| Lym Blackhand |
"No magical traps to be seen," Lym reports. "We are good to go, as far as I am concerned."
| Rhianni Verdani |
"Look, the door opens. We can gain entrance. Let me cast some light on my wand, it will help us see in the gloom beyond." Rhianni moves away from the door and makes her wand glow with the light of a torch.
I guess its Tomaru and Praxim leading the way, followed by Rhianni and Lym. If that's OK guys... Rhianni will let somone else open the door fully...and enter. Unless you want her to?
| Varisian Chronicler |
You enter the ground floor of the clock tower, a room roughly 60 by 60 feet large. The air inside is dusty and dry, and swaths of rubble and mounds of plaster lie in heaps on the stone floor, particularly in the southwest corner. A single wagon sits to the northeast, and six partially collapsed office line the northern and eastern walls, their doors hanging askew and the ceiling caved in. A wooden staircase winds up into the cavernous space above. High overhead, four immense bronze bells hang from sturdy crossbeams.
| Lym Blackhand |
Lym mutters a brief spell, encasing herself in magical protection before she follows Praxim's lead.
| Praxim |
If he can pinpoint its space, but can't see it, he'll casually move his bow around like he's scanning, and then whip off a shot at the correct square.
Miss chance: 1d100 ⇒ 63 High hits
Attack: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
| Rhianni Verdani |
Rhianni creeps in, staying close to the wall casting a spell to protect her as she goes. Cast Protection from evil on self. She moves along the wall towards the offices, taking one of her wands in hand. Wand of Magic Missile
| Varisian Chronicler |
Praxim's arrow hits something with a very soft thud, as if the force of the projectile had been absorbed and dissipated. Out from the shadows lumbers a large misshapen humanoid wielding a scythe. A jumbled mass of body parts incorporating as much beast as it does man, the monster's considerable girth is topped by an idiot head that leers and drools like a grotesque baby. It is dressed in straw and dung-covered rags, giving it the appearance of that of a scarecrow, and giving off the sickly sweet smell of decay. It's face is cruelly stitched, the lips sewn partially together. A trio of what first appears to carved pumpkins hang from cords on the Scarecrow's belt, but a second glance reveals these to be horribly bloated human heads with a sick yellow tinge.
Initiative: Praxim/Rhianni/Lym, scarecrow, Tomaru
Arcana knowledge checks apply.
| Praxim |
Sorry, I thought the room was smaller. Take off one damage from that last attack for Praxim not being within 30 feet.
Praxim takes a 5-foot step forward to L7 and unleashes three arrows at the creature.
Arrow 1: 1d20 + 10 ⇒ (3) + 10 = 13
Arrow 2: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Arrow 3: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
| Lym Blackhand |
Knowledge (arcana) to identify this monster and its potential weaknesses before I take any other actions: 1d20 + 13 ⇒ (19) + 13 = 32
| Rhianni Verdani |
Rhianni shocked at the appearance of the big lumbering creature takes a long hard look at it. She sends a missile from the wand towards the creature.
Knowledge(Aracana) 1d20 + 5 ⇒ (12) + 5 = 17
MM 1d4 + 1 ⇒ (4) + 1 = 5
Move to J,10
| Varisian Chronicler |
| Lym Blackhand |
"Flesh golem!" Lym shouts. "Cold and fire magic will slow it down, but all other magic fails against it! It will shrug off most damage from all but adamantine weapons!"
Immediately, the Wizard steps forward and levels her hand at the approaching horror while she chants a quick spell: "Ignem iubeo!" A ray of scorching heat flies at the flesh golem.
Lym moves to K7 and casts Scorching Ray; ranged touch attack 1d20 + 4 ⇒ (2) + 4 = 6 for 4d6 + 2 ⇒ (2, 4, 4, 6) + 2 = 18 fire damage. Y'know, before immunities and such...
| Varisian Chronicler |
| Praxim |
Given that the leveling is retroactive, Praxim's shots should each be at +1 to hit. Also, I hadn't realized before the things was large size, so all his attacks should have +1 to hit and +2 damage from Big Game Hunter.
This round, he unleashes archery hell on the creature.
Arrow 1: 1d20 + 13 - 2 + 1 + 1 ⇒ (19) + 13 - 2 + 1 + 1 = 32
Damage: 1d8 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6
Arrow 2: 1d20 + 13 - 2 + 1 + 1 ⇒ (11) + 13 - 2 + 1 + 1 = 24
Damage: 1d8 + 2 + 1 + 2 ⇒ (5) + 2 + 1 + 2 = 10
Arrow 3: 1d20 + 8 - 2 + 1 + 1 ⇒ (6) + 8 - 2 + 1 + 1 = 14
With Clustered Shots, total the damage from all arrows, then subtract damage reduction once.
| Lym Blackhand |
Lym coughs up blood and cringes before the towering horror.
"E... E visu abscindo!" she croaks -- and vanishes from sight.
Lym casts Greater Invisibility and gets the *bleep* out of the way. Moving to E10 and hoping the flesh golem can't see the invisible. Oh -- and she will make sure not to move through anyone else's line of fire while they're shooting!
| Rhianni Verdani |
Rhianni covers the ground under the golum with brown slippery oily substance.
Casts Grease Reflex save DC=16, or fall.
| Varisian Chronicler |
Round 1
One of Praxim's arrows pricks the golem's recycled flesh.
Tomaru begins casting a spell.
Round 2
Praxim targets one spot and opens a decent-sized wound on the monster. Lym vanishes from sight. Rhianni makes the ground underneath the flesh golem slippery, and it falls.
The creature crawls out of the grease, toward the party.
Tomaru, then round 3.
The golem is prone.
| Tomaru |
Tomaru finishes casting and a rhinoceros appears at the wall and it Charges at the golem.
Gore: charge, powerful charge
to hit 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 to hurt 2d6 + 12 + 4d6 + 12 ⇒ (3, 2) + 12 + (3, 6, 5, 3) + 12 = 46
Tomaru steps over to Praxim (5'step to M6) and imbues him with a bit of his goddess' blessing (Bit of Luck).
Should have made the rhino lucky
| Praxim |
Again, Praxim concentrates his fire. The thing is probe, but he's feeling lucky today.
Arrow 1: 1d20 + 13 - 2 + 1 + 1 ⇒ (5) + 13 - 2 + 1 + 1 = 18
Arrow 1: 1d20 + 13 - 2 + 1 + 1 ⇒ (13) + 13 - 2 + 1 + 1 = 26
Damage: 1d8 + 2 + 1 + 2 ⇒ (7) + 2 + 1 + 2 = 12
Arrow 2: 1d20 + 13 - 2 + 1 + 1 ⇒ (10) + 13 - 2 + 1 + 1 = 23
Arrow 2: 1d20 + 13 - 2 + 1 + 1 ⇒ (5) + 13 - 2 + 1 + 1 = 18
Damage: 1d8 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6
Arrow 3: 1d20 + 8 - 2 + 1 + 1 ⇒ (4) + 8 - 2 + 1 + 1 = 12
Arrow 3: 1d20 + 8 - 2 + 1 + 1 ⇒ (5) + 8 - 2 + 1 + 1 = 13
I guess not that lucky. 1 in 6 above ten???
| Lym Blackhand |
Invisible Lym moves to F4, opposite side of the Grease-slick and providing Praxim, and Tomaru and the rhino with flanking benefits.
Out of empty air, a voice starts chanting familiar words: "Ignem iubeo!" -- and a ray of sizzling, searing energy stabds out at the crawling flesh golem. "Tarry a while, you misbegotten construct," you can all hear Lym snarl. "Tarry and fall!"
Scorching Ray, ranged touch attack 1d20 + 5 ⇒ (15) + 5 = 20 for 4d6 ⇒ (3, 6, 1, 4) = 14 fire damage. Whatever else it does, the fire damage should slow the flesh golem.
| Rhianni Verdani |
With the creature prone, begins to encourage her friends in their battle with the creature. "Like the great colossus of Trawan, that rose from out of the jungles of Mwangii, once it fell before the tribes, it was at their mercy. Take the opportunity to force home your advantage."
Bardic Performance 1/9 Inspire Courage +1 to hit and damage to allies.
| Varisian Chronicler |
Round 2
Tomaru summon a rhino that rushes at the construct, who rolls over and dodges its horn, before moving over to Praxim and blessing him with fortune.
Round 3
Rhianni performs a story to boosts the confidence of her allies. Praxim hits the golem with two more arrows, further opening a gash in its body. Lym fires a ray of fire, but misses her target.
The construct stands up and swings at Praxim, missing wide.
The rhino gets an attack of opportunity, then Tomaru's turn.
| Tomaru |
Rhino gores the lumbering golem as it stands
Gore: charge
to hit 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 to hurt 2d6 + 12 ⇒ (5, 2) + 12 = 19
Then quickly does so again
Gore: charge
to hit 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19 to hurt 2d6 + 12 ⇒ (2, 6) + 12 = 20
Tomaru again gives Praxim a touch of good luck.
| Praxim |
Praxim backs up one square and fires again.
Clustered rapid shot 1: 1d20 + 13 - 2 + 1 + 1 + 1 ⇒ (15) + 13 - 2 + 1 + 1 + 1 = 29
Clustered rapid shot 1: 1d20 + 13 - 2 + 1 + 1 + 1 ⇒ (20) + 13 - 2 + 1 + 1 + 1 = 34
Confirm shot 1: 1d20 + 13 - 2 + 1 + 1 + 1 ⇒ (11) + 13 - 2 + 1 + 1 + 1 = 25
Confirm shot 1: 1d20 + 13 - 2 + 1 + 1 + 1 ⇒ (14) + 13 - 2 + 1 + 1 + 1 = 28
Damage: 3d8 + 6 + 3 + 6 + 3 ⇒ (4, 8, 6) + 6 + 3 + 6 + 3 = 36
Clustered rapid shot 2: 1d20 + 13 - 2 + 1 + 1 + 1 ⇒ (13) + 13 - 2 + 1 + 1 + 1 = 27
Clustered rapid shot 2: 1d20 + 13 - 2 + 1 + 1 + 1 ⇒ (14) + 13 - 2 + 1 + 1 + 1 = 28
Damage: 1d8 + 2 + 1 + 2 + 1 ⇒ (6) + 2 + 1 + 2 + 1 = 12
Clustered rapid shot 3: 1d20 + 8 - 2 + 1 + 1 + 1 ⇒ (17) + 8 - 2 + 1 + 1 + 1 = 26
Clustered rapid shot 3: 1d20 + 8 - 2 + 1 + 1 + 1 ⇒ (13) + 8 - 2 + 1 + 1 + 1 = 22
Damage: 1d8 + 2 + 1 + 2 + 1 ⇒ (7) + 2 + 1 + 2 + 1 = 13
51-DR.
Praxim buries three arrows in its neck.
| Lym Blackhand |
"Rhianni, keep making the ground slick beneath that thing," Lym calls out. She then unslings her crossbow and starts loading it.
Not much else I can do right now...
| Lym Blackhand |
Lym finishes loading her crossbow and slips on the safety catch.
"Such constructs are not easily made," she says, grimly. "We should be prepared to face a rather powerful spellcaster."
| Tomaru |
How far up can we see? Does it look like there are any other floors or landings?
Tomaru takes a look around on this level.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
| Rhianni Verdani |
"Fly! I have a couple of scrolls to help me rise up, but not fly. So let's start up somehow at least. Let's have a closer look at the stairs in case we need to use them." says Rhianni as she takes a closer look at the condition and stability of the stairs.
Knowledge(engineering) 1d20 + 1 ⇒ (18) + 1 = 19 on the condition of the stairs.
| Rhianni Verdani |
"Hmmm... well Praxim, looks like you are right, its magic or nothing. Someone take a rope and pull me over, my magic only takes me up, but once there you can pull me towards a landing point." says Rhianni. "Those stairs are really unsafe. Who else might need some magic to move up, unless of course you have the magic able to fly."