| Zay |
"See, that's the other thing, I'm the only one who can follow, so I better hope it doesn't lead me into trouble....."
Despite the slightly pessimistic grumbling, Zay does indeed take to the air, flying warily after the bee.
60 ft fly speed-- hopefully the bee doesn't blitz away much faster than I can follow!
| GM Netherpongo |
The mechanical bee is swift, but Zay manages to keep pace with it. After leaving the service shed, the bee turns north and flies along the coastline toward the Faceless Temple.
| Zay |
What sort of distance is it back to the Temple? A quarter-mile, ten miles, etc? Zay certainly wouldn't fly with the bee for ten miles. ;) But I'll fly after the bee until I'm basically within a minute's flight of the party (so about 1200 feet), confirming its trajectory northwards along the coast, and then return to the others. Could we get the Zanas-Tahn detail map updated with a dot to show the approximate position of the apiary? Thanks!
About two minutes after flying after the bee, Zay's tiny hawk form is again visible in the sky, and glides down slowly to rejoin the others.
"Headed north. If it keeps following the coastline like it was doing, it's bound to hit the temple. Sooner or later, we are going to have to fight those elementals again," Zay says, sounding a bit grim about the prospect.
Since Houghton has no idea of what Zay speaks, and Invandi not much better, Zay explains: "There's a large, only-semi-explored complex off thataway. We lost one of our number there, in a fight against some very large lightning elementals that outclassed us. We were just fortunate they didn't pursue-- we might all have been dead if they had."
Zay alights on the edge of Invandi's shield, admiring their avian reflection briefly in the polished adamantine, from an upside down angle.
"Anyway, I didn't want to keep going past where I'd lose sight of you all. Not a good idea to get too separated, out in the woods like this. Whatever would I do without Mister Fache's blade to protect me, after all....
"Maybe we can think of a way to safely harvest the honey later, perhaps with a lot of smoke, but for now I suggest we let this industrious workers keep doing what they're doing, and not ruin their day."
| Aurelian Fache |
"Yes, let us go deal with this temple now," Aurelian agrees, not seeming to be concerned about still having little way to deal with the elementals. He's sure that -- with proper preparation -- his sword will prevail.
| Houghton 'The Kraken' Harley |
Houghton hustles to keep up, and nods, "well, I'm afraid I can't protect ye from electricity today but I'd be a fairly poor lad if I couldn't adapt given the circumstances. Just need to set a mind to what the spirits want, and mayhaps a comely lad or lass of that realm will come to our aid, ye ken?"
Houghton seems to be speaking gibberish but it almost makes sense.
Can memorize new spells and swap out spirit if necessary, basically.
| Zay |
"I definitely want to rest before we try the temple again-- I recognize you don't run out of sword, Mister Fache, but I'm nearing the end of my direct usefulness for today," Zay says with a flap of wings that suggests a slight tiredness, though they're not exactly exhausted.
"We need ways to hit these elementals hard. They ignore a fair bit of all damage done to them. It would also be good if we could bottleneck them at the entrance of the chamber they were in, or another hall, so we're dealing with just one at a time, if feasible. I can do protection from electricity myself if you have other things you need to focus on, Mister Harley. Though I suppose if last time is any indication, I ought to keep some healing spells ready, too.... and we may need large-animal allies, to help give more targets, and aid in hurting the elementals..."
Zay descends into some birdy muttering, thinking and thinking, and will share their thoughts at length.
While Aurelian may ICly think we don't need to plan, let's actually do some planning if we really do want to go back to the temple now. ;) I'm going to post some thoughts in the Discussion tab.
| GM Netherpongo |
After resting and preparing for the battles ahead, the heroes return once again to the Faceless Temple. You pass by the ruined courtyard, filled with a fallen bronze statue.
A gentle hum now fills the hallways, coming from strips in the ceiling that emit light to see by. The ceaseless roar of the ocean echoes in the halls, and occasionally the stonework groans under the load.
The ocean sounds are not new, though I'm not sure it was ever mentioned before. Zay was able to see that the structure is partially submerged, so there isn't any big mystery here. The lighting and humming sound is a result of your last expedition, where you turned on power for the complex (and released the elementals).
Updated the map. Slide six has a picture of the broken courtyard and the temple interior that you've explored so far. Blue arrows point the ways outside. I've labeled the rooms you've been to. Rooms you poked your heads into but didn't finish up in include:
* Clockwork Supplies
* Forge
* Clockworks
* Power Units - where the elementals are
Despite the description above, I'm assuming you haven't entered the complex quite yet, so you can prepare spells beforehand. This should be good for planning though. Given the prior chatter, I think priority #1 is cleaning up the elementals? Did some prepwork on Slide Two for that, so if you want to arrange your characters for that task, go ahead.
| Aurelian Fache |
I placed Aurelian's character in position on the map.
Once the preparatory spells are cast, Aurelian leads the way in.
"Let us get Kassiani's body first," he says. "Stay behind Aurelian Fache, and he will keep you safe."
| Tatienne Talbot |
Tatienne follows Aurelian through the courtyard and into the building, murmuring, "Amaznen, the Azlanti God of Invention," as they cross the bronze statue. She seems distracted as she speaks, barely paying much attention to what she's saying at all, the murmur a mere recitation of some bit of knowledge the statue has dragged up.
Pausing by the entrance, Taty casts some spells, prepping everyone for the fight(s) to come.
Will cast any minute/level+ buffs before entering the Temple.
religion: 1d20 + 10 ⇒ (18) + 10 = 28
| Zay |
"The ocean's loud... I must have been preoccupied last time. I wonder if there's a connection via tunnels to the coast, or something. Well, maybe this time we'll find out."
As they consider the building, Zay takes on the form of a wee cloud, floating lightly above everyone's heads. "Can you use that armoring wand on me, Miss Talbot? Thank you..."
(Rolling Taty's UMD to save time, hope that's okay)
UMD: 1d20 + 13 ⇒ (11) + 13 = 24 Success, Mage Armor for Zay, 1 hour
The cloudling glows briefly as Taty activates a wand, and the proceeds to drift over everyone else's heads, lightly patting them each and murmuring in the Druidic tongue. Aurelian feels faster, Houghton stronger, and Tatienne both stronger and tougher.
"...er, sorry Mister Abalast. I don't have spells left for you," Cloud-Zay apologizes. "Next time? And of course I'll heal you if you're hurt."
The cloud completes preparations with a few spells for themselves, and finishes warding the party against electrical energies.
"The god of invention, you say? Let's go invent a... a... butt-kicking. And, as Mister Fache says, get poor Kassiani's body."
| GM Netherpongo |
As you approach the entrance to the power units room, you hear footsteps down the hallway to the west. The footfalls sound metallic, but are still some distance away.
When someone looks down the hallway, they see a threesome of clockworks. One carries a halberd like the set you defeated back on the beach. Another has four arms and an orb of crystal where its face would be. The third clockwork is more squat in design and also has four arms, but these arms end in a varied array of tools rather than hands or obvious weapons.
Updated slide six for directions. No big changes. The patrollers are past the clockwork supply room.
Edit: Zay & I almost posted on the top of each other and I was still refining the post.
| Zay |
Zay's cloud-form head tilts in the direction of the sounds. "It sounds like the tread of a creature-- a metallic creature. Perhaps more things like we fought at the beach? I hope not. Let's try and deal with the elementals first before looking for more trouble-- I'm much more confident in our ability to outrun anything but those, honestly. Lightning moves fast."
Zay hovers off the ground, about 5' up, roiling with slight tension for the fight ahead.
Moved myself onto slide 2 for the power room.
| Aurelian Fache |
"Yes, let us deal with the lightning, then Aurelian Fache will bring the storm to those creatures," the swordsman says, moving quietly as they get into position.
That said, we might actually be better off going the other way. We could get trapped by the clockworks if they get behind us, while the elementals are unlikely to leave that room. But Aurelian is more focused on the elementals.
| GM Netherpongo |
Purple Elemental Damage Taken: 22
As you enter the room, you hear the elementals continuing to rage. The sound of rushing air & crackling electricity fills the room.
Kassiani's body is badly scorched, but the elementals left her where she fell near your current position.
I'm holding off on the initiative roll for a bit in case our Auran speakers want to do something besides enter initiative. The elementals will have noticed your entry into the room, however, and there isn't time to grab Kassiani's corpse or anything like that outside of initiative.
| Invandi Abalast |
Invandi hears the "conversation", if one could call it that.
"They're mad. In the insane way. I don't think we can parley with them while they're in this state. Makes one wonder why they don't just leave."
"Hot Glass. They saw us."
Invandi's shield glows aa bit brighter. Activated Martial Flexbility for Lantern Style and Lantern Light as discussed in discussion.
Active Spells:
Energy Resistance (Electric): 10
| GM Netherpongo |
Aurelian Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Houghton Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Invandi Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Tatienne Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Zay Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Lightning Elemental (Red) Initiative: 1d20 + 12 ⇒ (7) + 12 = 19
Lightning Elemental (Purple) Initiative: 1d20 + 10 ⇒ (1) + 10 = 11
Lightning Elemental (Blue) Initiative: 1d20 + 10 ⇒ (10) + 10 = 20
Aurelian snaps into action faster than any of the elementals.
Initiative Order:
Aurelian (followed by Red & Blue)
Zay (followed by Purple)
Aurelian, Houghton, Invandi & Tatienne (followed by Red & Blue)
| Aurelian Fache |
HP 73/73; Hero Points 2/2
AC 29, touch 18, flat-footed 22, CMD 26(28 vs. disarm)
Fort +4, Ref +11, Will +2 (0/1 set mind; 0/4 charmed life; 0/1 defiant luck)
Panache: 3/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, cat's grace (+2 to everything basically), good hope (+2 to checks), barkskin (+3 AC), electricity resistance 10
Aurelian takes up his guard position, resisting the urge to rush in to teach these elementals a lesson.
Ready an action to attack if they come into range. Then parry and riposte.
+2 rapier: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d6 + 11 ⇒ (6) + 11 = 17
Parry (DC=attacker's roll): 1d20 + 18 ⇒ (13) + 18 = 31
Riposte (if parry succeeds): 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 1d6 + 11 ⇒ (6) + 11 = 17
Down to 2 panache if parry goes off
| GM Netherpongo |
Blue Elemental Attack (metal mastery): 1d20 + 13 + 3 ⇒ (4) + 13 + 3 = 20
Blue Elemental Damage: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (3) = 14
Blue Elemental Damage Taken: 32
Purple Elemental Damage Taken: 22
One of the smaller elementals reacts first, arcing across the ground to move up to the gathered heroes. It strikes at Invandi hurriedly. Attack result is 20 for 11 damage & 3 electricity.
The larger elemental moves up behind its ally.
Initiative Order:
Zay (followed by Purple)
Aurelian, Houghton, Invandi & Tatienne (followed by Red & Blue)
| Zay |
The little wisp of air starts calling forth its diametrically opposed opposite-- earth. A rain of gravel shards blast into being around the two lightning elementals that are closest, pummeling them, before settling as gritty dust and debris to the floor below.
(Casting gravel vortex, positioned as shown on the map)
Bludgeoning damage to Red and Blue, no save: 5d6 ⇒ (6, 5, 5, 5, 6) = 27 (Dang, nice roll.)
| GM Netherpongo |
Red Elemental Damage Taken: 22
Blue Elemental Damage Taken: 54
Purple Elemental Damage Taken: 22
The torrent of stone smashes into both elementals, disrupting the flow of electricity through their bodies.
Bludgeoning damage, so DR applies but they still take most of that.
Purple delays because they can't do anything anyway plus it helps to clean up initiative. Everyone can act!
| Aurelian Fache |
HP 73/73; Hero Points 2/2
AC 29, touch 18, flat-footed 22, CMD 26(28 vs. disarm)
Fort +4, Ref +11, Will +2 (0/1 set mind; 0/4 charmed life; 0/1 defiant luck)
Panache: 3/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, cat's grace (+2 to everything basically), good hope (+2 to checks), barkskin (+3 AC), electricity resistance 20
Aurelian steps up, knowing he's going to have to break the line slightly if he's to help defeat the elementals, and stabs toward the thing.
+2 rapier: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d6 + 11 ⇒ (1) + 11 = 12
+2 rapier: 1d20 + 18 - 5 ⇒ (11) + 18 - 5 = 24
Damage: 1d6 + 11 ⇒ (6) + 11 = 17
Parry (DC=attacker's roll): 1d20 + 18 ⇒ (17) + 18 = 35
Riposte (if parry succeeds): 1d20 + 18 ⇒ (10) + 18 = 28
Damage: 1d6 + 11 ⇒ (6) + 11 = 17
Down to 2 panache if parry goes off
| Houghton 'The Kraken' Harley |
Houghton is obviously glad Aurelian is interposing himself between the elementals and himself, and takes the opportunity to reach past the swashbuckler with his spear, stabbing out at the elemental.
+1 paueliel longspear, buffed, haste: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
longspear damage, buffed: 1d8 + 9 ⇒ (8) + 9 = 17
+1 paueliel longspear (haste attack), buffed, haste: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
longspear damage, buffed: 1d8 + 9 ⇒ (6) + 9 = 15
+1 paueliel longspear iterative, buffed, haste: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
longspear damage, buffed: 1d8 + 9 ⇒ (3) + 9 = 12
Don't forget to include cover if relevant.
| Aurelian Fache |
Aurelian Fache surprises even himself with how fast he moves, and he stabs at the elemental again. "For Kassiani!" he cries. "We didn't even get to know her!"
+2 rapier: 1d20 + 11 ⇒ (18) + 11 = 29 No crit threat allowed... :(
Damage: 1d6 + 11 ⇒ (2) + 11 = 13
Also +1 to all the attack rolls in my previous post, thanks to haste.
| Tatienne Talbot |
Next couple of days are going to be busy so I'm posting under the assumption that Invandi moves up in our phalanx formation.
Tatienne steps forward, thrusting her spear into the swirling form of the elemental. This time, they were prepared. Things would go differently.
5' step, full attack.
attack: 1d20 + 18 ⇒ (20) + 18 = 38
damage?: 1d8 + 21 ⇒ (7) + 21 = 28
attack: 1d20 + 18 ⇒ (14) + 18 = 32
damage?: 1d8 + 21 ⇒ (8) + 21 = 29
attack: 1d20 + 13 ⇒ (13) + 13 = 26
damage?: 1d8 + 21 ⇒ (7) + 21 = 28
| Invandi Abalast |
Invandi does indeed step forward, bashing his shield into the elemental.
5ft, Flurry vs Blue
+1 Adamantine Shield Bash: 1d20 + 8 ⇒ (18) + 8 = 26 for Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Unarmed Strike: 1d20 + 7 ⇒ (6) + 7 = 13 for Damage: 1d8 + 2 ⇒ (4) + 2 = 6
+1 Adamantine Shield Bash, Iterative: 1d20 + 3 ⇒ (17) + 3 = 20 for Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Active:
Resist Energy: 20
Lantern Style
Lantern Light
Not being able to throw is fun. DR applies to these attacks. *sad violin sound* :)
| GM Netherpongo |
Got lazy over the holiday. Happy Thanksgiving!
Red Elemental Damage Taken: 22
Blue Elemental Damage Taken: 54
Purple Elemental Damage Taken: 22
Aurelian's first stab puts an end to the first elemental, which flares brilliantly for a moment before fading out forever. Which I very much should have checked before the holiday break. Since things came out this way though, I'll have to make things up a bit.
Not letting the opportunity go to waste, the swordsman darts forward toward his next foe. The elemental strikes downward at him, but Aurelian deftly deflects the blow. Parry used too far away to riposte. As a reminder, Aurelian took -4 on that parry due to the size difference. The elemental didn't roll great though.
Houghton, Tatienne & Invandi all move forward to cross the gap, each striking their foe.
It's Zay's turn before the elementals go. I'll push us forward tomorrow morning if he hasn't responded by then.
| Zay |
"Well done!" Zay cries out. They drift a little closer and begin to chant and gesture. Once more gravel explodes into being, battering the elementals.
Move and cast gravel vortex again, hitting both elementals. I am loving this spell.
Damage, bludgeon, no save: 5d6 ⇒ (4, 4, 4, 5, 3) = 20
| GM Netherpongo |
Red Damage #1 vs Tatienne: 2d6 + 5 + 1d8 ⇒ (4, 1) + 5 + (4) = 14
Red Attack #2 vs Tatienne: 1d20 + 16 + 3 ⇒ (1) + 16 + 3 = 20
Red Damage #2 vs Tatienne: 2d6 + 5 + 1d8 ⇒ (6, 2) + 5 + (2) = 15
Purple Attack vs Aurelian: 1d20 + 13 + 3 ⇒ (8) + 13 + 3 = 24
Purple Damage vs Aurelian: 1d8 + 1d6 + 3 ⇒ (3) + (6) + 3 = 12
Red Elemental Damage Taken: 37
Blue Elemental Damage Taken: gg
Purple Elemental Damage Taken: 37
The elementals are both pounded by Zay's spell, but furiously continue to press their attack. The larger elemental chooses Tatienne as its target and slams down at her forcefully. But I don't know that it hit at all. Attack results 23 for 10 bludgeoning damage & 4 electricity damage, then attack 20 for 13 bludgeoning damage & 2 electricity.
The remaining smaller elemental zaps back toward the group in a flash of light that reaches out for Aurelian. Attack result 24 for 6 bludgeoning damage & 6 electricity.
Everyone can act!
| Houghton 'The Kraken' Harley |
Houghton chuckles that the party seems to not be dying horribly as they were against the constructs, and then does some more attacks.
Attack on the huge one.
+1 paueliel longspear, buffed, haste: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
longspear damage, buffed: 1d8 + 9 ⇒ (2) + 9 = 11
+1 paueliel longspear (haste attack), buffed, haste: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
longspear damage, buffed: 1d8 + 9 ⇒ (8) + 9 = 17
+1 paueliel longspear iterative, buffed, haste: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
longspear damage, buffed: 1d8 + 9 ⇒ (4) + 9 = 13
Don't forget to include cover if relevant, but I don't think anything hits..
| Aurelian Fache |
HP 73/73; Hero Points 2/2
AC 30, touch 19, flat-footed 22, CMD 27 (29 vs. disarm)
Fort +4, Ref +11, Will +2 (0/1 set mind; 0/4 charmed life; 0/1 defiant luck)
Panache: 3/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, cat's grace (+2 to everything basically), good hope (+2 to checks), barkskin (+3 AC), electricity resistance 20, haste
Aurelian easily dodges the little elemental -- "Nothing you can do can shock Aurelian Fache!" he taunts it -- and steps forward to drive his rapier home again in a blur of metal.
I think I could 5-foot step into that square I moved to, but if you think that should be difficult terrain, I'd have used Acrobatics, and only count one of the attacks below
+2 rapier: 1d20 + 19 ⇒ (8) + 19 = 27
Damage: 1d6 + 11 ⇒ (5) + 11 = 16
+2 rapier (iterative): 1d20 + 19 - 5 ⇒ (11) + 19 - 5 = 25
Damage: 1d6 + 11 ⇒ (6) + 11 = 17
+2 rapier (haste): 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 1d6 + 11 ⇒ (3) + 11 = 14
Parry (DC=attacker's roll-4 for size): 1d20 + 19 - 4 ⇒ (19) + 19 - 4 = 34
Riposte (if parry succeeds): 1d20 + 19 ⇒ (8) + 19 = 27
Damage: 1d6 + 11 ⇒ (5) + 11 = 16
+1 panache for killing the first elemental; down to 2 again if parry goes off.
| Zay |
Zay holds back from more spells for right now, since it seems the group has everything running smoothly so far.
Used most of my spells buffing already and what I have left tends to be heals or my last gravel vortex/ice storm, so I'll just hold for this round unless an ally looks badly hurt, which none of us do
| Tatienne Talbot |
The elemental's first attack strikes true, and Taty's teeth chatter and grind as her shoulder absorbs the creature's force. Keeping her grip on her spear, she lunges at the elemental, and then again and again.
attack: 1d20 + 18 ⇒ (10) + 18 = 28
damage: 1d8 + 21 ⇒ (5) + 21 = 26
attack, hasted: 1d20 + 18 ⇒ (12) + 18 = 30
damage: 1d8 + 21 ⇒ (3) + 21 = 24
attack, iterative: 1d20 + 13 ⇒ (12) + 13 = 25
damage: 1d8 + 21 ⇒ (6) + 21 = 27
| Invandi Abalast |
Invandi, surprised at the quick dropping of one of the elementals (given the party's concern about their capabilities), raises his shield against the larger approaching foe.
vs Red, DR applies
+1 Adamantine Shield Bash: 1d20 + 10 ⇒ (9) + 10 = 19 for Damage: 1d6 + 3 ⇒ (2) + 3 = 5
+1 Adamantine Shield Bash, Iterative: 1d20 + 5 ⇒ (5) + 5 = 10 for Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Active
Lantern Style
Lantern Light
Resist Energy: 20
| GM Netherpongo |
Houghton stabs at the larger elemental, striking it all three times. Aurelian jumps in alongside him and stabs the elemental, his magical rapier seeming to sing as the cretaure dissipates. Not applying cover since (by my understanding) you could choose the top corner of your square and it doesn't have any protection from that. For its AC, they are very dodgy, but with a low natural AC it doesn't amount to that much. Once again, my elemental died mid-round so I'll make things up from there.
Tatienne moves forward to attack the remaining enemy, striking it hard with her spear. Invandi continues to be surprised at how swiftly their enemies are being defeated, but throws his shield at the last elemental. It falls to their combined attacks and the room is suddenly silent save for the steady hum coming from the power generators.
Wasn't ready to have the elementals all go down this round. Will get back to the looting part soon.
| Aurelian Fache |
"Yes, that was much better," Aurelian says, looking around with sword in hand to make sure they are truly alone. Once no further threat emerges, he goes to Kassiani's body, and gently closes her eyes.
"Another person this island has stolen from us, but we will find all of our people and bring them home, one way or another," he declares.
| Tatienne Talbot |
It was all over so quickly. Could the elementals really have been so fearsome a foe? Kassiani's body was the proof of course. Tatienne hovers over Aurelian's shoulder, looking down at their lost comrade, placing a gentle hand on the swashbuckler's shoulder.
"Let's clear the rest of this complex and get her a proper burial."
| Zay |
Zay sighs with relief, gusting around people's heads momentarily in the aerial equivalent of a high-five. "Planning makes a huge difference. As does not being spread out and cornered by each of them. I'm sorry, Kassiani."
The cloud-wisp hovers briefly over the corpse-- the elapsed time hasn't done the body any favors, unfortunately-- but such things as gentle repose are sadly beyond the druid.
"I agree with Tatienne, let's finish exploring what we can-- we have magic going that may last us through another fight. Then we'll give her what we can in the way of respect. Tatienne, you're welcome to use my curative wand on your injuries. Anyone else hurt?"
| Invandi Abalast |
"I am fine." Invandi offers, surprised to walk away unscathed.
"Continuing on seems a fine idea."
Invandi readies to be a shield wall at the front of a line, but leaves the direction going to the members of the party who have been here before.
| Houghton 'The Kraken' Harley |
Houghton bows his head and removes his tricorne for a moment, "may she rest well." He then looks up, "nay, tis nary a scratch on me. The kraken and I are fit as fiddles. Here's to hoping the complex be flooded and we can show ye all what we can really do in the deep, dark, damp of the world." He replaces the hat on his head and cracks his knuckles, allowing the others to lead on.
| GM Netherpongo |
A search of the room reveals a magical ring and a Brass Spider. With the ring being out of Tatienne's take 10 effort.
Kassiani's body also has some gear. A lot of that represents starting equipment that we've since had a replacement for, but looking over the list, I don't think much of it would be abusive for the group to take. Let's say the consumables are fair game. For the rest, if there's anything that stands out as something the party wants let me know.
Where does the party want to go for their 'continuing on' agenda?Remember that you found a clockwork patrol that was last seen on the opposite side of the Clockwork supplies room. They don't have great Perception, so the group might be able to sneak around them if that is wanted (cover or concealment is needed as always).
Otherwise, we have the labelled rooms you could check into again & we have three unlabeled rooms not yet explored. Also, the water to the south & an unscouted passageway in the southwest corner of your area.
It'd probably help keep things moving if a multiple-item agenda was listed. Added labels to the map to help. Remember that the power is on in the facility now and that previously explored rooms might have more to find/do, moreso if there's any reason to think facility power would change something. The Clockwork Storage, Clockworks & Forge rooms were rushed the first time through.
| Aurelian Fache |
"While we are in fighting shape, Aurelian Fache will deal with that patrol, so we can move freely," the swordsman declares, standing up confidently from Kassiani's body. Will check her gear out when we get a chance.
After that (and Aurelian can be talked out of that if no one else wants to do that first), I put my "token" on the room I suggest exploring next, but I don't have strong feelings about direction at this point.
| Tatienne Talbot |
Sure, sounds good to me, Aurelian.
Nodding Tatienne hefts her spear. "Let's be quick then. Before our magic dissapates."
| GM Netherpongo |
Ready for combat, the party advances around the corner to face the clockwork patrol.
Aurelian Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Houghton Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Invandi Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Tatienne Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Zay Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Clockwork Soldier: 1d20 + 6 ⇒ (8) + 6 = 14
Clockwork (Four Arms/Crystal Orb Head): 1d20 + 9 ⇒ (1) + 9 = 10
Clockwork (Four Arms/Tools): 1d20 + 6 ⇒ (11) + 6 = 17
Initiative Order:
Houghton, Invandi & Zay (Blue (Tools))
Aurelian (Red (Soldier))
Tatienne (Green (Orb Head))
| Invandi Abalast |
As soon as Zay's blast clears, Invandi follows behind it. Stopping at a point between the party and the patrol, he hurls his shield into the closest foe.
vs Red
+1 Adamantine Shield Bash, two range increments: 1d20 + 13 - 1 ⇒ (12) + 13 - 1 = 24 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Bull Rush: 24 vs CMD
| GM Netherpongo |
Still need a response from Houghton, but I'm glad I looked things over this morning. Zay, I need a Spell Resistance check from you vs the orb head. I really didn't think that guy would have SR, but it does.
| Houghton 'The Kraken' Harley |
Houghton looks a little nervous at moving to engage the soldiers again given what happened last time, but he soldiers on after casting a spell.
Cast Divine Favor and move 25’ west, longspear out and ready to do AOOs!