Gobzilla |
"Rawr! Gobzilla is good at finding stuff; he will go first!"
The dragon-suited druid promptly begins to look around the room, though his excitement hampers his efforts.
Perception: 1d20 + 10 ⇒ (4) + 10 = 14 +2 for any noises that might mean danger.
Fluuk |
Fluuk nods solemnly. "That is a very wise suggestion." Fluuk beams some detect magic around as a precaution, interested more in things not the scepter. He nudges his large ape companion if he finds nothing interesting and follows the rest of the gang, happy about his sweet hat. Fluuk wonders what other amazing mysteries the place will reveal. We must succeed!
Terquem |
Day 2, Tuesday (turn 94)
After a thorough and exhaustive search of the room, Gobzilla stands motionless by the doors, listening for sounds of danger. When he is certain all is as quiet as can be, he opens the door and one by one the group shuffles back out into the passageway, each one holding the door open just long enough for the one behind him or her to catch up and join the group.
Where do you want to go now – here are your options 1) there is a side passage ahead of you that goes south to a door, you passed it on your way to the chamber with the scepter, 2) there was another passageway leaving the statue room, going to the west.
Terquem |
Day 2, Tuesday (turn 95)
Gobzilla leads the way, and the group proceeds back down the passageway to the statue room. All seems the same as when they here moments ago, and after a brief stop, just to make sure everyone is ready, the group heads off to the west.
After walking some fifty feet down a ten foot wide passageway the group comes to an intersection. A side 0passageway, also ten feet wide, is on the right, and goes to the north and also slopes downward at a slight angle. There is a slight cool, almost humid breeze that seems to blow from that direction, while to the west the passageway continues another thirty feet and ends in a large, plain wooden wall.
Gemdar |
"Well Penny, the good chief gave us two keys one to the Guarded Doors to the Here, and another to the doors to the After. I do believe we are in the Here now, so we are looking for the doors to the After."
Terquem |
Day 2, Tuesday (turn 95)
Choosing the passageway to the north, Gobzilla leads his mount that way, and the others follow quietly.
After no more than twenty feet going at a good angle downward, the floor becomes cold as ice and is very slippery
Everyone must make a reflex Save – the DC is 16. If you fail you fall prone and begin sliding down the ramp. If you succeed, you stop moving, and grab the wall for stability. If you are not sliding, you can go back the way you came, at 10’ per round, or downward at 10’ feet per round, simply by keeping a hand on the wall and sliding on your feet.
Penny’s Save: 1d20 + 2 ⇒ (3) + 2 = 5
Ehzmaralduh’s Save: 1d20 + 2 ⇒ (17) + 2 = 19
Gobzilla |
Gobzilla: 1d20 + 3 ⇒ (1) + 3 = 4 Of course.
Gaia: 1d20 + 6 ⇒ (17) + 6 = 23
Gobzilla promptly trips over the tail of his own dragon suit and goes tumbling down the tunnel.
"RRRRRRRRRRAAAAAAAAAAAAAAWWWWWWWWWWWRRRRRRRRRR!"
On the other claw, Gaia manages to hit the brakes.
Fluuk |
Fluuk intentionally gathers speed and with Klobber his shaggy ape companion both of them charge pell mell down the icy slope. Fluuk holds on to his precious new headpiece, but smiles radiantly as he shoots down the slippery slide.
intentional fail
Terquem |
Day 2, Tuesday (turn 95)
You may need to look at the map to really see what’s going on. There are three templates imposed on the map, a black one, a blue one and a green one. The black bordered area is flat, the blue bordered area is a little steep, the green bordered area is very steep
Gobzilla is quick to follow Penny, watching in shock as he slides away from his clawed mount, who looks after him with pleading and worried eyes. When Gobzilla comes to a stop, he is on a small area of flat, but very cold stone, and next to him is Penny, who is sitting with her legs splayed out and her hands on the floor to each side of her. She is laughing. Just as Gobzilla is about to ask her if she is alright, Gemdar arrives spinning on his rear and looking most like he is sure he knows just what he is doing.
Flukk is unable to stay on Clobber, and tumbles ahead of the ape, clutching his new hat tightly, and when he comes to a stop he is next to penny, who is still giggling, and Gobzilla. Suddenly, Clobber plows into Flukk pushing him into Gobzilla.
They find themselves in a very large chamber, the floor of which is oddly bowl shaped, and very, very cold. The center of the chamber is flat, but only ten feet square, while all around it the floor slopes up and way at a modest angle for another ten feet, and then the angle becomes steeper for another ten feet. Curiously, at the west end of the chamber there is a ten foot wide area that runs all along the wall where it is level, and a similar area can be seen on the east wall, but the east wall has a ten foot wide opening in it. It is impossible to see what might be down that way, to the east, because the floor where Gemdar, Penny, Gobzilla, Fukk and Clobber is at least ten feet lower than that floor at the east wall above them.
Meanwhile, Wup, being the last in the line, avoids the trap, and starts running back the way the group had come. Ehzmaralduh and Tabaaac find themselves standing on an icy slope in the passageway with Gaia, who begins to whimper.
Back in the chamber the group isn’t quite sure what is going on, when they begin to here a ratcheting sound as if something large is being cranked rapidly.
This encounter is based upon another childhood game, one my children played, not so much one I ever played, oh alright I played it to, but darn it I never won!
Fluuk |
"Hey guys this seems like some sort of trap, mechanical and possibly magical..."
"woooooewwwewwoooooowwewwww"
beaming detect magic around the area
Trying to stand and observe the room and listening to the ratcheting sound.
Terquem |
Day 2, Tuesday (turn 95)
[spoiler=Fuuk]The floor outside of the ten foot square area where you are has a magic aura, but it is very faint]
[spoiler=Tabaaac]Stepping into the chamber will require a DC 20 reflex save[/dice]
The ratcheting sound seems to accelerate suddenly and then just as suddenly it stops
*ker-snap*
And then there is a loud snap, followed by a low rumble and a whirling noise. Suddenly two odd looking devices appear coming over the ledge from the east. They resemble goblins, but are made of wood, are sort of chunky in build and have no legs. Instead of legs their bodies end in a round disk with a point on the bottom. The disk is serrated, or actually more gear shaped than anything else. The Wooden bodies have short stubby arms that seem to be holding flails that are also made of wood, but have chains made of metal attaching large wooden balls to wooden handles held in wooden hands.
These strange “objects” have faces that are grinning like fools. The objects come careening over the ledge and bounce off one another, their rotating gears striking each other and sending them hurling across the cold sloped floor. They circle the group at the bottom of the room, once, and then twice, and then begin to descend toward you.
The Objects are a form of wood golem/animated object and will attack the party members who are standing in the square at the bottom of the room randomly. Each attack will be treated as a charge against a random character. And they will attack for a number of rounds that will be determined by the roll of 2d4. You can roll initiative and the wood creatures have a fixed Initiative of 10. If you attack them before they attack you, and can do at least 5 points of damage, you slow their attack some and they lose one round of energy. Otherwise they bounce off of the character they attack, going up the sloped floor and coming back down somewhere else. There are 12 squares from which they can attack starting with the square directly above Gobzilla, which will be numbered “1” counting clockwise. You can move to any open square in the ten foot square area without restriction, but trying to move into the shaded zones requires a Reflex Save, Blue area DC 16 each square you try to move into, Green area DC 20 each square you try to move into, failing means you fall prone and slide back to the center.
How much energy do the golems have?: 2d4 ⇒ (3, 3) = 6
Golem one attacks from : 1d12 ⇒ 8
Golem 2 attacks from: 1d12 ⇒ 9
Golem 1 is on a collision course with Clobber, while Golem 2 is headed toward Fluuk!
Tabaaac |
What kind of Knowledge check would be required to identify the golems?
Tabaaac edges into the cavern carefully.
Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
and keeps his footing with a level of grace that frankly impresses himself.
Init: 1d20 + 4 ⇒ (3) + 4 = 7
Fluuk |
"Bring it on wooden dummies!"
Attack Roll Double Barrel Musket: 1d20 + 5 ⇒ (12) + 5 = 17 vs touch AC
Damage: 1d12 ⇒ 1
Klobber SMASH
Claw: 1d20 + 2 ⇒ (18) + 2 = 20
Claw: 1d20 + 2 ⇒ (10) + 2 = 12
Bite: 1d20 + 2 ⇒ (16) + 2 = 18
Claw: 1d4 + 1 ⇒ (1) + 1 = 2
Claw: 1d4 + 1 ⇒ (3) + 1 = 4
Bite: 1d4 + 1 ⇒ (4) + 1 = 5
Gobzilla |
Initiative: 1d20 + 9 ⇒ (12) + 9 = 21
Huh. Gobzilla has a really high Initiative mod. I'm really not used to that.
Gobzilla quickly draws his scimitar and attacks the golem flying at Fluuk.
Scimitar Attack Roll: 1d20 + 6 ⇒ (18) + 6 = 24 Crit Threat
Scimitar Crit Confirm?: 1d20 + 6 ⇒ (6) + 6 = 12
Scimitar Damage Roll: 1d6 + 4 ⇒ (1) + 4 = 5
Scimitar Crit Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Terquem |
Day 2, Tuesday (turn 95)
Fluuk’s Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Gobzilla – 21
Wooden Warriors - 10
Flukk/Klobber - 8
Tabaaac – 7
Gobzilla In order to make a melee attack against the Golem attacking Fluuk, you must take a step onto the icy floor, the Blue Area, which first requires a DC 16 reflex save, or you will fall prone, and slide back to where you started! I'll roll it for you, to try and get this moving
Gobzilla's reflex Save: 1d20 + 3 ⇒ (3) + 3 = 6
Round 1…
As the wooden creatures come racing down the icy floor toward the heroes, Gemdar fires a shot, and watches in surprise as the bullet strikes the wood, and falls onto the floor harmlessly, rolling back to the center of the room. Gobzilla sees one of the things headed straight for Fluuk and steps out of the safe zone hoping to protect his friend, but suddenly slips on the sloped and icy floor, onto his back where he slides back to where he started from. The wooden things slam into their random targets
Melee Slam vs Fluuk: 1d20 + 6 ⇒ (12) + 6 = 18
Melee Slam vs Klobber: 1d20 + 6 ⇒ (12) + 6 = 18
Both Fluuk and his companion are punched in the gut by soft wooden balls
Damage vs Fluuk: 1d4 + 2 ⇒ (4) + 2 = 6
After striking Fluuk the golem spins and goes racing back up the icy floor and circles the room
Damage vs Klobber: 1d4 + 2 ⇒ (3) + 2 = 5
Fluuk and Klobber try to fight back as best they can
Fluuk’s shot hits the golem, but the damage is too slight to slow it down, while Klobber gets one good claw swipe on the other, but also can’t damage the thing, then the ape gets its teeth on the thing and manages to slow its spin just a bit before it bounces away and goes back up the slope
Meanwhile…Tabaaac steps carefully into the room at the top of the icy bowl and tries to make sense of what is going on
Round 2 attacks
Red Golem: 1d12 ⇒ 2
Yellow Golem: 1d12 ⇒ 12
Klobber – takes 5 damage
Red Golem – 5 rounds left
Yellow Golem – slowed by one round/ 4 rounds left
Fluuk |
Nodding at Gemdar's advice and aiming carefully with his guiding touch. Fluuk fires the second barrel of his musket.
attack roll: 1d20 + 5 + 1d6d1d20 + 2 ⇒ (8) + 5 + (15, 18, 5, 14, 3, 20) + 2 = 90
claw: 1d20 + 2 ⇒ (20) + 2 = 22
bite: 1d20 + 2 ⇒ (13) + 2 = 15
Tabaaac |
Round One
I know what these are! Tabaaac shouts out jumping up and down in excitement.
Reflex save: 1d20 + 5 ⇒ (12) + 5 = 17
and barely manages to save himself from falling down the icy bowl.
They're Gloomshparh constructs. They're better as door guards than hurrying about. It might be easy to trip them!
Standard Action start Naturalist Performance. Everybody gets +1 to attack rolls and AC
Terquem |
Day 2, Tuesday (turn 95)
Gemdar – 29
Gobzilla – 21
Wooden Warriors - 10
Flukk/Klobber - 8
Tabaaac – 7
Round 1, Correction!
Gobzilla Srikes the Golem like creature as it comes racing toward Fluuk, the blow doesn’t seem to do any damage, at all, but it slows the things rotational speed a small amount.
He does not fall, and does not wind up prone, he is ready, in round 2, to act again before the Golems come at the goblins in the new locations which are…
Round 2…
The wooden things spin like crazy, their pointed bottoms sliding and racing along the sloped floor as they circle the goblins once again, before, as if they are losing some energy, they begin to descend the slope towards new targets. Thinking ahead, Gemdar uses a bit of magic to improve Fluuks chances, while Gobzilla, takes a tight grip on his sword and…
The red Golem will move to square –AE,-6: While the Yellow Golem will move to square –AE,-8. The Red one will attack Penny, while the Yellow will attack Gobzilla
melee bash vs Penny: 1d20 + 6 ⇒ (17) + 6 = 23
melee bash vs Gobzilla: 1d20 + 6 ⇒ (6) + 6 = 12
Trying to turn away, but afraid to step out onto the ice, Penny turns her back on the thing coming at her and is walloped for her efforts
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
While Gobzilla proves to be much to quick to catch off guard and easily avoids the swinging round wooden ball aimed for his head
Fluuk - I got no idea what was happening with your roll, but if we use the 8+5, +1 for guidance, you get a 14, which is not enough to hit the Touch AC of the battling tops. Klobber, however, cannot attack a golem unless he moves, which in the Blue Zone, requires a DC 16 reflex Save for each 10 foot of floor crossed – you can have Klobber move, make the saves, and if he succeeds, select a target from Red or Yellow, and if he can do 5+ damage with a claw attack it will slow that golem by one round
Fluuk – takes 6 damage
Klobber – takes 5 damage
Red Golem – slowed by one round/ 3 rounds left
Yellow Golem – slowed by one round/ 3 rounds left
Golem Warriors made of Wood (small Construct) | AC 18, t 15, ff 14 (+4 dex, +3 natural, +1 size)| hp 34 (4d10+10) | Fort +1, Ref +5, Will +4 | DR 5/adamantine | Vulnerable to fire | Melee Slam +6, d4+2
Tabaaac |
Round 2
Tabaaac stops lecturing but the effect still lingers on Bard Buff on till round 4
He aims at the closest golem and fires musket fire: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 61d12 ⇒ 12
Only to have the stupid thing jam Stupid stupid musket fire stick!
Gobzilla |
Pleased that he is proving his material prowess, Gobzilla readies an attack for the next time a statue draws close to himself or an ally.
Gobzilla readies an attack against the next statue that comes within reach.
Gemdar |
Gemdar pulls out his chef's knife and readies for the next enemy to come into range.
Chef's Knife Attack: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d3 + 1 ⇒ (3) + 1 = 4
"I'll get it when it comes by! Turn it into toothpicks!"
Move: Draw Chef's Knife. Ready action to attack if one moves into range.
Fluuk |
Yes I have no idea what happened to my post. I noticed a period of time where the forums were eating posts and generally behaving badly. I blame it on that
Fluuk spends his next round reloading the musket.
Klobber who is also injured as well as Fluuk will just hang out near Fluuk and be ready to attack one of the golems.
Terquem |
Day 2, Tuesday (turn 95) The Dungeon is in Dim Light, coming from illuminated orbs that float near the ceiling
Gemdar – 29
Gobzilla – 21
Wooden Warriors - 10
Flukk/Klobber - 8
Tabaaac – 7
Round 2, wrap up
Gobzilla swings out with his scimitar as the golem come careening by, but he fails to slow its momentum.
Round 3…
The spinning dangers roll up the icy floor again, and then spin around the small group, at a slightly lower point now, and then come charging back down again
Red Golem: 1d12 ⇒ 11
Yellow Golem: 1d12 ⇒ 11
10 or 12: 1d6 ⇒ 3
the red golem comes down in square 11, that’s –AD,-8, and attacks Gobzilla, while the Yellow Golem comes down in square 10, that’s –AC,-8, and attacks Fluuk, who is loading his weapon, BUT Klobber can attack Yellow and if a single attack does 5+ damage the Yellow will be slowed by one more round. Gobzilla and Gemdar have initiative, so if Gemdar wants to try and move to the Golems he can, with a successful reflex save of 16+ (blue zone) and Gobzilla can attack Red or Yellow, before their attacks are resolved, and if he can hit and do 5+ damage he can slow one of them down
Red Attacks Gobzilla: 1d20 + 6 ⇒ (3) + 6 = 9
Yellow Attacks Fluuk: 1d20 + 6 ⇒ (7) + 6 = 13
The Goblins are getting wiser, and duck to avoid the spinning balls of wood, taking no damage this round
Fluuk – takes 6 damage
Klobber – takes 5 damage
Red Golem – slowed by one round/ 2 rounds left
Yellow Golem – slowed by one round/ 2 rounds left
Golem Warriors made of Wood (small Construct) | AC 18, t 15, ff 14 (+4 dex, +3 natural, +1 size)| hp 34 (4d10+10) | Fort +1, Ref +5, Will +4 | DR 5/adamantine | Vulnerable to fire | Melee Slam +6, d4+2
Gobzilla |
Gobzilla takes a swing at the red golem. His attack is solid and strikes true. The force of his swing also causes Red to lose some steam.
Scimitar Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Scimitar Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Gobzilla again readies an attack against any golem that comes within range.