The Emerald Spire (Inactive)

Game Master Zesdead

Paizo's 'The Emerald Spire'.

...in which our adventurers explore the 'Magma Vault'.

Party Health
Drusellia Malacore 30/30 HP, 3 Hero Points
Luther Lightblade 51/51 HP, 3 Hero Points
Symon 55/55 HP, 3 Hero Points
Eldar of the Lost 68/76 HP, 1 Hero Point

Maps
The Emerald Spire - Level 10
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


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Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon agrees! Let's explore this open passage first before we fiddle with the settings again.


Symon, ever more cautious, inspects the doors for traps... he detects nothing untoward in the doors themselves although, beyond the doors, he hears the telltale sound of machinery - much more distinct and mechanical than the general 'ticking' that has accompanied the party around this level so far...


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent looks around curiously. Such an odd place. he clenches and unclenches his fists.
He watches Symon at his work, standing ready to intervene if something attacks. but is quiet.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

In the cool, soothing darkness of the underworld once more, Drusellia lowers her hood and shakes out her hair. She seems to relax visibly, as if entering a familiar place.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Armitron draws his blade, the danger of this place being made abundantly clear, he does not wish to waste precious seconds with such a detail later.

He remains quiet but alert only partially focusing on what Symon is doing. His eyes move to ensure nothing comes from behind at small intervals.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon slowly opens the door and examines the space beyond.


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

cue slow tension building music


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther realizes the brawler relies on strength. He prepares to give him the strength of a bull.

"Armitron, Symon may need some aid quickly."

Luther casts, and the paladin is the fastest in the group.
+20' to overland movement 50 rounds


As Symon continues to listen at the door , he hears a good deal of clatter and activity: the clang of metal on metal, scraping, rustling, and occasional whirring. Ready for whatever is on the far side of the door, the shadowdancer swings the door open to discover what appears to be some kind of junk yard - Piles of scrap metal and broken machinery lie around this room, organized into tidy rows. Most are disassembled limbs or torsos from human-shaped machines.

Two clockwork servants, of a similar design to the one you discovered in Tarrin Dars’ library, are salvaging parts from several emerald automatons that appear to have been destroyed in a fight. Thus far, utterly absorbed in their task, they have not registered your presence… But the large, sword-wielding automaton standing just inside the door whirrs into action the very moment the door opens…

Initiative for Party and Enemy

Symon, Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Armitron, Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Luther, Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Drusellia, Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Brent, Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

Clockwork Servants, Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Emerald Automaton, Initiative: 1d20 + 1 ⇒ (18) + 1 = 19

Initiative Order
Clockwork Servants, Emerald Automaton then
Brent, Drusellia, Symon, Armitron and Luther

Continuing to sift through the junk in the room, the two clockwork machines remain oblivious to the violence to come - whilst, setting itself with a 'clank', the automaton nearest to the door raises it's sword.

Clockwork Servants will not act this round.
Emerald Automaton, Readied Action - attack first enemy to enter room.

Everyone may take their turn now


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther activates his protection aura. (+2 to AC for all)


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

What is the light level in this room like? Could I use 'hide in plain sight' and sneak up behind the guard robot?


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Current AC 26

Armitron raises his Shield and charges forward with his blade against the clockwork foe.

Longsword Attack 1d20 + 9 ⇒ (5) + 9 = 14
Longsword Damage 1d8 + 2 ⇒ (4) + 2 = 6


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther moves first to take the strike (3 squares forward). He then shields the paladin. 20' move + Saving shield swift action for another +2 to the paladin ac, I draw the readied attack, Armitron can draw the aoo, we need to get everyone but Dru in and get Symon flank. Luther 26 ac Armitron 28ac Symon and paladin should have flank.


Symon – This level is Brightly Lit (unusual for the Emerald Spire but there you go!!!) with Continuous Flame sconces burning every twenty feet or so.

All – Luther’s Deflection Aura, with everyone’s inherent deflection bonus of +1 (from Automatic Bonus Progression), now only raises folks AC by a further +1

Armitron – You seem to have +1 Full Plate and +1 Heavy Shield, you are not able to attune both until 8th Level – so I think your normal AC is actually 23?Also, the enhancement bonus from Masterwork for your Longsword does not stack with the enhancement bonus from Automatic Bonus Progression.

Armitron's blade rings against the heavy armour of the automaton - his steel scratches the polished surface of the machine but does no actual damage. The Automaton’s blade then comes down hard against Armitron – a bloody initiation in the violence that flares within the confines of the Emerald Spire…

Emerald Automaton, Longsword vs Armitron: 1d20 + 10 ⇒ (18) + 10 = 28, hitting for 1d8 + 5 ⇒ (1) + 5 = 6

Symon, Brent and Drusellia may act now


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

OK, DM, will make the adjustments in my profile.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon also moves forward to strike at this guardian robot.

I would like to try and flank with one of the fighters...but the map is not updated yet so I do not know if this os possible..but if it is, I will...lol

Attack-melee: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d6 ⇒ 6
Sneak damage (if possible): 2d6 ⇒ (6, 1) = 7


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

apologies, on a phone and can't move figure. Could someone please move it directly to emerald automation , or I will later

Brent advances straight to the robot and strikes at it, hard.

punch: 1d20 + 9 ⇒ (10) + 9 = 19

damage: 1d8 + 11 ⇒ (8) + 11 = 19


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru falls back, not certain that her powers will be of much use against the mechanical monsters of this level. Still, she draws her new wand, points it at the emerald automaton, and speaks the command word.

Magic missile vs. automaton: 2d4 + 2 ⇒ (2, 3) + 2 = 7


Moving alongside Armitron, Brent sees a weak spot in the machine’s defences and, planting himself, punches it with a blow that is pure steel… the automaton staggers under the force of the blow, several components break loose before the elegant machine rights itself and presses its attack. It attempts to catch Luther with its sword as he moves past but to no avail… and then a pair of arcane bolts slam into it…

Emerald Automaton, Longsword vs Luther (AoO): 1d20 + 10 ⇒ (11) + 10 = 21, missing

With Luther providing the distraction, Symon moves in to stab at the machine… but misses…

GM Only:
Emerald Automaton = 26/47HP

Now alert to the intruders, the Clockwork machines that had been sifting through the junk move towards the combat… and, suddenly stopping, they fire nets at Armitron and at Luther – both miss their target…

Clockwork Servant 1, Net vs Armitron (Ranged Touch / Into Melee): 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6, missing

Clockwork Servant 2, Net vs Armitron (Ranged Touch / Into Melee / Cover): 1d20 + 4 - 4 - 2 ⇒ (6) + 4 - 4 - 2 = 4, missing

Slashing at the opponent that hurt it the most, the automaton brings its sword to bear against Brent… and follows up with a punch…

Emerald Automaton, Longsword vs Brent: 1d20 + 10 ⇒ (10) + 10 = 20, hitting for 1d8 + 5 ⇒ (7) + 5 = 12
Emerald Automaton, Slam vs Brent: 1d20 + 5 ⇒ (7) + 5 = 12, missing

Everyone may take their turn now


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent smiles at the automation on taking the hit.

martial flexibility - improved trip

Brent flicks a kick to trip the automation, and follows up with another punch (flurry attack)

trip: 1d20 + 10 ⇒ (9) + 10 = 19 trip attempt

punch: 1d20 + 7 ⇒ (6) + 7 = 13 +4 if trip successful, power attack

damage : 1d8 + 11 ⇒ (5) + 11 = 16


Brent uses his feet to attempt to trip the machine that struck him… but it is way too heavy and stable to fall – and thus, it’s defences are equal to the task of defending Brent’s follow up punch…

Trip Manoeuvre failed – f.y.i CMD vs Trip is 21


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

so close. Oh well.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther hits with his mornigstar.
hit/damage: 1d20 + 6 ⇒ (4) + 6 = 10


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Flanking the beast, Symon attempts to jab his rapier into the vulnerable inner of the robot.

Attack-melee: 1d20 + 9 ⇒ (15) + 9 = 24
Confirm Crit: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 ⇒ 3
Sneak damage: 2d6 ⇒ (3, 3) = 6


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru fires another blast from the wand, this time aiming a missile at each of the clockwork machines.

Magic missile vs. clockwork: 1d4 + 1 ⇒ (4) + 1 = 5
Magic missile vs. clockwork: 1d4 + 1 ⇒ (1) + 1 = 2


Whilst Luther's attack was wild and lacking in finesse, Symon manages to find a gap in the machine's armour... Turning and twisting his blade as he pulls it back out, it is clear from the sudden sparking across the surface of the automaton, that he has damaged it quite badly...

Anyone ending their turn adjacent to the Automaton must make a DC12 Reflex Save or take 1d10 damage.

Rolling Reflex Save for Symon, 1d20 + 10 ⇒ (16) + 10 = 26, Saved

Meanwhile, seeing the other clockworks enter the fray, Drusellia lets loose with another barrage of Magic Missiles.

GM Only:
Emerald Automaton = 22/47HP, Clockwork Servant 1 = 26/31HP, Clockwork Servant 2 = 29/31HP

Armitron may act and then back to Automaton / Clockworks


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

reflex: 1d20 + 7 ⇒ (3) + 7 = 10


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Not feeling too well lately, I will hopefully be better by tomorrow and can update map then. Will post my attack to keep things moving along.
AC = 25

Longsword Attack 1d20 + 8 ⇒ (10) + 8 = 18
Longsword Damage 1d8 + 2 ⇒ (5) + 2 = 7


All - just to clarify, there is no need to make Reflex saves for anyone who ended their turn next to the Automaton prior to Symon's attack (Luther and Brent do not need to make saves).


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

phew

Brent attemps the same attack pattern as earlier

trip: 1d20 + 10 ⇒ (3) + 10 = 13improved trip

punch: 1d20 + 7 ⇒ (4) + 7 = 11power attack

damage: 1d8 + 11 ⇒ (8) + 11 = 19

well that's disappointing


Armitron’s blade cuts down and, finding another chink in the armour, slices into the machine’s inner workings… a shower of sparks pours from the machine but the paladin, even in his heavy armour, weaves away from them…

Rolling Armitron’s Reflex Save:
Armitron, Reflex Save vs Electrical Aura: 1d20 + 4 ⇒ (12) + 4 = 16, Saved

GM Only:
Emerald Automaton = 20/47HP, Clockwork Servant 1 = 28/31HP, Clockwork Servant 2 = 31/31HP

Armitron – your saves look way too high, going through them I make them as Fort +6, Ref+ 4, Will +7 – there seems to be a +3 across all saves that I can’t work out where it comes from

Brent – I think you probably misinterpreted my post; you didn’t need to save when you first approached the automaton nor after your first trip attempt as it wasn’t damaged enough to be sparking and generating it’s aura… Anyone ending their turn adjacent after Symon’s critical on the machine does now need to save… Also, you’ve jumped the gun with your action (it’s fine though!!!) – I have rolled you a save for after your most recent action,

Brent, Reflex Save vs Electrical Aura: 1d20 + 7 ⇒ (17) + 7 = 24, Saved

With a clunk and a popping sound, the strange clockworks fire a second volley of nets at Luther and at Armitron… this time, Armitron finds himself tangled up within the ropes… Further, it appears that the damage caused by Drusellia’s arcane missiles is already repairing itself…

Clockwork Servant 1, Net vs Armitron (Ranged Touch / Into Melee) : 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16, hitting

Armitron is now Entangled, he takes a -2 Penalty to Attack Rolls and a -4 Penalty to DEX. Furthermore, he can only move at Half Speed, may not Charge and may not Run. Breaking free of the net is a DC20 Escape Artist Check (Full Round Action) or a DC25 STR Check (also a Full Round Action).

Clockwork Servant 2, Net vs Luther (Ranged Touch / Into Melee) : 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10, missing

Turning its attention to Symon, the automaton slices downwards – catching the fetchling with a brutal blow…

Emerald Automaton, Longsword vs Symon: 1d20 + 10 ⇒ (19) + 10 = 29, Critical Threat
Confirming Critical: 1d20 + 5 ⇒ (16) + 5 = 21, Critical Confirmed for 2d8 + 10 ⇒ (4, 1) + 10 = 15
Emerald Automaton, Slam vs Symon: 1d20 + 5 ⇒ (14) + 5 = 19, missing

…retaliating against the attack on his new friend, Brent once more attempts to trip the machine… and once more, finds it to be a difficult adversary to topple…

Luther, Armitron, Symon and Drusellia may act now


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

The +3 comes from Divine Grace, Paladins at 2nd level gain a Bonus to all saving throws equal to their Charisma Bonus.

Despite being entangled, Armitron knows he cannot stop to free himself while his new allies are in peril.

Longsword Attack 1d20 + 6 ⇒ (19) + 6 = 25
Longsword Damage 1d8 + 2 ⇒ (5) + 2 = 7


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther excludes their foes from his healing aura. The tinkle of keys is heard as divine energy heals all friends for 3d6 ⇒ (2, 5, 5) = 12


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Annoyed, Dru switches to her own power and intones the words to a magic missile spell. All three missiles strike one of the clockwork men.

Magic missile v. clockwork man: 3d4 + 3 ⇒ (4, 4, 4) + 3 = 15

Spells Remaining: 6/5


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon has the very strange feeling of pain, that is almost instantly removed. Its echo rattles around in his mind, but his body responds to the threat before him.

Attack-melee: 1d20 + 9 ⇒ (1) + 9 = 10

Damage: 1d6 ⇒ 6
Sneak damage: 2d6 ⇒ (5, 4) = 9


Drusellia - which 'clockwork man' are you targetting? Emerald Automaton, Clockwork Servant 1 and Clockwork Servant 2

Armitron, tangled within the net, still manages to slash the the automaton - but Symon, even with the flanking provided by Luther, misses.

Reflex Saves for Characters adjacent to Emerald Automaton, DC12

Armitron, Reflex Save vs Electrical Aura: 1d20 + 7 ⇒ (2) + 7 = 9, Save Failed - but subsequently healed by Luther
Luther, Reflex Save vs Electrical Aura: 1d20 + 7 ⇒ (1) + 7 = 8, Save Failed
Symon, Reflex Save vs Electrical Aura: 1d20 + 7 ⇒ (2) + 7 = 9, Save Failed

Luther and Symon take 1d10 ⇒ 2 Electrical Damage.

The Automaton, with damage slowly accumulating, slashes at Symon again... But this time, the fetchling easily avoids the blow.

Emerald Automaton, Longsword: 1d20 + 10 ⇒ (4) + 10 = 14, missing
Emerald Automaton, Slam: 1d20 + 5 ⇒ (4) + 5 = 9, missing

...whilst the automaton struggles, the clockwork stand still - internal gears clicking and clacking as they repair internal damage...

Everyone may take their action now.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Armitron grim faced continues his assault despite his condition.

"This is a dangerous place indeed..."

Longsword Attack 1d20 + 6 ⇒ (20) + 6 = 26

Longsword Damage 1d8 + 2 ⇒ (7) + 2 = 9


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent doggedly continues to attack, abandoning the trip attempts, dropping power for accuracy.

unarmed 1: 1d20 + 9 ⇒ (11) + 9 = 20

unarmed 2: 1d20 + 9 ⇒ (20) + 9 = 29

crit confirm: 1d20 + 9 ⇒ (18) + 9 = 27

Damage 1: 1d8 + 7 ⇒ (4) + 7 = 11

damage critical: 2d8 + 10 ⇒ (4, 2) + 10 = 16


Confirming Armitron's Critical for him...

Armitron, Confirm Critical: 1d20 + 6 ⇒ (7) + 6 = 13, critical not confirmed

Armitron, Reflex Save for ending next to Automaton: 1d20 + 7 ⇒ (19) + 7 = 26, saved

Armitron presses his attack and, even though he remains caught up within the net, manages to land a blow - as the automaton reels from the blade catching its arm, Brent crashes into it once more. His first blow causes a terrible dent in the machine's head... his second, targetting the damaged area, rips the head clean from the automaton's shoulders...

...instantly it stops, standing inert and useless...

Luther, Symon and Drusellia may act now


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Thanks DM, did not realize the Construct could be subject to a critical hit. Sorry about missing my Reflex saves been a bit cloudy this week due to the cold, feeling better now so my posts should be more on point from now on!


Armitron - no worries, Constructs are subject to Critical Hits... They are not subject to Massive Damage though - maybe that is what you were mixing it up with? Not that I am running 'Massive Damage' as a rule...


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther advances to confront the net firing automaton. The electricity did not bother his divine nature (electric resist 5).
He moves completely around it to let the others flank it, acting fully defensive.
Move full defense moving 20' to square above clockwork 2 (Luther goes diagonal right/up then up then up then left -- +4 AC puts me at 29 with the +1 defensive aura. Will use travel domain ability if any terrain is difficult. 5/6 channels left
"Symon, I'm setting you up!!"


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

I think they were immune to crits in 3.5 which is the system I am most familiar with :-)


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

"Gotcha ya Luther...be there in a tic!", the young shadowdancer says as he moves to flank the same robot Luther is battling.

attack-melee: 1d20 + 9 ⇒ (5) + 9 = 14

damage: 1d6 ⇒ 1
Sneak Damage: 2d6 ⇒ (4, 3) = 7


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Pick one, GM. Preferably the one that seems most damaged.


Drusellia - with the Clockwork Servants repairing themselves in this round and the Emerald Automaton being defeated, it doesn't really matter which one you targeted. Action for this round?


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Lather. Rinse. Repeat.

Drusellia snarls as the clockwork men repair themselves and fires another barrage of missiles at #1.

Magic missile vs. clockwork man: 3d4 + 3 ⇒ (4, 4, 3) + 3 = 14

Spells Remaining: 5/5


Symon's stab is deflected by the limited armour of the Clockwork and, for a moment, it seems that the battle hangs in the balance... and then Drusellia's salvo causes some damage and it seems the tide has turned...

GM Only:
Clockwork Servant 1 = 19/31HP, Clockwork Servant 2 = 31/31HP

...indeed, the clockwork machines fail to land a single blow upon their well-armoured opponents...

Clockwork Servant 2, Slam vs Luther (AoO): 1d20 + 6 ⇒ (18) + 6 = 24, missing

Clockwork Servant 2, Slam vs Luther: 1d20 + 6 ⇒ (2) + 6 = 8, missing

Clockwork Servant 1, Slam vs Armitron: 1d20 + 6 ⇒ (8) + 6 = 14, missing

Everyone may take their turn now


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Again Dru sends three arcane bolts into the same clockwork man that she targeted last round.

Magic missile: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11

Spells Remaining: 4/5


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Armitron, even with the tide turning, dares not to let up his assault, even while still entangled,

Longsword Attack 1d20 + 6 ⇒ (12) + 6 = 18

Longsword Damage 1d8 + 2 ⇒ (8) + 2 = 10

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