| Zay |
Zay swims upwards a little, ignoring the light bleed from their dino hide in order to get into a good position-- in the water above Invandi's head.
(5-ft step (swim speed) to be in the square above Invandi)
Then, claws and teeth come into play against the green-hued skum, in a flurry of teeth and swipes and snaps.
Full attack on green; if green drops redirect attacks on red
Bite: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Bite, hasted: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Claw 1: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Claw 2: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Foreclaw 1: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Foreclaw 2: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
GM, does the arcing electricity seem to go all the way to the far west, or is there a square next to the orb that seems to be clear of the arc?
| GM Netherpongo |
Wall Damage: 4d6 ⇒ (4, 2, 6, 2) = 14
Glorandral Crossbow Attack #1 vs Aurelian: 1d20 + 11 ⇒ (4) + 11 = 15
Glorandral Crossbow Attack #2 vs Aurelian (iterative): 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23
Uot readies to attack.
Wall Damage Taken: 22/27
Aurelian dispatches the first skum quickly while Houghton's spear pierces multiple times through the hide of the second. The skum holding this side of the line are all defeated. Aurelian did get a critical hit on the first skum.
The crossbow skum shoots its crossbow at Aurelian twice more, but both shots go wide again. The other appears ready for combat but does not approach.
The wall of ice starts to shatter across its entire surface. The barrier's strength is almost gone.
You are probably interested in getting around the electricity barrier. You can tell by now that it is possible to go through the main line of electricity as long as you don't stop there. Effectively it is shooting Lightning Bolt each round. Being adjacent to one of the pylons will do a lesser amount of electricity damage each turn.
Invandi's & Zay's attacks ended up being irrelevant this turn, so they can go twice. Everyone is up!
| Aurelian Fache |
HP 74/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 vs. disarm)
Fort +4, Ref +9, Will +2 (0/1 set mind; 0/4 charmed life; 0/1 defiant luck)
Panache: 4/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage
Ready to parry the attack that he knows will be coming his way, Aurelian swims forward toward the nearest skum.
Posting the parry/riposte first, since I assume they'll have an AoO
Parry (DC=attacker's roll): 1d20 + 16 ⇒ (18) + 16 = 34
Riposte (if parry succeeds): 1d20 + 16 ⇒ (12) + 16 = 28
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (3) + 8 + 9 = 20
+2 rapier: 1d20 + 16 ⇒ (8) + 16 = 24
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (6) + 8 + 9 = 23
| Invandi Abalast |
Invandi swims forward, slipping between electric bursts, to aid Aurelian Fauche with the nearest foe.
+1 Adamantine Shield Bash: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18 for Damage: 1d6 + 3 ⇒ (5) + 3 = 8 Halved
Additional Round
+1 Adamantine Shield Bash: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10 for Damage: 1d6 + 3 ⇒ (6) + 3 = 9 Halved
Unarmed Strike: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8 for Damage: 1d10 + 2 ⇒ (6) + 2 = 8
+1 Adamantine Shield Bash, Iterative: 1d20 + 4 ⇒ (12) + 4 = 16 for Damage: 1d6 + 3 ⇒ (1) + 3 = 4 Halved
Unarmed Strike: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 for Damage: 1d10 + 2 ⇒ (1) + 2 = 3 Halved
| Zay |
Joys of PBP sometimes...
On seeing that their allies have already dropped the nearer skum, Zay swims into danger.
(first round, single hasted move into the position on the map, provoking at least once from the spear-wielder against AC 25, and possibly provoking from the crossbower if he has any natural attack like a bite or anything, then attacking crossbowskum)
Bite, hasted: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Round 2: Full attack on either crossbow or spearer. It's proable that crossbower might have taken a step back to not be next to me in between rounds. If he did, that's fine, I'll go on the guy I'm flanking instead (I.e., I'm prioritizing maintaining a flank for Aurelian and Invandi over pursuing crossbow)
Bite: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Bite, hasted: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Claw 1: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Claw 2: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Foreclaw 1: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Foreclaw 2: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
| GM Netherpongo |
Uot opportunity vs Aurelian: 1d20 + 11 ⇒ (15) + 11 = 26
Uot damage vs Aurelian: 2d6 + 10 ⇒ (3, 3) + 10 = 16
Glorandral Bite vs Zay: 1d20 + 15 ⇒ (13) + 15 = 28
Glorandral Bite Damage vs Zay: 1d8 + 8 ⇒ (8) + 8 = 16
Glorandral Claw #1 vs Zay: 1d20 + 15 ⇒ (4) + 15 = 19
Glorandral Claw #1 Damage vs Zay: 1d6 + 8 ⇒ (4) + 8 = 12
Glorandral Claw #2 vs Zay: 1d20 + 15 ⇒ (3) + 15 = 18
Glorandral Claw #2 Damage vs Zay: 1d6 + 8 ⇒ (3) + 8 = 11
Glorandral Gore vs Zay: 1d20 + 15 ⇒ (17) + 15 = 32
Glorandral Gore Damage vs Zay: 2d6 + 8 ⇒ (6, 6) + 8 = 20
Uot Bite vs Aurelian: 1d20 + 11 ⇒ (12) + 11 = 23
Uot Claw #1 vs Aurelian: 1d20 + 11 ⇒ (19) + 11 = 30
Uot Claw #1 Damage vs Aurelian: 1d6 + 6 ⇒ (3) + 6 = 9
Uot Claw #2 vs Aurelian: 1d20 + 11 ⇒ (16) + 11 = 27
Uot Claw #2 Damage vs Aurelian: 1d6 + 6 ⇒ (2) + 6 = 8
Skum Shooter #1 (needs a 20): 1d20 ⇒ 20
Skum Shooter #2 (needs a 20): 1d20 ⇒ 4
Skum Shooter #1 target (1=Aurelian, 2=Zay, 3=Invandi: 1d3 ⇒ 1
Skum #1 confirm attempt vs Aurelian: 1d20 ⇒ 11
Skum #1 Damage vs Aurelian: 1d8 ⇒ 3
Glorandral damage taken: 12
Uot damage taken: 0
Aurelian is ready for the skum's attacks and ably deflects it to the side. The skum attacks again as he approaches, however. Readied & opportunity attacks: the non-parried attack got 26 attack for 16 damage. The riposte I think can't be made since Aurelian was still out of reach. Aurelian's blow in return slides off the edges of a shield of force.
Invandi slides into combat without difficulty but also has trouble landing a blow on the skum warrior, far more powerful than those he has already dispatched.
Zay swims up to protect his allies and gets a single bite in on the crossbow-wielding skum. It seems delighted by this development as it drops its crossbow and exercises its fury back on him. A pair of horns grows from its head as it attacks. Bite at 28 for 16 damage and Gore at 32 for 20 damage. Two claws missed.
The skum fighting Aurelian and Invandi also drops its weapon and uses its teeth & claws to fight instead. Bite misses at 23 I think. The claws hit 30 (9 damage) and 27 (8 damage).
The two remaining crossbow-wielding skum aim their weapons at the group and fire. One strikes a lucky hit! Natural 20 for 3 damage.
The Wall of Ice groans one last time before the entire wall bursts, unable to withstand the strength of the electricity trap.
And now I realize that I forgot to move Tatienne. She probably would've had a hard time fitting in on the current combat anyway...I guess she delayed.
Tatienne swims up to threaten one of the large skum with Zay and threaten the nearer crossbow skum. Probably needed a double move.
Everyone is up! Houghton can act twice.
| Aurelian Fache |
Who took the 3 damage from the crossbow?
HP 57/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 vs. disarm)
Fort +4, Ref +9, 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
In perfect position with Zay on the other side, Aurelian shrugs off the minor wounds and unleashes his full fury on the skum.
"Where! Are! Our! Friends!" he says, interspersing words and sword thrusts as he tries to make his foe cower before its oncoming death.
+2 rapier: 1d20 + 16 ⇒ (6) + 16 = 22
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (2) + 8 + 9 = 19
Intimidate (demoralize as a swift action on a successful hit): 1d20 + 16 ⇒ (14) + 16 = 30
+2 rapier: 1d20 + 11 ⇒ (19) + 11 = 30
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (4) + 8 + 9 = 21
Crit?: 1d20 + 11 ⇒ (3) + 11 = 14
Spine: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Crit?: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Parry (DC=attacker's roll): 1d20 + 16 ⇒ (4) + 16 = 20 +2 to this role using Surge of Success if that spine crit, would bring this to 22
Riposte (if parry succeeds): 1d20 + 16 ⇒ (17) + 16 = 33
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (6) + 8 + 9 = 23
Crit?: 1d20 + 16 ⇒ (16) + 16 = 32
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (1) + 8 + 9 = 18
Assuming the spine crit and/or I killed it, that brings me back to 4 panache; down to 3 again if parry went off. If my riposte went off, that crit would bring me to back to 4 panache.
| GM Netherpongo |
I forgot to declare the crossbow target. That was you, Aurelian. Good catch.
| Zay |
Zay quickly becomes educated that the skum warrior is just as happy to use other methods than crossbow. The education is painful, but the dinosaur snarls, green eyes gleaming with new hostility.
Zay turns on the skum that just left Zay with such wounds and tries to return the favor.
(It looks like Tatienne is providing a flank with longspear, so all of these would hopefully go against FF AC)
Bite: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Bite, hasted: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw 1: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Claw 2: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Foreclaw 1: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Foreclaw 2: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
| GM Netherpongo |
Does one of you have something that causes flanks to apply flat-footed? Usually it's just +2 attack roll (and sneak attackable, not relevant here).
| Houghton 'The Kraken' Harley |
There still seemed to be too many enemies, so Houghon summoned some internal strength from the water itself, and shimmered with power. He then swum towards the enemies.
1st turn, cast divine power + swim nearby.
2nd turn, full attack with divine power attacking the skum warrior.
+1 paueliel longspear, buffed, haste, divine power: 1d20 + 13 + 1 + 3 ⇒ (14) + 13 + 1 + 3 = 31
longspear damage, divine power: 1d8 + 9 + 3 ⇒ (5) + 9 + 3 = 17
+1 paueliel longspear, buffed, haste, divine power: 1d20 + 8 + 1 + 3 ⇒ (15) + 8 + 1 + 3 = 27
longspear damage, divine power: 1d8 + 9 + 3 ⇒ (8) + 9 + 3 = 20
+1 paueliel longspear haste attack, buffed, haste, divine power: 1d20 + 13 + 1 + 3 ⇒ (6) + 13 + 1 + 3 = 23
longspear damage, divine power: 1d8 + 9 + 3 ⇒ (8) + 9 + 3 = 20
| GM Netherpongo |
Glorandral damage taken: 63
Uot damage taken: 45
The skum seem to not understand Aurelian's furious questions as he stabs the armored creature in front of him, landing a quick blow with his rapier and stinger. Neither one is a critical hit--I realized he was missing a buff in the AC I'd been giving him, so if I might be inconsistent with his armor between this turn and last turn.
Zay turns on the raging skum that wounded him and with Tatienne's help hits the creature with his bite and one of his foreclaws.
Tatienne Attack vs Raging Skum (archaeologist, haste, alter self, flank, power attack): 1d20 + 11 + 3 + 1 + 1 + 2 - 2 ⇒ (15) + 11 + 3 + 1 + 1 + 2 - 2 = 31
Damage: 1d8 + 7 + 3 + 1 + 6 ⇒ (6) + 7 + 3 + 1 + 6 = 23
Tatienne Hasted Attack vs Raging Skum (archaeologist, haste, alter self, power attack): 1d20 + 11 + 3 + 1 + 1 - 2 ⇒ (10) + 11 + 3 + 1 + 1 - 2 = 24
Damage: 1d8 + 7 + 3 + 1 + 6 ⇒ (1) + 7 + 3 + 1 + 6 = 18
Tatienne Attack vs Raging Skum (archaeologist, haste, alter self, power attack, iterative): 1d20 + 11 + 3 + 1 + 1 - 2 - 5 ⇒ (5) + 11 + 3 + 1 + 1 - 2 - 5 = 14
Damage: 1d8 + 7 + 3 + 1 + 6 ⇒ (7) + 7 + 3 + 1 + 6 = 24
Houghton, which skum was your target? I assumed the purple one Aurelian has been fighting, but it could be either based on 'skum warrior'. It's difficult to resolve the enemy turn without knowing this first.
| Invandi Abalast |
Earlier strike for AC 27 misses. AC 30 hits.
Invandi continues to swing his shield ineffectually through the water against the closest of foes.
vs Large Purple
+1 Adamantine Shield Bash: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16 for Damage: 1d6 + 3 ⇒ (6) + 3 = 9 Halved
Unarmed Strike: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26 for Damage: 1d10 + 2 ⇒ (10) + 2 = 12 Halved
+1 Adamantine Shield Bash, Iterative: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7 Halved
Unarmed Strike: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 for Damage: 1d10 + 2 ⇒ (2) + 2 = 4 Halved
Possible Crit
Unarmed Strike: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21 for an additional Damage: 1d10 + 2 ⇒ (6) + 2 = 8 Halved
| GM Netherpongo |
Invandi strikes the skum in front of him once with his fist, while it effectively fends off his other blows.
Houghton target: 1=raging skum, 2=longspear skum: 1d2 ⇒ 2
Crossbow Skum #2 Attack vs Zay (needs a 20): 1d20 ⇒ 10
Glorbindral Damage Taken: 103
Uot Damage Taken: gg
Houghton's spear first skewers the skum fighting Aurelian and Invandi, felling the creature before he hits the huge raging skum twice more. The large skum looks alarmed and tries to swim to safety. Withdraw, Tatienne & Houghton get opportunity attacks. There attack doesn't happen until he's moving away from the two reach weapon users, so no flanking.
Tatienne Opportunity Attack vs Raging Skum (archaeologist, haste, alter self, power attack): 1d20 + 11 + 3 + 1 + 1 - 2 ⇒ (7) + 11 + 3 + 1 + 1 - 2 = 21
Damage: 1d8 + 7 + 3 + 1 + 6 ⇒ (7) + 7 + 3 + 1 + 6 = 24
Tatienne misses her strike. As the large skum flees, more skum (without longspears this time) from somewhere else in the complex swim into the room to oppose you.
The crossbow skum continue to shoot, targeting Zay, but both miss.
If you guys are willing to let big skum get away, we can call the fight. These new skum combatants aren't completely awful, but they won't be able to stop you. Houghton gets his opportunity attack first, of course.
| Zay |
The blows hit hard; Zay takes a moment to heal themselves before moving to engage the newest enemies.
Cure Moderate on self: 2d8 + 7 ⇒ (2, 2) + 7 = 11 Well that was crappy. Move after casting. I'm fine with letting the big skum flee and cleaning up in here.
"If that big one has any sense, it'll just keep swimming well away from here," Zay points out.
| Aurelian Fache |
[ooc]Yeah, we can let it escape for now.[/b]
"Yes, we have more important things to find here," Aurelian says. He seems more fervid than ever to continue his search, certain that it's near an end. He ignores his wounds, ready to press on. "Quickly, let's find our friends!"
He waits impatiently while Tatienne and anyone else looks around the room.
| GM Netherpongo |
The blows hit hard; Zay takes a moment to heal themselves before moving to engage the newest enemies.
Yeah, I was nervous about it getting another full attack on you. Fortunately, Houghton pushed it to its morale failure state.
With two votes in, I'm guessing you guys are willing to let the big skum get away. Houghton still gets his opportunity attack first. Are you up to continuing on, or does the party need to rest?
| GM Netherpongo |
With the larger skum defeated, the remainder fall quickly, providing you with an opportunity to examine the room more closely. The altar dominating the room is in the now-familiar form of a cogwheel and symbolizes invention, science and technology: all aspects of Amaznen's domain of Artifice. The two curved halves of the altar form an eye, representing Amaznen's thirst for knowledge. The two metal rods (and the associated electricity) represent his connection to magic.
The electricity arcing between the rods also extends (though much reduced) to the round table between them. The table holds a receptacle that looks like it could hold an ioun stone.
Tatienne spends some time shutting down the electricity hazard while you search your fallen enemies. You find:
+1 Chain Shirt
+1 Ring of Resistance - as the cloak, but in the form of a ring - costs & upgrades are x1.5 that of the cloak
8 Potions of Cure Serious Wounds
8 Potions of Cure Moderate Wounds
9 Potions of Cure Light Wounds
8 Potions of Magic Weapon
Potion of Shield of Faith
formula book etched into metal sheets bound with corroded brass rings
160g in jewelry and seashell necklaces
520g in pearls
| Aurelian Fache |
Aurelian drinks one of the potions of cure serious wounds as Tatienne looks around before continuing his pressure to move on.
"We are close!" he implores his companions. "Aurelian Fache can feel that he is about to finish, and we can't wait any longer!"
3d8 + 5 ⇒ (7, 3, 1) + 5 = 16 I figure we're wrapping up, so no reason to conserve consumables
HP 73/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 vs. disarm)
Fort +4, Ref +9, 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
| Zay |
Seems sensible, Aurelian
Noting the swordsman is drinking the potions to attend to his wounds, Zay follows suit. Though the lack of thumbs is a trouble. "Er... Master Fache? Or Master Abalast? Could you open some of these bottles for me?"
5 of the CLW: 5d8 + 5 ⇒ (7, 6, 7, 7, 4) + 5 = 36
The last of the cuts and wounds on the dinosaur's skin fade away. "Better. Let's go see if we can find your friends, Master Fache. Is everyone ready?"
With a twitch of their tail, Dinozay takes up a spot by Aurelian's side as they swim forward.
| GM Netherpongo |
Since we're frittering away consumables, we can probably just assume that the party is fully recovered (in hp terms) after each combat.
After investigating the room further, you don't find any particular way forward. The altar of the room has a receptacle for an ioun stone, however.
Does anyone want to place an ioun stone in the altar? If so, which one?
| Aurelian Fache |
I think Tatienne probably would be most likely as our archeologist. I've got a tourmaline sphere ioun stone if needed.
| GM Netherpongo |
Tatienne examines the altar and places an ioun stone (a mossy disk ioun stone) into the slot. When she does, the section of wall leading to the rest of the complex slides shut, sealing off the sanctuary. A moment later, a square section of the floor in one of the alcoves slides open, revealing a staircase leading downward. She removes the ioun stone and the process reverses itself.
You descend below to find a long hallway interspersed with closely aligned pillars. A large group of mutant creatures swarms toward you, horribly deformed and insane. Since we're handwaving consumables to heal to full after each combat, I'm inclined to only narrate fights that don't present a challenge or anything else interesting.
There are a pair of doors to the north, two shimmering fields of force to the north but further east than the first set of doors, and a valve-like door down a hallway to the east.
Map updated. Do you guys want Sarine to come in for the last bit here? We could assume that she came to check on you.
| Aurelian Fache |
Thanks for handwaving the fight. I think it's up to you. I think you're already DMPC'ing Tatienne, so you've got a lot of load on you. That said, if you want to have her here for our finale, that would be fun! Maybe have Tati wait outside to make it easier for you and not overwhelm the adventure with too many PCs.
Aurelian looks unhappy with what the examination reveals. He tries to tell if these were the missing colonists. Perception?: 1d20 + 6 ⇒ (8) + 6 = 14
Once he's determined what he can, he points to the closest doors. "Let us try these ones first," he says, focused to as fine a point as his rapier.
| Zay |
"Unfortunate...." Zay murmurs after they dispatch the once-humans. They sigh. "I dislike that our enemies can warp people like this. No mercy when we meet them, I think. I am happy to follow your lead, Master Fache. Let me cast a few spells on us before we proceed."
I might as well fire some buffs. I'll put Life Bubble on each of us for two hours each, and extended barkskin +3 (160minutes) and extended Cat's Grace (16 minutes) on Aurelian.
Zay takes up a spot swimming above Aurelian as they tackle the doors the swordsman has indicated.
| GM Netherpongo |
Just Tatienne for the moment, then. Sarine may jump in later.
Aurelian is unable to determine whether the mutants were former colonists or not, but they do appear to be former humans. The mutations to them are indeed sickening. Just in case there's any doubt on this, the book describes them as completely broken mentally. Most at least would view killing them as morally neutral or a even mercy.
Entering the chamber to the north, you see strange machinery and tubes in the walls that make up the interior of this room. Embedded in the wall nearest the entrance is a large metal pin panel whose surface ripples at regular intervals; with each wave that sweeps across the panel, new symbols appear on its surface.
The display on the pin panel alternates between two different messages in Azlanti.
Pin panels are a whole bunch of metal pins that can be manipulated and extend/retract to show messages. I forget whether it was emphasized, but the party ran into one of these earlier on the island in a building before the Faceless Temple/Temple of Amaznen that we spent a bit of time trying to repair but gave up quickly. This pin panel is ten times larger.
| Aurelian Fache |
With tears in his eyes, Aurelian puts the poor people out of their misery.
He glances around the strange machinery and then looks to Tatienne to see if she can make heads or tails of it. It seems clear that it's not meant to be something he stabs...
| Zay |
Zay takes no joy in administering the quick deaths of mercy, but doesn't seem terribly broken up by it either. They do look with some concern over at Aurelian.
"If these.... were your friends.... at least they're, um, no longer suffering?" Zay offers uncertainly. It might be more comforting if it wasn't coming from the mouth of a dinosaur.
Tail twitching a bit, Zay takes themselves over near Tatienne to hear the translation of the ancient script. (This also has the benefit of removing them from near the mutated corpses. Dinosaur instincts and metabolism are something one has to be wary against.)
"I.... don't have any idea how to operate this. Why do you suppose it's changing so much? You say that it's stating... "unstable" and it keeps listing new symbols. Do they represent units? Like the metal men we've fought? Or... locations? I wonder what the composition indicates. I'm not sure we know enough to make any use of this..."
(I assume one would have to have Engineering to try and make any sense of this. Tatienne is the only one who could try.)
"Can we breach these force walls? I don't think I have much that might help with force barriers-- but if they don't penetrate through the stone, I could take the form of an earth elemental and glide through the stone. However, if I run into trouble behind the barriers, my only choices would be to engage with it alone, or retreat."
Zay twitches their tail back and forth in the water. "There's also that vault-like door further on."
| GM Netherpongo |
As Zay gets closer to the pin panel to read the messages, the assembly suddenly changes and goes flat, and a humanlike face emerges from it. A harsh metallic voice and a soft, frienly voice speak in unison, spreading through the water. The lips on the face move, but the voice isn't completely synchronized with the movement.
"Welcome. I was expecting you. There is much to talk about. Where do you come from? It has been long since anyone has come here."
| Aurelian Fache |
Houghton, Invandi, are you still with us?
"Aurelian Fache and his friends are from Andoran," the swordsman replies in Common assuming he can understand the question or it was translated. "Who are you?"
Still, he can't help feeling frustrated. If it's been so long since anyone has come here, that would likely include his friends.
| GM Netherpongo |
"Andoran you say...is that far from here? What is your home country like?"
| Zay |
Zay's dinosaur head tilts to the side. If they are speaking through the translator of Tatienne, Zay will listen and relay answers accordingly.
"Very far. Across a great ocean to the east. But who are you? Why were you expecting us? Are you aware of what passes through these halls?"
| GM Netherpongo |
Houghton Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Invandi Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Tatienne Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Zay Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Machine Initiative: 1d20 + 9 ⇒ (14) + 9 = 23
Pin Display Attack vs Aurelian: 1d20 + 15 ⇒ (6) + 15 = 21 - changed my mind: spawn a cogborn to give people something to attack
Damage: 2d8 + 4 ⇒ (7, 2) + 4 = 13
As the pin panel continues conversing with you, the face transforms from humanlike features into something that looks like a three-eyed fish. The soft, friendly voice goes away and only the harsh metallic component of its speech remains. "This was a boring conversation anyway. Now you must die."
The machinery around you begins whirring to life. A cogborn creature emerges from the machine while a sickly green fluid spreads around in the water about you.
First a note on positioning & maps: I've never been able to figure out where the pin display is and where exactly all the things are supposed to happen for this combat. The map just doesn't do it for me. So we'll go theater of the mind for this encounter. Obviously you could start attacking the machine itself, but it isn't immediately obvious where to smash or poke it...the machine is the room. You can make a Perception check to look for a vulnerability. There is also one normal combatant in the room now, though it hasn't acted yet.
Everyone can act! On your turn, you need to make a Fortitude save vs the yucky spray.
Roll 1d10:
1=Blind (Ex): The mutant can’t see, and gains the blinded condition unless it possesses a means of seeing other than normal vision, darkvision, or low-light vision. This blindness can’t be magically removed.
2=Celerity (Ex): As a swift action, the mutant gains the benefits of haste for 1 round. This ability can be used once every 1d4 rounds. The mutant gains a +2 bonus on Initiative checks.
3=Echolocation (Ex): The mutant has blindsense with a range of 30 feet and gains Blind-Fight as a bonus feat.
4=Extra Arm (Ex): The mutant has an extra arm and gains Multiweapon Fighting as a bonus feat if this mutation brings its total number of arms above two. This ability can be taken multiple times, adding an arm each time.
5=Feral (Ex): The mutant gains a bite attack and gains one claw attack for each arm or forelimb. These natural weapons deal damage based on the mutant’s size. If it already has these attacks, their damage improves by one size category.
6=Gills (Ex): The mutant has the aquatic subtype, the amphibious ability, and a swim speed equal to its base speed.
7=Lame (Ex): The mutant’s stunted legs reduce its base speed by 10 feet. This deformity can’t be taken if the mutant’s base speed is already slower than 20 feet.
8=Misshapen (Ex): Humanoid mutants only. The mutant can’t wear armor (including magic armor) fashioned for humanoid creatures. Armor made to fit the mutant costs twice as much.
9=Useless Arm (Ex): One of the mutant’s arms is malformed and useless.
10=Fast Healing (Ex): The mutant gains fast healing 5.
The experience is extremely disorienting. Make a Will save DC 14 or become confused for 1d4 rounds.
| Aurelian Fache |
Fort save: 1d20 + 4 ⇒ (16) + 4 = 20
HP 73/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 vs. disarm)
Fort +4, Ref +9, 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, lunge (-2 AC = 25)
The liquid has no effect on Aurelian who decides he'll take care of the obvious combatant. He dashes forward, thrusting with his blade, before taking up his usual guard stance.
+2 rapier: 1d20 + 16 ⇒ (5) + 16 = 21
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (4) + 8 + 9 = 21
+2 rapier: 1d20 + 11 ⇒ (9) + 11 = 20
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (3) + 8 + 9 = 20
Parry (DC=attacker's roll): 1d20 + 16 ⇒ (16) + 16 = 32
Riposte (if parry succeeds): 1d20 + 16 ⇒ (16) + 16 = 32
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (4) + 8 + 9 = 21
Crit?: 1d20 + 16 ⇒ (16) + 16 = 32
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (6) + 8 + 9 = 23
2 panache if parry goes off; 3 if riposte was a crit
| GM Netherpongo |
Aurelian's first two attacks only score the armor of the construct, but his third blow strikes home with great force, forcing open a wedge in the joint of its armor. You hear a grinding of gears as a great pop echoes dully in the water.
The construct is bloodied but still operational.
| Aurelian Fache |
Just to be clear, the third was only if it attacks me and I succeed in my parry.
| Tatienne 2.0 |
fort save: 1d20 + 5 ⇒ (1) + 5 = 6
oof
Failed Save: 1d10 ⇒ 1
double oof Tatienne is sprayed in the face with the vile foul liquid and cannot see!
will save: 1d20 + 7 ⇒ (6) + 7 = 13
triple oof and is confused for...
Rounds of Confusion: 1d4 ⇒ 1
Confusion: 1d100 ⇒ 21
Tatienne, despite feeling disoriented and literally confused is able to act normally. Though blinded, having seen where the enemy was, decides to full attack.
+1 longspear: 1d20 + 11 ⇒ (14) + 11 = 251d8 + 7 ⇒ (1) + 7 = 8
+1 longspear: 1d20 + 6 ⇒ (19) + 6 = 251d8 + 7 ⇒ (8) + 7 = 15
Nate I suppose you roll miss chance for being blinded...one heck of a first post
| Zay |
Fort: 1d20 + 9 ⇒ (3) + 9 = 12 Welp. I can't remember if we ever got more hero points after the fight in the room with the lightning trap, I'd be willing to use one here if we did. I will do a re-roll but also roll the consequences of my failure in case we don't have any available.
Fort Reroll hero point (if available): 1d20 + 9 ⇒ (16) + 9 = 25
D10 Roll if needed: 1d10 ⇒ 8 Haha! Not a problem for Zay either way, at least. But I did declare I was using the Hero Point if we do have them.
Zay feels a strange pulse from the liquid that somehow tries to... change them, in body and form. As Zay is known to do that in their own right, they pause only long enough to ascertain it hasn't seemed to have much effect, then they try and figure out where or what precisely the liquid is coming from, or if it can be stopped...
Perception as a move action to look for vulnerability?: 1d20 + 16 ⇒ (3) + 16 = 19
My one issue with theatre of the mind is that I never know if I'm close enough to enemies for things like full attacks, which matter a lot for Zay in dino form. Moot point on this turn, since I used a move action to perceive, but I'll either bite for my standard, or if I need to, move adjacent to the construct we can see.
Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
| Aurelian Fache |
Tati, those are what I've been rolling in all my other games. Good to know I'm not alone in being hated by the Dicebot.
| GM Netherpongo |
For this combat, let's just assume everyone is super close and can full attack. Hero points are still a rule in effect. I haven't been tracking how many you have left, though.
Houghton Fortitude Save vs Mutation Spray: 1d20 + 10 ⇒ (12) + 10 = 22
Invandi Fortitude Save vs Mutation Spray: 1d20 + 9 ⇒ (9) + 9 = 18
Tatienne's vision fades away as folds of skin from her cheeks and forehead grow to completely cover her eye sockets. The effect is far more horrifying than she likely knows. Her attacks fail to strike the nearby clockwork construct. Zay struggles to locate any relevant interface in the tangle of metal, then turns to attack the construct, striking the creature but failing to penetrate its tough metal frame. Didn't get through hardness.
Houghton Perception: 1d20 + 15 ⇒ (14) + 15 = 29
Invandi Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Houghton and Invandi each identify an ioun node in each eye socket of the large face in the clockwork machine that seem to be acting as a focus. They each move to attempt to strike the relevant objects. These will be a move action away.
Houghton Attack (power attack): 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Houghton Damage (power attack): 1d8 + 5 + 6 ⇒ (1) + 5 + 6 = 12
Invandi Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Invandi Damage (adamantine): 1d6 + 3 ⇒ (2) + 3 = 5
Cogborn #1 Slam #2 vs Aurelian: 1d20 + 7 ⇒ (9) + 7 = 16
Cogborn #1 Slam #3 vs Aurelian: 1d20 + 7 ⇒ (16) + 7 = 23
Cogborn #2 Slam #1 vs Zay: 1d20 + 7 ⇒ (15) + 7 = 22
Cogborn #2 Slam #2 vs Zay: 1d20 + 7 ⇒ (4) + 7 = 11
Cogborn #2 Slam #3 vs Zay: 1d20 + 7 ⇒ (1) + 7 = 8
Cogborn #1 damage: 34
Ioun Node #1 damage: 7
Ioun Node #2 damage: 5
The machine produces a second cogborn creature that attacks Zay, while the first attacks Aurelian. The duelist smashes his rapier through the clockwork attacking him, using its momentum to aid in piercing its metal hide. The earlier parry/riposte has now crit. None of the other attacks hit your listed AC, so unless you are taking penalties we're fine on that.
Tatienne won't be confused now, but remains blind. Everyone can act!
| Tatienne 2.0 |
Trying to stay calm, Tati, as a swift action activates her Archaeologist's Luck and continues to full attack stabbing at machine.
Longspear+1: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 10 ⇒ (1) + 10 = 11
Longspear+1: 1d20 + 9 ⇒ (3) + 9 = 121d8 + 10 ⇒ (1) + 10 = 11
Aurelian, just trying to make a dramatic entrance. And so it continues!
| Zay |
Discovering that dino teeth seem unable to make much progresss against the metal, Zay notices Houhghton and Invandi attacking something else... Zay also notices Tatienne's poor eyes.
"Oh-- that looks terrible, Ms. Talbot-- I'm afraid I don't have any magics that can help it, I'm sorry! I'm going to try and help Houghton and Invandi, it looks like they found something!"
Move to the ioun nodes (assuming I can see them now that allies are attacking them? if not I won't do this) and single attack. Possibly provoking from a cogborn when I move):
Bite node?: 1d20 + 11 ⇒ (2) + 11 = 13 Welp
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
(If I would have to do another Per check to see a node, then I'll attempt that and then move to node:)
Per: 1d20 + 16 ⇒ (16) + 16 = 32
| Aurelian Fache |
HP 73/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 vs. disarm)
Fort +4, Ref +9, 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
Aurelian continues to attack the cogborn. "Come, see if you can defeat Aurelian Fache!" he taunts them, trying to draw their attention.
+2 rapier: 1d20 + 16 ⇒ (14) + 16 = 30
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (1) + 8 + 9 = 18
+2 rapier: 1d20 + 11 ⇒ (16) + 11 = 27
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (6) + 8 + 9 = 23
Crit?: 1d20 + 11 ⇒ (1) + 11 = 12
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (3) + 8 + 9 = 20
Parry (DC=attacker's roll): 1d20 + 16 ⇒ (4) + 16 = 20
Riposte (if parry succeeds): 1d20 + 16 ⇒ (11) + 16 = 27
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (6) + 8 + 9 = 23
+1 panache if second attack crit; -1 if parry goes off
| GM Netherpongo |
Houghton Attack vs Ioun Node #1 (power attack): 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Damage: 1d8 + 5 + 6 ⇒ (2) + 5 + 6 = 13
Houghton Attack vs Ioun Node #1 (power attack, iterative): 1d20 + 10 - 2 - 5 ⇒ (6) + 10 - 2 - 5 = 9
Damage: 1d8 + 5 + 6 ⇒ (4) + 5 + 6 = 15
Invandi Attack vs Ioun Node #2: 1d20 + 11 ⇒ (18) + 11 = 29
Damage (adamantine): 1d6 + 3 ⇒ (2) + 3 = 5
Invandi Attack vs Ioun Node #2 (iterative): 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16
Damage (adamantine): 1d6 + 3 ⇒ (6) + 3 = 9
Cogborn #2 Slam vs Tatienne: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Cogborn #2 Slam vs Tatienne: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Cogborn #3 Slam vs Aurelian: 1d20 + 7 ⇒ (12) + 7 = 19
Cogborn #3 Slam vs Aurelian: 1d20 + 7 ⇒ (3) + 7 = 10
Cogborn #3 Slam vs Aurelian: 1d20 + 7 ⇒ (6) + 7 = 13
Cogborn Slam Damage vs Tatienne: 1d8 + 4 ⇒ (3) + 4 = 7
Cogborn Slam Damage vs Tatienne: 1d8 + 4 ⇒ (4) + 4 = 8
Cogborn #2 damage taken: 13
Cogborn #3 damage taken: 13
Ioun Node #1 damage: 19
Ioun Node #2 damage: 19
Tatienne thrashes about ineffectually, attempting to strike the clockwork creatures she can't see while Zay swims upward toward the ioun interfaces and bites one of them, causing some damage. There are two ioun nodes. I'll apply that damage to #1, Houghton's target. Invandi and Houghton also continue their efforts to wreck the machine's sensor nodes. Houghton missed his second attack.
Aurelian lances his rapier through the first cogborn, stopping its movements before he strikes the second creature once with his rapier. He defeated one cogborn. The threat on the second attack failed to confirm, though I guess the natural 1 makes that unsurprising.
The machine continues its relentless assault, disgorging a third cogborn machine as it does so. The cogborn attacking Tatienne strikes her twice in quick succession. Hits of 25 and 20 vs her flat-footed AC for 7 & 8 damage respectively. The newest-created cogborn fighting Aurelian earns a rapier stab for its troubles as it fails to pummel the deft swordsman.
Everyone can act!
| Tatienne 2.0 |
Tati screams in pain and frustration, trying not to panic... she stumbles backward 5 ft as a move action and attacks the cogborn that just hit her.
Archeologists luck (8/16)
Longspear+1: 1d20 + 14 ⇒ (8) + 14 = 221d8 + 10 ⇒ (4) + 10 = 14
geez!!!! I'm assuming the cogborn is right next to me so I had to back up with a reach weapon.
| Zay |
"Careful, Tatienne," Zay mumrmurs, then tries to munch nodes. Dinosaur teeth flash underwater as the critter tries to claw and bite the node into submission.
Full attack a node, I suppose!
Bite: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Claw 1: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Claw 2: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Foreclaw 1: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Foreclaw 2: 1d20 + 5 ⇒ (20) + 5 = 25 (Potential crit, though if the nodes count as objects that is meaningless)
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Confirm roll just in case it's needed?: 1d20 + 5 ⇒ (1) + 5 = 6 Lol, well then
(My apologies, just realized while checking my math that my +11 previously was one too high, it was taking into account a haste that is no longer in play.)
| Aurelian Fache |
HP 73/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 vs. disarm)
Fort +4, Ref +9, 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
Aurelian continues his assault, wondering if he needs to swim up to help Zay, Houghton and Invandi. But no, Aurelian Fache must keep these smaller creatures at bay. He drives his sword through one's head, then continues on to help Tatienne assuming the double crit kills it and the next one is within reach, otherwise continue attacking/five foot step in her direction.
+2 rapier: 1d20 + 16 ⇒ (20) + 16 = 36
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (3) + 8 + 9 = 20
Crit?: 1d20 + 16 ⇒ (20) + 16 = 36
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (5) + 8 + 9 = 22
+2 rapier: 1d20 + 11 ⇒ (8) + 11 = 19
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (3) + 8 + 9 = 20
Parry (DC=attacker's roll): 1d20 + 16 ⇒ (10) + 16 = 26
Riposte (if parry succeeds): 1d20 + 16 ⇒ (11) + 16 = 27
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (5) + 8 + 9 = 22