| Adrien Belmont |
"Ozzy!" Adrien shouts as the skeleton claws at his companion, before looking to run towards the eidolon. He swivels his head, though, and instead notices the skeleton shambling towards him. Drawing his sling, the summoner whips off a shot at the skeleton as he takes a step away from it. "Where do they keep coming from?"
Attack Roll: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
| OZ-M1; "Ozymandias" |
"Adrien; do not engage," Ozymandias says simply, recoiling from the rest of the blows after the first of them rakes against his metal chassis. "These foes are dangerous, I am not within defensive distance." The automaton swings for the skeleton again, but seems distracted by his master's newfound desire to fight.
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
So, I just realized that I've been rolling for attacks as if Ozymandias had Power Attack... but he doesn't have Power Attack. I took Combat Reflexes, apparently? Shady, I can either switch the feat I have now to Power Attack for consistency, or I can just stop rolling as if I have Power Attack from now on. I'll do whatever you'd rather me do, since this is my screw-up."
| GM Shady |
So, I just realized that I've been rolling for attacks as if Ozymandias had Power Attack... but he doesn't have Power Attack. I took Combat Reflexes, apparently? Shady, I can either switch the feat I have now to Power Attack for consistency, or I can just stop rolling as if I have Power Attack from now on. I'll do whatever you'd rather me do, since this is my screw-up."
It's my screw-up as well, as I should have been checking. Anyhow, no problem. Just stop rolling PA, please (and give me the equivalent in Kingmaker, thanks).
I'll wait on the other posts before formally resolving but these are both misses.
| Arkady Bollerend |
Arkady allows the rage within him to continue, the cracks in his skin beginning to glow brighter with sickly green flame. He circles around the skeleton, putting it between himself and the robotic eidolon, and swings the sword again.
Free action: Continue bloodrage (3/6 used so far)
Move action: Move to other side of skeleton from Oz, gaining flanking.
Standard action: Attack with Power Attack active.
Attack: 1d20 + 6 + 2 - 1 - 1 ⇒ (19) + 6 + 2 - 1 - 1 = 25
Damage: 1d10 + 10 ⇒ (1) + 10 = 11
Confirming critical: 1d20 + 6 + 2 - 1 - 1 ⇒ (5) + 6 + 2 - 1 - 1 = 11
Crit damage, if applicable: 1d10 + 10 ⇒ (5) + 10 = 15
Edit: Yay - confirmable crit! I doubt that will be enough to hit, but if it does and the skeleton survives the 26 damage coming its way, it needs to make a DC 13 Fortitude save or it will be staggered for 1 round.
| Preli Othont III |
"They're not stopping! We need to get out'a here I say! See if one of you fighting types can grab a bit of one on the way out."
Preli keeps one huge eye on the fight to the south as he scuttles along the path.
Double move along the path. 40ft
| GM Shady |
@Arkady, crit confirm not enough for crit but the base hit is sufficiently effective
OZ contrives to miss his target, but Arkady very effectively dispatches it, leaving the final skeleton (at least of those in view) following them. Thum moves forward slightly, placing himself in a position to protect the party's rearguard if it becomes necessary. No further skeletons loom into view. Kayla can see the path continues to the east, alongside an escarpment. There are similar features in the landscape to the south.
I've revealed - and will continue to reveal if I hopefully remember - a 60 ft radius based on the combination of what Kayla and Darian, who are the furthest sighted in this light, can see.
You're still in initiative. Per the above, no further skeletons appear but one is following you. Can you please correct your positions on Roll20 if required.
New round. Darian is up, then the skeleton.
| Arkady Bollerend |
Arkady should be able to see far as well, being a dwarf and all. An atypical dwarf who complains about being underground, but a dwarf none the less..lol
| GM Shady |
I'm not sure Adrien should be so far out to the west, so to be on the safe side I will ignore for now.
OZ,Thum: 1d2 ⇒ 2
The remaining skeleton catches up to the rearguard of the party and attacks Thum with its four claws ...
Attack, 4 claw attacks, +1 in all cases: 4d20 ⇒ (14, 14, 14, 14) = 56 ... something wrong with these dice ...!
I'm going to assume that Thum is using all his rage rounds sequentially - this would be the third - so if this is the case then all those attacks are misses.
... but the barbarian, still energised by his anger, deftly dodges the blows.
Everyone except Darian is now up.
| Kayla Striegold |
Seeing how ineffective her arrows are against these unique skeletons, Kayla takes an opportunity to sling her bow and draw her two swords again. She looks back at her colleagues engaging the last skeleton and decides they have things well enough in hand, so she advances to a spot about 20 feet south of Darian, looking to the east and south for anything else that might come their way.
| GM Shady |
Kayla can just about make out the eastern edge of their interior landscape. It seems (though she can't tell for certain, since she can't see the full track) that the track takes a turn for the south at the far wall and then runs to the southeast. There are no further signs of life (or unlife) in sight.
| Preli Othont III |
Preli scampers to catch up with Kayla.
"eugh! this place! So long without sky and stars and no gold to make up for it! This better lead us somewhere shiny!"
Double move
| Arkady Bollerend |
Seeing one final skeleton attacking Thrum, the enraged Arkady wheels around and attacks the creature from behind. The glow behind the cracks in his knuckles and eyes intensifies further, as if the dwarf is burning up from the inside out.
Free action: continue bloodrage, 4 of 6 rounds used.
Move action: move into flanking with Thum against the last skeleton on the map.
Standard action: Attack, two-handed, power attack.
Attack: 1d20 + 6 + 2 - 1 - 1 ⇒ (12) + 6 + 2 - 1 - 1 = 18 (+2 from flanking, -1 from Power Attack, -1 from equipped buckler)
damage: 1d8 + 10 ⇒ (6) + 10 = 16
@GM - it occurs to me, now that I'm at a computer rather than on tablet, that I've been using the wrong dice for damage during this combat - a d10 rather than a d8 for a longsword. I don't think that this will have affected my damage over much, but now that I'm aware, I'll use the correct dice. Very sorry about that :(
| GM Shady |
Back. And btw Arkady, looks like all of you guys have been fixing your combat rolls. Anyhow.
Arkady smashes the skeleton sufficiently that, once again, the fragments sink into the sand, and so that by the time OZ's crushing blow bears down, there is no skeleton left.
You're out of initiative now. I'll treat Kayla as the leading character and use her for visibility on Roll20.
Roll20 and XP updated.
| Arkady Bollerend |
Once the last skeleton is downed, the bright green fire consuming Arkady from the inside out gutters and dies and his eyes cease their back-lit glow. Fatigued, sweating, but alive, the dwarf looks at his companions beginning to flee the immediate area towards the east, and he pads wordlessly along the sand to join them.
Arkady's fatigued condition will last for 8 rounds, so if there is any more combat within the next minute in game, let me know so I know how long to apply the condition for. Otherwise he will move with Kayla, Preli, and co, and will perk up soon.
| Kayla Striegold |
Kayla moves cautiously ahead, returning her attention tot he path and surrounding area for traps or other dangers! (Moved 30'. If nothing bad happens or is seen, she will keep moving eastwards...)
| Preli Othont III |
Preli scampers to keep up with a Kayla, trusting his old... colleague's(?) keen eyes
"No more skelis? What made them stop? Did we smash them all? Very odd..."
He's very on edge, playing his pistol back and forth
| Adrien Belmont |
"Yes, it's very strange... I wonder where they might have come from? I'm... what species was that, I wonder? Certainly not anything I've ever heard of on Golarion." Adrien and Ozzy take up the rear, while Adrien inspects the wounds of his eidolon. "You ought to be alright for now... if any more show up, we'll need to patch you up."
| GM Shady |
I've moved everyone to the corridor on the south east side. Feel free to move your counter if I have them in the wrong order.
The path winds to the southeast corner of the vast chamber, to a narrow corridor, softly glowing with light from the north, emitting through what seems to be another set of doors.
| Kayla Striegold |
Kayla motions fort he others to wait, then slinks into the shadows and enters the passage. She sneaks along, looking for traps or dangers, until stopping before the door. Making it safely there, she will return to the others and have them follow her to the door, where she will then check the door for traps or triggers or locking mechanisms.
- Disable Device (+11)
- Perception (+8/+9 vs traps)
- Stealth (+7)
Roll 1: 1d20 ⇒ 15
Roll 2: 1d20 ⇒ 13
Roll 3: 1d20 ⇒ 6
Roll 4: 1d20 ⇒ 16
| Adrien Belmont |
"Perhaps we should go in?" Adrien suggests, eyeing the door curiously. "It doesn't seem to be guarded... perhaps you and someone a bit heartier should head in first," Adrien says to Kayla, before looking between Arkady, Ozzy, and Thum. "If there's one thing I've learned about these ruins, it's that you never know what'll be behind that door."
| Preli Othont III |
Preli keeps one eye on the underground desert they have just crossed, looking for anyone following them.
"Whoever's going in, can they make it snappy, I'm not enjoying being out in the open"
| GM Shady |
Kayla finds that the door opens easily. The metal room beyond is brightly lit by glowing panels in the ceiling above. To the left and right, complex machines consisting of spiral tubes and nozzles twitch and hum.
These machines are exactly like the ones you saw earlier (and which are still marked) in the room to the far west of this level.
Unless otherwise noted, I'm going to assume everyone enters this room before moving on.
| Preli Othont III |
As soon as it is clear that there is no threat from within Preli hops in behind Kayla. Eager to close the door once everyone else is inside.
"anyone got any techie know hows about these things? They look just like the ones we saw before... They worth anything do you think?"
| Kayla Striegold |
Kayla tinkers with them again if the group is not in a hurry to move on. She finds it easier to take them apart than to actually understand what they do or how they work, though...
Disable Device: 1d20 + 11 ⇒ (5) + 11 = 16
| GM Shady |
In the interests of moving on, I'm going to assume everyone has moved into the room.
Kayla's tinkering only manages to trigger something in the system. The room goes dark, briefly; then there's a massive electrical discharge from the devices at either side of the room.
Electrical Damage: 2d6 + 2 ⇒ (4, 2) + 2 = 8 ... Reflex DC16 to save half
A panel in the right hand wall blinks out a message:
ഏഴ്
| Preli Othont III |
Reflex: 1d20 + 6 ⇒ (7) + 6 = 13
with electrical resist 5 that becomes 3 yeah?
With a squark Preli leaps into the air and as he falls once more a solitary blue feather drift down beside him.
| Kayla Striegold |
Reflex DC16: 1d20 + 5 ⇒ (10) + 5 = 15
Kayla is physically thrown across the room when she accidentally connects two loose wires. She lays on the ground for several moments, badly burned and with smoke rising from her singed hair. koff, koff... "What in the lower levels of hell happened?" she asks no one in particular. "And why is that panel blinking 'Seven'?"
| Adrien Belmont |
Adrien crumples to the ground after the electrical shock ravages his body, and the young man appears to be barely able to stand. His eyes look quizzical for a moment as the panels numbers begin to flash in Androffan, but as the panel switches again his eyes go wide. "It's going to explode! Out, everybody out!" Adrien himself stumbles backwards out of the room as fast as he can, clutching his chest as he does so. "This whole room's going to collapse!" He grits his teeth as he drops to his knees once out of the room, gasping for breath. "It's... it's not safe!"
Reflex Save: 1d20 + 1 ⇒ (10) + 1 = 11
Adrien is at 0 HP and staggered.
| OZ-M1; "Ozymandias" |
Ozymandias notices the current just before it blasts through the room, and he recoils in time to avoid the brunt of the electricity. He steps back, shielding Adrien from any further threat, though clearly somewhat damaged himself. "Evacuate the area; further bodily harm may bb-e-b-ebe imminent," The large robot begins to wave others out of the room, clearing meaning to stay behind until the others have left. His outer chassis is scorched and scraped from their previous encounters, but the robot seems adamant; he will be the last to leave.
Reflex Save: 1d20 + 1 ⇒ (20) + 1 = 21