| Sophie Kundegard |
Sophie will hold off on casting those spells until/unless we have to break the door down or deal with the guard dog. They'll be useful for combat.
| Vivian Deberth |
| Vivian Deberth |
Vivian unties her rope, then uses again the magical rope, which ties itself on the bar, and release the rest of the rope back in the street for the team to pull.
Finally, she waits on the wall and stays alert, studying her canine prey and readying her bow
Know Arcana, Monster's lore: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
There's a dog made of other dog's body... a kind of golem. Probably can't bleed, and stronger and tougher than it looks.
any information she can gives about golem weaknesses?
| GM Harker |
The sewn together dog's attention is drawn to the moving rope, and then to Vivian on the wall when she speaks to the others. It's growling grows another step in intensity as it waits for someone to enter its domain.
Other than ascertaining that this dog is some version of a flesh golem, this sort of creature is new to Vivian's experience so she does not recall anything useful. The group has encountered a flesh golem before, in the form of the Beast of Lepidstadt, and at time the group has recalled that these types of constructs are typically immune to magic that allows spell resistance, but are slowed by cold and fire spells. They are not harmed by electricity attacks, rather they are healed by them. The hard flesh that comprises their bodies is rather difficult to pierce, so its best to use adamantine weapons against them. They are not normally sentient, although they have been known to fly into berserker rages.
Whether or not this variant type of flesh golem possesses the same traits is unknown to Vivian.
Okay, so if the group pulls on the rope, you can lift the bar and allow the gate to be opened. I'll need someone to be primary on the Strength check, then everyone helping can make an aid another Strength check. Feel free to do whatever kind of preparation you want before you try to open the gate. The FG dog does appear aggressive, but as a reminder it is muzzled and on a chain. The chain appears long enough for it to attack those who stand by or near the gate once its opened, however.
| Tara Eliade |
Grasping the dangling rope, Tara tests it for a moment before beginning to pull. "Nothing ventured, nothing gained ya know?" she pipes up, clearly struggling with the weight.
Strength: 1d20 + 0 ⇒ (7) + 0 = 7
| GM Harker |
Since you can retry Strength checks, let's just move things along.
After more than just one try, the group manages to pull the wooden bar up from the gate and the portal slides open slightly. Vivian can see that the golem dog begins to pace back and forth with excitement as it waits for someone to enter the yard.
PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Bert's Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Sophie's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Stefan's Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Tara's Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Vivian's Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
FG Dog: 1d20 ⇒ 20
Initiative (Round 1)
Amaria [1 Dmg] <= Up
Tara [3 Dmg] <= Up
Flesh Golem Dog
Vivian [6 Dmg; Hanging from the stone wall]
Stefan
Bert [1 Dmg]
Sophie
Amaria and Tara are up first. It's a move action to open the gate, which can be turned in either direction. The damage posted is left over from the fight with the ghasts.
Amaria the Huntress
|
Amaria steps up and sends two arrows flying toward the false dog. "It is not alive and should be put down even if chained."
Arrow 1: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 11 ⇒ (6) + 11 = 17
Arrow 2: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 11 ⇒ (6) + 11 = 17
| Dr. Stefan Von Herzog |
Amaria, I'll delay you then, but keep your rolls if you wish.
Stefan, the flesh golem dog goes before you which might invalidate some of your actions.
I'll give Tara until tonight before delaying her.
Ah. Missed that initiative had already been rolled... I'll wait until he's up then. Moving his token to back where it had been.
| GM Harker |
From her position in the back, Tara waits to see what happens. Putting her on delay to avoid using any limited resources.
The flesh golem dog pushes the gate open, then tries to slam Bert with its body, as its jaws are thankfully still muzzled. Fortune smiles upon the Fighter, as the dog stumbles on some gravel and completely misses.
Amaria then fires two arrows at the flesh golem creature, with the second hitting. The damage from the arrow seems to be mitigated somewhat by the creature's tough skin. Only 12 damage went through DR.
1d100 ⇒ 63
Slam: 1d20 + 13 ⇒ (1) + 13 = 14
Initiative (Rounds 1-2
Amaria [1 Dmg]
Tara [3 Dmg] <= Up
Flesh Golem Dog
Vivian [6 Dmg; Hanging from the stone wall] <= Up
Stefan <= Up
Bert [1 Dmg] <= Up
Sophie <= Up
Everyone but Amaria is up. The gate is now open, so please ignore it on the map.
| Bert Shieldworn |
Bert realizing that he needs to protect the others, doesn't step back but just whacks at the dog with his shield.
Shield Bash, MELEE: 1d20 + 6 ⇒ (18) + 6 = 24 damage, if hits: 1d3 + 3 ⇒ (1) + 3 = 4
| Sophie Kundegard |
Sophie draws her spear and then drives it at the strange dog.
longspear, attack, power attack: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27 for piercing, cold iron: 1d8 + 7 + 3 ⇒ (4) + 7 + 3 = 14
critical confirm: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27 for piercing, cold iron: 2d8 + 14 + 6 ⇒ (3, 7) + 14 + 6 = 30
-Posted with Wayfinder
| GM Harker |
Bert bashes the flesh golem dog with his shield, but its tough hide absorbs every bit of damage from the blow.
Sophie fares a bit better as her longspear critically impales the construct in the upper chest. Some of the injury is likewise circumvented by its resistance to damage, but the strike went a long way towards destroying the artificial animal.
Vivian, Stefan, Amaria, and Tara. I think the majority of those players are on vacation, so I'll bot as necessary once we get at least two more responses.
| Tara Eliade |
Tara clasps a hand over her worn holy symbol. "Lady of the Graves, please help guide our weapons to help return this creature to its eternal rest." she prays, channeling her goddess for but a moment.
Tara will cast prayer! Everyone gains +1 luck bonus to attack, weapon damage, saves and skill checks! If the enemy can be effected by this spell (it has SR) they would take a -1 to the aforementioned checks.
| Dr. Stefan Von Herzog |
"Egad!" The doctor recoils at the magically-constructed mockery of life.
He casts a spell, causing a shield-sized translucent heptagonal shape to appear betweem himself and the golem. Casts shield.
Recalling that golems are often immune to magic, he tries to remember what specifically he's read of them...
Knowledge (arcana): 1d20 + 14 ⇒ (7) + 14 = 21
| GM Harker |
Previously I posted that Amaria was up, but that was an error. She fired arrows at the dog this turn.
Tara casts a divine spell to aid the group in battle against the construct dog, although it quickly becomes evident that the enemy is immune to the spell.
Dr. Von Herzog casts a defensive spell upon himself and recalls that most golems are immune to any spell that can be countered by spell resistance. He also remembers some facts about Flesh Golems that the group recalled when meeting the Beast of Lepidstadt. He does not think this variant has any sort of affinity for electricity, however.
These types of constructs are typically immune to magic that allows spell resistance, but are slowed by cold and fire spells. They are not harmed by electricity attacks, rather they are healed by them. The hard flesh that comprises their bodies is rather difficult to pierce, so its best to use adamantine weapons against them. They are not normally sentient, although they have been known to fly into berserker rages.
Vivian carefully climbs down from the wall and arms herself with a longsword.
The flesh golem hound continues its assault on Bert, this time slamming him hard with its body. Bert takes 15 damage from the slam attack.
1d100 ⇒ 65
Slam: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15
Initiative (Rounds 2-3)
Amaria [1 Dmg] <= Up
Tara [3 Dmg] <= Up
Flesh Golem Dog
Vivian [6 Dmg] <= Up
Stefan <= Up
Bert [16 Dmg] <= Up
Sophie <= Up
Effects
Prayer: +1 attack, damage, saves, ability checks.
Everyone is up!
| Dr. Stefan Von Herzog |
Recalling that flesh golems are slowed by magical fire effects, the doctor casts a spell. His heptagonal onyx ring glows with a pale blue light as he does. At that, a burst of flame jets from his outstretched hand.
Uses Bonded Object to cast burning hands, in a cone as marked on the map. I'm not bothering to roll damage, but it should be slowed.
The doctor then says, "Fall back! Its movement should be hindered, allowing us to attack whilst staying out of its reach!"
| Sophie Kundegard |
Sophie eyes Stefan, eyes the street, then eyes the dog and the yard. She shakes her head and drives her longspear at the dog again.
longspear, attack, power attack, prayer: 1d20 + 8 - 1 + 1 ⇒ (5) + 8 - 1 + 1 = 13 for piercing, cold iron: 1d8 + 7 + 3 + 1 ⇒ (3) + 7 + 3 + 1 = 14
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| Tara Eliade |
Tara gags at the smell of burning flesh and formaldehyde as Stefan conjures his flames. "Bert, we could really use your strength right about now!" Tara pipes up, slapping the fighter on the shoulder as she enhances his strength.
Tara will cast Bull's Strength on Bert for a +4 to his strength.
| GM Harker |
Dr. Von Herzog casts a Burning Hands spell which engulfs the flesh golem hound in a wave of flame. Afterwards the creature appears completely untouched, but its movements are slow and sluggish.
Sophie takes a brief look around the area before she plunges her spear at the hound. Despite being a little slower, the flesh golem sidesteps the attack.
Tara encourages Bert to attack the creature as she boosts the fighter strength with a spell.
2d6 ⇒ (4, 5) = 9
Notes: Prayer active, Bull's Strength active on Bert, enemy is slowed.
Bert is up! I will bot Vivian and Amaria after he takes his actions
| Bert Shieldworn |
Bert asks for some space to back up. Amaria or Tara could you back up one? Assuming his friends allow him room, he smacks the dog with his shield, backs up and swings his hammer.
Shield Bash, MELEE, BS: 1d20 + 8 ⇒ (5) + 8 = 13 damage, if hits: 1d3 + 5 ⇒ (3) + 5 = 8
Lucerne Hammer,B/P, REACH, BS: 1d20 + 10 ⇒ (11) + 10 = 21 damage, if hits: 1d12 + 6 ⇒ (2) + 6 = 8
| GM Harker |
Amaria fires two arrows at the flesh golem hound before stepping back to give Bert more room. The first arrow is a solid hit, but the creature's tough skin reduces its injuries once again.
Amaria Arrow 1: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 11 ⇒ (1) + 11 = 12
Amaria Arrow 2: 1d20 + 8 ⇒ (1) + 8 = 9
Bert makes a failed attempt to shield bash the creature, then moves back five feet and successfully bashes the hound with his hammer.
Following Stefan's advice, Vivian drops back and waits to see how the flesh golem dog reacts.
With a whine that sounds like two pieces of metal scraping together, the flesh golem retreats to its kennel in the southeast side of the yard. The kennel isn't on the map, but it's in the square where the dog moved. It gives the dog total cover against ranged attacks. If you are adjacent to the kennel, however, you can take ranged and melee attacks with the dog receiving only partial cover.
Initiative (Rounds 3-4)
Amaria [1 Dmg] <= Up
Tara [3 Dmg] <= Up
Flesh Golem Dog
Vivian [6 Dmg] <= Up
Stefan <= Up
Bert [16 Dmg; Bull's Strength] <= Up
Sophie <= Up
Effects
Prayer: +1 attack, damage, saves, ability checks.
Everyone is up again!
| Sophie Kundegard |
Sophie moves next to the kennel and slashes at the thing with one of her handfuls of unusually long nails.
claw, prayer: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 for slashing: 1d6 + 5 + 1 ⇒ (3) + 5 + 1 = 9
-Posted with Wayfinder
| Dr. Stefan Von Herzog |
"Alas, I fear that none of the thaumaturgy currently at my disposal would have much of an effect upon a beast of this ilk!"
The doctor moves into the courtyard, warily looking around.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
| Bert Shieldworn |
Bert Moves in and takes a swing with his hammer.
Lucerne Hammer,B/P, REACH: 1d20 + 8 ⇒ (15) + 8 = 23 damage, if hits: 1d12 + 4 ⇒ (10) + 4 = 14
| GM Harker |
Bert finally puts the monstrosity down with a swing of his hammer. It collapses in a mess of stitching, ichor, and various differing pieces of canine.
Combat Over
Injury Report: Amaria 1 damage, Tara 3 damage, Vivian 6 damage, Bert 16 damage. Bull Strength active on Bert for 4 minutes+
* * *
Posting area description again for your convenience.
An iron-wheeled cart sits near the center of this courtyard, devoid of any cargo. A door stands to the north, while a set of double doors are present to east. Above the eastern doors is the balcony from which the small person addressed the group earlier. Behind the balcony on the second floor is another pair of double doors. In the southeast sits a kennel with the remains of a flesh golem dog.
What would you like to do now?
| Sophie Kundegard |
"We going to finish this break-and-enter job or what?"
-Posted with Wayfinder
| Vivian Deberth |
Sure. Let me check on that door.
Vivian will take the time to check the door [taking 20 on Perception and Disable device)if allowed. If we are pressed by time, here are my rolls
Perception for traps: 1d20 + 10 ⇒ (5) + 10 = 15
DD with msw tools: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
| Vivian Deberth |
DD: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
DD: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
DD: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Vivian grumbles a little, and tries again to pick the lock
Pput several tries to speed up things
| Tara Eliade |
Casting a suspicious glance to the boarded up building, Tara traces her wooden holy symbol. "This place is awfully quiet for a working factory." she states, waiting for a door to open.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
| Dr. Stefan Von Herzog |
The doctor looks around. "I would concur with that assessment, Miss Elaide." He gestures toward the remains of the golem-dog. "Yet, I fear what horrors we might discover therein, if that abomination is indicative of this building's inhabitants."
| GM Harker |
Vivian manages to unlock the door with her second attempt and opens it.
This chamber occupies a whole side of the building, from the cellar level below up to the roof high above. Seven iron vats, each ten feet across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder that leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below. The air in the chamber is cloying and acidic.
Standing on the sides of the tanks working with the chemicals in the vats are eight humanoids that appear to be a monstrous amalgamation of different types of creatures, some with mismatching tusks, others with misshapen claws for hands, all with mattered fur and insect chitin serving as skin in various places. Each of these creatures is wearing what appears to be a breathing mask and each appears to possess a club. Noticing the door open, one of them yells, "Oi, transpassers!"
It's a knowledge (nature) check to identify these creatures.
If you go into the room, you'll need to make a DC 12 Fort save or you will be nauseated for 1 round. The vats are 15 feet above the floor, while the ceiling is 20 feet above the vats. The first floor map is the one from which you are entering from. You can access the second floor via the ladder next to the red dot. You can access the cellar level by climbing down any of the ladders or falling. If you take damage while on the side of one of the tanks or on a plank, you'll need to make a DC 10 Acrobatics check or fall either to the floor or into one of the vats of chemicals. The blue green vats are acid, while the light green vats are bleach.
PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Bert's Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Sophie's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Stefan's Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Tara's Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Vivian's Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
M init: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative (Round 1)
Tara [3 Dmg] <= Up
Vivian [6 Dmg] <= Up
Amaria [1 Dmg] <= Up
8 Misshapen Humanoids
Bert [16 Dmg; Bull's Strength Active]
Sophie
Stefan
Tara, Vivian, and Amaria are up. If you go into the room, don't forget to make a Fort save.
| Sophie Kundegard |
knowledge, nature: 1d20 + 4 ⇒ (2) + 4 = 6
-Posted with Wayfinder