Wardens of the Reborn Forge (Inactive)

Game Master Zesdead

Paizo's 'Wardens of the Reborn Forge'.

...in which our adventurers are exploring Megator Facient - searching for the mastermind behind the sabotaged Brass Guardians that have rampaged within Alkenstar.

Party Health
Tychi 89/96 HP
Nike 99/99 HP
Figwidget 81/81HP
Lector Enteap 63/101HP
Casey Jayne 65/144HP

Wand of Cure Serious Wounds: 15 charges

Maps
Megator Facient

Scale = 1 square:5 feet


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In amongst all of the broken rock and rubble on the ground leading into the western tunnel, there are several unpleasant looking maggots... these are the same Rot Grubs that Figwidget discovered in the Clockwork Spy...

Tychi:
Just on the edge of your hearing, there is the low rumbling of machinery...somewhere to the north...and probably quite far away

Possible options include the tunnel to the south, the cave from which the Gugs emerged, the western side tunnel with the rot grubs or heading northwards into the cavern


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi hoots softly. "I hear the voice of the wind, in tandem with the voice of the stones. They tell me there is machinery to the north, far to the north." He nods in the direction of the northern route.

Nike snorts and rolls her eyes.


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

After double-checking the map, Luke will say "We should head southwest, cause the map looks like it links up with that area we saw metallic legs earlier." Major Rand will then move to cover that tunnel, clearly used to having his orders followed.


M Gnome Alchemist (Mindchemist) / 14

"I couldn't catch up with the invisible gug," Figwidget says, "so I don't know which way he went."

With a shrug, he says, "That's not helpful, I know, but just so you know there's nothing I know. If you know what I mean. Um. Right. Southwest sounds good to me."

Figwidget is currently at 56/70 hp


I wasn't entirely sure what you meant by the South West Corridor so I have interpreted it as backtracking along the corridor to the side tunnel with the steps leading to the metallic legs…

With the invisible Gug apparently fleeing from the area, everything seems to be quite and safe…satisfied that there is no immediate danger, you retrace your route to the foot of the steps in the side tunnel. The juvenile Gug, still tied, watches disinterestedly as you move into the tunnel. From a better angle, you can look up the steps (which lead about ten feet upwards) and see that the metallic legs are connected to an equally metallic torso…and the unmistakable figure of a construct standing impassively at the top of the steps.

Behind the construct, you can see that the steps lead to a room of approximately twenty feet in diameter…shelves line the walls of the room, although, from this distance, it is not possible to see what is on those shelves.


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

"Hmm another construct," Carran whispers to the others.

"Any chance of covertly getting into position and attack it?"

Carran hugs the wall as he took a quick peek at the construct, his bow drawn and ready.


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

"Let me go up first and get it's attention, then follow up behind me and attack it once I have it distracted."


It is notable that this Construct is not of the same design as the Brass Guardians you have encountered / are used to seeing...whereas the Guardians are bulky, well armoured constructions, what you see before you is a spindly amalgam of metal limbs, wires and translucent vessels...what is most alarming though, is the clear hemispherical dome atop the construct...containing a brain and two eyes floating within a milky liquid...the eyes follow the motion of anyone approaching the steps.

Tychi Perception: 1d20 + 26 ⇒ (16) + 26 = 42
Nike Perception: 1d20 + 16 ⇒ (3) + 16 = 19
Carran Perception: 1d20 + 20 ⇒ (7) + 20 = 27
Major Luke Rand Perception: 1d20 + 15 ⇒ (14) + 15 = 29
Figwidget Perception: 1d20 + 17 ⇒ (18) + 17 = 35

Tychi, Carran, Major Luke Rand and Figwidget:
There is a blinking red light being emitted from behind the construct...


M Gnome Alchemist (Mindchemist) / 14

Figwidget points at the blinking red light behind the construct. "Light there blinking; no idea what it means," he whispers to the others.

He looks up at the construct. "Bizarre. Kinda scary looking. Not like anything I've built myself. I'd love to take it apart and see what makes it tick." He tries to see what he can tell about the construct from this distance.

Knowledge (Engineering): 1d20 + 29 ⇒ (13) + 29 = 42


Figwidget:
From first impressions, it would appear that the construct is not clockwork in nature...the various valves and fluids being slowly pumped around the watching machine would indicate that it is maybe more alchemical in it's design...

It also appears that it is armed...the long arms lead to syringe tipped hands / fingers...pipe work running down the arms to feed the syringes...

It would also appear that the device is exiting it's dormant state, valves and pumps gurgling into life as the milky fluid within the hemispherical dome starts to bubble...


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

"Figwidget, do you think breaking that dome atop that construct will do us anything good? Perhaps blind it even?"

Carran fondles his special quiver with blunt arrows, indicating he think he might be able to break it with enough arrows if it would help.


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi looks at everyone, and shakes his head. "Not everything needs to be attacked on first sight." Nike 'gently' nudges the rest of the party out of the way (putting 1.5 metric tons of equine flesh behind the nudges if need be), until she is standing at the bottom of the stairs. Tychi looks up, and then bows from the saddle.

Nike clears her throat, and takes the lead. "Greetings, stranger. We are not here for violence, not by choice. We are simply investigating some odd happenings. We would talk, if you are still capable of such?"

Tychi then nods. "Indeed, we would talk, if you would, good sirrah or madam."

Diplomacy Aid Other, Tychi: 1d20 ⇒ 16
Diplomacy, Nike: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27


As Major Luke Rand is manoeuvred from the steps, the increasing activity from the construct subsides...a small valve at the rear of the device lifts and, with a hiss, a small plume of green steam is emitted...

However there is no response to either Tychi or Nike's greeting...with no one on the stairs, it appears that the device is returning to a dormant state.

Figwidget:
You have heard stories of less...inhibited...engineers using the remains of the dead...eyes and brains amongst other things...as components for their creations. Such devices do not hold nah intelligence...they are as mindless and programmed as the clockwork constructs you are used to back in Alkenstart.....


M Gnome Alchemist (Mindchemist) / 14

Figwidget groans. "It's not clockwork... it's mostly alchemical, I think. It's probably also mindless, just like the clockwork automatons. But... if this is like some of the constructs I've heard tell of, it's partly made out of the remains of dead people. Brrr! Necromancy, alchemy together... some things just shouldn't be tried. Don't expect it to answer you. And... it's waking up. It may just attack us, but will certainly attack if we attempt to pass it."

Figwdiget thinks what he's heard about these kinds of things, and in particular is interested in any special defences they might have, and in any special attacks (poison? what do they do with those needle?) they might have.

Use whatever roll is appropriate
Knowledge (Engineering): 1d20 + 29 ⇒ (10) + 29 = 39
Knowledge (Nature): 1d20 + 17 ⇒ (18) + 17 = 35
Knowledge (Arcana): 1d20 + 25 ⇒ (10) + 25 = 35
Knowledge (Dungeoneering): 1d20 + 24 ⇒ (6) + 24 = 30
Craft (Alchemy): 1d20 + 21 ⇒ (15) + 21 = 36


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

Nike snorts. "Undead are an abomination."

Can Nike charge up the stairs? I don't think so, but wanted to check.


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Carran looks to Tychi with a raised eyebrow.
"Unless we come across a construct that raises its arms and says I came here to talk, I mean no harm, I'll raise my bow and assume it's coming right for us. Since that attack back at Alkenstar I trust these kind of automatons even less."

He listens closely to Figwidget and nods.
"Got ya, possible homicidal construct and undead to boot. Perhaps shooting or breaking that glass atop of it might help after all."

Just wondering if I could Sunder the glass or take a Called Shot to its head and make life easier for us.


Figwidget:
Although the device looks considerably less robust than the Brass Guardians, it is still well armoured…it is likely that it would be well protected against piercing and slashing weapons. It is unclear what effects it's attacks would have however there appear to be various vessels that are connected to the syringes in the construct's fingertips; each of these vessels contains different colour liquids..maybe they have different effects?

As to Carran's question, if the floating brain and eyes are indeed part of the machine's programming core / visual sensors, then maybe destroying the dome would have a debilitating effect upon it

Nike - The steps are sufficiently steep to prevent a charge…they will count as difficult terrain for the purposes of movement

Carran - You could certainly attempt to sunder the glass / take a Called Shot... Figwidget might have an opinion on how effective that would be


Carran - If you do decide to attempt a Called Shot against the Construct, it will be a 'tricky' shot with a -5 penalty…


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi nods, then leans over quietly to whisper to his companions. "Friend Carran, Friend Luke, neither of you are in any shape for a drawn out combat. If I might suggest? Friend Luke fall back and watch our backs. Friend Not-Figwidget, do the same. Friend Carran, shoot the glass from as far back from the base of the stairs as you can, and then move away. Nike and I shall ready to charge the creature if it comes down the steps into the cavern after you shoot it. Thus we will bottle it up at the bottom of the stairs, and Friend Carran can shoot it past us, and Friend Not-Figwidget can throw harmful chemicals on it as Nike and I battle it."


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

"I'm fine, actually; but, you're right. we should probably engage it with ranged attacks and then wait to see what it does."


M Gnome Alchemist (Mindchemist) / 14

Figwidget says quietly to the others, "Looking at it, I'm guessing that slashing and piercing attacks are probably not going to be as effective as more blunt attacks; its armor and construction look to be resistant to that sort of thing. Look out for the syringes! It looks like it's got different vessels and fluids it can put into them, and they're likely to all have different effects, and I don't really want to find out what they are. Well, not here... maybe in my lab... but! That's an investigation for another time and place. Aiming for dome with the brain and eyes might be a good idea, as it's probably a core part of the construct's control."


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

"Shall we then?"


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Forums ate my post apparently.

Carran moves back as far away from the stairs as he can get while still having a clear shot.
"One shot, one disabled construct."

He draws a silent breath, notches a blunt Arrow, raises his bow and aims in a fluid motion, draws back the string and looses the arrow.

Ranged Called Shot to the Dome, Misfortune, Favored Enemy, Flat-footed?: 1d20 + 19 - 5 - 4 + 4 ⇒ (9) + 19 - 5 - 4 + 4 = 231d8 + 8 + 4 ⇒ (7) + 8 + 4 = 19


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

While Carran moves back and readies to fire, Tychi switches out his whipsword for his kusarigami. He holds onto the sickle end and whirls the weighted end about, using the double weapon as a single ended two-handed weapon. The weight isn't as deadly as the sickle, but it sounds as if bludgeoning is the method of the day, not slashing. Nike readies to charge the thing when it reaches the bottom of the stairs.


The called shot hits and, taking into account material hardness, will catastrophically damage the dome

Carran's arrow whistles through the air, the eyes of the Construct following it as it arcs directly at it....the machine starts to activate but, too late, the arrow strikes the glass dome...causing it to crack...milky fluid starts to seep through fissures that are developing around the hemisphere...

The Construct is Sickened and, as the fluid continues to drain, it's condition is likely to further deteriorate

Initiative Check for Party and for Enemy
Tychi Initiative: 1d20 + 12 ⇒ (15) + 12 = 27
Nike Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Carran Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Major Luke Rand Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Figwidget Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

Construct Initiative: 1d20 + 4 ⇒ (1) + 4 = 5

Initiative Order
Tychi, Figwidget, Nike, Carran and Major Luke Rand
then the Construct

The pumps, valves and whistles across the device continue to accelerate as it exits it's dormant state...yet, in your state of preparedness, you are all better prepared than it...

You may all take your turn now


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi and Nike wait until it walks down the stairs. Assuming it does, Nike charges it when it reaches the foot of the stairs.

Nike Powerful Charge: 1d20 + 15 ⇒ (11) + 15 = 26
Gore Damage: 4d6 + 12 ⇒ (3, 1, 3, 3) + 12 = 22

Tychi then goes into a flurry of blows, using both arms to swing the weight on the end of his Kusaragami's chain in a devestating whirl of metal on metal destruction.

2H Power Flurry 1: 1d20 + 17 ⇒ (11) + 17 = 28
2H Power Flurry 2: 1d20 + 17 ⇒ (3) + 17 = 20
2H Power Flurry 3: 1d20 + 12 ⇒ (15) + 12 = 27
2H Power Flurry 4: 1d20 + 12 ⇒ (17) + 12 = 29

Damage 1: 1d4 + 25 ⇒ (2) + 25 = 27
Damage 2: 1d4 + 25 ⇒ (3) + 25 = 28
Damage 3: 1d4 + 25 ⇒ (3) + 25 = 28
Damage 4: 1d4 + 25 ⇒ (2) + 25 = 27


M Gnome Alchemist (Mindchemist) / 14

Figwidget shrugs, figures what the heck, hopes that his friends have this in hand, and decides not to throw a bomb here. He gets out and loads his magic crossbow, ready to shoot next round if in fact the construct is still extant.

Actions: first move action, ready crossbow. Second move action, load crossbow.


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Carran sees the others wait for the construct to approach, he nods and unloads a barrage of blunt arrows in the direction of the construct.

Then he moves aside 5 feet to not get in the way immediately.

Ranged Full attack, Rapid shot, Manyshot, Misfortune, Favored enemy: 1d20 + 17 - 4 + 4 ⇒ (13) + 17 - 4 + 4 = 301d20 + 17 - 4 + 4 ⇒ (17) + 17 - 4 + 4 = 341d20 + 12 - 4 + 4 ⇒ (11) + 12 - 4 + 4 = 231d20 + 7 - 4 + 4 ⇒ (5) + 7 - 4 + 4 = 12
Damage: 2d8 + 16 + 8 ⇒ (7, 7) + 16 + 8 = 381d8 + 8 + 4 ⇒ (5) + 8 + 4 = 171d8 + 8 + 4 ⇒ (2) + 8 + 4 = 141d8 + 8 + 4 ⇒ (6) + 8 + 4 = 18

Full attack, then 5-foot step north


Arrow after arrow slam into the construct, the armour is dented, valves and vessels rupture, strange coloured steam starts to pour out of the cracked hemisphere....

Just waiting on an action from Major Luke Rand...action? readied action? or delay?


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

Luke rears back and throws his shield at the construct, then snaps his finger and it reappears on his arm.

attack roll: 1d20 + 22 ⇒ (12) + 22 = 34

damage roll: 2d6 + 10 ⇒ (6, 2) + 10 = 18

range increment is 20'. sorry about the delay on damage, I was typing up my attack when my cab for work showed up.


Damage Roll? What is the range of your thrown weapon? Range Increment?


Major Luke Rand's shield fairly fizzes through the air and crashes into the struggling construct...the force of the blow shatters the remaining glass in the hemisphere, the brain and attached eyes slopping out the side like so much spilled broth...there is a final relapse of steam and the machine falls forwards, sliding down the stairs towards you...completely inert...

The source of the red blinking light becomes immediately apparent...Figwidget's Clockwork Spy is attached to the rear of the Construct's torso...it too seems inert and lifeless...the red light now extinguished...


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Nike snorts and slams her hoof into the brain, to make sure it's dead.

Tychi begins to put his chain weapon away. "That seems to have gone rather well. We should endeavor to minimize our damage taken in this manner going forward." He dismounts easily. "I will take the lead up the stairs, being unwounded. Nike, please watch the stairs for us, so we are not attacked from behind."

Nike snorts but readies to back herself up onto the stairs, so she can guard them.


M Gnome Alchemist (Mindchemist) / 14

Figwidget says, "Hmm, interesting. Why did this guy attach here?"

He takes the clockwork spy and looks at it, trying to see if he can access any of its audio recording.

Craft (Clockwork): 1d20 + 29 ⇒ (18) + 29 = 47


The construct has, with the force of the blows received, been smashed to so much junk. Detaching the Clockwork Spy from the rear of the larger machine, Figwidget is able to carry out a rudimentary repair to the playback mechanism…listening to the audio recording reveals little though - the sound of you talking as the Clockwork Spy was originally set on it's path then a strange ticking noise followed by an extended gap in the recording. The next section of audio is very obviously the fight between yourselves and the Gugs, again followed by an extended gap. The last section of audio is very brief, starting with the sound of something striking, and breaking, glass followed by several similar impacts….then nothing. After playing the audio once, the inner workings of the Clockwork Spy overheat and fuse together….rendering the machine utterly inert.

With Nike guarding the foot of the stairs, you cautiously climb the steps to find a relatively small chamber (no more than twenty feet in diameter). The shelves that you previously saw are lined with various alchemical components, mechanical parts and notebooks…in amongst the mess you find:

Two Elixirs of Hiding,
Three small jars of Silversheen
A Bead of Force
A single jar of Restorative Ointment
A Rope of Climbing

There is another stash of treasure that you should find very shortly which will deal with the lack of Party healing and Carran's persistent Curse

Tychi Perception: 1d20 + 26 ⇒ (9) + 26 = 35
Major Luke Rand Perception: 1d20 + 15 ⇒ (7) + 15 = 22
Figwidget Perception: 1d20 + 17 ⇒ (10) + 17 = 27
Carran Perception: 1d20 + 20 ⇒ (16) + 20 = 36

Tychi, Carran and Figwidget:
The longer you stay in the room, the more you notice that the southern most wall is becoming wet…small rivulets of water running down the wall behinf the shelving


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Carran looks around the room with a careful glance, taking up as much as he can while Figwidget discerns the the alkchemical items on the shelves.

"Glad that fight was easy enough, though I'd wonder who would put a brain in such a thing."

He watches Figwidget for a moment before his eyes go over the shelves and wall again. Then he makes a startling discovery.
"Figwidget? If you're almost done with those items I'd suggest we'd get out of here. I see water coming out of the wall, perhaps this section has a source of water behind it. If it breaks, we might be in serious trouble."


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

"Probably the same person who would turn the city's defenders against it. My guess is an insane clockwork maker."


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

A wicker comes up the stairs. "Insane Clockwork Maker? Isn't that redundant?"

Tychi gives a small amused hoot and backs out of the chamber. "I believe Mr. Carran has the correct idea." Tychi then moves down the stairs and returns to the saddle.


M Gnome Alchemist (Mindchemist) / 14

"Yes, that looks bad," Figwidget says, looking at the southern wall becoming wet with rivulets of water, as he stuffs the items they found in his Handy Haversack. "I'll have these items if anybody wants them, here in my sack," he says. "In the mean time, let's get out of here, and hopefully find higher ground, before it's too late...."

Can Figwidget estimate how much danger they're in?

Knowledge (Engineering): 1d20 + 29 ⇒ (10) + 29 = 39

Also, Figwidget will look at the wall that's bleeding water to see if he can notice anything else of interest there.

Perception: 1d20 + 17 ⇒ (2) + 17 = 19


The rivulets of water quickly become slurries of mud as the structure of the wall starts to get carried off with the water…you have barely a moment to react though when three familiar figures 'flow' from the wall, smashing the shelves to the floor…the ground beneath your feet becomes slick with mud as rocks start to jut from the ground (the chamber has become difficult terrain).

Dead eyes gaze at you as the stench of decay fills the room…

Initiative for Party and Enemy

Tychi Initiative: 1d20 + 12 ⇒ (7) + 12 = 19
Nike Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Carran Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Major Luke Rand Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Figwidget Initiative: 1d20 + 1 ⇒ (15) + 1 = 16

Guecubu Initiative: 1d20 + 8 ⇒ (18) + 8 = 26

Initiative Order
Guecubu then
Tychi, Nike, Figwidget, Major Luke Rand and Carran

Guecubu actions and Map to Follow


The Guecubu's closest to Major Luke Rand and Figwidget flail and bite at them...

Guecubu 1, Bite and Slam attacks at Major Luke Rand
Bite Attack: 1d20 + 14 ⇒ (15) + 14 = 29, missing
Slam Attack: 1d20 + 14 ⇒ (13) + 14 = 27, missing
Slam Attack: 1d20 + 14 ⇒ (9) + 14 = 23, missing

Guecubu 3, Bite and Slam attacks at Figwidget
Bite Attack: 1d20 + 14 ⇒ (7) + 14 = 21, missing
Slam Attack: 1d20 + 14 ⇒ (2) + 14 = 16, missing
Slam Attack: 1d20 + 14 ⇒ (8) + 14 = 22, missing

The rearmost Guecubu reaches into the ground and, it's jaw slackly wording something unintelligible, sends ripples and waves through the stone floor of the chamber.

The Guecubu has cast Spike Stones within the chamber...all squares north of Guecubu 1 and 3 (up to and including Carran's square) are affected - I will mark this on a map shortly

Spike Stones - Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell's area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a Reflex save (DC19) to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi grinds his beak, dismounts, and climbs back up the stairs. "I'm really thinking that these spirits are becoming too annoying." He stops at the spiked earth, unable to move forward.


Figwidget feels for the elixir still flowing through his blood....it's still there....just about....

Figwidget - you can still fly for a further 1d10 ⇒ 5 rounds


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

does difficult terrain apply moving into or out of it? I can never remember. If I can 5' step out, I'll do so after my attack. If I can't, then I won't.

Flurry of Shield: 1d20 + 20 ⇒ (1) + 20 = 211d20 + 20 ⇒ (17) + 20 = 371d20 + 15 ⇒ (1) + 15 = 161d20 + 15 ⇒ (16) + 15 = 311d20 + 10 ⇒ (11) + 10 = 21
Damage rolls (ignoring the 1s on the attack roll): 2d6 + 10 ⇒ (3, 5) + 10 = 182d6 + 10 ⇒ (2, 2) + 10 = 142d6 + 10 ⇒ (3, 2) + 10 = 15


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Depending on which ones are still standing.

Carran will unleash a storm of arrows on the one that just created the stonespikes on the floor.

"Open wide."

Ranged Attack, Rapid Shot, Manyshot, Misfortune: 1d20 + 17 - 4 ⇒ (13) + 17 - 4 = 261d20 + 17 - 4 ⇒ (17) + 17 - 4 = 301d20 + 12 - 4 ⇒ (4) + 12 - 4 = 121d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8

Damage: 2d8 + 16 ⇒ (1, 8) + 16 = 251d8 + 8 ⇒ (5) + 8 = 13 no damage rolls for the last two attacks, obvious misses.


M Gnome Alchemist (Mindchemist) / 14

Figwidget, still hovering, flies backwards five feet. (Five-foot "step"; you can take that with any movement type you have.) Once there, he throws a bomb at Guecubu #2.

The rolls below include +1 for PBS. Assuming it hits, the splash damage should hit both #1 and #3, if I'm reading the map right. Splash damage is 12hp, halved with a DC22 Reflex save.

Ranged touch attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage if hits: 6d6 + 7 ⇒ (3, 2, 1, 4, 1, 6) + 7 = 24


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi holds where he is, and waits for a chance to attack or pull a downed person out of the room.


Major Luke Rand's shield slams into the grotesque creature three times, bone splintering as it is smashed this way then that…

Major Luke Rand - think it only counts as difficult terrain when moving into a square so you may take a five foot step to move out of the Spike Stones…are you moving to the left of Guecubu 1 or into the square between Guecubu 1 and Guecubu 3?

As the blows rain down upon the Guecubu unfortunate enough to appear adjacent to the Major, Carran and Figwidget vent their fury at the Guecubu who had ruptured the ground…arrows sail towards it (two striking true) followed by an explosion as Figwidget's bomb detonates beneath it…

Guecubu 1, Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20, failed
Guecubu 3, Reflex Save: 1d20 + 7 ⇒ (4) + 7 = 11, failed

Sparks fly as fragments from the bomb spiral into the two nearby creatures...the smell of charred bone fills the room...

GM Only:
Guecubu 1 = 45/104HP, Guecubu 2 = 52/104HP, Guecubu 2 = 92/104HP

Guecubu actions to follow


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

I'd take the 5' between the 3 of them. I went ahead and moved myself, if that's alright.


With Major Luke Rand obligingly stepping between the Guecubu, they fall upon him attacking rabidly and without mercy...

Guecubu 1 attacks Major Luke Rand
Bite Attack: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28, missing
Slam Attack: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26, missing
Slam Attack: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19, missing

Guecubu 2 attacks Major Luke Rand
Bite Attack: 1d20 + 14 ⇒ (16) + 14 = 30, missing
Slam Attack: 1d20 + 14 ⇒ (18) + 14 = 32, hitting for 1d6 + 6 ⇒ (6) + 6 = 12
Slam Attack: 1d20 + 14 ⇒ (12) + 14 = 26, missing

Guecubu 3 attacks Major Luke Rand
Bite Attack: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25, missing
Slam Attack: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25, missing
Slam Attack: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31, missing

Yet for all of their fury, only one of their attempted blows finds it's target...it is enough though for icy fingers of doubt to start clawing at Major Luke Rand's mind...

Major Luke Rand - You need to roll a DC20 Will save to avoid being cursed with Misfortune (-4 penalty to Attack Rolls, Saving Throws and Skill Checks plus Critical Threats against you automatically confirm)

GM Only:
Guecubu 1 = 50/104HP, Guecubu 2 = 57/104HP, Guecubu 2 = 97/104HP

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