| DM Variel |
The 'metal statues' seems to be a clockwork creature as you hear gears grinding. It tries to move and remains stuck where it is. The front of the clockwork creature does rotate a bit so the front metal portion is pointing at Helgash. An explosion is heard from it as metal explodes out in the direction of the other party members.
Hotchkiss 6 pound gun at Helgash's hex 1d20 + 10 ⇒ (8) + 10 = 18 for 8d8 ⇒ (2, 5, 3, 8, 8, 5, 6, 3) = 40 damage to all within 30ft reflex dc 20 for half
Maxim M1910 machine gun 1d20 + 11 ⇒ (12) + 11 = 23 for 2d8 + 6 ⇒ (1, 6) + 6 = 13
Duardlara stays hidden as she has not seen anything to alarm her until the tank went off with a Cynehelm casts his spell while Jetro retreats back into the woods.
The troops fire upon Helgash using a standard action to hit with a line attack at range 200ft. He takes 2 lines for a total of 6d10 + 6 ⇒ (4, 10, 7, 3, 10, 3) + 6 = 43 reflex dc 23 for half and again from the other troop for 6d10 + 6 ⇒ (1, 6, 7, 3, 6, 4) + 6 = 33 reflex dc 23 for half.
Baub up, then Duardlara. I need reflex saves from Cynehelm and Helgash for the tank shell.
| Duardlara Frostborn |
Duardlara is studying the strange clockwork to determine if there is a way she can disable it. (And does she realize that it is occupied?)
Perception: 1d20 + 20 ⇒ (5) + 20 = 25
Disable Device: 1d20 + 19 ⇒ (11) + 19 = 30
Knowledge (arcana): 1d20 + 13 ⇒ (19) + 13 = 32
Knowledge (engineering): 1d20 + 10 ⇒ (10) + 10 = 20
| Cynehelm of Orlov |
I need reflex saves from Cynehelm and Helgash for the tank shell.
There's a phrase you don't hear very often.
Reflex versus tank shell!: 1d20 + 8 ⇒ (12) + 8 = 20
Cynehelm tries to throw himself to the ground and seek cover from the debris!
| Duardlara Frostborn |
Duardlara casts fly on herself and studies the clockwork further. Hearing the voices within, she looks for a door or some sort of opening to get inside. If it's not otherwise obvious, she suspects such an entrance might be on the underside.
| Beorn Blackmane |
Helgash manages to duck behind a piece of ground to avoid the worst of the blast and gunfire. Then he heals himself (lay on hands free action) and moves deeper into the tree line to remove himself from a direct line of fire.
Map is not large enough for this maneuver but Helgash keeps going east to max move
REF save tank: 1d20 + 8 ⇒ (14) + 8 = 22
REF save troop 1: 1d20 + 8 ⇒ (14) + 8 = 22
REF save troop 2: 1d20 + 8 ⇒ (17) + 8 = 25
Lay on hands: 5d6 ⇒ (2, 3, 2, 6, 3) = 16
Helgash would not initially get his Dex bonus dropping him to AC 23, does he get any cover bonus for being in the tree line? If so, machine gun did not hit. Dmg total without MG 79.
Baub the Great
|
Baub flies up 30 feet and summons a spiked pit under the closest unit.
50' pit, 10'x10' wide, 5' slanted border around the pit, DC 19. Since it is a summoning and not an attack it should not cancel my invisibility. If you rule that it would he does not do the pit this round and casts improved invisibility instead.
| DM Variel |
Yes the trees would provide cover to Helgash.
Duardlara you can fly up to find a hatch to cast fireball into. You will be visible though.
Baub a pit spell by itself would not break invisibility but targeting it under a creature would forcing it to make a save just like cast fireball would. So you are casting improve invisibility this round.
| Cynehelm of Orlov |
Are our people really that far east of the map?
What do people think of air walk and we try to get into the tank and take out its crew, then turn the guns on the infantry?
| Duardlara Frostborn |
You will have to communicate with Duardlara if you can find her and want her to do something other than whatever she has in mind.
| Cynehelm of Orlov |
Sorry to slow everyone down. I wish we were around a table and could just talk it out quickly. GM, does Cynehelm know the tank is a manned vehicle, or does he see it as some sort of golem?
| Duardlara Frostborn |
Take your time, Cynehelm. Unfortunately, Duardlara is too far away to tell you what she knows and she isn't thinking of sharing her information via magic. You will see her action shortly.
Baub the Great
|
Variel originally said it appeard to be a clockwork mechanism.
| Cynehelm of Orlov |
Okay. Well, good tactics would suggest we take out the heaviest opposition first, but Cynehelm isn't a great tactician. Good cleric-ing would suggest that I hang back and play support. But it's Cynehelm, so...flame on.
Cynehelm doesn't know who these strange soldiers are or why they're attacking, but he knows that blast was lethal, so he returns fire on the giant clockwork mechanism. He aims so that his blast will detonate above the heads of the infantry in hopes they may surrender when they see their clockwork defeated.
"Merciful Sarenrae, Let these men know your power and fill their hearts with wisdom."
Intensified Empowered Fireball vs. clockwork: 19d6 + 38 ⇒ (5, 4, 4, 1, 3, 4, 4, 5, 6, 2, 5, 5, 6, 4, 3, 2, 6, 6, 1) + 38 = 114
| DM Variel |
It is a vehicle so base 3+1/2 drive -2 for entangle
Reflex save 1d20 + 7 ⇒ (10) + 7 = 17 fail
The clockwork device takes the full blast of the fireball turning the metal into a white hot glow. Yet the sheer mass and size of the clockwork device keeps it functioning as normal. Cynehelm you thinking would take another 3 such fireballs to disable the gun!
The troops see the explosion of fire but are encouraged by the sight of it still standing. They turn their weapons on Cynehelm and open fire.
Troop 1 attack for 6d10 + 6 ⇒ (5, 1, 2, 2, 4, 10) + 6 = 30 reflex dc 23 half
Troop 2 attack for 6d10 + 6 ⇒ (3, 3, 9, 10, 4, 2) + 6 = 37 reflex dc 23 half
Baub, Duardlara, Tank, Cynehelm, Jetro, Troop 1, Troop 2
Baub the Great
|
Now that Baub has improved invisibility on he casts a spiked pit beneath troop 1.
| Beorn Blackmane |
Helgash again uses lay on hands on himself and then begins creeping back toward the battle.
lay on hands: 5d6 ⇒ (1, 2, 5, 6, 5) = 19
Baub the Great
|
his spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit’s walls have a Climb DC of 20.
Create Pit
You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal. The pit’s coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.
| Duardlara Frostborn |
Seeing the clockwork glowing like a sword in a forge, Duardlara thinks again about getting closer. She casts message and points at Cynehelm.
| Cynehelm of Orlov |
Cynehelm Reflex Save: 1d20 + 8 ⇒ (17) + 8 = 25
Cynehelm Reflex Save: 1d20 + 8 ⇒ (9) + 8 = 17
Cynehelm is shot, taking 52 damage. He is very badly hurt.
Cynehelm=16/88 hp
"Understood," he says in response to Duardlara's spell. "I need to seek cover anyway.
I go after the tank, so...
| DM Variel |
Reflex save 1d20 + 13 ⇒ (15) + 13 = 28
The troop in the first building dives out of the way through a doorways, broken windows or holes in the wall to avoid the pit of death that opened up below them. While the pit did not do any damage it did effectively nullify any cover and defensive bulwark the troop had.
The tank needs to reload its main gun so all it can do is open up with one of the machine gun sponsons at Cynehelm.
Machine gun attack 1d20 + 11 ⇒ (13) + 11 = 24 for 2d8 + 6 ⇒ (4, 2) + 6 = 12
Iterative 1d20 + 6 ⇒ (11) + 6 = 17 for 2d8 + 6 ⇒ (4, 5) + 6 = 15
Cynehelm, Jetro then troops
| Cynehelm of Orlov |
Cynehelm hot-foots it for cover, running into the trees. Once there, he channels energy to heal himself and Helgash.
Channel: 6d6 ⇒ (4, 4, 3, 6, 2, 1) = 20
Cynehelm=36/88 hp
Baub the Great
|
Surprising, Baub thinks to himself and then launches a chain lightning spell into their midst. He then moves north to keep his location unknown.
Chain Lightning DC 23 REF: 13d6 + 26 ⇒ (2, 5, 3, 3, 1, 4, 3, 4, 2, 5, 4, 1, 6) + 26 = 69
| Duardlara Frostborn |
Duardlara casts greater invisibility on herself and flies to the top of the clockwork.
I assume I don't have time to open the hatch yet.
Baub the Great
|
Not sure how chain lightning would work against a troop. Normally, it would hit a target and jump to a number of targets equal to my level for the same damage. That would be 14 people hit for 69pts each.
| Beorn Blackmane |
Helgash moves south taking the time to cast ironskin (standard action) and then healing himself (swift action).
Lay on hands: 5d6 ⇒ (5, 3, 1, 3, 3) = 15
| DM Variel |
Cynehelm heals himself and Helgash while the rest try to put some hurt on the troops. Jetro hits with his first attack but misses with his second arrow.
reflex save 1d20 + 13 ⇒ (6) + 13 = 19
Baub hits the troop with a massive bolt of electricity that cuts the squad down in half but it seems like the damage does not prevent it from fighting back at full effect.
It is just like a swarm where individual creatures can not be targeted but area effects can do additional damage.
Duardlara flies up invisible while Helgash continues to heal himself and move closer to the action.
With everyone having retreated or invisible the only target is Jetro. The troops turn their attention to him as the both fire their machine guns in a burst striking him for 6d10 + 6 ⇒ (6, 6, 9, 6, 5, 3) + 6 = 41 reflex dc 23 for half and another blast for 6d10 + 6 ⇒ (10, 8, 9, 1, 6, 5) + 6 = 45 reflex dc 23 for half
The tank fires off a round at Jetro's hex with the machine gun...
machine gun sponsoon 1d20 + 11 ⇒ (13) + 11 = 24 for 2d8 + 6 ⇒ (3, 3) + 6 = 12
iterative 1d20 + 6 ⇒ (8) + 6 = 14 for 2d8 + 6 ⇒ (8, 4) + 6 = 18
Cynehelm, Jetro, troops, Duardlara, Baub
Baub the Great
|
The pit remains for 13 rounds so they must move or make a save every round to avoid falling in.
Baub flies in the direction Cynehelm went and joins the cleric. "let's try this," he says from thin air and touches Cynehelm casting greater invisibility. (13 rounds)
| Cynehelm of Orlov |
"Thank you, Baub. I do not like killing common soldiers. They are so rarely evil. And I can't help but feel they must be fighting merely for a flag or king. Let us see if we can find their leaders and end this!"
Cynehelm casts air walk on himself and ascends into the sky, looking for a grouping of commanders.
Active spells: Air Walk, Greater Invisibility
Baub the Great
|
"Screw that Cynehelm. I intend to bury these people. They've nearly killed three of ours already. If they intended to parlay they would have done that up front."
| Duardlara Frostborn |
Sorry, I thought I was waiting on the troops.
Invisible, Duardlara has her hand on a hatch atop the clockwork. She opens it, moving to the side so that the hatch is basically between her and whoever was speaking within. She will look at those within and decide her standard action.
| DM Variel |
Duardlara you see a group of 6 people in the clock work mechanism. 3 are manning the gun sponsons while the other 3 are working at loading a giant projectile into a large metal tube. They don't notice you at all since you are invisible and you could easily hit them all with a fireball.
You are in the woods minding your own business when you just realized that you are no longer on Golarion. The magic you were using to commune with nature to determine the abnormal freezing temperatures in your wood caused a ripple in the fabric of space. You were instantly transported to a very similar forest covered in ice and snow. However the trees themselves seem slightly off as they seem to be both in this realm and in a different realm simultaneously. As you ponder this dilemma, and also where this is and how did you get here, you hear the sounds of explosions to the south of you. With your woodland stride you are able to move easily in the forest and can be at the edge of the trees in 3 move actions (1 1/2 rounds is nothing but moving)
| Titian Troll |
Titan can't fail the check.
Hearing the explosions Titan smells combat and transforms into an ice Troll and moves through the woods as quickly as he can.
| Duardlara Frostborn |
The men in the clockwork hear chanting in a strange language. Any that turn to see the cause of the sound see an ember fly in through the open hatch before they can react. Suddenly, their world is fire and hopefully some of their munitions finish the job started by the magical fire!
The rest of the party see a flap of metal atop the strange wheeled golem rise up just before a gout of fire and screams of surprise and anguish issue forth!
The invisible arcanist will try to shield herself from her own blast behind the hatch because she doesn’t feel her friends can take another shot from the golem’s breath weapon. She only knows these men are responsible for the creature’s actions.
Fireball, Reflex DC 18 for half: 10d6 + 1 ⇒ (4, 6, 2, 4, 1, 3, 5, 3, 5, 1) + 1 = 35
| DM Variel |
Sorry I want to clarify that individual attacks do affect the troop but the troop is not reduced in fighting capacity will it is completely destroyed like a swarm is. Sorry for any confusion.
reflex save individual troopers in the tank...
1 1d20 + 5 ⇒ (13) + 5 = 18 success
2 1d20 + 5 ⇒ (3) + 5 = 8 fail
3 1d20 + 5 ⇒ (9) + 5 = 14 fail
4 1d20 + 5 ⇒ (10) + 5 = 15 fail
5 1d20 + 5 ⇒ (11) + 5 = 16 fail
6 1d20 + 5 ⇒ (8) + 5 = 13 fail
steering mechanism 1d20 + 7 ⇒ (12) + 7 = 19
cannon shells 1d20 + 7 ⇒ (9) + 7 = 16 fail doing 8d6 ⇒ (5, 1, 2, 2, 6, 4, 6, 1) = 27 reflex half dc 20
1 1d20 + 5 ⇒ (1) + 5 = 6 fail
2 1d20 + 5 ⇒ (1) + 5 = 6 fail
3 1d20 + 5 ⇒ (7) + 5 = 12 fail
4 1d20 + 5 ⇒ (7) + 5 = 12 fail
5 1d20 + 5 ⇒ (17) + 5 = 22 success
6 1d20 + 5 ⇒ (10) + 5 = 15 fail
trooper 1: 44 damage
trooper 2: 62 damage
trooper 3: 62 damage
trooper 4: 62 damage
trooper 5: 48 damage
trooper 6: 62 damage
Jetro are you taking any actions other than your liver being on the ground? With everyone else invisible you are the focus.
Baub the Great
|
For me to keep track of order: init is Duardlara, Tank, Cynehelm, Jetro, Troop 1, Troop 2, Baub