
Clement Twice-Born |

Round 1
HP 180/195 | AC 29 (T15/FF29) - F: +14 R: +9 W: +15
Location: Airborne
Action: Bless from Scroll
Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
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
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, having learned from experience that flying up to something like this can hurt, follows Spasi to the sky while pulling a scroll from his haversack.
"Hey, more old stuff taking up space! Bless you Rhesus, may you actually hit the blobstrosity now."
Cast Bless, +1 morale to hit, stacks with Bib's competence bonus.

Bibic |

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 + 8 ⇒ (9) + 17 + 8 = 34 (PB, haste, hero, inspire, bless) damage: 2d8 + 32 + 4 + 1d6 ⇒ (4, 2) + 32 + 4 + (5) = 47 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 8 ⇒ (8) + 17 + 8 = 33 (PB, haste, hero, inspire, bless) damage: 1d8 + 16 + 4 + 1d6 ⇒ (2) + 16 + 4 + (6) = 28 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 8 ⇒ (7) + 12 + 8 = 27 (PB, haste, hero, inspire, bless) damage: 1d8 + 16 + 4 + 1d6 ⇒ (8) + 16 + 4 + (1) = 29 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 8 ⇒ (15) + 7 + 8 = 30 (PB, haste, hero, inspire, bless) damage: 1d8 + 16 + 4 + 1d6 ⇒ (1) + 16 + 4 + (2) = 23 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 8 ⇒ (4) + 17 + 8 = 29 (PB, haste, hero, inspire, bless) damage: 1d8 + 16 + 4 + 1d6 ⇒ (7) + 16 + 4 + (2) = 29 (PB, inspire, sonic)
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 36/54
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!
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)

Spasi Gaten |

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 will move back, casting Magic Missile and keeping off the ground
5d4 + 5 ⇒ (1, 1, 2, 1, 1) + 5 = 11 force damage
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: 5/15 (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
Haste Round 1/17: +1 to all the things. You know what to do.

Rhesus Ghawn |

HP 183/211 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: 25/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
12-8=4/2=2R2C;18-8=10/2=5R5C.7R7C.
Fort DC 29: 1d20 + 20 ⇒ (6) + 20 = 26
Fort DC 29: 1d20 + 20 ⇒ (15) + 20 = 35
Attack: 1d20 + 31 ⇒ (9) + 31 = 40
Damage: 2d6 + 34 ⇒ (3, 3) + 34 = 40
Attack: 1d20 + 26 ⇒ (20) + 26 = 46
Damage: 2d6 + 34 ⇒ (5, 2) + 34 = 41
Attack: 1d20 + 21 ⇒ (2) + 21 = 23
Damage: 2d6 + 34 ⇒ (5, 3) + 34 = 42
Attack: 1d20 + 16 ⇒ (10) + 16 = 26
Damage: 2d6 + 34 ⇒ (6, 4) + 34 = 44
Attack Crit Confirm?: 1d20 + 26 + 1 ⇒ (13) + 26 + 1 = 40
Additional Damage: 4d6 + 68 ⇒ (4, 6, 5, 4) + 68 = 87

GM Fanguar |

Based the rolls, unless I'm missing something, Rhesus is asleep.
Bibic pepper the amalgamation with arrow after arrow, eliciting wails of pain and rage. Rhesus totters as vile poisons fill his veins and he falls over with a snore.
The creature trundles to envelop Rhesus and tries to encorperate is senseless form into its writhing mass. Save or die. DC29 fort.
Everyone is up.
117/287

Bibic |

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 + 8 ⇒ (1) + 17 + 8 = 26 (PB, haste, hero, inspire, bless) damage: 2d8 + 32 + 4 + 1d6 ⇒ (1, 7) + 32 + 4 + (5) = 49 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 8 ⇒ (10) + 17 + 8 = 35 (PB, haste, hero, inspire, bless) damage: 1d8 + 16 + 4 + 1d6 ⇒ (5) + 16 + 4 + (4) = 29 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 8 ⇒ (5) + 12 + 8 = 25 (PB, haste, hero, inspire, bless) damage: 1d8 + 16 + 4 + 1d6 ⇒ (4) + 16 + 4 + (3) = 27 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 8 ⇒ (4) + 7 + 8 = 19 (PB, haste, hero, inspire, bless) damage: 1d8 + 16 + 4 + 1d6 ⇒ (8) + 16 + 4 + (6) = 34 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 8 ⇒ (13) + 17 + 8 = 38 (PB, haste, hero, inspire, bless) damage: 1d8 + 16 + 4 + 1d6 ⇒ (2) + 16 + 4 + (4) = 26 (PB, inspire, sonic)
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 31/54
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 = 13/36 (+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
- - -
"Will someone wake up Rhesus and tell him we're not done yet?"
Bibic continues with another volley, though inside he fears for his friend and ally.
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)

Spasi Gaten |

Round 3
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 cast again, this time sending one nice missile right into Rhesus to goose him awake.
1d4 + 1 ⇒ (4) + 1 = 5 force @ Rhesus
4d4 + 1 ⇒ (2, 1, 4, 3) + 1 = 11 force damage
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: 6/15 (MageArmor*1,Snowball*0,MMissile*5,Vanish*0,Grease*0)
Wand of Magic Missile 17/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used
Haste Round 1/17: +1 to all the things. You know what to do.

Clement Twice-Born |

Round 2
HP 180/195 | AC 29 (T15/FF29) - F: +14 R: +9 W: +15
Location: Airborne
Action: Delay - to potentially save Rhesus
Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
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
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 watches as Rhesus disappears inside of the writing pass, cocking his head to hear the odd sound of Rhesus's snoring through the moans.
Unsure if Spasi's missile will awaken Rhesus. Clement delays to see if Rhesus needs saving, and if so will likely rush up to him and grab him with the plan to drag him away next round. He's confident Bibic will pincushion the monstrosity.

GM Fanguar |

Bibic's arrow barrage isn't quite sufficient to finish off the horror, but Spasi does manage to blast Rhesus awake. The poison is still in the system, so another save would be needed, but let's say that otherwise it's just like any other sleep effect.
The creature pummels at the Barbarian:
Slam: 1d20 + 25 ⇒ (13) + 25 = 38 Damage?: 2d6 + 8 ⇒ (2, 6) + 8 = 16
Slam: 1d20 + 25 ⇒ (6) + 25 = 31 Damage?: 2d6 + 8 ⇒ (3, 1) + 8 = 12
Slam: 1d20 + 25 ⇒ (18) + 25 = 43 Damage?: 2d6 + 8 ⇒ (4, 2) + 8 = 14
Slam: 1d20 + 25 ⇒ (3) + 25 = 28 Damage?: 2d6 + 8 ⇒ (2, 2) + 8 = 12
Severely wounded, the creature cannot withstand the next barrage that flies in and letting out one more wail of anguish, it collapses into a twitching mass of corpses. It's almost dead, so lets just hand wave it. Also, we'll just ignore the poison, since it doesn't really matter with the creature dead.
Picking through the ruins of the lab, you find that little or value remains.
Where to next. You are currently in C4

Spasi Gaten |

Spasi nods at Bibic, thinking that heading to C5 seems like the right direction. He'll do that after Rhesus has been healed.

Rhesus Ghawn |

16-8=8/2=4R4C;12-8=4/2=2R2C;14-8=6/2=3R3C;12-8=4/2=2R2C.11R11C.
Rhesus hands one of his wands over to the magically inclined, heals up, then opens the door.

Clement Twice-Born |

It's been a while since Clem's used a wand.
Nonetheless, Clem will use Rhesus's wand as he is saving his spells somewhat for the runelord battle. Just go ahead and roll for yourself, Rhesus? Clem will use a couple on himself for good measure if there are charges to spare.
CLW wand x4 (this is on Clem not Rhesus): 4d8 + 4 ⇒ (4, 1, 3, 8) + 4 = 20
189/195
Mostly recovered, Clement follows Rhesus to the next door on foot.

GM Fanguar |

Your survey of the wonders of the ancient palace are interrupted by a squeal of ancient gears cranking to life. Your continued approach to the far end of the hall has evidently triggered some ancient defence mechanism. One of the massive constructs at the end of the hall rumbles to life. A massive dragon, wreathed in scales of pale green skymetal, turns its metallic gaze towards you all. For a moment, you see Xin's face superimposed on the draconic features, before the whole construct begins to glow.
Rhesus: 1d20 + 2 ⇒ (4) + 2 = 6
Spasi: 1d20 + 12 ⇒ (6) + 12 = 18
Bibic: 1d20 + 3 ⇒ (2) + 3 = 5
Clement: 1d20 + 0 ⇒ (17) + 0 = 17
Enemy: 1d20 + 7 ⇒ (10) + 7 = 17
Combat
18 Spasi
17+ Clem
17- Dragon
6 Rhesus
5 Bibic
Spasi and Clem are up.

Spasi Gaten |

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.
”Is that a big ass metallic dragon with a Runelord’s face on it? Well, I’ll be back here…” Spasi casts Haste and moves away, but only after seeing if he can spot any cracks in the construct.
1d20 + 31 ⇒ (16) + 31 = 47 Know (Arcana) - DRs? Special attacks?
Haste Round 1/17: +1 to all the things. You know what to do.
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: 5/8 (See Invis (ext)*0,fireball*0,Haste*3,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 6/15 (MageArmor*1,Snowball*0,MMissile*5,Vanish*0,Grease*0)
Wand of Magic Missile 17/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used
Haste Round 1/17: +1 to all the things. You know what to do.

Clement Twice-Born |

Round 1
HP 189/195 | AC 29 (T15/FF29) - F: +14 R: +9 W: +15
Location: Airborne in C1
MA: Take to the sky
SA: Bless
Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Resist Fire 30, Life Bubble, Freedom of Movement
**
Spells Left Today: 1st - 1/8 | 2nd - 2/8 | 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
Looks a bit tight in C5 to go into the room to fight a clockwork dragon...
Seeing little benefit to enter a room with a skymetal dragongolem, Clem flaps his wings and takes to the air after giving Rhesus a pat on the shoulder.
"I'm sure Bibs will make quick work of it with his scarab. We may want to fan out..."
Cast Bless (Clem's not a scroll so it'll last a while and stacks with Bib's inspiration). Don't forget another +1 to hit!

GM Fanguar |

Sorry for the delay folks. It's been one of those weeks.
@Spasi: Construct traits, Appears to be made Noqual skymetal, so it will have some extra resistance to magics, doesn't like electricity. Xin glowly constructs have been extra tough so far.
The construct heaves, launching a blast of fire at Rhesus:
Fire breath: 14d6 ⇒ (5, 3, 1, 1, 3, 6, 1, 3, 6, 5, 2, 1, 4, 2) = 43 DC24 ref for 1/2 damage
Party is up.

Rhesus Ghawn |

HP 207/211 DR 8/-, 16/lethal, fire 4
AC 28/T17(29 vs. Incorporeal)/FF24
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: 25/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Ref DC 24: 1d20 + 12 ⇒ (17) + 12 = 29
22-4=18/2=9R9C-5=4R14C.
Rhesus, tickled by the fire, charges the dragon at the end of the hallway.
Rage, 120' Charge, Pounce, Reckless Abandon, Inspire, Haste, Bless. +5 Weapon.
Attack: 1d20 + 40 ⇒ (5) + 40 = 45
Damage: 2d6 + 34 + 5 ⇒ (1, 3) + 34 + 5 = 43
Attack: 1d20 + 40 ⇒ (17) + 40 = 57
Damage: 2d6 + 34 + 5 ⇒ (5, 4) + 34 + 5 = 48
Attack: 1d20 + 35 ⇒ (6) + 35 = 41
Damage: 2d6 + 34 + 5 ⇒ (2, 2) + 34 + 5 = 43
Attack: 1d20 + 30 ⇒ (6) + 30 = 36
Damage: 2d6 + 34 + 5 ⇒ (5, 2) + 34 + 5 = 46
Attack: 1d20 + 25 ⇒ (5) + 25 = 30
Damage: 2d6 + 34 + 5 ⇒ (6, 3) + 34 + 5 = 48

Spasi Gaten |

Spasi waits to see if Bibic and put a good dent in the creature before offering more of his magics.

Clement Twice-Born |

Reminder a Resist Fire 30 went up not too long ago (at least, Clem tracked a second casting of it to freshen it up).
Clement also hesitates, certain Bibic and Rhesus will dispatch a creature that he suspects would be much more challenging for him to damage.
Delay, will come out if someone is in trouble.

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: Longbow: 1d20 + 19 + 7 ⇒ (12) + 19 + 7 = 38 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (7) + 16 + 4 + (4) = 31 (PB, inspire, sonic)
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 31/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 15/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 13/36 (+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 lets loose a quick arrow at the construct. He’ll use his adamantine blanch to see if that overcomes his enemies DR. (I also have the golem amulet)
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)

GM Fanguar |

Rhesus brings the boom, wailing on construct. Plates shift, shafts bend and an aweful grinding noise begins to emerge from the machine. A flicker of arcane energy begins to dance along it frame and with a resounding BOOM the whole thing explodes.
Fire damage: 20d8 ⇒ (1, 4, 1, 5, 5, 2, 1, 1, 6, 1, 7, 6, 4, 5, 2, 1, 7, 7, 4, 6) = 76 Within 20 feet, so probably just Rhesus. No save.
The volatile skymetals that powered the creation billow out to fill the room, exposing all to their noxious effects. DC18 Fort or suffer from Abysium poisoning (details to follow, if necessary).
The explosion knocks over a few of the other constructs, but they all seem to be content to remain inert.
When ready, C5
This workshop possesses a cold, alien beauty. Armored plates of unearthly craftsmanship float in vaguely humanoid shapes throughout the room, the soft glow of electricity subtly arcing between them. Several tables grow from the floor, where more complete specimens rest, surrounded by glowing motes of mathematical equations.
Bent over one of the creations, work a trio of Axiomites, not unlike the Chancellor that you encountered earlier. As you appear, they let out a cry of triumph as a Kolyarut inevitable rises to its feet.
Rhesus: 1d20 + 2 ⇒ (13) + 2 = 15
Spasi: 1d20 + 12 ⇒ (18) + 12 = 30
Bibic: 1d20 + 3 ⇒ (17) + 3 = 20
Clement: 1d20 + 0 ⇒ (8) + 0 = 8
Enemy: 1d20 + 3 ⇒ (7) + 3 = 10
Combat Redux
30 Spasis
20 Bibic
15 Rhesus
10 Baddies
8 Clem
You know what to do.

Clement Twice-Born |

Fort (Poisoning): 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
Coughing, Clement covers his face with a plated fist to little effect and keeps his eyes on Rhesus who appears to be struggling with the toxic fumes.
Clem still has a scroll of Neutralize Poison purchased in 2017.
With the damage that Rhesus + Clem took, he'll also channel.
Channel: 10d6 + 1 ⇒ (5, 3, 5, 3, 6, 2, 4, 6, 4, 3) + 1 = 42
4 channels remain today. Clem @190hp.
**
Clement observes as the metallic man rises amid the trio of golden elves, which on the surface appear more good than evil.
"Hold! We do not need to fight! Must we destroy everything in this fortress??"

Spasi Gaten |

1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19 Fort
Spasi stays well in the back and ready to take action should Clem's attempt at diplomacy and niceness fail.
"Yeah, what he said."

GM Fanguar |

Sorry for the pace folks. It's proving to be quite the fall so far.
@Rhesus: CON damage: 1d4 ⇒ 4 Freqency 1/minute for 6 minutes cure = 2 saves.
For the sake of not getting bogged down with another fight:
The creatures pause, willing to hear you out before continuing to follow their instructions.
They are all creatures of Law, so feel free to make an argument for not being eliminated.

Spasi Gaten |

Gunna wait for Clem. I think he wanted the chance to talk, and Spasi will just be offering lies and b!*%#@&+, so best let Clem give it the first shot.
Spasi turns to look at Clem

Clement Twice-Born |

If these last books are like other APs I've run/played, they can bee grindy if the party does every encounter!
Clement clears his throat as the guardians pause.
"Golden elves - we are not looking to battle forces of good or law in this fortress! We do not need to fight. We are not looking to take anything in this room!"
Clement arches an eyebrow at the others in his group, seeing if there is generally agreement that they don't have to take anything from this room, at least at the moment, to stop the runelord.
Diplomacy: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24

Spasi Gaten |

Thoughts on just skipping to the top floor? This whole part of the adventure is literally just 'open door to weird room and trigger tough fight against random thing'.
I'm fine with it.
Spasi looks surprised that Clem's words worked, and wisely keeps his mouth shut until they are away from the creatures to laugh about it.
"Wow, that was impressive. Not sure I could have lied as well as you spoke, Clem."

Clement Twice-Born |

With the door shut, Clement arches an eyebrow in Spasi's direction.
"I didn't lie. I didn't see anything remotely valuable in there that any of you would want? Not quite sure why there's such a random assortment of good and bad creatures hanging out in these rooms, but didn't see the use in asking?"
Do we know a way to continue going up yet? I'm fine if we go on a GM auto-pilot to indicate the way up if these are truly just side rooms with random encounters to deplete our resources. At some point if there are 20+ encounters in here, I imagine the adventure planned for us to rest here to split it up - I had been playing assuming we were supposed to clear the entire fortress in one go... but there are a lot of rooms + encounters here!

GM Fanguar |

It's definitely not possible to clear the whole place in one go. You can rest before hitting the top floor. Even then there will still be plenty of opportunities to drain your resources.
C10 has a sihedron shaped teleportation gizmo that bounces the party to different skymetal themed rooms with fights. Its pretty much trial and error until you find the one with the stairs up. We're skipping this part.
This AP has been a slog. Let's just grind out the last couple of encounters and pat ourselves on the back for actually finishing it.
Taking the time to recover from their trials for far, the party sets camp, preparing for the final ascent.
Once ready, you push through the last door, step upon the glowing symbol of Xin's artifact and ascent the the Apex of the palace. Passing along a long corridor, you push though a set of obsidian doors to emerge into a massive chamber scattered with gears, levers, cogs, bars, and other construct components, creating an uneven, shifting surface to stand on. Some of these components are barely larger than an inch, while the largest measure some 10 feet in diameter.
Crystal shelves are littered with thousands of molds and castings of intricately engraved armored plates and humanlike appendages, while heaps of shattered fragments of transparent crystal lie scattered everywhere. Runes flow like thick liquid along the crystal walls, casting strange shadows among the debris.
If you read Thassilonian, reading the fragments of scribbled notes that remain, gives you +10 to your check
As you poke about the ruins of the room, mechanical sounds and the hum of arcane runes begin echoing through the palace, as the ancient edifice responds to some unknown signal. Whether or not you are the cause of this change, you cannot say, but what was once still and dead now thrums with renewed vigor.
A another set of familiar black doors lead out of the chamber.

Spasi Gaten |

Yeah, lets get this done. Somehow we might finish….despite not having Noya around.
Spasi, who might be slimy and sleazy, is educated in his slimy sleaziness and can read all sorts of fancy arcane words.
1d20 + 29 + 2 ⇒ (18) + 29 + 2 = 49 Know (Arcana)
1d20 + 29 + 2 ⇒ (9) + 29 + 2 = 40 Know (Arcana)
See spoilers if it pleases you.
”Looks like we’re going to need to face a bad ass construct soon enough, might even been the Prunelord himself.”

Bibic |

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Action: Move
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 = 36/36 (+2 round lingering, move action)
LoreMaster = 1/1 (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(0), Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 1/1 (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) (5/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (4/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (2/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
- - -
Bibic starts the day with extended Heroisms all around (me, Rhesus and Clement; 300m). He then casts Echolocation on himself (160m) and he’s ready to go. Just because he can, he’ll also cast Unseen Servant to open doors and tend to his personal needs during the day.
He nods at Spasi interpretation and takes out his bow. ”I’ve plenty of adamantine arrows for just such an occurrence.” He’ll also finger his golembane scarab and check for golems.

Clement Twice-Born |

Since we got a chance to rest and are going up to the top, Clement has plenty of healing to ensure everyone is topped off to full health.
Clement prepares yet another of his feasts (Heroic Feast, you might say - using his Vestments) for the group before they step onto the odd teleporter and continue their investigations.
Also: Lifelink with Rhesus and Bibic (since he is so fragile) and Shield Other on Rhesus as well. Then Communal Resist (Fire, 30) again which will last each of us 40 minutes before needing to be reapplied.
As he follows Rhesus towards the black doors, Clement reacts to Spasi's insights, "a giant golem-thing? Not surprising given everything so far. Do you think we're near the t--"
Clement spins as the sounds fill the chamber, ready for the pieces to fly together and more smash-and-shatter work performed by Rhesus and Bibic.
Assuming nothing actually does animate and we are opening the doors, perhaps a bit cautiously - spread out and letting the servant do the work after checking it for magic/traps - which we should always assume we are doing!

GM Fanguar |

With a deep breath and one last cautious look about, you push on through to the next room.
This chamber might once have been an antechamber to the larger chamber beyond, but its walls are now shattered and crumbling, scorched black in places, while still smoldering in others with the glowing embers from a dying fire. A smoky haze hangs low to the floor, and red-hot crystal shards pop and burst here and there on the walls, sending out tiny burning slivers in all directions. A twenty-foot-square slab of stone inscribed with glowing runes (similar to the one found in the audience chamber which generated the stairs) sits in the middle of the room's floor, while sprawled to the west, where the fire damage seems to be the most recent, lies the blackened body of a forty-foot-tall giant dressed in exotic armor and clutching an immense sword.
As you step into the room, the fires and smoke along the walls seem to quicken and churn, and another vision forms before your eyes:
Bent with age, the once-imperious emperor of Thassilon seems on the verge of crumbling under the weight of his elaborate robes as he finishes the final touch, polishing the immense central crystal of a sparkling three-legged, four-armed war machine. He pats a coppery metal panel on the machine's side and smiles tiredly.
"Anon, I shed my feeble body at last for this new life!" he sighs. "One final rest to prepare the final apotheosis, and those seven traitors shall know their invulnerable lord's displeasure. And Thassilon ... my Thassilon ... shall be rekindled." In the vision, Xin gathers up the seven shards of the Sihedron, then descends a magical staircase into a lower chamber, but as he crosses its expanse, a dark shadow falls over him.
A massive giant, his black flesh pulsing with powerful red runes, suddenly manifests behind the emperor, heaving a gigantic sword over
his head. Xin whirls, seems to recognize the giant, and snarls, "So this is how my loyalty is repaid, in my own blood, even as I forsake mortality!"[b] He stumbles forward as the giant's sword shatters the weakened palace's crystal floor.
Calmly, smiling even, Xin reaches out a bony hand as the giant prepares to strike again. [b]"You will die. But I will live again!" Holding high the fragments of the Shattered Star, Xin closes his eyes and hurls them at the giant, and a blinding white fire consumes all.
This suggests that Xin's creation is so closely tied to his immortal essence that this his new clockwork creation is likely to be vulnerable to effects generated by the Sihedron's current user.
As the vision fade, you notice a baleful glow begin to emanate from the armour of the fallen giant. As you watch, angry, red pulsing lights appear where its eyes once were and the whole ruined wreck begins to rise to its feet.
Rhesus: 1d20 + 2 ⇒ (13) + 2 = 15
Spasi: 1d20 + 12 ⇒ (1) + 12 = 13
Bibic: 1d20 + 3 ⇒ (4) + 3 = 7
Clement: 1d20 + 0 ⇒ (19) + 0 = 19
Enemy: 1d20 + 4 ⇒ (3) + 4 = 7
Combat
19 Clem
15 Rhesus
13 Spasi
7+ Bibic
7- Baddy.
Everyone is up.

Spasi Gaten |

1d20 + 29 + 2 ⇒ (9) + 29 + 2 = 40 Know (Arcana)
Spasi listens and then groans. He will explain what he thinks is going on. See the spoiler.
”I really wish Noya were here. I’m sure she’d be great. Lol. No, not really.”
Turn to come.

Rhesus Ghawn |

Rhesus waits, knowing that his allies will probably cast spells on him that his unending rage and boundless passion for hurting bad dudes would prevent.
Will take turn after buffage.

Bibic |

HP: 86/86; AC: 27 (T20/FF20) (included: +1 haste)
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 = 35/36 (+2 round lingering, move action)
LoreMaster = 1/1 (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(0), Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 1/1 (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) (4/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (4/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (2/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass
- - -
Bibic begins with a story of the party’s greatness (inspire courage) and follows it up with a quick casting of Haste.

Spasi Gaten |

I swear to cat this artifact is confusing. Sihedron artifact.
Round 1
hp 131/131+16 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W
Back row.
Opponent:
SA: Cast Greater Invisibility on Rhese.
MA: Stay back, well out of the way.
With Bibic casting Haste, Spasi will offer a Greater Invisibility on Rhese, and ready to transfer the Sihedron Artifact to him when he wants it.
Spasi will move back and up in the air, staying out of the lines of combat.
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: 3/8 (Gr Invis*2, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 5/8 (See Invis (ext)*0,fireball*0,Haste*3,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 6/15 (MageArmor*1,Snowball*0,MMissile*5,Vanish*0,Grease*0)
Wand of Magic Missile 17/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used
Haste Round 1/17: +1 to all the things. You know what to do.

Clement Twice-Born |

Round 1
HP 195/195 | AC 29 (T15/FF29) - F: +14 R: +9 W: +15
Location: Airborne
Action: ???
Effects: Lifelink (Rhesus, Bibic), Shield Other (Rhesus), Resist Fire 30
**
Spells Left Today: 1st - 8/8 | 2nd - 8/8 | 3rd - 7/7 | 4th - 7/7 | 5th - 7/7 | 6th - 7/7 | 7th - 5/5 | 8th - 3/3
Channels Left Today (10d6+1 each): 9/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3
Clement briefly nods to himself upon seeing the blackened giant body, reaffirming his decision to ensure the group was resistant to any more attempts to harm them with fire.
With some passing familiarity of golems from the Golemworks, Clement tries to ascertain what they are soon to battle.
"Spasi, Bibs! Is that thing another golem? Possessed by Xin's spirit?"
@GMF: The blackened giant - is it a construct? fleshy? What room are we in? How big is it? Sorry for the questions but as I imagine we are at or soon to be at the final battle, don't want to take any combats too lightly.
Clement would likely move so there is some room between the members of the group, going to the air if there's enough height.
@All: Don't forget about the temp HP from the feast: Temp HP: 1d8 + 8 ⇒ (8) + 8 = 16

Rhesus Ghawn |
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HP 216/216+16 DR 8/-, 16/lethal, fire 4
AC 30/T19/FF26
CMD 37
Fort +20, Ref +15, Will +11; +2 insight bonus vs. transmutation spells, +5 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: 37/37
Sihedron: Charity
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking, fast healing 5
Row: Front
Opponent: Giant thing
Rhesus decides there is no need to change up his method and charges the giant thing, pouncing on it invisibly with the Charity Sihedron, which will almost certainly not possess him and cause him to kill the entire party.
Attack 1: 1d20 + 43 ⇒ (1) + 43 = 44
Damage: 2d6 + 39 ⇒ (1, 4) + 39 = 44
Attack 2: 1d20 + 43 ⇒ (20) + 43 = 63
Damage: 2d6 + 39 ⇒ (5, 1) + 39 = 45
Attack 3: 1d20 + 38 ⇒ (4) + 38 = 42
Damage: 2d6 + 39 ⇒ (6, 1) + 39 = 46
Attack 4: 1d20 + 33 ⇒ (11) + 33 = 44
Damage: 2d6 + 39 ⇒ (3, 2) + 39 = 44
Attack 5: 1d20 + 28 ⇒ (19) + 28 = 47
Damage: 2d6 + 39 ⇒ (2, 4) + 39 = 45
Attack 2 Crit Confirm: 1d20 + 43 + 1 ⇒ (12) + 43 + 1 = 56
Additional Damage: 4d6 + 78 ⇒ (2, 6, 6, 2) + 78 = 94
Attack 5 Crit Confirm: 1d20 + 28 + 1 ⇒ (18) + 28 + 1 = 47
Additional Damage: 4d6 + 78 ⇒ (3, 3, 4, 5) + 78 = 93

Spasi Gaten |

Spasi just smiles and nods, almost assured that the Sihedron won't possess Rhese and end up with him murderizing the party.
That's some good pounce. Can't argue with double crit damage+Sihedron.

GM Fanguar |
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@Spasi: I get a kick out of the fact that you still bring up Noya, years later
Welp, a buffed Rhesus is quite the thing.
The ancient undead monstrosity has barely a moment to appreciate its renewed existence before Rhesus is upon it. Blow, after vicious blow, rain down, shattering bone, and rending supernaturally toughened flesh. Limbs are torn free, and soon the creatures remains are strewn about the room. Had blood still flowed in its veins, the room, along with the party, would be painted red.
#lootz: +s o-yoroi, +4 human-bane longsword
The room contains another magical stairwell, that Spasi causes materialize. It leads to another small room which contains another one of Xin's spellwells, which would a great interest to a non-spontaneous spellcaster, but is useless otherwise.
The room also contains a set of massive and ornately carved doors. Extravagant beyond anything else seen in the palace, they must herald Xin's inner sanctum.