + 23 = 28 Crit damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12

Everyone is up.

Dm:

Dm stuff:
124/227


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow: 1d20 + 17 + 7 ⇒ (6) + 17 + 7 = 30 (PB, haste, hero, inspire) damage: 2d8 + 32 + 4 + 1d6 ⇒ (6, 8) + 32 + 4 + (6) = 56 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 7 ⇒ (9) + 17 + 7 = 33 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (4) + 16 + 4 + (3) = 27 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 7 ⇒ (15) + 12 + 7 = 34 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (5) + 16 + 4 + (5) = 30 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 7 ⇒ (1) + 7 + 7 = 15 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (2) + 16 + 4 + (5) = 27 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 7 ⇒ (6) + 17 + 7 = 30 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (6) + 16 + 4 + (3) = 29 (PB, inspire, sonic)

Conditions:
Heroism (1/300m), Protection from Evil (4/12m), Resist Fire (30), Echolocation (40’, 1/160m), Air Bubble, Hasted
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 41/54
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 = 14/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors(0), 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) (4/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (0/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (1/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
- - -

Bibic continues with another volley airborne!

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi delays slightly, hoping that others will bring the beast down. Or something good might happen. Something.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 3
HP 88/195 | AC 29 (T15/FF29) - F: +14 R: +9 W: +15
Location: Back Row
Action: Withdraw

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
Spells Left Today: 1st - 4/8 | 2nd - 3/8 | 3rd - 2/7 | 4th - 3/7 | 5th - 6/7 | 6th - 3/7 | 7th - 4/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 5/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

Those all hit and all those crits confirm.

"Ow! OWWW! Why does this hurt more than when I share cuts with Rhesus?"

Glancing over his shoulder, Clement realizes that Rhesus isn't even nearby but instead shouting from the ground.

Gliding back down, he lands behind the barbarian and licks his wounds.

Withdraw after taking 106 damage.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 190/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +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: 26/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

Rhesus isn't sure why Clem is licking him, but he pulls out his longbow since the spider isn't coming down.

Attack: 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 1d8 + 12 ⇒ (5) + 12 = 17


Though thoroughly mauling Clem, the creature just cannot withstand the continued barrage of missile fire sent its way, and it tumbles with a clatter from the ceiling to lie still amid the wreckage of the room.

Combat over

Poking about, you discover a single wooden coffer that seems to have weathered the passage of time quite well. Inside you find 20,000
gp worth of rare incense usable for the casting of Gate spells, along with three vials of unguent of timelessness and a rod of withering.

That was room C3, where to next?


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi watches as the spider finally falls, waiting patiently for those who need healing to get it.

"Well, that was fun. I wonder if every door here is going to be as fun as that one," Spasi wonders aloud and will happily move to C4 when others are ready.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic follows along with the others to C4. "Let's hope they get easier, not harder." He grimaces knowing that's unlikely...


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement's stomach rumbles and he fishes around in his magical sack before pulling out a number of bottles.

"Thirsty..."

Use up some of these old potions.
Cure Light: 3d8 + 3 ⇒ (3, 2, 3) + 3 = 11
Cure Moderate: 2d8 + 5 ⇒ (7, 1) + 5 = 13
Cure Light (Clem; enhanced cures): 2d8 + 32 ⇒ (5, 6) + 32 = 43
Cure Moderate (Clem; enhanced cures): 2d8 + 16 ⇒ (4, 5) + 16 = 25

180/195

Spells Left Today: 1st - 2/8 | 2nd - 2/8 | 3rd - 2/7 | 4th - 3/7 | 5th - 6/7 | 6th - 3/7 | 7th - 4/5 | 8th - 2/3

Burping after quaffing three oversized flasks, Clement rubs his wounds and bruises until they all but disappear.

"Is that a.. bow? When'd you get one of those? How long have you had those arrows??"

Clement grins before walking alongside the barbarian to their next room. C4


C4

Pocketing the ancient oddments, you continue your survey of the palace. The next chamber reveals fluid-filled cylinders growing from the walls, each containing mummified husks of stunted, malformed creatures spilling forth from their cracked faces. Several canisters are toppled, with more of the shrivelled bodies spilled out before them. The vile preservative liquids have fused the dumped corpses into a disgusting, homogeneous mass.

The mass twitches and heaves in horrible mockery of life. Dozens of voices wail out in broken Thassilonian, cursing Xin, cursing life, and cursing the well formed figures of those that come to gawk at their twisted form.

Initiative:

Rhesus: 1d20 + 2 ⇒ (20) + 2 = 22
Spasi: 1d20 + 12 ⇒ (9) + 12 = 21
Bibic: 1d20 + 3 ⇒ (7) + 3 = 10
Clement: 1d20 + 0 ⇒ (13) + 0 = 13
Enemy: 1d20 + 7 ⇒ (11) + 7 = 18

Combat
22 Rhesus
21 Spasi
18 Creature
13 Clem
10 Bibic

Rhesus and Spasi are up.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus shrugs. "This? Think I've had it...for a while now? Probably since the swamp, maybe before. Pretty sure that's the first arrow I've shot from it though."

***

HP 190/211 DR 8/-, 16/lethal, fire 4
AC 34/T23(29 vs. Incorporeal)/FF31
CMD 37
Fort +20, Ref +12, Will +11; +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: 26/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

Rhesus wastes no time raging and smacking the malformed things.

Attack: 1d20 + 28 ⇒ (12) + 28 = 40
Damage: 2d6 + 31 ⇒ (4, 6) + 31 = 41

Attack: 1d20 + 23 ⇒ (6) + 23 = 29
Damage: 2d6 + 31 ⇒ (5, 2) + 31 = 38

Attack: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 2d6 + 31 ⇒ (4, 1) + 31 = 36

Attack: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 2d6 + 31 ⇒ (6, 4) + 31 = 41


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1

hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Magic Missile
MA: Stay back, well out of the way.

Spasi will move back, casting Magic Missile and keeping off the ground

5d4 + 5 ⇒ (4, 4, 2, 3, 2) + 5 = 20 force damage

Spellz:

8th 1/4 (Sunburst*1, DC 27 Reflex)
7th 0/5 (Banish*0(DC30),SMVII*0,GTele*0)
6th 1/7 (ChainLight*0(DC25),Disintigrate*0,TruSee*1,GrDispMag*0)
5th: 4/8 (Lightning Arc*2 (DC24),LifBub*1, Overland*1,Echolocation*0, TePort*0,WallForce*0) DC 23
4th: 2/8 (Gr Invis*1, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 4/8 (See Invis (ext)*0,fireball*0,Haste*2,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 4/15 (MageArmor*1,Snowball*0,MMissile*42,Vanish*0,Grease*0)

Wand of Magic Missile 17/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Sihedron Artifact

Haste Round 1/17: +1 to all the things. You know what to do.


Rhesus' blows are mostly deflected aside, as Spasi's bolts sizzle in.

The horror roars in pain, lashing out at Rhesus with it fleshy protrusions:

Slam vs Rhesus: 1d20 + 25 ⇒ (17) + 25 = 42 Damage?: 2d6 + 8 ⇒ (1, 3) + 8 = 12 If hit DC29 Fort save to avoid being poisoned.
Slam vs Rhesus: 1d20 + 25 ⇒ (7) + 25 = 32 Damage?: 2d6 + 8 ⇒ (6, 6) + 8 = 20 If hit DC29 Fort save to avoid being poisoned.
Slam vs Rhesus: 1d20 + 25 ⇒ (6) + 25 = 31 Damage?: 2d6 + 8 ⇒ (4, 2) + 8 = 14 If hit DC29 Fort save to avoid being poisoned.
Slam vs Rhesus: 1d20 + 25 ⇒ (16) + 25 = 41 Damage?: 2d6 + 8 ⇒ (5, 5) + 8 = 18 If hit DC29 Fort save to avoid being poisoned.

Poison: frequency l/minute for 6 minutes; effect sleep for 1 minute; cure 1 save.

Everyone is up.

Dm stuff:

226/287

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Balodek


Fadil Ibn-Kazar
Shadow Lodge Balodek

(2,529 posts)
Shoanti
Rhesus Ghawn

|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15
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Euan


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Painlord


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Bather
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Acrobatics: +11. Disable: +20. Perception: +14. Sleight+12/Stealth +16. F12/R17/W9. Seeker of Redemption 10
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Lem
Amiamble Piddlespot

Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

(2,006 posts)
Rohkar Cindren
Spasi Gaten

Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

(1,443 posts)

wakedown


Orcus
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(1,089 posts)
Alain
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(1,129 posts)
DM Panic

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