| GM Nefreet |
From where you're at you can...
1) Walk Southwest along the road to the colony (will take the rest of the day), or
2) Walk Northwest through the forest towards Caina (will take 2.5 days), or
3) Walk West through the forest towards Erebus (will take 2 days), or
4) Walk North up the coast (depends on where you want to end up).
If you decide to first go back to the colony, from there it's...
1 day by road to Stygia.
1 day by road to Erebus.
1.5 days by road to Malebolge.
1.5 days to reach the Fruit Forest (area 8).
1.5 days to reach the Blue Lake (area 2).
2 days by road to Caina.
2.5 days by road to Cocytus.
2.5 days to reach the Mosquito Swamp (area 9).
4 days to reach Skulltop Hill (area 1).
4.5 days to reach the Marsh Lake (area 3).
5.5 days to reach the Red Hills (area 4).
6 days to reach the Northern Woods (area 5).
6 days to reach the Beast Meadow (area 6).
7 days to reach the Black Breaker (area 10).
| GM Nefreet |
Your trek back to the colony resumes its uneventful state. A sea breeze blows in from the south, but it's too slight to keep the mosquitoes quite at bay.
When you arrive you can't help but smile as you spot the familiar chickens pecking around the colony. Some chicks have even been added to the mix. No disturbances seem apparent, and when you eventually locate Delbina you find that she's looking better after her run in with the Shadow from a few days back. Her attention span and memory seem just as patchy as when you first met her, though.
Anything you want to do in the colony before setting off the next day?
| GM Nefreet |
You can find mining supplies a plenty, and climbing supplies, but nothing in the way of insect repellent.
| Ubiquitous NPC |
Delbina swats at a mosquito.
"I was beginning to do better... and then these blasted biters started showing up. Even the screens don't seem to keep them out. I'm worried... In the past, when swarms were bad, miners got sick. Some have even died. Our medic used to make this foul smelling mist that would keep them at bay, but..."
Her attention wanders, and she perks up.
"I made you these!" Delbina runs into a back room and carries out several sacks. "It's been boring here with nobody to talk to, so I gathered up what rations I could find and put them in these bags. Should be about ten days worth."
She glances over to the table, "Actually, I made you guys dinner the other day... thinking you'd be back. How long do you think you'll be gone this next time?"
Calistan the Wanderer
|
Thanks for keeping this trucking Grimdoc. I will do better at getting up a daily post that moves it along... somehow, despite not being able to speak! ;-)
Calistan rests and recovers overnight, clearly upset by the mosquito bites that have left red welts on his body. He dons his armor and joins Grimdoc at the breakfast table, but is sad that there are no waffles.
He digs into whatever he can find, watching the lips of the dwarf and the woman, smiling at the offered foodstuffs. At Delbina's question, he puts up one finger.
Once he has eaten, Calistan stands, actually hugs Delbina with a smile and moves to the door, expecting the rest to follow him on their overnight journey to Stygia.
| GM Nefreet |
Your night goes by uneventfully, but true to Delbina's words some mosquitoes manage to get through the screens. Occasionally as you wake to swat one away you here distant howling.
*** DAY 4 ***
Delbina manages to scrape together a meager breakfast, but you get the sense that she's used the last of the fresh food available. She hugs you in return as you leave, her strength having mostly returned.
Don't mind me: 1d100 ⇒ 26
Your trek is rather quiet and peaceful. You even gaze upon a small herd of gazelle off in the distance. You try searching for the tracks that Tammarak told you about, but time and rain seem to have dealt with them already.
As you come to a fork in the road you stop to read a pair of signs with arrows. One points North and reads "Erebus, Malebolge, Caina, Cocytus". The other points West and reads "Stygia".
Just as you step away from the sign to resume your journey you're surprised to see some sort of construct heading directly towards you. Draped over its head is a ruined net of spidersilk, and several spidersilk ropes dangle from its limbs. Bits of metal protrude from various gashes and cracks, suggesting it's been damaged by weapons some time recently.
Grimdoc: 1d20 + 6 ⇒ (20) + 6 = 26
Marcèl: 1d20 + 10 ⇒ (7) + 10 = 17
Samuel: 1d20 + 2 ⇒ (2) + 2 = 4
Construct: 1d20 - 1 ⇒ (1) - 1 = 0
Calistan: 1d20 - 5 ⇒ (18) - 5 = 13
ROUND 1 (BOLD may post!)
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Grimdoc, Marcèl, Calistan, Samuel, Construct
| GM Nefreet |
The mining operations often require the use of heavy machinery. Worker golems have long been a part of the standard mining operations on the island. They are useful both for labor and as protection against some of the more dangerous denizens of the island.
Immunity to Magic: A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature:
• A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
• A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).
• An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).
• Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage.
Cursed Wound: The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.
Haste: After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Brother Grimdoc
|
Grim does not like the looks of this creature one bit.
This could get a bit messy, lads. Don't hold none back. The faster we drop it, the faster we can get back to marching. Work as a team."
Grim draws his +1 Lucern, remembering fighing golem things in the crypt a month ago.
Swift grow to large size, cast divine favor on himself. Effective reach of 20' and will take AOO if given the chance. He braces his Lucern for a charge (2x dmg) then AOO if it continues.
Calistan the Wanderer
|
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WAIT?! I GO BEFORE THE BAD GUY!?!?!
Calistan is surprised that he isn't surprised by combat. He is usually terrible at this sort of thing. Shrugging the trade prince decides that defense is probably in order for his good friend, Grimdoc.
He lets the large dwarf stand between him and the golem, choosing to bless the dwarf.
Shield Other on Grimdoc.
| GM Nefreet |
Swift grow to large size, cast divine favor on himself. Effective reach of 20' and will take AOO if given the chance. He braces his Lucern for a charge (2x dmg) then AOO if it continues.
Casting and Bracing are both standard actions. I'll assume you want the spell, since you'll still get an AoO if it moves within your reach.
Knowledge check? If you get 25 or 30 then just include the name of the spoiler so your allies know what to expect.
| TENGU BOT 5000 |
***WHIRRRR*** CLICK CLICK ***PSHHH***
"TENGU BOT 5000 Initializing. Priority ONE designation: Continue pace of game. Alias Marcèl has been inactive for 48 hours."
The metallic surface of the automaton liquefies and smooths. In a manner of moments it changes form to appear like... Marcèl!
"I shall disassemble you <random opponent>."
Tactically delay until after creature.
| TENGU BOT 5000 |
***WHIRRRR*** CLICK CLICK ***PSHHH***
"TENGU BOT 5000 Initializing. Priority ONE designation: Continue pace of game. Alias Samuel has been inactive for 48 hours."
The metallic surface of the automaton liquefies and smooths. In a manner of moments it changes form to appear like... Samuel!
"I shall disassemble you <random opponent>."
Tactically delay until after creature.
| GM Nefreet |
The monstrosity charges forward!
...and, due its terribly slow speed, possibly hampered by all of the ropes entangling it, just stops short within Grimdoc's reach.
It ends just at 20ft, funny enough, so no AoO.
| TENGU BOT 5000 |
Tengu Bot 5000 (as Marcèl) comes out of delay.
Move into flanking position and ready to strike when flank becomes available.
Parry/Riposte against AoO:
+1 Answering Aldori: 1d20 + 17 + 4 ⇒ (9) + 17 + 4 = 30 <== let me know if that's correct
Potential Riposte: 1d20 + 17 + 4 ⇒ (5) + 17 + 4 = 26
Damage: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15
Readied Attack, Flanking:
+1 Answering Aldori: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
| GM Nefreet |
Slam!
Attack of Opportunity: 1d20 + 19 ⇒ (5) + 19 = 24
Damage: 2d10 + 7 ⇒ (10, 8) + 7 = 25
Marcèl successfully parries, ripostes, and makes a small gash in return.
Your effectively +5 sword overcomes the Adamantine part of its DR, but not the bludgeoning part.
| TENGU BOT 5000 |
Tengu Bot 5000 (as Samuel) comes out of delay.
Charge into flanking position.
+1 Ghost Touch Longsword: 1d20 + 11 + 2 + 2 ⇒ (8) + 11 + 2 + 2 = 23
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Just barely a miss =(
Marcèl's readied attack leaves another small gash in the backside of the construct.
| GM Nefreet |
ROUND 2 (BOLD may post!)
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Grimdoc, Calistan, Construct (9 damage), Marcèl, Samuel
Brother Grimdoc
|
| 1 person marked this as a favorite. |
Grimdoc steps up and wacks at the automaton with his hammer, while calling forth bane into the steel head.
That's it boys...get it!"
+1 Lucern Hammer, Large DivF, Bane, flank, PA/FF: 1d20 + 11 - 1 + 1 + 2 + 2 + 2 ⇒ (14) + 11 - 1 + 1 + 2 + 2 + 2 = 31
for dmg, PA: 3d6 + 9 + 1 + 6 + 2 + 2 + 2d6 ⇒ (6, 2, 5) + 9 + 1 + 6 + 2 + 2 + (5, 2) = 40
+1 Lucern Hammer, Large DivF, Bane, flank, PA: 1d20 + 6 - 1 + 1 + 2 + 2 + 2 - 2 ⇒ (6) + 6 - 1 + 1 + 2 + 2 + 2 - 2 = 16
for dmg, PA: 3d6 + 9 + 1 + 6 + 2 + 2 + 2d6 ⇒ (2, 3, 1) + 9 + 1 + 6 + 2 + 2 + (4, 2) = 32
| GM Nefreet |
Now that's what I call a hit!
Rocky chunks of the creature go flying everywhere, though you get the feeling your weapon still wasn't completely effective. Its hide completely absorbs the second blow.
ROUND 2 (BOLD may post!)
-------------------------------------------------------------------
Grimdoc, Calistan, Construct (39 damage), Marcèl, Samuel
Calistan the Wanderer
|
Hold Action
Calistan stays a few feet away from the dward as the golem misses it attack. Bloody mosquitoes are the worst. Why do I need to have a golem come out of nowhere?
| GM Nefreet |
The construct shudders and jerks as it steps five feet away from Marcèl. It mindlessly directs its attention to the last creature to damage it: the giant dwarf.
Slam #1: 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 2d10 + 7 ⇒ (5, 8) + 7 = 20
Slam #2: 1d20 + 19 ⇒ (8) + 19 = 27
Damage: 2d10 + 7 ⇒ (2, 5) + 7 = 14
Ouch! Sorry =(
ROUND 2 (BOLD may post!)
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Grimdoc (34 damage), Construct (39 damage), Calistan, Marcèl, Samuel
...and then, after you all go...
ROUND 3 (BOLD may post!)
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Grimdoc (34 damage), Construct (39 damage), Calistan, Marcèl, Samuel
Brother Grimdoc
|
Does it appear to have 15' reach? Grim is/was attacking from 20' away with his reach. Or did I miss something on the map :-( . .
"Oweee you big lummox! Sorry about that Cal."
Grim will step back 5' and full attack again, waiting for flank if necessary.
+1 Lucern Hammer, Large DivF, PA/FF: 1d20 + 11 - 1 + 1 + 2 + 2 + 2 ⇒ (15) + 11 - 1 + 1 + 2 + 2 + 2 = 32
for dmg, bane PA: 3d6 + 9 + 1 + 6 + 2 + 2d6 + 2 ⇒ (3, 2, 3) + 9 + 1 + 6 + 2 + (6, 4) + 2 = 38
+1 Lucern Hammer, Large DivF, PA/FF: 1d20 + 5 - 1 + 1 + 2 + 2 + 2 - 2 ⇒ (14) + 5 - 1 + 1 + 2 + 2 + 2 - 2 = 23
for dmg, bane PA: 3d6 + 9 + 1 + 6 + 2 + 2d6 + 2 ⇒ (5, 6, 4) + 9 + 1 + 6 + 2 + (3, 4) + 2 = 42
| GM Nefreet |
On round 1 it ended its double move 20ft away from you, putting you within striking range but not provoking an AoO because it didn't go any further. On round 2 you moved up 5ft, putting yourself only 15ft away, so all it had to do was 5ft step and slam you with its 10ft reach.
Calistan the Wanderer
|
As the golem slams Grim, Calistan feels part of the pain. Wincing, he heals himself as even more injuries begin to appear on his body, but leave the dwarf's.
17 damage to Calistan from Shield Other. On Grim's turn, 5 more to Calistan.
CMW: 2d8 + 10 ⇒ (5, 2) + 10 = 17
-Posted with Wayfinder
| GM Nefreet |
Alrighty, after half an hour of digging thru Clay Golem threads I've come to two conclusions: 1) Cursed Wound is terribly written, and 2) nobody shares any consensus on how to deal with it.
For this game, let's do this:
1) Being an (Su) ability, and because the target does "heal", Life Link would count as "magical healing". Every time your Life Link triggers, Calistan, give a Caster Level check (DC 26). Failing this won't deactivate Life Link; it just means that no healing takes place that round. Ruling this way means that the Golem's Cursed Wound is still a difficult threat, but won't cripple anyone long term.
2) I'm liberally in favor of Shield Other working not only to full effect, but also not transferring any riders (such as Cursed Wound). That will probably end up being what saves Grimdoc here.
Of course, due to table variation, be prepared for other GMs to rule differently in the future. Funny enough, I don't recall this discussion ever coming up with my Life Oracle.
| GM Nefreet |
ROUND 2 (BOLD may post!)
-------------------------------------------------------------------
Grimdoc (17 damage), Construct (39 damage), Calistan (17 damage, need to make CL 26), Marcèl, Samuel
Marcèl Lebeda
|
Marcel steps into flanking with Grimdoc, and takes out his adamantine aldori, dropping his magical weapon.
Adamantine Aldori: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 371d8 + 9 ⇒ (5) + 9 = 14
crit?: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 371d8 + 9 ⇒ (3) + 9 = 12 Can you crit a golem in pathfinder?
second attack: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 261d8 + 9 ⇒ (5) + 9 = 14
And assaults the construct, hoping to deal some damage.
| GM Nefreet |
Yep! Crits work. But its DR is Adamantine and Bludgeoning, so either way you're not dealing full damage.
ROUND 2 (BOLD may post!)
-------------------------------------------------------------------
Grimdoc (17 damage), Construct (59 damage), Calistan (17 damage, need to make CL 26), Marcèl, Samuel
After Samuel I'll apply Grimdoc's damage, since they're technically different rounds.
Calistan the Wanderer
|
CL Check: 1d20 + 7 ⇒ (11) + 7 = 18 Only have a 10% chance to overcome the Cursed Wound.
Calistan feels strange as his magical abilities to heal don't seem to be working on the dwarf, though he still seems to be able to take initial damage from the attack.
| TENGU BOT 5000 |
Tengu Bot 5000 (as Samuel) 5-foot steps into a flank with Marcèl and swings twice.
+1 Ghost Touch Longsword: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Confirm Crit?: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 Yep!
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Iterative Attack: 1d20 + 11 + 2 - 5 ⇒ (11) + 11 + 2 - 5 = 19
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
| GM Nefreet |
Samuel strikes a critical blow, bringing the construct to its knees in time for Grimdoc to finish it off!
***COMBAT OVER***
As the four of you catch your breath your sweat and warmth attract unwanted visitors.
Each of you are painfully bitten by (and subsequently smack away) a # of mosquitoes...
Calistan: 1d4 ⇒ 1
Grimdoc: 1d4 ⇒ 1
Marcèl: 1d4 ⇒ 4
Samuel: 1d4 ⇒ 3
Fort Save, Calistan: 1d20 + 5 ⇒ (6) + 5 = 11 (has been bitten 4 times now)
Fort Save, Grimdoc: 1d20 + 12 ⇒ (3) + 12 = 15 (has been bitten 4 times now)
Fort Save, Marcèl: 1d20 + 4 ⇒ (15) + 4 = 19 (has been bitten 6 times now)
Fort Save, Samuel: 1d20 + 7 ⇒ (13) + 7 = 20 (has been bitten 4 times now)
Brother Grimdoc
|
| 1 person marked this as a favorite. |
"Wow. Good job. You know what they say...the bigger they are the ... something or other. Hahhhharr."
Grim smacks a few mosquitos and the looks at Cal regarding the wounds that won't heal.
He tries to cast a cure of his own.
CL Clw : 1d20 + 7 ⇒ (2) + 7 = 9
"Ah nope ."
Calistan the Wanderer
|
@Nefreet: Since Life Link is constant and the Cursed Wound won't break it, then can't we just assume that it will break over the next few minutes and heal up Grim? (Basically taking 20 on the CL check.)
Calistan grows tired of the mosquitoes, but he can't think of anything that he has to help protect from them.
Either way, Calistan will hold off on healing Grimdoc for now as he hopes his Life Link will kick in as they walk to the mine.
| GM Nefreet |
That's what I was referring to earlier. Indeed. All but 2hp would eventually be cured. Then you could either wait until Grimdoc has 3 more damage to cure it all, or try your other abilities now.
Some of the super conservative interpretations I ran into while researching this issue were people that didn't believe (Su) healing ever could work, because (Su)s don't have "caster levels" with which to make a caster level check.
Digging through the debris you find broken weapon blades and crossbow bolts lodged in the creature's stone hide in addition to the ropes that were wrapped around its head and limbs. This may have been a tougher fight had you been the first ones to encounter it.
Judging by the size of the metallic bits, these were weapons made more for Halfling-sized creatures.
You also find that the large, faceted sapphires being used for eyes are worth likely worth 5,000 gp as a set.
Brother Grimdoc
|
"Interesting mess from this heap. We can keep the eyes. Not sure about these small weapons. I did not realize there were many halflings here. Maybe gnomes...They sometimes mine I suppose. Not like a dwarf of course ."
Grimdoc nods in thanks to Cal for the healing of the strange wounds.
Once the eyes are collected, he picks up his hammer and looks for tracks from the thing.
Survival : 1d20 + 9 ⇒ (6) + 9 = 15
"should we get going? ."
Calistan the Wanderer
|
Calistan feels the transfer of the wounds quite deeply as they almost grip Grimdoc and don't want to let go of him, but Calistan's magic is stronger. With only a few scratches, Calistan uses his wand to heal his own wounds.
CLW: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11
CLW: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6 Full health.
The man smiles at Grimdoc, sheathes his wand and claps him on the shoulder and points towards the mine. With that, he starts to walk.
Samuel Deland
|
Look's like I missed all the excitement, including a critical hit on my behalf. Thanks for that GM ;). Apologises for my absence, I rarely get on around the weekend (especially this weekend as I was off playing Eyes of the Ten IRL for most of it) and I was heaving at work yesterday.
Samuel regains his composure as the melee comes to an end, quickly regaining his breath and batting off a few more mosquitos.
"Looks like small weaponry. Strange."
The soldier helps gather up the spoils available before prepping to move on again.
Marcèl Lebeda
|
"Did anyone bring any bug spray? These mosquitoes are getting annoying." Marcel asks, choosing to focus on how many seem to be biting him rather then the small weapons.
Are the mosquitoes doing damage?
| GM Nefreet |
Are the mosquitoes doing damage?
More psychological damage than physical.
You know that high-pitched buzzing when a mosquito flies near your ear? It's a constant annoyance here.
I likely won't be able to make a substantial post today. Maybe really late tonight. Otherwise we'll just take the day off =).
| GM Nefreet |
Survival : 1d20 + 9 ⇒ (6) + 9 = 15
These tracks are EASY to find! At first they appear to just be coming from down the road. You begin to follow them, but after a short while they veer off into the surrounding hill country. There you come across a scene of destruction: boulders, trees, fallen logs, and the occasional small animal could not escape this golem's wrath. Its path appears to truly be random, going from one target to the next, with occasional intermittent periods of standing still. After a point, however, the tracks eventually fade away. This creature was probably wandering for some time. Weeks, or maybe even a month.
Your trek to Stygia ends just after dusk. It is dark, though the croaking of tree frogs removes any silence. Destroyed mining carts and debris litter the area as you continue, though there really aren't signs of a battle. No bodies or broken weaponry, and no tracks.
It also becomes quickly apparent that Stygia is a strip mine. The surrounding hillsides have been washed away, leaving a giant open pit perhaps 600 feet wide. 15-foot wide pathways wind down the perimeter to the bottom, where a substantial amount of rainwater has collected. There is no mine shaft.