GM Zed |
I'm just hand-waving the Candle / Flame trap away as you folks are planning on resting anyway.
Bloodied yet unbowed, the group retreat through the room of the burning candles and, nursing their wounds, make their way back up the stairs towards the realm of the Automata. A soft ticking sound tells the returning adventurers that they are near the top of the stairs… and, turning a final corner, they arrive in the room where they previously rested. This time, there is no sign of the semi-mechanical man – instead two automata (one of which appears to be quite badly scorched) stand guard at the door to the south… if anyone approaches the door, they adopt a defensive stance yet do not attack.
Drusellia Malacore |
Dru shakes her head. "Nothing that would break them down, I fear."
Symon |
If it were not so bright in there, perhaps I could sneak in and create a path for us to enter....stealth might be a way to get past them.", Symon says while cleaning his blade.
Armitron Foebane |
"We have the horn of fog. We can use that if we want to get in close. I cannot see in the dark at all. We can make sure you fly Armitron with Brent longstriding."
Armitron nods, "Symon, does fog work well for you? Perhaps through the fog I can carry you across the barricade while flying and drop you at the far end whilst I attract their attention with a battle cry..."
Daniel Stewart |
"Not really, no. I would be as blind as the snakes...maybe more so if they can track through smell. I have darksight, so can in in darkness, but I am not sure about magical darkness"
Really not sure about that...I know if I cast darkness and have darkvision I can see in the darkness, but not sure about another.
Brent Ironhand |
Brent relaxed against a wall
I can see in low light, Brent taps his googles but absolute darkness, no.
He thinks for a minute.
I think sneaking isn't the answer. The big snake is a caster, and so not dumb. He would know what was happening, and counter it.
GM Zed |
Whilst it is clear that the automata will not allow you access beyond the door, the presence of the mechanical devices does provide some level of reassurance that the group will not be disturbed during their recuperation… and indeed, with a watch maintained, everyone manages to get a good rest. Come the ‘morning’ (for it is nigh on impossible to tell whether the sun or the moon now hangs in the sky), talk turns to strategy and planning for getting past the serpentfolk’s barricade…
Returning you all to full HP, etc – will post for your descent back to the Shrine of the Awakener once you are ready.
GM Zed |
You folks seem to be done with your planning? Moving you along.
Leaving the automata behind, descending the stairs and forging past the candles - doing their best to avoid the worst of it when they inevitably flare - the friends move towards the barricaded room
Candles of Penitence: 6d6 ⇒ (6, 3, 3, 6, 6, 6) = 30, Reflex Save DC14 for Half Damage.
Reflex Saves for Party
Luther, Reflex: 1d20 + 4 ⇒ (2) + 4 = 6, Save Failed
Symon, Reflex: 1d20 + 10 ⇒ (15) + 10 = 25, Saved for No Damage (Evasion)
Drusellia, Reflex: 1d20 + 5 ⇒ (11) + 5 = 16, Saved for Half Damage (15)
Brent, Reflex: 1d20 + 7 ⇒ (12) + 7 = 19, Saved for Half Damage (15)
Armitron, Reflex: 1d20 + 7 ⇒ (3) + 7 = 10, Save Failed
...moving into the corridor beyond the candles, it appears that the doors through to the room beyond has been left slightly ajar... exactly as it was left. Cautious yet curious, Brent pushes the door open to discover that the room has not been reinforced. Indeed, the entire northern end of the level seems deserted...
You may heal / buff as required before you continue your exploration.
Armitron Foebane |
You folks seem to be done with your planning? Moving you along.
Leaving the automata behind, descending the stairs and forging past the candles - doing their best to avoid the worst of it when they inevitably flare - the friends move towards the barricaded room
Candles of Penitence: 6d6, Reflex Save DC14 for Half Damage.
Reflex Saves for Party
Armitron, Reflex: 1d20+7, Save Failed
...moving into the corridor beyond the candles, it appears that the doors through to the room beyond has been left slightly ajar... exactly as it was left. Cautious yet curious, Brent pushes the door open to discover that the room has not been reinforced. Indeed, the entire northern end of the level seems deserted...
You may heal / buff as required before you continue your exploration.
DM. Armitron would have used Battlefield Presence to grant his allies the Teamwork Feat Shake it Off granting allies adjacent a +1 bonus to all saves That would have netted me +4 and I would have made the roll as all 4 allies would be adjacent to him. The third time through Armitron would have been wise to the trap!
Luther Lightblade |
channelx2: 3d6 ⇒ (4, 3, 1) = 83d6 ⇒ (1, 2, 6) = 9
Luther channels twice, healing those who avoided the worst. Then he uses the healing wand.
Luther: 2d8 + 2 ⇒ (1, 2) + 2 = 51d8 + 1 ⇒ (2) + 1 = 3
Luther Lightblade |
Luther heals his friends and begins to cast some spells to make things go better.
Brent gets Barkskin, Longstrider (+20' move speed), and Bull's Strength
Armitron gets Barkskin, Bull's Strength, and Fly
"The tactics are simple. You frontliners are now fast, strong and armored and need to engage the enemy as fast as possible. We find the naga and hit her hard and fast. Symon, that crossbow hasn't done much. You gotta get the enemy in a vulnerable spot when they are focusing on someone else."
He adds: "We have been beaten back twice. Third time is a charm. Dru I think you go with the scorching rays and hope to penetrate her resistances."
Armitron Foebane |
Armitron shrugs and speaks as the Cleric works his magic, "I suppose that plan is as good as any other without knowing what our foes intend for us. Is there any way to proof us against fire as well? The naga seemed to prefer that method of attack with her own spells".
Luther Lightblade |
"It takes considerable resources to protect just a single target from fire. Had I done that last time, the spells would have all been wasted because we got defeated before we got close to the naga. So, if you kill the naga, the fire will stop. Plus the naga had more than just fire spells. So I guess we will have to just suck it up."
With Armitron and Brent much faster, they can stay behind Luther and Symon as they move ahead.
GM Zed |
Moving through towards the long corridor that travels past the forge, the friends cautiously proceed… looking and listening for signs of the serpentfolk… the search is quickly over as, turning the corner that leads southwards, an arrow slams into Symon’s thigh. There, right at the southern end of the corridor, a serpentfolk is hastily drawing a second arrow from a quiver…
Serpentfolk, Composite Shortbow vs Symon (1 range increment): 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18, hitting for 1d6 + 7 ⇒ (6) + 7 = 13
Initiative for Party and Enemy
Symon, Initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Armitron, Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Luther, Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Brent, Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Drusellia, Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Serpentfolk, Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Initiative Order
Symon, Luther, Drusellia, Armitron, Brent then
Serpentfolk
Everyone may act now
Symon |
Cursing at being shot, Symon quickly crosses the hallway into the forge-room.
"Well that is not good! Can we use one of those tables and hide behind it as we move down that long corridor? What do you think? Otherwise I think we might end up as pin cushions."
Drusellia Malacore |
Dru waits for an opening, priming a magic missile. If any unfriendly comes out of the fog, she will blast it.
Luther Lightblade |
Luther gives both fighters protection from evil and he blows the horn on the threshold of the door. He prepares a flying celestial eagle as soon as the door is open.
Get to the Naga and hit it.
GM Zed |
With a satisfying 'clunk', the lock opens and, gently, Symon pushes the door... Revealing a room that is clearly set up as a gaol - and worse; chains dangle from four iron rings set into the stone of this room’s eastern wall, and small knives and hooks hang from pegs nearby - Blood stains the floor beneath the chains. There are four doors to the north and four more to the south, each with a small, barred window - through the window of one of the northern doors, a whimpering sound...
...the sobbing is not the immediate concern though - that is reserved for the two serpentfolk... brutish, dark-scaled things... that turn and hiss at Symon as the door opens...
Initiative for Party and Enemy
Symon, Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Armitron, Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Luther, Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Brent, Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Drusellia, Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Serpentfolk, Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Initiative Order
Luther, Symon, Brent, Armitron then
Serpentfolk then
Drusellia
Luther, Symon, Brent and Armitron may take their turn now
Armitron Foebane |
Round 1 - Current AC 27
Armitron flies into the room swinging his sword at the serpent from a high angle to leave room for others to enter the fray on foot or shoot freely.
Activate Weal's Champion
Masterwork Longsword - Keen + Bull's Strength 1d20 + 13 ⇒ (9) + 13 = 22
Damage 1d8 + 6 ⇒ (4) + 6 = 10
If I hit, you all gain +1 to Attack and Damage vs. the Serpentfolk i struck.
Luther Lightblade |
Luther finished his summoning and his eagle appears between the serpentfolk. "Symon, take the flank of the eagle."
N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 [7] (1d8+1) [1d8+3]
Fort +3 [+5], Ref +4, Will +2
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
Fiendish - Resist Cold and Fire 5
OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
Special Attacks Smite evil/good
STATISTICS
Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
The eagle waits for Symon to arrive and rakes the serpent creature.
eagle bite: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 91d4 ⇒ 4
eagle claw: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 211d4 ⇒ 2
eagle claw: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 101d4 ⇒ 4
Subtract 2 to hit if no flank
Luther attempts to help Symon hit.
aid Symon to hit: 1d20 + 5 ⇒ (14) + 5 = 19
+2 to Symon if he hits the serpentfolk
Symon |
Symon rushes into the room following Armitron and Luther. He attempts to dodge past the serpentfolk so he can setup a flanking attack with Armitron.
Acrobatic Dodge: 1d20 + 11 ⇒ (10) + 11 = 21 Mobility also adds +4, but not sure if it stacks with acrobatic dodge
Attack-melee: 1d20 + 9 ⇒ (18) + 9 = 27
Confirm Crit: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
crit Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Sneak Damage: 2d6 ⇒ (4, 4) = 8
Brent Ironhand |
Brent moves over to serpent man 1 and hits.
unarmed strike: 1d20 + 11 ⇒ (2) + 11 = 13 power attack
damage: 1d8 + 13 ⇒ (6) + 13 = 19
and hits air
GM Zed |
Rushing in, Armitron and Symon both land telling blows upon the serpentfolk... badly injured even before it draws its weapon, it staggers backwards when Luther's summoned eagle bites at it... Brent, with contrasting fortunes, misses with his attack.
With the protective auras exuding from Luther, neither serpentfolk is able to hit with their highly polished scimitars...
Serpentfolk 1, Scimitar vs Brent (Favoured Enemy - Human): 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23, missing
Serpentfolk 2, Scimitar vs Luther: 1d20 + 14 ⇒ (7) + 14 = 21, missing
…and, as the fight rages, the ophidian face of another serpentfolk appears at the window of one of the northern doors…
Everyone may take their turn now.
Luther Lightblade |
The eagle shifts to attack the uninjured one and give flank to Brent.
att1: 1d20 + 5 ⇒ (1) + 5 = 61d4 ⇒ 2
att2: 1d20 + 5 ⇒ (6) + 5 = 111d4 ⇒ 3
att3: 1d20 + 5 ⇒ (3) + 5 = 81d4 ⇒ 1
Luther strikes with his Morningstar at the wounded one.
mstar thundering: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 2 ⇒ (4) + 2 = 6
The eagle and Luther miss badly.
Armitron Foebane |
Round 2 - Current AC 27
"Dru, have you a spell or two for the newcomer to the north?"
Armiton, still flying, keeps at the one he has already wounded.
Weal's Champion
Masterwork Longsword - Keen + Bull's Strength 1d20 + 13 ⇒ (13) + 13 = 26
Damage 1d8 + 6 ⇒ (8) + 6 = 14
Brent Ironhand |
Can't take the chance. If he moves in, kill him.
unarmed one: 1d20 + 9 ⇒ (11) + 9 = 20
unarmed two: 1d20 + 9 ⇒ (16) + 9 = 25
power attack and boar style
damage one: 1d8 + 13 ⇒ (4) + 13 = 17
damage two: 1d8 + 11 ⇒ (5) + 11 = 16
if both hit: 2d6 ⇒ (3, 6) = 9 tearing damage
Symon |
Symon again stabs with his rapier, using the creature's distraction with Armitron to help.
Attack-melee: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Sneak Damage: 2d6 ⇒ (1, 6) = 7
GM Zed |
Drusellia delays.
Symon, ducking and swerving, stabs at his foe... just missing his elusive foe...
Making a better account of themselves, the serpentfolk retaliate... the eagle is sliced clean from the air before both Armitron and Brent are dealt telling blows..
...all the while, the serpentfolk behind bars in the northern cell looks on... its tongue flickering out excitedly as blood is spilt...
Serpentfolk 1, Scimitar vs Celestial Eagle: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25, hitting for 1d6 + 6 ⇒ (6) + 6 = 12
Serpentfolk 1, Scimitar vs Brent (Favoured Enemy - Human): 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30, Critical Threat
Confirming Critical: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12, Critical NOT Confirmed - 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Serpentfolk 1, Scimitar vs Brent (Favoured Enemy - Human): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19, missing
Serpentfolk 2, Scimitar vs Armitron (Favoured Enemy - Human): 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33, hitting for 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Serpentfolk 2, Scimitar vs Armitron (Favoured Enemy - Human): 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26, missing
Serpentfolk 2, Scimitar vs Armitron (Favoured Enemy - Human): 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26, missing
Everyone may take their turn now.
Brent Ironhand |
Argh, damn serpent. Time to make some snake skin boots!
power attack and boar style
unarmed one: 1d20 + 9 ⇒ (13) + 9 = 22
unarmed two: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d8 + 13 ⇒ (6) + 13 = 19
damage: 1d8 + 11 ⇒ (5) + 11 = 16
if both hit extra damage: 2d6 ⇒ (1, 3) = 4