| GM Zed |
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...
| Brent Ironhand |
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.
| Drusellia Malacore |
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.
| Armitron Foebane |
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.
| Luther Lightblade |
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
| GM Zed |
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
| Luther Lightblade |
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.
| GM Zed |
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
| Symon |
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
| Brent Ironhand |
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
| Drusellia Malacore |
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
| GM Zed |
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…
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
| Brent Ironhand |
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
| Symon |
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
| Drusellia Malacore |
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
| GM Zed |
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.
Armitron may act and then back to Automaton / Clockworks
| Brent Ironhand |
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
| GM Zed |
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
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
| Armitron Foebane |
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
| Drusellia Malacore |
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
| Symon |
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
| GM Zed |
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.
| Brent Ironhand |
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
| GM Zed |
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
| Luther Lightblade |
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!!"
| Symon |
"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
| Drusellia Malacore |
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
| GM Zed |
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...
...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
| Drusellia Malacore |
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