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Tess will use her Misfortune Hex on Tig, trying to compound his difficulties. She will also cackle to try and extend the problems for the construct.
DC 18 Will save or suffer effects of Misfortune--Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

GM "The Fox" |
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Tig-0 suffers damage from Barth, Dimble, and Harmonius.
Will save, Misfortune: 1d20 + 9 ⇒ (5) + 9 = 14 Of course. :)
Tig-0 is confounded by Tess's misfortune. "Error! Unit Tess: New command protocol: End laughter subroutine. You are malfunctioning."
__________
Tig-0 (87 hp) The director has a lot of hp!
Psycho is up!

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Okay. At this rate, I'm gonna use up all my remaining first level spells, and for chip damage at that. Psycho may be able to help with the other problem of the deactivated failsafe though.
Is there anything else he can do at the portals, or does he need to go to the terminal Tig-0 was at? Or do I need to roll something to know?

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Would the cackle also extend my fortune hex another round, truth be told I forgot to use it :(

GM "The Fox" |

Okay. At this rate, I'm gonna use up all my remaining first level spells, and for chip damage at that. Psycho may be able to help with the other problem of the deactivated failsafe though.
Is there anything else he can do at the portals, or does he need to go to the terminal Tig-0 was at? Or do I need to roll something to know?
The only thing left on the portals is Dexterity or Disable Device for portals 3 and 4. But it will take 20 to 30 rounds, and this combat will be over in 1.
I am going to move on as if Psycho is delaying. If there is something else you'd like to try, feel free and we will apply it retroactively. But this combat is basically over. I'm going to give Tig-0 one more turn, but I think Harmonius will probably finish him off.

GM "The Fox" |

Would the cackle also extend my fortune hex another round, truth be told I forgot to use it :(
I don't know. I'm not an expert on witches. For right now let's say 'yes'? :)

GM "The Fox" |
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Tig-0 strikes again where he believes Harmonius and Barth to be.
"Maintenance unit Blondy: You are malfunctioning, prepare to be disassembled."
@ Harmonius:
slam 1, roll 1, Power Attack: 1d20 + 14 - 4 ⇒ (15) + 14 - 4 = 25
slam 1, roll 2, Power Attack: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30
miss chance ≤ 50%: 1d100 ⇒ 79
slam 1 damage, Power Attack: 1d8 + 4 + 8 ⇒ (6) + 4 + 8 = 18
A hit!
Harmonius reels from Tig-0's slam attack!
@ Harmonius:
slam 2, roll 1, Power Attack: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
slam 2, roll 2, Power Attack: 1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 19
miss chance ≤ 50%: 1d100 ⇒ 46
slam 2 damage, Power Attack: 1d8 + 4 + 8 ⇒ (8) + 4 + 8 = 20
Harmonius parries the director robot's second slam attack. Would you like to riposte?
"Maintenance unit Barth: You require repairs."
@ Barth:
tentacle, roll 1, Power Attack: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
tentacle, roll 2, Power Attack: 1d20 + 14 - 4 ⇒ (1) + 14 - 4 = 11
miss chance ≤ 50%: 1d100 ⇒ 82
tentacle damage, Power Attack: 1d10 + 4 + 8 ⇒ (10) + 4 + 8 = 22
grab, roll 1, Power Attack: 1d20 + 19 - 4 ⇒ (3) + 19 - 4 = 18
grab, roll 2, Power Attack: 1d20 + 19 - 4 ⇒ (11) + 19 - 4 = 26
Tessara's grave misfortune causes Tig-0 to miss Barth with his grasping tentacle.
Will save, roll 1, glitterdust: 1d20 + 9 ⇒ (13) + 9 = 22
Will save, roll 2, glitterdust: 1d20 + 9 ⇒ (4) + 9 = 13
"Error! Unable to compensate for main visual sensor array malfunction. Priority: ONE! Must complete destruction of Forge core."
_______________
Tig-0 (87 hp)
Harmonius (18 hp)
PC's are up!
Whew! That was a lot of dice to roll. :)

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Yeah, Harm, when Tess cackles as a move, she can keep all of her hexes going, no matter how many so long as they qualify.
Tess keeps cackling, inspiring Harmonius, while trying to take the fight out of the group's opponent. "Stop fighting, Tig! You are malfunctioning, not us!"
Much like Psycho, Tess is going to not waste anymore spells for the time being. She will ready an action to spell Tig if she can tell he shakes off the Glitterdust.

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Harmonious will riposte, seeing that Tig is leaking is life's-oil.
riposte: 1d20 + 14 ⇒ (12) + 14 = 26 damage: 1d6 + 10 ⇒ (6) + 10 = 16
And on his turn he'll continue his dance and strike with fortune!
attack: 1d20 + 14 ⇒ (8) + 14 = 22 fortune attack: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 1d6 + 10 ⇒ (4) + 10 = 14
"Sorry Tiggy"

GM "The Fox" |

With that, Tig-0 is destroyed. Well done, everyone.
We will go back to turns in minutes. You may perform actions as before, or you can perform up to 10 standard actions or up to 20 move actions as 1 minute.
___________
Everyone is up. What do you wish to do?

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"Good...now...let us undo...any damage he did...."
Psycho Mantis turns back to the portals, searching for other methods to contribute to stabilizing them.
Psycho can assist someone with a dex check, but I wouldn't want him to try to do it himself with only a +1 dex modifier

GM "The Fox" |

@ Psycho: Do you have some other aid you can provide? A +1 bonus to Dex is not enough to be able to use Aid Another (because it is impossible for you to succeed on your own). The DC is 22. :(

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Can we get a reset on what skill checks we need to pull off here? Did Tig undo any of our successes? Can we sue the same skills we originally did, if so. Is there a skill check that might tell me all of this?

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In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone.
I thought that clause just meant that you couldn't aid on skill uses that you are incapable of, such as trained-only uses when untrained? I'm not sure I like the implications for otherwise, particularly since it would lock non-diplomancers out of participating in many social encounters.

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Dimble looks at this party members with concern on this face. He pulls out a wand from his back pack.
"Anyone hurt? Or should we get to these portals?" He glances over at the console.
wand of cure light wounds

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I presume I got a Panache point back? Also no worries Dimble, I used my wand of Infernal Healing

GM "The Fox" |

Minute 1
Harmonius uses his wand of infernal healing and regains 10 hp.
What are the rest of you doing? I need to stay in 1-minute turns because I'm timing something.

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"Can anyone try to disable these darn things? I've never been good at trying to disable these devices."

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Psycho Mantis attempts to help someone with the components and wires around the nearby portal. Portal 4
Dex Check Assist: 1d20 + 1 ⇒ (1) + 1 = 2
-_-

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Dimble turns to Tessara and pulls out his epick.
"Yep I got it! These things aren't too bad once you get the hang of it."
He moves towards the next portal. He scratches his forehead.
"Now let's see..."
disable device: 1d20 + 15 ⇒ (19) + 15 = 34

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Harmonious will use two charges of his wand to get him back up to full health while he watches the rest of his companions finish up the work on the portals.
"Why are we fixing these things again? Sound like Tiggy thought it was a bad thing."

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Barth will take this first minute to grab key components of Tig-0 and stow them in his Masterwork Backpack. He seems somewhat fatigued for almost the entire minute. After this minute he picks up his partially charged E-Pick and approaches whatever Portal seems like it needs his skills.
Disable, E-Pick: 1d20 + 14 + 10 + 5 ⇒ (3) + 14 + 10 + 5 = 32 (4 charges remaining)
"I just... *pant*... I just figured, if this doesn't work, and the place starts to blow, better to already have his parts in a bag rather than gather them up as we run..."
"I promised I'd fix him, and I'm sure going to try!"

GM "The Fox" |

Barth gathers up parts from Tig-0 then begins working on portal #3.
Meanwhile, Dimble disables portal #4 while Psycho "helps" and Harmonius watches.
Just as Dimble is finishing his repairs...

GM "The Fox" |

Three creatures, seemingly of born of the same stuff as the azers, fly down the large ventilation duct in the center of the room. Two are borne by wings, the third by some strange backpack spewing smoke and hissing loudly. (There is a picture of Jethzerai on the map page, in the upper left corner.)
Slot shoulders; Weight 10 lbs.; Capacity 100; Usage 1 charge/round
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated as a swift action and grants a fly speed of 60 feet with poor maneuverability. If the wearer successfully hovers near ground level, she obscures visibility as though she had the Hover feat. The exhaust isn't hot or concentrated enough to be used as a weapon.
A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet with clumsy maneuverability and consuming twice as many charges per round.
While it is normally possible to wear an item in the shoulders slot as well as an item on the back, a jetpack's bulk precludes the wearer also using a backpack, handy haversack, or other items worn on the back.
As he lands, he uses a remote control to activate the portals, causing portals #1 and #3 to begin charging up (you see a single light illuminate in a panel above each of these portals).
Seeing Barth meddling with one of his precious portals, he attacks at once.
"Material creatures. You shall not interfere with my plan to return to the Plane of Fire. Your efforts are in vain." He then laughs maniacally.
___________
Initiative
Initiative, Barth: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative, Dimble: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative, Harmonius: 1d20 + 8 ⇒ (12) + 8 = 20
Initiative, Psycho: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative, Tessara: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative, Jethzerai: 1d20 + 3 ⇒ (1) + 3 = 4
Initiative, Mephit 1: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative, Mephit 2: 1d20 + 6 ⇒ (16) + 6 = 22
Round 1
Mephit 2
Harmonius
Dimble
Psycho
Tessara
Mephit 1
Barth
Jethzerai

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"Wow, that really came outta the blue! or red. . .?"

GM "The Fox" |

alphabetical: 1d5 ⇒ 4
One of the Small mephits flies forward and casts a spell, targeting Psycho.
attack: 1d20 + 6 ⇒ (2) + 6 = 8 That misses. :)
damage, fire: 4d6 ⇒ (4, 1, 2, 3) = 10
A gout of flames flies in a ray from his fingertips narrowly missing Psycho!
__________
Round 1
Mephit 2
Harmonius
Dimble
Psycho
Tessara
Mephit 1
Barth
Jethzerai
Harmonius, Dimble, Psycho, and Tessara may act now.

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Harmonious will begin his dancing performance and cast a magical spell allowing him to travel 30 ft up to slice at the Sallymander before falling to the ground feet. He travels in a Geometrical sound fashion allowing his point of attack to happen just at the tip of his trajectory so that when he is 15ft off the ground he strikes and then somersaults down for a safe landing. Unless you don't think so then he doesn't. This way he travels 21 ft of distance, but only 15 ft high so he can negate the fall damage! Woo Math
attack + Bladed Dash + Performance: 1d20 + 10 + 4 + 5 ⇒ (3) + 10 + 4 + 5 = 22 Ouch tough roll
damage: 1d6 + 10 ⇒ (5) + 10 = 15
Perform Dance in place of Acrobatics to negate some fall damage: 1d20 + 16 ⇒ (4) + 16 = 20
"Hah you're plans are at an end! This kitchen's cooking even hotter than you can handle"

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Knowledge (engineering): 1d20 + 8 ⇒ (17) + 8 = 25
Spellcraft: 1d20 + 14 ⇒ (16) + 14 = 30
Psycho Mantis completely ignores the pitiful scorching ray from the mephit. He has no interest in the weaklings.
"Ah...the snake...reveals himself...at last...."
He floated closer, his eyes locked on the salamander.
"You have seen technology...the tangles of cords inside...like your mind...what happens...when I rip them all out...."
Mind Thrust III (spell specialization): 8d8 ⇒ (2, 5, 5, 6, 1, 3, 3, 4) = 29
DC 20 Will Save to half damage. Damage is untyped
He will spend 2 points from his Phrenic Pool as part of casting the spell to activate Defensive Prognostication. He gets a +4 insight bonus to AC for 3 rounds

GM "The Fox" |

Harmonius dashes through the air with a flourish, striking Jethzerai at his apex, then tumbles graciously back to the ground.
Will save, Mind Thrust: 1d20 + 10 ⇒ (9) + 10 = 19
Jethzerai is unable to resist the rending of his mind by Psycho.
I forgot to include knowledge checks for Jethzerai and his mephits. TWO separate checks: (1) Jethzerai; (2) Mephits.
Jethzerai:
Mephits:
___________
Round 1
Mephit 2
Harmonius
Psycho
Dimble
Tessara
Mephit 1
Barth
Jethzerai (44 hp)

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I'll just post this now since I probably won't be able to post again for like 11 hours.
Knowledge (engineering): 1d20 + 12 ⇒ (7) + 12 = 19
"Ooo! That looks neat! Dimble, what's it do?"
Then upon seeing the mephits launch their Scorching Rays at his friends, Barth starts growling.
"Since Tig isn't around right now, that makes *me* the primary unit in charge here. Maintenance Units, dismantle that fire snake! I have some perfectly functional targets that I need to disassemble..."
Free action Rage (now 9 rds remaining), Move action draw Double Barrelled Pistol, Free action load 2 Paper Cartridges, Standard action shoot Mephit above me (who's still in touch range).
Left Barrel: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 ⇒ 7
Right Barrel: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 ⇒ 3

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Know. Planes J 1d20 + 9 ⇒ (8) + 9 = 17
Know. Planes Mephits 1d20 + 9 ⇒ (9) + 9 = 18
"Use cold against the mephits, if you have it!"
Tess pulls out the strange grenade the others had told her about and throws it up into the air at Jethzerai.
RTA 1d20 + 6 ⇒ (4) + 6 = 10
Damage 5d6 ⇒ (4, 2, 6, 5, 6) = 23: cold damage
Dc 15 Reflex for half

GM "The Fox" |
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@ Tess: I will let you reconsider your action if you'd like. Your friends who identified the grenade would have told you that a grenade explodes 1 round after it was activated. (They are a bit of a pain in the @$$ to use.) If you throw it up into the air, it will land at your feet. :(

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Lol, I somehow missed that part. Last thing I want to do is blow us up instead!
Tess summons a small fistful of snow and throws it at the closest enemy not involved in melee.
RTA 1d20 + 6 ⇒ (4) + 6 = 10
Damage 5d6 ⇒ (6, 2, 4, 4, 5) = 21
Fort DC 16 or be staggered, if the snowball hits..
Snowball spell. You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.

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"Not more of these guys again!
Dimble lobs a bomb at the fire creatures.
attack #2 with a frost bomb
bomb: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 4d4 + 4 ⇒ (4, 3, 1, 2) + 4 = 14

GM "The Fox" |

Tess's snowball misses its mark.
Dimble's bomb explodes in a cloud of frost around the mephit near Barth. It shrieks in pain from the cold, falls unconscious, and crashes into the ground...
falling damage: 2d6 ⇒ (3, 6) = 9
...and dies.
Seeing its brother fall, the other mephit screams and flies across the room before breathing fire down on Harmonius, Psycho, and Tessara.
breath weapon, fire: 1d8 ⇒ 6
Reflex save, Harmonius: 1d20 + 11 ⇒ (5) + 11 = 16 Pass!
Reflex save, Psycho: 1d20 + 4 ⇒ (15) + 4 = 19 Pass!
Reflex save, Tessara: 1d20 + 7 ⇒ (4) + 7 = 11 Fail!
Barth shoots the downed mephit, killing it.
Jethzerai jets across the room toward the control panel, then casts magic missile on...
alphabetical: 1d5 ⇒ 4 Psycho.
magic missile damage, intense: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
"You will not stand in my way!"
The two active portals each gain a charge, with lights on the panel indicating such. Doing so, they spew fire from their connection to the Elemental Plane of Fire. Barth takes 2d6 ⇒ (5, 6) = 11 points of fire damage.
______________
Round 2
Mephit 2 (dead)
Harmonius (3 fire damage)
Psycho (3 fire damage + 5 magic missile = 8 hp)
Dimble
Tessara (6 fire damage)
Mephit 1
Barth (11 fire damage)
Jethzerai (44 hp)
Harmonius, Psycho, Dimble, and Tessara are up!

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Knowledge (planes) on Jethzerai: 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge (planes) on Mephits: 1d20 + 9 ⇒ (8) + 9 = 17
Psycho Mantis floats after Jethzerai, implacable in face of the salamander's resistance
"Pitiful...your attacks...are meaningless...grains of sand thrown against the tsunami...."
He continues to press his mental assault.
Mind Thrust III (spell specialization): 8d8 ⇒ (8, 2, 7, 4, 3, 6, 1, 3) = 34
DC 20 Will Save to half. Damage is untyped

GM "The Fox" |

Will save, Mind Thrust: 1d20 + 10 ⇒ (16) + 10 = 26 17 hp of damage to Jethzerai.
Jethzerai shakes off the tearing at his mind by Psycho, but still feels intense pain.

GM "The Fox" |

Note: Jethzerai is 10 ft. up from the deck where the control panels are, but that is 10 ft. up from where you guys are. So he is 20 feet up from you. Just to make that clear.

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Tess casts Ear Piercing Scream at the salamander, trying to keep it from doing further damage to the team.
Damage 3d6 ⇒ (6, 4, 6) = 16
DC 16 Fort save for half damage. If save failed, also stunned for one round.

GM "The Fox" |

Fort save: 1d20 + 10 ⇒ (3) + 10 = 13 Fail!
Jethzerai takes full damage from Tess's scream, and is dazed for 1 round.
__________
Round 2
Mephit 2 (dead)
Psycho (3 fire damage + 5 magic missile = 8 hp)
Tessara (6 fire damage)
Harmonius (3 fire damage)
Dimble
Mephit 1
Barth (11 fire damage)
Jethzerai (77 damage, dazed)
Harmonius and Dimble are up.

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Harmonious is getting tired from all this dancing about but he'll once again charge after Ol' Jethy and hopefully gut the lizard where he flies.
"Jethy, this is your one way ticket to hell" Harmonious will kiss his scimitar and point it at Jethzerai before charging 30 feet and then casting another Bladed Dash.
attack + Dance + Dash: 1d20 + 10 + 4 + 5 ⇒ (8) + 10 + 4 + 5 = 27
damage: 1d6 + 10 ⇒ (6) + 10 = 16
I didn't crit a single time tonight!

GM "The Fox" |
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Harmonius streaks through the air, momentarily trailed by a cascade of multi-hued images of himself, before felling Jethzerai, who takes 1d6 ⇒ 2 points of falling damage.
__________
Round 2
Mephit 2 (dead)
Psycho (3 fire damage + 5 magic missile = 8 hp)
Tessara (6 fire damage)
Harmonius (3 fire damage)
Dimble
Mephit 1
Barth (11 fire damage)
Jethzerai (95 damage, dazed, unconscious, dying)
Dimble is up.

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Seeing Barth engulfed in the flames near the portal Dimble looks to try and protect this friend.
Will it take too "long: ie minutes to shut off the portals? Can I do a knowledge engineering or Disable device to shut it off? IF my character knows it would take too long then I'd attack tghe last menphit or grab the remote control out of the salamander's hands if I knew it was there. If all that makes sense :)
Disable device: 1d20 + 15 ⇒ (17) + 15 = 32

GM "The Fox" |

Once the portals are active, the minutes-long methods of safely deactivating them are no longer an option. Instead, you have three main methods of deactivating the portals.
First, you can use the control console on the raised platform, manipulating its controls to shut down the portals. This requires two consecutive full-round actions while adjacent to the console and a successful Knowledge (engineering) or Disable Device check; up to two creatures can aid another on the check by studying the display panels and their readouts. If successful, a randomly determined active portal deactivates completely. Any of you with the Technologist feat gains a +10 bonus on this check, and if successful can choose which portal to deactivate.
Second, you can physically destroy a portal, but damaging an active device comes with risks.
Finally, each portal has integral magical elements, and you can shut down the portal using dispel magic or discharge.

GM "The Fox" |

I double-moved Dimble toward the controls. He will probably need to double-move again next round too if he wants to work on deactivating the portals.
The still-flying mephit fires a scorching ray at Tessara.
touch attack: 1d20 + 6 ⇒ (9) + 6 = 15
fire damage: 4d6 ⇒ (2, 4, 1, 6) = 13
And hits her with the fire.
He then flies overhead toward Portal 1.
__________
Round 2
Mephit 2 (dead)
Psycho (3 fire damage + 5 magic missile = 8 hp)
Tessara (19 fire damage)
Harmonius (3 fire damage)
Dimble
Mephit 1
Barth (11 fire damage)
Jethzerai (95 damage, dazed, unconscious, dying)
Barth is up! :)

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I double-moved Dimble toward the controls. He will probably need to double-move again next round too if he wants to work on deactivating the portals.
Thanks

GM "The Fox" |

stabilization: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Jethzerai continues to bleed.
The two portals each gain another charge and continue to spew fire into the room.
___________
Round 3
Mephit 2 (dead)
Psycho (3 fire damage + 5 magic missile = 8 hp)
Tessara (19 fire damage)
Harmonius (3 fire damage)
Dimble
Mephit 1
Barth (11 fire damage)
Jethzerai (96 damage, dazed, unconscious, dying)
Psycho, Tessara, Harmonius, and Dimble are up!

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"Can we use this Cold Battery for anything? Will it slow down the portals?"
Harmonious will kill Jethzerai with a flick of his scimitar.
attack: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 1d6 + 10 ⇒ (2) + 10 = 12