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Nope, you can only ever apply one metamagic rod. Even if you could use two you then lack a hand for any somatic components

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I suppose I could Quicken it with my own feat, but in that case I'd have to use up an 8th level slot since I already killed all my 7th levels for the day. Instead, I'll cast Selective burst of radiance, which will deal damage to them and blind them. DC 23 to resist being blinded.
damage to evil creatures: 5d4 ⇒ (3, 1, 3, 3, 4) = 14

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Round 6
Orange Turret 45 Dmg -
Urko + Artemis Dmg (Urko)- Dmg (Artemis - still has temps/functionally immortal)Fortune Hex
Gargoyle B Yellow 44 Dmg - Divine Favor (End Round 11) -
Narshala 71 Dmg -
Marduk Dmg - Fortune Hex
Gargoyle B Blue 78 Dmg -
Gargoyle B Red Dmg - Divine Favor (End Round 13) - Nauseated
Rayaldach 45 Dmg - Nauseated
Agata 12 Dmg - Fortune Hex
Sweet Maud Dmg -
Gargoyle A Blue 57 Dmg - Nauseated
Gargoyle A Yellow 44 Dmg - Blinded (End round 7)
Nalshene 25 Dmg - Fortune Hex
Miranda 8 Dmg -
Newcomer Blue
Newcomer Red
Hugo 14 Dmg -
While it only takes a step for the Rose of Taldor to position herself, it takes several jabs of her sword to render the device non-operational.
Yellow A: 1d20 + 14 ⇒ (7) + 14 = 21
Yellow B: 1d20 + 14 ⇒ (20) + 14 = 34
Blue B: 1d20 + 14 ⇒ (11) + 14 = 25
How long?: 1d4 ⇒ 1
Seeing it's companion standing down, it's companion emits a blurt of code.
Range Touch: 1d20 + 17 ⇒ (20) + 17 = 37
Red Will save, DC 20: 1d20 + 9 ⇒ (15) + 9 = 24
The "eye" of the southern creature flicker momentarily before it turns it's gaze towards its companion.
As Hugo takes action, the remaining turret fires, ineffectively.
Stupid Fire resistance... :D

Artemis, Animal Companion |

Artemis roars and tears into the remaining gargoyles surrounding her.
Starting on blue and going around clockwise
Bite, heroism, DP, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (7) + 21 + 2 + 6 - 3 = 33
Damage, DP, pa: 2d6 + 13 + 6 + 6 ⇒ (4, 6) + 13 + 6 + 6 = 35
Bite, heroism, DP, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (16) + 21 + 2 + 6 - 3 = 42
Damage, DP, pa: 2d6 + 13 + 6 + 6 ⇒ (6, 1) + 13 + 6 + 6 = 32
Claw, heroism, DP, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (13) + 21 + 2 + 6 - 3 = 39
Damage, DP, pa: 1d8 + 13 + 6 + 6 ⇒ (6) + 13 + 6 + 6 = 31
Claw, heroism, DP, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (19) + 21 + 2 + 6 - 3 = 45
Damage, DP, pa: 1d8 + 13 + 6 + 6 ⇒ (7) + 13 + 6 + 6 = 32
Slam, heroism, DP, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (18) + 21 + 2 + 6 - 3 = 44
Damage, DP, pa: 2d6 + 13 + 6 + 6 ⇒ (6, 2) + 13 + 6 + 6 = 33
Slam, heroism, DP, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (15) + 21 + 2 + 6 - 3 = 41
Damage, DP, pa: 2d6 + 13 + 6 + 6 ⇒ (1, 4) + 13 + 6 + 6 = 30

Sweet Mawd |

Sweet Mawd listens to the words in Androffan, but, though she "understands" them, they are largely meaningless to her. She squeaks to the others, "I'm not sure, but it's possible that it knows its been taken control of and is doing something about it..."

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Hugo will fly forward 60' to enter the room with Artemis and Urko, ignoring the meddlesome turrets for the time.
We must put a stop to this nonsense!
He 'sacred' summons another of the inevitables to aid Abadar and the allies efforts, and to attack the presumed leader of the gargoyles from above.
Zelekhut appears 5' above and SE of target
He points and directs the Zelekhut...
Attack that heathen, NOW!!!!
Zelekhut Lawful Chain: 1d20 + 17 ⇒ (10) + 17 = 27
for dmg, electric: 2d6 + 7 + 1d6 ⇒ (4, 6) + 7 + (1) = 18
Zelekhut Lawful Chain: 1d20 + 17 ⇒ (3) + 17 = 20
for dmg, electric: 2d6 + 7 + 1d6 ⇒ (5, 6) + 7 + (3) = 21
In the unlikely event either chain hits...
trip Lawful Chain: 1d20 + 17 ⇒ (20) + 17 = 37 vs CMD
Z=AC24/115HP+DR10/Chaotic+SR20

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Round 7
Orange Turret 45 Dmg -
Urko + Artemis Dmg (Urko)- Dmg (Artemis - still has temps/functionally immortal)Fortune Hex
Gargoyle B Yellow 140 Dmg - Divine Favor (End Round 11) - Unconscious
Narshala 71 Dmg -
Marduk Dmg - Fortune Hex
Gargoyle B Blue 144 Dmg - Unconscious
Gargoyle B Red Dmg - Divine Favor (End Round 13) - Nauseated
Rayaldach 45 Dmg - Nauseated
Agata 12 Dmg - Fortune Hex
Sweet Maud Dmg -
Gargoyle A Blue 57 Dmg - Nauseated
Gargoyle A Yellow 74 Dmg - Blinded (End round 7)
Nalshene 25 Dmg - Fortune Hex
Miranda 8 Dmg -
Newcomer Blue
Newcomer Red
Hugo 14 Dmg -
Artemis quickly knocks two of her opponents out, leaving the blind gargoyle to fend for itself. Meanwhile the zelekut attempts to bring the wisdom of the master of Aktun upon the strange gargoyle, who, while still leaking vomit, manages to avoid the blows.

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Hmm, missed that I hadn't posted my actual turn.
Urko flies forward into the room behind Artemis. You lot can handle that last robot yes?
Seeing the wall he starts to gag
Will save: 1d20 + 19 ⇒ (16) + 19 = 35
but he manages to keep his lunch down.
He calls out to the gargoyle leader, Your people are defeated, this Unity cannot stand against us, accept your defeat and we will treat you honourably.
Bodyguard, only fail on a 1: 5d20 ⇒ (2, 15, 15, 12, 6) = 50

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I don't even know if these remaining gargoyles can cast spells but Marduk will continue to ready.

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Round 7
Orange Turret 45 Dmg -
Urko + Artemis Dmg (Urko)- Dmg (Artemis - still has temps/functionally immortal)Fortune Hex
Gargoyle B Yellow 140 Dmg - Divine Favor (End Round 11) - Unconscious
Narshala 71 Dmg -
Marduk Dmg - Fortune Hex
Gargoyle B Blue 144 Dmg - Unconscious
Gargoyle B Red Dmg - Divine Favor (End Round 13) - Nauseated
Rayaldach 45 Dmg - Nauseated
Agata 12 Dmg - Fortune Hex
Sweet Maud Dmg -
Gargoyle A Blue 57 Dmg - Nauseated
Gargoyle A Yellow 74 Dmg - Blinded (End round 7)
Nalshene 25 Dmg - Fortune Hex
Miranda 8 Dmg -
Newcomer Blue
Newcomer Red
Hugo 14 Dmg -
"We won't betray the shaper of all futures unbeliever; death is but momentary in the service of a god... *HUUURK*" replies the leader, who makes a break for the other side of the room, as if to join up with the other gargoyle getting as far away as possible from the Loathsome Veil.
Zelekut may take it's AoO.

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Zelekhut swings down at the departing gargoyle
HALT! Stand still and be judged, heathen!
AOO Lawful Chain: 1d20 + 17 ⇒ (1) + 17 = 18
for dmg, electric: 2d6 + 7 + 1d6 ⇒ (1, 5) + 7 + (4) = 17
trip Lawful Chain: 1d20 + 17 ⇒ (14) + 17 = 31 vs CMD
But the chains seem to tangle into some of the electronic monitors in the large chamber
BTW - I have not bothered to roll for the Inevitable vs the veil since they generally are immune to mind-affects. Correct me if it is needed.

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Agata glares at the Blue robot with unkind intention.
Retribution Major Hex, DC 26 Will save negates, failure means that any melee damage that it deals for the next 9 rounds, it also takes half of that damage, which bypasses any DR, immunities, resistances it has.
Then Agata continues to laugh at the absurdity of the entire situation. Cackle to extend all the Fortune hexes

Sweet Mawd |

Sweet Mawd will use her Cure Light Wounds SLA to heal Agata.
CLW: 1d8 + 3 ⇒ (5) + 3 = 8

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Round 7
Orange Turret 45 Dmg -
Urko + Artemis Dmg (Urko)- Dmg (Artemis - still has temps/functionally immortal)Fortune Hex
Gargoyle B Yellow 140 Dmg - Divine Favor (End Round 11) - Unconscious
Narshala 71 Dmg -
Marduk Dmg - Fortune Hex
Gargoyle B Blue 144 Dmg - Unconscious
Gargoyle B Red Dmg - Divine Favor (End Round 13) - Nauseated
Rayaldach 45 Dmg - Nauseated
Agata 4 Dmg - Fortune Hex
Sweet Maud Dmg -
Gargoyle A Blue 57 Dmg - Nauseated
Gargoyle A Yellow 74 Dmg - Blinded (End round 7)
Nalshene 25 Dmg - Fortune Hex
Miranda 8 Dmg -
Newcomer Blue - Retribution Hex
Newcomer Red
Hugo 14 Dmg -
The leader manages to make his way away from the avatar of Law clumsy attempts at restraining him. Meanwhile, Agata's wounds heal as she attempts to exact a blood toll on the creature.
Will Save vs Retribution Hex: 1d20 + 9 ⇒ (2) + 9 = 11
"An eye for an eye" as the old saying goes, and the outer shell of the robot's armor glows with strange runes, oaths of vengeance and retribution.
One of the gargoyles manages to get out of sight of the veil, into a small room to the south, as the other attempts to strike Artemis in anger, it's vision slowly coming back to it.
Yellow A, Battleaxe #1: 1d20 + 16 ⇒ (3) + 16 = 19
Percentile (High is Good): 1d100 ⇒ 8
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Yellow A, Battleaxe #2: 1d20 + 11 ⇒ (19) + 11 = 30
Percentile (High is Good): 1d100 ⇒ 22
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Yellow A, Battleaxe #2: 1d20 + 6 ⇒ (4) + 6 = 10
Percentile (High is Good): 1d100 ⇒ 8
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Yellow A, Bite: 1d20 + 9 ⇒ (18) + 9 = 27
Percentile (High is Good): 1d100 ⇒ 23
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Yellow A, Claw: 1d20 + 9 ⇒ (5) + 9 = 14
Percentile (High is Good): 1d100 ⇒ 64
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Yellow A, Gore: 1d20 + 9 ⇒ (3) + 9 = 12
Percentile (High is Good): 1d100 ⇒ 5
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
The creature has some good moves, but all for naught; Urko's cat cannot be harmed by fighters of it's caliber.

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Nalshene drops her nauseating veil spell and moves forward through the doors. [b]"Sic them, Narshala." she says. Then she casts a deadly spell at the large creature in the middle of the room.
Disintegrate ranged touch: 1d20 + 10 ⇒ (4) + 10 = 14
Ranged touch fortune hex: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 32d6 ⇒ (4, 6, 5, 3, 5, 4, 3, 2, 6, 2, 1, 4, 4, 4, 5, 6, 1, 1, 3, 1, 1, 3, 4, 5, 1, 6, 5, 6, 1, 3, 1, 1) = 107 Ouch, that's a lot of 1's!
DC 26 Fort save to reduce damage to damage: 5d6 ⇒ (5, 6, 1, 2, 2) = 16
Then Narshala charges forward, flying straight at [yellow guy] and pouncing with all her dragon-y attacks.
bite: 1d20 + 19 ⇒ (4) + 19 = 23 damage: 2d6 + 9 ⇒ (3, 2) + 9 = 14
claw1: 1d20 + 19 ⇒ (11) + 19 = 30 damage: 1d8 + 9 ⇒ (1) + 9 = 10
claw2: 1d20 + 19 ⇒ (14) + 19 = 33 damage: 1d8 + 9 ⇒ (5) + 9 = 14
wing1: 1d20 + 14 ⇒ (4) + 14 = 18 damage: 1d6 + 4 ⇒ (2) + 4 = 6
wing2: 1d20 + 14 ⇒ (19) + 14 = 33 damage: 1d6 + 4 ⇒ (5) + 4 = 9
tail slap: 1d20 + 14 ⇒ (7) + 14 = 21 damage: 1d8 + 4 ⇒ (8) + 4 = 12

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The only two large creatures in the room other than the Dino-dragon are allies, right? Artemis and Zelekhut, or am I missing one.

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Miranda continues her bladed assault against the blue-steeled monstrosity next to her, humming a little as she sort of enjoys this 'workout'. It beats the decadence of a relatively quiet life in Oppara...
Seeing the strange symbols of retribution appear, Miranda cocks a brow. "Oi, Agata? What's all these mean? Should I let it try and hit me?"
If Agata confirms this about the retribution hex then I will attack without combat expertise on. Attacks vs Bluebot.
Attack 1: 1d20 + 30 ⇒ (2) + 30 = 32
Damage, adamantine: 1d6 + 17 ⇒ (6) + 17 = 23
Attack 2: 1d20 + 25 ⇒ (5) + 25 = 30
Damage, adamantine: 1d6 + 17 ⇒ (2) + 17 = 19
Attack 3: 1d20 + 20 ⇒ (8) + 20 = 28
Damage, adamantine: 1d6 + 17 ⇒ (1) + 17 = 18
Miranda goes on full offensive, dropping her guard somewhat to try and give the steel monster a chance to hit her.
AC drops to 47 for the round.

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Round 7
Orange Turret 45 Dmg -
Urko + Artemis Dmg (Urko)- Dmg (Artemis - still has temps/functionally immortal)Fortune Hex
Gargoyle B Yellow 140 Dmg - Divine Favor (End Round 11) - Unconscious
Narshala 71 Dmg -
Marduk Dmg - Fortune Hex
Gargoyle B Blue 144 Dmg - Unconscious
Gargoyle B Red Dmg - Divine Favor (End Round 13) - Nauseated
Rayaldach 45 Dmg - Nauseated
Agata 4 Dmg - Fortune Hex
Sweet Maud Dmg -
Gargoyle A Blue 57 Dmg - Nauseated
Gargoyle A Yellow 107 Dmg -
Nalshene 25 Dmg - Fortune Hex
Miranda 8 Dmg -
Newcomer Blue 60 Dmg- Retribution Hex
Newcomer Red
Hugo 14 Dmg -
Nalshene, You would be targetting the friendly Zelekut; perhaps another target might be better?
Narshala tears into the no-longer blind gargoyle, inflicting grievous wounds!
Tentacle #1: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 1d10 + 6 ⇒ (1) + 6 = 7
Tentacle #2: 1d20 + 19 ⇒ (5) + 19 = 24
Damage: 1d10 + 6 ⇒ (3) + 6 = 9
Slam #1: 1d20 + 19 ⇒ (8) + 19 = 27
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Slam #2: 1d20 + 19 ⇒ (10) + 19 = 29
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Integrated laser: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 2d6 ⇒ (4, 1) = 5
Integrated laser (confirm): 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 2d6 ⇒ (4, 2) = 6
With one robot down, the other attempts to tear into the Rose of Taldor, but cannot, as she weaves and ducks around the physical attacks. however, this leaves her wide open for a blast of energy right between her eyes! Fortunately for her, the spell woven onto her by Agata protects her from harm.
To speed things along, I'll have the turret act.
The turret aims for Agata!
Pew-pew: 1d20 + 20 ⇒ (17) + 20 = 37
Damage: 4d6 ⇒ (5, 2, 5, 6) = 18
A solid hit, but the spells woven protect her.

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Maybe we should start buffing less to make it a bit fairer on the enemy? :)

Artemis, Animal Companion |

Artemis unleashes herself against the remaining gargoyles.
She starts with Yellow A and goes around clockwise.
Bite, heroism, dp, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (18) + 21 + 2 + 6 - 3 = 44
Damage, dp, pa: 2d6 + 13 + 6 + 6 ⇒ (4, 5) + 13 + 6 + 6 = 34
Claw, heroism, dp, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (5) + 21 + 2 + 6 - 3 = 31
Damage, dp, pa: 1d8 + 13 + 6 + 6 ⇒ (2) + 13 + 6 + 6 = 27
Claw, heroism, dp, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (13) + 21 + 2 + 6 - 3 = 39
Damage, dp, pa: 1d8 + 13 + 6 + 6 ⇒ (7) + 13 + 6 + 6 = 32
Slam, heroism, dp, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (20) + 21 + 2 + 6 - 3 = 46
Damage, dp, pa: 2d6 + 13 + 6 + 6 ⇒ (5, 4) + 13 + 6 + 6 = 34
Slam confirm, heroism, dp, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (4) + 21 + 2 + 6 - 3 = 30
Damage, dp, pa: 2d6 + 13 + 6 + 6 ⇒ (4, 1) + 13 + 6 + 6 = 30
Slam, heroism, dp, pa: 1d20 + 21 + 2 + 6 - 3 ⇒ (18) + 21 + 2 + 6 - 3 = 44
Damage, dp, pa: 2d6 + 13 + 6 + 6 ⇒ (6, 4) + 13 + 6 + 6 = 35

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Agata clarifies for Miranda, "Oh no dearie, no need to let it hit you! But if it somehow does, it'll be sorry!"

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Urko flies forward towards the leader of the gargoyles. He raises a hand and makes a come here gesture, trying to rip her weapon from her hand.
He provokes from all of the gargoyles surrounding Artemis and then casts Pilfering Hand to steal her strange weapon.
Pilfering Hand disarm, heroism: 1d20 + 30 + 2 ⇒ (5) + 30 + 2 = 37

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Round 7
Orange Turret 45 Dmg -
Urko + Artemis Dmg (Urko)- Dmg (Artemis - still has temps/functionally immortal)Fortune Hex
Gargoyle B Yellow 140 Dmg - Divine Favor (End Round 11) - Unconscious
Narshala 71 Dmg -
Marduk Dmg - Fortune Hex
Gargoyle B Blue 144 Dmg - Unconscious
Gargoyle B Red Dmg - Divine Favor (End Round 13) - Nauseated
Rayaldach 61 Dmg - Nauseated
Agata 4 Dmg - Fortune Hex
Sweet Maud Dmg -
Gargoyle A Blue 57 Dmg - Nauseated
Nalshene 25 Dmg - Fortune Hex
Miranda 8 Dmg -
Newcomer Blue 60 Dmg- Retribution Hex
Newcomer Red
Hugo 14 Dmg -
So, to avoid dragging this out more than it needs to, I'm going to reassign Nalshene's disintegrate, as the target you mention is either the unconscious gargoyle, or the gargoyle hidden behind a wall. So let's go with you targeting the leader.
As Artemis rips to shreds the remaining conscious gargoyle, ending its life, Urko attempts to steal away the leader's strange weapon, but it manages to hold onto it with a roar of fury that ends with a heaving sound.
Rayaldach Fort Save: 1d20 + 19 ⇒ (13) + 19 = 32
That would have made the save with a regular gargoyle cleric.
Gritting its teeth, it pushes through the pain, its body retaining cohesiveness as it retreats away.
Back to you; If you can get Rayaldach, I feel confident in calling the fight. As is, I'm going to call it in about a round; vanilla spell prep just doesn't cut it and the only person I can conceivably hit is staying in the back with the "Fireball says no spell for you" option at the ready. Good job everyone! (speaking in advance)

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Agata targets the Blue robot with the Misfortune Hex. DC 26 Will save negates (it's not mind-affecting, so should be applicable even to the robots) And then she cackles to extend it and the other hexes.

Sweet Mawd |

Sweet Mawd takes refuge in her mistress' bird's nest of hair and wonders if she will ever get a nice cup of tea.

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Hugo advances before the inevitable, keeping his altitude but readies to call as the creature passes near (30' range)
Excellent work. Bring down the heathens before they summon more of their disillusioned allies.
Hugo calls out an inspiring word on the Zelekhut (+2 bonus, 7 rounds)
The Zelekhut chases after a fleeing gargoyle with its chains.
HALT!
Flying 5' off the ground, the golden inevitable charges north and tries to bring down the gargoyle.
Zelekhut Lawful Chain, charge, inspired: 1d20 + 17 + 2 + 2 ⇒ (18) + 17 + 2 + 2 = 39
for dmg, electric: 2d6 + 7 + 1d6 ⇒ (6, 2) + 7 + (1) = 16
trip Lawful Chain: 1d20 + 17 + 2 + 2 ⇒ (13) + 17 + 2 + 2 = 34 vs CMD

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Ready!

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Nalshene will target the leader with another Disintegrate if he's still standing.
Disintegrate ranged touch: 1d20 + 10 ⇒ (8) + 10 = 18
fortune: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 36d6 ⇒ (6, 2, 2, 6, 2, 3, 3, 5, 3, 1, 3, 3, 6, 5, 6, 4, 3, 1, 5, 2, 3, 6, 3, 4, 4, 5, 2, 2, 4, 1, 4, 6, 2, 1, 6, 5) = 129
Still DC 26 Fort to resist, in which case damage is damage: 5d6 ⇒ (6, 2, 5, 6, 6) = 25.

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Round 7
Orange Turret 45 Dmg -
Urko + Artemis Dmg (Urko)- Dmg (Artemis - still has temps/functionally immortal)Fortune Hex
Gargoyle B Yellow 140 Dmg - Divine Favor (End Round 11) - Unconscious
Narshala 71 Dmg -
Marduk Dmg - Fortune Hex
Gargoyle B Blue 144 Dmg - Unconscious
Gargoyle B Red Dmg - Divine Favor (End Round 13) - Nauseated
Rayaldach 92 Dmg - Nauseated
Agata 4 Dmg - Fortune Hex
Sweet Maud Dmg -
Gargoyle A Blue 57 Dmg - Nauseated
Nalshene 25 Dmg - Fortune Hex
Miranda 8 Dmg -
Newcomer Blue 60 Dmg- Retribution Hex
Newcomer Red
Hugo 14 Dmg -
The zelekut's weapon hits the gargoyle this time, but fails to ensnare it. it also appears that the weapon doesn't have what it takes to penetrate it's stony hide effectively.
Rayaldach Fort Save: 1d20 + 19 ⇒ (12) + 19 = 31
Nalshene's ray hits him as well, but he is able to soldier on, gasping in pain. Meanwhile, from the southern room, the sounds of violent hurling reach your ears.

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"Sweet gods, how many times must I hit you," Miranda mutters at the monstrosity she is engaged with, continuing to deftly dodge its attacks while stabbing with her rapier at the various joints and vulnerable points of the machine. However, she doesn't hit any especially weak spots.
Attack 1 vs bluebot: 1d20 + 30 ⇒ (3) + 30 = 33
Damage, adamantine: 1d6 + 17 ⇒ (2) + 17 = 19
Attack 2: 1d20 + 25 ⇒ (9) + 25 = 34
Damage, adamantine: 1d6 + 17 ⇒ (6) + 17 = 23
Attack 3: 1d20 + 20 ⇒ (10) + 20 = 30
Damage, adamantine: 1d6 + 17 ⇒ (2) + 17 = 19
AC will stay at 47, still foregoing combat expertise. Also I think I still take DAMAGE from whatever it hit me with, it just also takes damage too due to the Retribution hex. Unless you were referring to a different protection.

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Round 8
Orange Turret 45 Dmg -
Urko + Artemis Dmg (Urko)- Dmg (Artemis - still has temps/functionally immortal)Fortune Hex
Gargoyle B Yellow 140 Dmg - Divine Favor (End Round 11) - Unconscious
Narshala 71 Dmg -
Marduk Dmg - Fortune Hex
Gargoyle B Blue 144 Dmg - Unconscious
Gargoyle B Red Dmg - Divine Favor (End Round 13) - Nauseated
Rayaldach 92 Dmg - Nauseated
Agata 4 Dmg - Fortune Hex
Sweet Maud Dmg -
Gargoyle A Blue 57 Dmg - Nauseated
Nalshene 25 Dmg - Fortune Hex
Miranda 8 Dmg -
Newcomer Red
Hugo 14 Dmg -
With a shriek of tortured metal, the Rose of Taldor's sword rips through sensitive silicon components and precious metals. Her opponent is no more.
In an effort to perhaps move on (unless you fine folk are having fun running the gargoyles down round by round), I would like to share what will happen, barring (likely) interference. Rayaldach will try and escape, something he is in a good position to do with his speed and size in the narrow corridors of the maintenance shafts. Can you catch up to him? He will not surrender; none of them will, which means you will need to decide if you are subduing them or killing them outright: there are consequences to either set of action. You also have the remaining robot you need to think of. Finally, you might want to think about where you want to begin exploring this level.

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I have no problem accelerating the events. Hugo could summon a tiny Aribiter Inevitable to chase Rayaldach into small spaces...but only has fly speed of 50'. Hugo would push for pursuit over exploring while a powerful foe still lurks. But he is also pretty low on spells and healing.

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I don't mind accelerating things but I am not sure we can really afford to let them escape. I don't particularly want to kill everything (despite evidence so far, hard to do nonlethal with an animal companion). I think we should at least capture/stop their leader.

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I agree; in your position, I would be reluctant to let anyone escape. How you plan on catching him (and others) is what will prove crucial at this juncture and I am eager to hear your plan.

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Hugo will send a summoned Arbiter and the Zelekhut down the hallway to locate the fleeing Rayaldach while the party regroups.
Find the One and its allies. Report back to me in a minute if you do not find it before then.
Turning to the others.
I cannot keep up this pace if we face another conflict of this magnitude. Abadar has set margins and I quickly approach them.

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If I drop another dust form on Artemis she can then follow the enemy leader without much problem and currently has a fly speed of 60. It isn't my turn yet though assuming we are still in initiative.
I still have a power left to deal with these stragglers, we cannot let their leader escape!

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For this we would switch out of initiative; there is no point in staying in initiative if the goal is to speed things up. Anyone else on how you will deal with the things mentioned?

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If Agata can get within 60' she can attempt to put Rayaldach in an Ice Tomb (DC 26 Fort save or paralyzed, no effect on those with immunity to cold), but I don't think she can get within 60' before he escapes, given how far away she is already (her Fly speed is 40).
Alternatively, she can move 40' from her current position, which I think just gets her through the doors to where she can see Rayaldach, and then cast Feeblemind on him (range 250 feet, DC 24 Will negates). I'm not sure how much good that will do though, given that he'll still know who his friends are, and he'll become incapable of being interrogated.

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OK, how about the remaining robot/turret?

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OK, how about the remaining robot/turret?
Isn't the robot under our control? (I forget whose, or what the duration was).

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The duration was one minute. That app is about to crash!

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The duration of infuse robot is 10 minutes per level.

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Merp. So you have a couple hours.

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So, my flight for Seattle leaves tomorrow at 1:30 PM. I expect I'll make one more major update to all my games tomorrow morning, and then will be on and off at best through Monday night. PAIZOCON!!!

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Do we still have a second robot to deal with? If so I will hit it with infuse robot as well after dust forming Artemis to go after the leader.

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Do we still have a second robot to deal with? If so I will hit it with infuse robot as well after dust forming Artemis to go after the leader.
I thought we had destroyed the other (non-infused) robot. I believe at present what we still have to deal with is: Rayaldach (the gargoyle leader who is escaping) and one turret. Correct?

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Correct! Although I believe that the plan is to get Artemis in there and either try and grapple him or hope to deal just enough lethal damage, leaving you with the turret to deal with.