
Tenebrynn |

Yeah! Or maybe wrap his face around Tristain’s a cadaver’s face?
Tenebrynn shakes her head. ”Would prefer to help, yes. But if the only help in ending your suffering is to end your life, it should be me. Hands already dirty with Kelvetta’s blood. No need for any of you to get yours red too.”

Kyffin Rhees |

Kyffin starts to wonder what sort of lives numbers 1 through 60 must have had, and shakes his head to be rid of the unpleasant thoughts.
”These people are evil through and through. Ugh.”
He waits to see if there’s anything to be done. If not, he’ll end the creatures life as quickly as he can with a Coup de Grace.
crit damage: 2d10 + 24 + 2 ⇒ (9, 1) + 24 + 2 = 36 (2hp fire)

Albert Hazred |

Albert thinks back on all he's learned and if anything could help such a creature...
Heal check: 1d20 + 4 ⇒ (6) + 4 = 10
...but he's pretty sure there isn't and he'll be glad when Kyffin ends it's suffering.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

"Thank *burble* you *burble*, it says, as Tristain realizes it would likely take a miracle or wish to restore the unfortunate creature. "Take *burble* the *burble* blue *burble* glass *burble* bottle *burble* from *burble* over *burble* there; *burble* the *burble* workbench. *burble* If *burble* you *burble* pour *burble* it *burble* into *burble* my *burble* jar, *burble* that *burble* will *burble* let *burble* me *burble* die *burble* in *burble* peace."

Tristain the Chalker |

Tristain will do as asked with the bottle, the peaceful 'solution' that is added to water.
"Fairwell, friend. At least you kept your sanity and heart," he offers.
* * *
Tristain will go over the workshop again looking for anything he might have missed, thinking about what was told to them.
When others are ready to move on, he will follow.

Starflit |

Starflit climbs back up the stairs to rejoin the others. It appears that she's regained her mental equilibrium.

Kyffin Rhees |

Kyffin puts his arm on Tristain's shoulder as he kills the poor creature. "Well done my friend. Well done."
He turns to the others, ”Let’s see what is in the attic. Then we go room by room, searching everything and killing everything.” He looks grim, and doesn’t like the words coming out of his mouth, but he doesn’t believe that constructs are redeemable…
When folks are ready, he’ll head up into the attic.

Kyffin Rhees |

"Yes." Kyffin says through gritted teeth. "We take it all, and it weren't too dangerous, burn the place to the ground as we leave, but I'll let that desire go..."
Can someone point out the post with the deed and stuff from the attic? I seem to have missed it on the treasure sheet... It would be a great help - thanks!

Tristain the Chalker |
1 person marked this as a favorite. |

In'deed' I can, my good fellow.
Tristain's head hurts, as if he regrets thinking something.

Starflit |

Starflit accompanies Kyffin, scanning with detect magic while her companion uses the eyes the gods gave him.

Albert Hazred |

When the investigation is completed, Albert prepares to advance on the lower floors. "Elevator, or the trap doors? Maybe we could use both, a few of us in the elevator while a few watch from above?"
we could sneak a look through the trap doors, and then put the swarm suiters in the elevator for the initial check?

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Just waiting for confirmation on the plan; everyone in the elevator? Half in, half looking through the window for now? Also, just FYI, the elevator can be lowered and raised 10 feet per round by anyone with a Strength score of 10 or more. Operating the elevator is a full-round action that provokes an attack of opportunity.

Starflit |

Starflit seems a bit tentative about the enclosed space of the elevator, but she eventually joins Kyffin inside it. While they wait to see if anyone else will be joining them, the inquisitive inquisitor examines the interior, having rarely traveled on an elevator before.
Starflit Perception Check: 1d20 + 16 ⇒ (3) + 16 = 19

Tristain the Chalker |

Tristain is nervous about using the elevator and would prefer the trap doors, and seems inclined to go that direction.
”I don’t trust the lift. I dunno. I just don’t.” Tristain would prefer to wait and DDoor down as needed, watching from above.

Albert Hazred |

"Good, we have a plan then, let's first sneak a look through the trap door. Tenny, can you help us with that?"
Tenny stealth check is +20
"Then I'll lower Kyffin and Starflit down in the elevator while the two of you keep watching from above."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

It's less a trap door than a large opening in the floor that lets you look down from above. Also, only one person can fit in the elevator at a time. (Sorry, I should have checked that more carefully!)
Tenebrynn jumps down into the wide space, which has a dingy white tile floor and a broad wooden table in its center. Three darkened stained-glass windows overlook the chamber. Each window depicts an angel with her hands inside the body of a patient; a shining light erupts from the wounds of the smiling victims. Neat rows of alchemical gear line the walls. Above, a large viewing hole allows spectators above to watch what goes on at the table -- or all of you to see the gnome.
Everything seeming clear, she signals for Al to bring the elevator down. Unfortunately, when Kyffin steps out, it appears he doesn't go unnoticed! A disgusting mechanical monstrosity pieced together from tubing, wire, steel, and vats containing offal held in an oily liquid the color of decaying vegetation animates and starts moving toward the half-orc.
It's an alchemical golem.
4d20 ⇒ (12, 9, 11, 14) = 46
Albert: 1d20 + 3 ⇒ (12) + 3 = 15
Kyffin: 1d20 + 1 ⇒ (14) + 1 = 15
Starflit: 1d20 + 7 ⇒ (19) + 7 = 26
Tenebrynn: 1d20 + 3 ⇒ (2) + 3 = 5
Tristain: 1d20 + 4 ⇒ (16) + 4 = 20
Antagonist: 1d20 + 4 ⇒ (1) + 4 = 5
Party is up; reminder that you can spend a round moving the elevator up/down 10 feet as a full-round action that provokes an attack of opportunity. It's currently down.

Tristain the Chalker |

Tristain moves around the trap hole so he can see what menaces the party.
1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28 Know (Arcana) DRs? Special attacks? How to kill?
"Ah crappity! It's another golem thing! Careful, Kyffin!"
Tristain will act as soon as he learns what might be best against it.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

DR 10/adamantine or bludgeoning, plus it's a construct so immune to a bunch of things. It's also full of alchemical liquids -- some of them will burn you, freeze you, shock you, sicken you, or entangle you, and some are caustic -- that it can throw as bombs or add when it hits you; probably hitting it with things.

Tristain the Chalker |

Tristain will explain how screwed Kyffin is and how he might not die horribly, making it pretty clear that a good pasting is probably the best option.
Round 1
Tristain casts Spiritual Chalkboard, causing a mean ol' chalkboard to appear near the golem to bash some alchemical brains.
1d20 + 12 ⇒ (2) + 12 = 14 to hit;
1d8 + 3 ⇒ (4) + 3 = 7 force damage.
HP: 59/59 +18 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1:8/8 left (Bless*0,MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 6/8 left (ReEn*0,FlsLife*1,SpirW*1,Sugg*0,SeeInvis*0) dc 21
Spells: Lvl 3: 5/8 left (ForPun*0,MagVest*0,DazeMM,Haste*1,Hero*2) dc 22
Spells: Lvl 4 5/6 left (Guard*0,MindThrust*0,DimDoor*1) dc 23
Spells: Lvl 5 4/4 left (Commune*0,Serenity*0) dc 24
Cure Used: 0/4 used
Rod of Reach: 0/3 used
"zee-NOO!”
Wand of Magic Missile (lvl9): 48/50 left
5d4 + 4 ⇒ (2, 2, 4, 2, 4) + 4 = 18 force damage.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 20 will)

Kyffin Rhees |

Round 1
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), -2 dex damage, Air Walk (7/100m), Heroism, Divine Favor (1/10r)
Scimitar: Attack: BAB +7/2, Str +5, Magic +1, Focus +2, (Power -2) Damage: Str +5, Magic +1, Specialization +2, (Power +4) Crit: 18-20 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (5/7, su, sw, DC 17, 3d6)
Sacred Weapon (10/10r, su, sw, +2)
Sacred Armor (9/10m, su, sw, +2)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(0/1, second)
Spells (Caster Level 10, Concentration +12)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor,
Second (14):
Third (15): Invisibility Purge,
Fourth (16):
Kyffin shrugs at the information, and switches weapons, dropping his scimitar to draw (move) his rather lesser morning star (bludgeoning) to respond to the creature. He swiftly casts Divine Favor (+4 attacks/damage (luck)) to give him the edge. He 5’ steps easterly and attacks!
Morning Star: 1d20 + 10 + 4 ⇒ (9) + 10 + 4 = 23 (favor) damage: 1d8 + 9 + 4 ⇒ (2) + 9 + 4 = 15 (favor)
Sorry for the delayed post. Yesterday was a travel day - flying fearfully across the country back home.

Tenebrynn |

Tenebrynn scurries back a step, putting a little distance between her and the sloshing monstrosity. ”Hold tight, Kyffin!” The little gnome then vanishes from sight, but her voice can still be heard shouting as the winds in the room begin to swirl and churn around the spot where she disappeared.
Free Action: 5-ft step
Swift Action: vanish
Full Round Action: Gather Power
HP: 125/131
Nonlethal: 30
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +6 (+2 vs illusion)
Burn Accrued: 3/10
Ki Pool Spent: 2/3
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Dexterity Damage: 2
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 2)
Ability Score increases (+2): Dex, Con

Starflit |

Sorry for the delay. Starflit has no bludgeoning weapon, and I'm assuming spells are unlikely to work against a golem.
@Motteditor: How far of a drop is it through the hole to the room below?

Albert Hazred |

Albert curses and sprints back to the opening as he draws his bow. "Holler if you need the elevator to go back up!" he yells down to Kyffin. Taking aim, he unleashes an arrow at the construct.
longbow: 1d20 + 15 ⇒ (19) + 15 = 34
damage: 1d8 + 2 ⇒ (6) + 2 = 8

Tristain the Chalker |

Tristain watches Al’s arrow plink off the golem.
”Did you not hear what I said Al? About the weapons? Or must I be even more ‘blunt’?!” Tristain nearly facepalms, but tries to keep his cool. He wishes there was time to bonk his head into a wall.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Starflit: 26
Tristain: 20
Albert: 15
Kyffin: 15
Tenebrynn: 5
Antagonist: 5
Tristain is so busy yelling at Al that he barely notices his chalkboard hit the golem -- and seem to pass right through it. For some reason, the magic doesn't seem to bother it anymore than Al's arrow. Kyffin has more luck, his morningstar shattering some of the vials. Unfortunately, whatever fluid was inside splashes him, burning slightly 1 hp fire damage to Kyffin.
As Tenebrynn powers up and Starflit ponders her best approach, the mechanical monstrosity attacks the half-orc in front of it. Its blows hit like hammers 16 and 14 damage, and more strange liquids splash across him. Plus 2 electricity damage and DC 16 Fort or be sickened for 1 round
1d4 ⇒ 4
Slam: 1d20 + 19 ⇒ (16) + 19 = 35
2d8 + 8 ⇒ (7, 1) + 8 = 16
1d6 ⇒ 3
Slam: 1d20 + 19 ⇒ (13) + 19 = 32
2d8 + 8 ⇒ (1, 5) + 8 = 14
1d6 ⇒ 5
Elec: 1d6 ⇒ 2
1d4 ⇒ 1
AG: 15
Party is up again; Starflit can act twice.

Kyffin Rhees |

Round 2
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), -2 dex damage, Air Walk (7/100m), Heroism, Divine Favor (2/10r)
Scimitar: Attack: BAB +7/2, Str +5, Magic +1, Focus +2, (Power -2) Damage: Str +5, Magic +1, Specialization +2, (Power +4) Crit: 18-20 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (4/7, su, sw, DC 17, 3d6)
Sacred Weapon (10/10r, su, sw, +2)
Sacred Armor (9/10m, su, sw, +2)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(0/1, second)
Spells (Caster Level 10, Concentration +12)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor,
Second (14):
Third (15): Invisibility Purge,
Fourth (16):
Fort: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 (heroism) vs DC 16 or sickened
Bleeding heavily, he swiftly converts a Resist Energy Communal to a Cure Serious Wounds on himself!
CSW: 3d8 + 10 ⇒ (1, 7, 2) + 10 = 20
He then presses on with his morning star, doing the best he can to bring down the beast! He knows he cannot falter, so he holds the line so the others can join up. He clicks his heels together for a hasted attack to boot! (Also, I forgot my heroism bonus on attack last round, remembered this round.)
Morning Star: 1d20 + 10 + 7 ⇒ (5) + 10 + 7 = 22 (favor, hero, haste) damage: 1d8 + 9 + 4 ⇒ (1) + 9 + 4 = 14 (favor)
Morning Star: 1d20 + 5 + 7 ⇒ (10) + 5 + 7 = 22 (favor, hero, haste) damage: 1d8 + 9 + 4 ⇒ (8) + 9 + 4 = 21 (favor)
Haste Morning Star: 1d20 + 10 + 7 ⇒ (18) + 10 + 7 = 35 (favor, hero, haste) damage: 1d8 + 9 + 4 ⇒ (8) + 9 + 4 = 21 (favor)

Tenebrynn |

Tenebrynn reappears suddenly, lashing out three times in booming succession with a coiled tendril of wind and debris.
Air Blast Whip, first (bludgeoning): 1d20 + 12 ⇒ (14) + 12 = 26for: 4d6 + 12 ⇒ (1, 2, 3, 2) + 12 = 20
Air Blast Whip, iterative (bludgeoning): 1d20 + 7 ⇒ (3) + 7 = 10for: 4d6 + 12 ⇒ (5, 2, 6, 2) + 12 = 27
Air Blast Whip, ki (bludgeoning): 1d20 + 12 ⇒ (1) + 12 = 13for: 4d6 + 12 ⇒ (1, 5, 5, 3) + 12 = 26
Traitorous dice.
HP: 125/131
Nonlethal: 30
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +6 (+2 vs illusion)
Burn Accrued: 3/10
Ki Pool Spent: 3/3
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Dexterity Damage: 2
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 2)
Ability Score increases (+2): Dex, Con

Starflit |

ROUND 1
Starflit contemplates what she can do against the golem. She drops prone next to the opening in the floor, slides over the edge while grasping it with her hands, and then tries to drop gracefully to the floor below. She also invokes a pair of judgments against the golem: protection and smiting.
Starflit Acrobatics Check: 1d20 + 13 ⇒ (10) + 13 = 23
ROUND 2
Starflit lands and moves to engage the golem (5-foot step if possible; not sure in the table counts as a corner and negates that or not). She invokes her bane ability to better deal damage to the golem before bringing her starknife to bear.
Starflit +1 returning starknife +12 (bane): 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30 for adamantine, magical, piercing damage (bane): 1d4 + 2 + 2 + 2d6 ⇒ (2) + 2 + 2 + (1, 5) = 12
If Applicable....
Starflit +1 returning starknife Iterative Attack +7 (bane): 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 for adamantine, magical, piercing damage (bane): 1d4 + 2 + 2 + 2d6 ⇒ (3) + 2 + 2 + (2, 3) = 12
Judgments: #3 of 4; protection (+3 sacred bonus to AC); smiting (starknife considered adamantine, good against DR);
hp (current): 72/73;
AC: 27, touch 16, flat-footed 24 (+3 sacred bonus from protection judgment);
Bane Round #2 of 15 (constructs);
Conditions: Dex -1 (lingering from previous swarm attack)

Albert Hazred |
1 person marked this as a favorite. |

"I ain't got anything blunt!" Al snaps at Tristain, "But maybe I can still help and make this dang suit useful." Dropping his bow, Al leaps down the opening crashing to the floor 15' below, then quickly scrambles to his feet while gripping his knee. "I'm fine, don't worry about me."
two move actions to jump down the hole and scramble to feet, assuming that will provoke an AoO and if that hits then would also use a swift action for Dirt On It, but only if that hit.
Falling damage: 2d6 ⇒ (1, 6) = 7
Dirt On It: 6d6 ⇒ (2, 3, 4, 1, 6, 6) = 22

Tristain the Chalker |

Round 2
Tristain, having few good options, continues to bash miserably with his chalkboard. He also casts Haste, which might help those who are good at bashing things.
1d20 + 12 ⇒ (4) + 12 = 16 to hit;
1d8 + 3 ⇒ (2) + 3 = 5 force damage.
Round 1/10 Haste: +1 to all the things.
HP: 59/59 +18 temp hp
AC: 13
[b]Points: 7/7 left
Spells: Lvl 1:8/8 left (Bless*0,MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 6/8 left (ReEn*0,FlsLife*1,SpirW*1,Sugg*0,SeeInvis*0) dc 21
Spells: Lvl 3: 5/8 left (ForPun*0,MagVest*0,DazeMM,Haste*1,Hero*2) dc 22
Spells: Lvl 4 5/6 left (Guard*0,MindThrust*0,DimDoor*1) dc 23
Spells: Lvl 5 4/4 left (Commune*0,Serenity*0) dc 24
Cure Used: 0/4 used
Rod of Reach: 0/3 used
"zee-NOO!”
Wand of Magic Missile (lvl9): 48/50 left
5d4 + 4 ⇒ (1, 3, 1, 2, 3) + 4 = 14 force damage.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 20 will)

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Starflit: 26
Tristain: 20
Albert: 15
Kyffin: 15
Tenebrynn: 5
Antagonist: 5
Starflit's knife cuts through the golem, as Kyffin manages to bash it again, though both find it difficult to get through its tough frame each of you had 1 hit.
It bashes Al, spraying him with some burning liquid, as he likewise falls to the lower level and regains his feet 14 hp, plus 4 fire damage, but then lurches back as Tenebrynn's air whip hits it. Tristain's spiritual chalkboard continues to have no effect on it as it lashes out at Starflit. The blow nearly takes off Starflit's head and covers her in some bluish liquid that turns her stomach 23 hp, plus need a DC 16 Fort save or be sickened 3 rounds. The second looks like it's heading toward Kyffin, and he instinctively ducks -- but the blow goes over his head and hits the glass canister, releasing some brownish ooze that immediately lashes out at Kyffin. Its touch burns, and Kyffin pulls away, just in time as he realizes it's trying to grab him 5 hp, plus 3 acid
It's an ochre jelly.
AoO: 1d20 + 19 ⇒ (6) + 19 = 25
2d8 + 8 ⇒ (5, 1) + 8 = 14
2d6 ⇒ (4, 3) = 7
Vs. Starflit: 1d20 + 19 ⇒ (20) + 19 = 39
Crit?: 1d20 + 19 ⇒ (6) + 19 = 25
2d8 + 8 ⇒ (8, 7) + 8 = 23
2d6 ⇒ (5, 3) = 8
1d4 ⇒ 3
Ooze: 1d20 + 5 ⇒ (20) + 5 = 25
3d4 + 3 ⇒ (1, 1, 3) + 3 = 8
Crit?: 1d20 + 5 ⇒ (12) + 5 = 17
Grab?: 1d20 + 11 ⇒ (3) + 11 = 14
AG: 48

Kyffin Rhees |

Round 3
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), -2 dex damage, Air Walk (7/100m), Heroism, Divine Favor (2/10r)
Scimitar: Attack: BAB +7/2, Str +5, Magic +1, Focus +2, (Power -2) Damage: Str +5, Magic +1, Specialization +2, (Power +4) Crit: 18-20 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (4/7, su, sw, DC 17, 3d6)
Sacred Weapon (9/10r, su, sw, +2)
Sacred Armor (9/10m, su, sw, +2)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(0/1, second)
Spells (Caster Level 10, Concentration +12)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor,
Second (14):
Third (15): Invisibility Purge,
Fourth (16):
Kyffin, wincing from the acid, swiftly improves his weapon (sacred weapon, +2) in the hopes of landing more than one blow on the damnable creature!
Morning Star: 1d20 + 10 + 9 ⇒ (14) + 10 + 9 = 33 (favor, hero, haste, sacred) damage: 1d8 + 9 + 6 ⇒ (1) + 9 + 6 = 16 (favor, sacred)
Morning Star: 1d20 + 5 + 9 ⇒ (2) + 5 + 9 = 16 (favor, hero, haste, sacred) damage: 1d8 + 9 + 6 ⇒ (8) + 9 + 6 = 23 (favor, sacred)
Haste Morning Star: 1d20 + 10 + 9 ⇒ (16) + 10 + 9 = 35 (favor, hero, haste, sacred) damage: 1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20 (favor, sacred)
Confident that he managed a pair of hits, he smiles, quietly praising Sarenrae for her many blessings.

Starflit |

ROUND 3
Starflit is thoroughly slimed, wailing and flailing ineffectually at the golem. One wild swing might actually nick the construct.
Starflit Fortitude Save: 1d20 + 11 ⇒ (1) + 11 = 12
Starflit +1 returning starknife (bane, haste, sickened): 1d20 + 12 + 2 + 1 - 2 ⇒ (4) + 12 + 2 + 1 - 2 = 17 for adamantine, magical, piercing damage (bane, sickened): 1d4 + 2 + 2 + 2d6 - 2 ⇒ (2) + 2 + 2 + (2, 3) - 2 = 9
Starflit +1 returning starknife Iterative Attack (bane, haste, sickened): 1d20 + 7 + 2 + 1 - 2 ⇒ (18) + 7 + 2 + 1 - 2 = 26 for adamantine, magical, piercing damage (bane, sickened): 1d4 + 2 + 2 + 2d6 - 2 ⇒ (1) + 2 + 2 + (2, 4) - 2 = 9
Starflit +1 returning starknife Bonus Haste Attack (bane, haste, sickened): 1d20 + 12 + 2 + 1 - 2 ⇒ (2) + 12 + 2 + 1 - 2 = 15 for adamantine, magical, piercing damage (bane, sickened): 1d4 + 2 + 2 + 2d6 - 2 ⇒ (3) + 2 + 2 + (2, 6) - 2 = 13
Judgments: #3 of 4; protection (+3 sacred bonus to AC); smiting (starknife considered adamantine, good against DR);
hp (current): 49/73;
AC: 28, touch 17, flat-footed 24 (+3 sacred bonus from protection judgment, +1 dodge bonus from haste);
Bane Round #3 of 15 (constructs);
Haste: extra attack w/full attack, up to +30 ft. speed, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves;
Conditions: Dex -1 (lingering from previous swarm attack); sickened (2 rounds)

Albert Hazred |

"My dirt will take care of the blue goo, just give it a moment." Albert reassures Starflit as he wipes a healthy handful of the soil into the slime creating a greenish paste.
Dirt on It with Mercy Sickened: 5d6 ⇒ (4, 2, 3, 1, 5) = 15 healing and removes Sickened condition
Dirt administration completed, Al snatches a small cauldron, or maybe it's a misplaced chamber pot, from the cluttered work table and prepares to throw it at the brown ooze.
standard action for DOI and move action to grab an improvised blunt weapon, should I treat that like a club when I throw it next round Mott?

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Starflit: 26
Tristain: 20
Albert: 15
Kyffin: 15
Tenebrynn: 5
Antagonist: 5
As Tenebrynn begins to gather power again, Starflit manages to cut the golem once, and Kyffin lays about smashing it, though both get splashes with horrific liquids again 1 point electricity to Star, 1 acid and 1 fire to Kyffin. Al helps ease some of the sting, and picks up a pot to use at the next opportunity sure, that makes sense, Al.
The golem lashes out again at Starflit, who manages to avoid both blows from the badly damaged thing. The brown pudding extends a pseudopod toward Kyffin, who quickly ducks away.
3d4 ⇒ (3, 1, 4) = 8
2d2 ⇒ (2, 2) = 4
slam: 1d20 + 19 ⇒ (2) + 19 = 21
slam: 1d20 + 19 ⇒ (3) + 19 = 22
Ochre slam: 1d20 + 5 ⇒ (5) + 5 = 10
AG: 93
Party is up; T spent the round gathering power.

Starflit |

Starflit gives Al a grateful nod as his magic both heals her wounds and calms her queasy stomach. The inquisitor again brings her starknife to bear on the construct.
Starflit +1 returning starknife (bane, haste): 1d20 + 12 + 2 + 1 ⇒ (17) + 12 + 2 + 1 = 32 for adamantine, magical, piercing damage (bane): 1d4 + 2 + 2 + 2d6 ⇒ (4) + 2 + 2 + (4, 6) = 18 (x3)
Starflit +1 returning starknife Iterative Attack (bane, haste): 1d20 + 7 + 2 + 1 ⇒ (18) + 7 + 2 + 1 = 28 for adamantine, magical, piercing damage (bane): 1d4 + 2 + 2 + 2d6 ⇒ (4) + 2 + 2 + (5, 4) = 17 (x3)
Starflit +1 returning starknife Bonus Haste Attack (bane, haste): 1d20 + 12 + 2 + 1 ⇒ (9) + 12 + 2 + 1 = 24 for adamantine, magical, piercing damage (bane): 1d4 + 2 + 2 + 2d6 ⇒ (4) + 2 + 2 + (4, 1) = 13 (x3)
Starflit Knowledge (dungeoneering) Check (Monster Lore): 1d20 + 13 ⇒ (20) + 13 = 33 I rolled this to see if Starflit would know better than to take a starknife to an ooze, in case she drops the construct with additional attacks remaining.
Judgments: #3 of 4; protection (+3 sacred bonus to AC); smiting (starknife considered adamantine, good against DR);
hp (current): 64/73; (15 healing from Al)
AC: 28, touch 17, flat-footed 24 (+3 sacred bonus from protection judgment, +1 dodge bonus from haste);
Bane Round #4 of 15 (constructs);
Haste: extra attack w/full attack, up to +30 ft. speed, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves;
Conditions: Dex -1 (lingering from previous swarm attack)

Kyffin Rhees |

Round 4
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/10h, +2), -2 dex damage, Air Walk (7/100m), Heroism, Divine Favor (4/10r)
Scimitar: Attack: BAB +7/2, Str +5, Magic +1, Focus +2, (Power -2) Damage: Str +5, Magic +1, Specialization +2, (Power +4) Crit: 18-20 DR Magic
Longbow: Attack: BAB +7/2, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 7/10
Blessings (8/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (4/7, su, sw, DC 17, 3d6)
Sacred Weapon (8/10r, su, sw, +2)
Sacred Armor (9/10m, su, sw, +2)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(0/1, second)
Spells (Caster Level 10, Concentration +12)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor,
Second (14):
Third (15): Invisibility Purge,
Fourth (16):
Kyffin will 5’ step north if Starflit doesn’t manage to take out the construct with her high-DR weapon. He’ll start on the construct in that case, and switch to the ooze if it drops. Otherwise he stays where he is and focuses on the ooze with his morning star - hoping that'll do the trick against it.
He’ll again swiftly improve his weapon (sacred weapon, +2).
Morning Star: 1d20 + 10 + 9 ⇒ (18) + 10 + 9 = 37 (favor, hero, haste, sacred) damage: 1d8 + 9 + 6 ⇒ (8) + 9 + 6 = 23 (favor, sacred)
Morning Star: 1d20 + 5 + 9 ⇒ (16) + 5 + 9 = 30 (favor, hero, haste, sacred) damage: 1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20 (favor, sacred)
Haste Morning Star: 1d20 + 10 + 9 ⇒ (8) + 10 + 9 = 27 (favor, hero, haste, sacred) damage: 1d8 + 9 + 6 ⇒ (4) + 9 + 6 = 19 (favor, sacred)

Starflit |

And Starflit definitely knows about the ooze's split ability. What else would you like to know, Star?
Vulnerabilities and immunities, maybe?

Tristain the Chalker |

Round 4
Tristain will put his chalkboard to the oozy monster, hoping that helps.
1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20 to hit;
1d8 + 3 ⇒ (5) + 3 = 8 force damage.
Edit: oh, I have Dungeoneering, duh: 1d20 + 19 ⇒ (10) + 19 = 29. DRs? SRs? How to kill?
Round 3/10 Haste: +1 to all the things.
HP: 59/59 +18 temp hp
AC: 13
[b]Points: 7/7 left
Spells: Lvl 1:8/8 left (Bless*0,MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 6/8 left (ReEn*0,FlsLife*1,SpirW*1,Sugg*0,SeeInvis*0) dc 21
Spells: Lvl 3: 5/8 left (ForPun*0,MagVest*0,DazeMM,Haste*1,Hero*2) dc 22
Spells: Lvl 4 5/6 left (Guard*0,MindThrust*0,DimDoor*1) dc 23
Spells: Lvl 5 4/4 left (Commune*0,Serenity*0) dc 24
Cure Used: 0/4 used
Rod of Reach: 0/3 used
"zee-NOO!”
Wand of Magic Missile (lvl9): 48/50 left
5d4 + 4 ⇒ (3, 1, 1, 4, 2) + 4 = 15 force damage.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 20 will)

Albert Hazred |

Al flings the small cauldron at the ooze, then quickly grabs for anything blunt and large, like a chair, to throw at it.
improvised chamber pot into melee, haste: 1d20 + 12 - 4 - 4 + 1 ⇒ (7) + 12 - 4 - 4 + 1 = 12
damage: 1d6 + 2 ⇒ (3) + 2 = 5