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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The conveyor is working intermittently...moving at a speed of about 50 feet per minute...


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 |

is it going down or coming up?


The conveyor is moving, with it's belt at waist height, from South East to North West...

Note that on the map, it intersects / joins the rail tracks for the mine carts...


Am going to assume that everyone who is injured stood near Nike whilst she was channeling...and have added 14HP to Major Luke Rand and to Figwidget

Note that CON damage effects (restricted max HP) is now shown in Party Health Tab


M Gnome Alchemist (Mindchemist) / 14

Figwidget extends his hand to Frederick Fickleberry. "Hello! I assure you, in all ways that really count, I really am Figwidget, but I do various alchemical experiments that raise certain interesting philosophical questions about the nature of identity, and, well, it's not really important right now. I must say, your son's enthusiasm about the stars is quite inspiring, and I do myself love to watch the motions of the planets across the fixed stars over the course of the months and years, but I was afraid that all of you were going to be disappointed when we didn't have a spaceship or some other means of interplanetary transport available for you. But, no worries! How many more of your brethren are trapped down here? Oh, and what can you tell us about Two Heads? What is he? Where can we find him? Do you happen to have any maps of these mines?"

When he sees that Tychi has succumbed to a disease, and that diagnosis is confirmed by the freed halfling slaves, Figwidget says, "Oh! Give me a couple of minutes; if I spend some quality time with my alchemical equipment, I can brew you up an infusion that might help you get rid of that disease. I can also brew up another one that would help you recover some of the damage that the disease has already done to you, but to make that one I would need to get my hands on a hundred gold's worth of diamond dust...."

If we take the time, Figwidget will spend one minute creating a Remove Disease infusion. If Tychi drinks that, the Caster Level check from Figwidget is +13, so there's a decent chance it will get rid of the disease. Figwidget can also make a Restoration infusion, but the material component is 100gp of diamond dust....


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 actually seems to be fighting it off, it looks like it just got him barely. The restoration would be nice, but we'll have to find diamonds. I have almost 1000 gp in platinum and gold, but no stores to buy it. :) Maybe we'll find some diamonds in the loot to crunch against each other.


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 |

Well, that puts the kybosh on my idea.

Turning to Frederick, Luke says "Can you show us where the ogres are?"


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 just stands there, arms crossed as Frederick introduces himself and talks some more about him and the others possibly being from the stars.

"Well that disease looks nasty indeed." He finally speaks as Tychi doubled over and retches on the floor.

"What Figwidget asks rings true, anything we need to know to free the other slaves and deal with that ogre himself would be very good for us. If these were just his henchmen we might need to do good to prepare ourselves for him. Does he have any weaknesses you know of?" The black catfolk asks the group of gathered halflings.


"Oh, Two Heads isn't an ogre...he's much worse than that...he's pure blood Ettin...a two headed giant...and he's brutal, comes and picks one of our brothers for target practice every week or so...either that or he puts them in the punishment chambers for sport", the look on Frederick's face belies just how scared of 'Two Heads' he is.

"Tell you what, I'll take you back to our quarters...you can ask Shyar...he's been up beyond the crusher...maybe he can tell you more"

Beckoning you to follow, "Its just this way...but the Ogres at the Excavator? Should we sneak past? Or...", nodding at Tychi and Nike, "are you really going to kill them as well?"


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 Nike, and the two nod. "They are slavers, if they surrender we will not kill them. And we are outnumbered, so we do not need to give them the option before joining battle." Tychi says, and Nike nods. Of course, for her, she can tell evil on sight, and is not as worried about it. "Besides, we are not very stealthy, even with all the noise. It is perhaps better to attack and deal with them rather than attempt to sneak around."

Might want to break out the wand for the severely wounded


M Gnome Alchemist (Mindchemist) / 14

Figwidget ambles up to Major Luke Rand.

"Stand still," he says, before using the Wand of Cure Serious Wounds on him.

Cure Serious Wounds: 3d8 + 5 ⇒ (4, 3, 2) + 5 = 14
Cure Serious Wounds: 3d8 + 5 ⇒ (4, 1, 3) + 5 = 13
Cure Serious Wounds: 3d8 + 5 ⇒ (1, 5, 3) + 5 = 14
Cure Serious Wounds: 3d8 + 5 ⇒ (8, 7, 5) + 5 = 25

"There, that looks a little better," he says. He then moves over to Thychi. "Now you."

Cure Serious Wounds: 3d8 + 5 ⇒ (8, 7, 4) + 5 = 24

Five more charges from the wand used.


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)

Three charges used, not five. Tychi was already full from Nike. He's down 13 HP from loss of con, and Rand is capped at 127 HP from CON Damage as well. He maxed out on the 3rd one.


I had already changed Major Luke Rand's HP when Figwidget had posted three uses of the Wand (taking him up to 91)...so it does take that further / fourth charge to get him close to full health

Indicating to the nine or so released slaves to stay where they are, "Yes, you too Edwid...", Frederick leads you into the main cave where the conveyor meets the mine cart tracks. To the north, you can see that the tracks lead to the heavy equipment where several ogres are toiling (apparently completely unaware of events at the southern end of the mine) and, close to your position, there are three further side tunnels:

  • immediately to the north, a set of steps cut into the rock lead downwards. Frederick points, "Our 'quarters' are down there..."
  • immediately to the south there is a terrible crashing of metal as an ogre, encouraged by another, hits a metallic construct repeatedly with it's club
  • south east of your position, a ramshackle wooden door obscures your view into the chamber beyond...there is a red glow emanating through cracks and holes within the door.

You can attempt to sneak past or into position for a surprise round if you like...the Ogres are highly distracted so there is a reasonable chance of success ...


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... Scouting out our immediate enemies might be a good course to follow." Carran listens to the crashing of metal as the ogre hits a construct repeatedly.

He then looks around as much as he can and nods"to himself.
"I'd like to know what that red glow is all about, but I presume it's safer to first take out some of those ogres, lest they come to the aid of whatever is behind that door. Any ideas?"


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 look at Carran, and nod. "Yes, kill them while they are distracted." Nike snorts in agreement, and the two charge the distracted Ogres.

Nike's bulk speeds up, her mane flying as sparks scatter from her hooves. Her speed increases and she lowers her horn as she slams into the ogre's side, sending much of his insides into a sheeting cascade over his companion who's beating the construct.

Powerful Charge: 1d20 + 16 ⇒ (20) + 16 = 36
Confirm Crit: 1d20 + 16 ⇒ (16) + 16 = 32

Going to assume a 32 hits flat footed ac

Critical Powerful Charge Gore: 8d6 + 24 ⇒ (6, 3, 1, 1, 1, 5, 3, 3) + 24 = 47 Yuck, assuming that's not an auto-kill.

Tychi brings his whip-sword around and slices into the gravely wounded Ogre.

2H PA Whipsword: 1d20 + 16 ⇒ (11) + 16 = 27
2HPA Whipsword Damage: 1d8 + 25 ⇒ (1) + 25 = 26
2HPA Whipsword Spirited Charge Bonus Damage: 1d8 + 25 ⇒ (7) + 25 = 32

Edit : Dang, keep forgetting to add in SPirited Charge


If you guys are going for a surprise round, I will need an actual Stealth check...rolled below....

Stealth Check, Tychi: 1d20 + 22 ⇒ (16) + 22 = 38
Stealth Check, Nike: 1d20 + 15 ⇒ (10) + 15 = 25
Stealth Check, Major Luke Rand: 1d20 + 2 + 3 - 4 ⇒ (19) + 2 + 3 - 4 = 20
Stealth Check, Carran: 1d20 + 23 ⇒ (4) + 23 = 27
Stealth Check, Figwidget: 1d20 + 5 ⇒ (20) + 5 = 25

Perception Check, Ogres (Distracted, -5 Penalty) 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8

The ogres, engrossed in their 'repair work' are completely oblivious to your approach...

Everyone may take a Surprise Round action

Initiative Check, Party and Enemy

Initiative Check, Tychi: 1d20 + 12 ⇒ (13) + 12 = 25
Initiative Check, Nike: 1d20 + 5 ⇒ (1) + 5 = 6
Initiative Check, Major Luke Rand: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Check, Carran: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative Check, Figwidget: 1d20 + 1 ⇒ (3) + 1 = 4

Initiative Check, Ogres: 1d20 - 1 ⇒ (7) - 1 = 6

Initiative Order:
Tychi, Carran, Major Luke Rand, Nike then
Ogres then
Figwidget

Nike slams into the unaware ogre...it rocks backwards under the force of the blow as Tychi brings his blade down upon it...killing it outright. A small cloud of acid forms as acid pustules on the ogres flesh burst...

Acidic Pustules - Whenever a creature deals piercing or slashing damage to an ogre mutant, all creatures adjacent to the ogre mutant must succeed at a DC 18 Reflex save or take 1d6 points of acid damage as its boils and blisters pop and spray about.

Everyone, other than Tychi / Nike may take their surprise action now


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)

Reflex, Tychi: 1d20 + 12 ⇒ (9) + 12 = 21
Reflex, Nike: 1d20 + 17 ⇒ (1) + 17 = 18

Acid Damage, Nike: 1d6 ⇒ 2

1 = Armor, 2 = Cloak, 3 = Saddle, 4 = Horseshoes
Random Item: 1d4 ⇒ 1

Item Save: 1d20 + 17 ⇒ (20) + 17 = 37

Armor makes it's save, not damaged

Reflex, Tychi: 1d20 + 12 ⇒ (5) + 12 = 17
Reflex, Nike: 1d20 + 17 ⇒ (14) + 17 = 31

Acid Damage, Tychi: 1d3 ⇒ 1


Two saves needed for Tychi / Nike...one from Nike's gore attack / one from Tychi's whipsword


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 shakes his head as Nike and Tychi seem almost too impatient to use Stealth to approach.

One might think three things about those two. They are either foolish, they are either that good or they are both.

Carran aims his bow and fires a single shot at the remaining ogre.

Ranged Attack, Deadly Aim, Favored Enemy.: 1d20 + 16 + 4 ⇒ (16) + 16 + 4 = 361d8 + 16 + 4 ⇒ (5) + 16 + 4 = 25


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 |

For my surprise round action, i'll move to the location that I've moved my token to.


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)

Mostly that good. Honestly, the Ogres aren't all that bad, and with a surprise charge, Tychi and Nike figured they could take one out all by themselves before it could do anything, which they did. Both of them put out tremendous damage, it's what they do. Rand is an excellent defensive combatant, Carran is an excellent archer and scout, Figwidget is an excellent skill monkey. Tychi/Nike are almost completely melee damage spec, with enough healing to keep from getting killed.


M Gnome Alchemist (Mindchemist) / 14

In the surprise round, Figwidget runs forward so that he can get to the action.

Position updated on map.


Everyone has taken their surprise round action...normal initiative now applies - so Tychi / Nike, Carran and Major Luke Rand may take their turn


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 rears up, driving her hooves into the remaining Ogre, while Tychi whips his whip sword around, slicing into the unfortunate ogre.

The ogre should still be flat footed since we beat his init

Nike Gore: 1d20 + 13 ⇒ (13) + 13 = 26
Nike Hoof 1: 1d20 + 10 ⇒ (8) + 10 = 18
Nike Hoof 2: 1d20 + 10 ⇒ (2) + 10 = 12

Damage Gore: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Damage Hoof 1: 1d3 + 3 ⇒ (2) + 3 = 5
Damage Hoof 2: 1d3 + 3 ⇒ (2) + 3 = 5

Tychi
2H/PA Flurry 1: 1d20 + 18 ⇒ (13) + 18 = 31
2H/PA Flurry 2: 1d20 + 18 ⇒ (15) + 18 = 33
2H/PA Flurry 3: 1d20 + 13 ⇒ (17) + 13 = 30
2H/PA Flurry 4: 1d20 + 13 ⇒ (20) + 13 = 33
2H/PA Flurry 5: 1d20 + 8 ⇒ (6) + 8 = 14

Crit confirms
2H/PA Flurry 2: 1d20 + 18 ⇒ (2) + 18 = 20
2H/PA Flurry 3: 1d20 + 13 ⇒ (18) + 13 = 31
2H/PA Flurry 4: 1d20 + 13 ⇒ (11) + 13 = 24

Damage 1: 1d8 + 25 ⇒ (6) + 25 = 31
Damage 2: 1d8 + 25 ⇒ (1) + 25 = 26
Damage 2 Crit: 1d8 + 25 ⇒ (3) + 25 = 28
Damage 3: 1d8 + 25 ⇒ (1) + 25 = 26
Damage 3 Crit: 1d8 + 25 ⇒ (3) + 25 = 28
Damage 4: 1d8 + 25 ⇒ (2) + 25 = 27
Damage 4 Crit: 1d8 + 25 ⇒ (3) + 25 = 28
Damage 5: 1d8 + 25 ⇒ (4) + 25 = 29

Acid Saves
Reflex, Nike: 1d20 + 17 ⇒ (5) + 17 = 22
Reflex, Nike: 1d20 + 17 ⇒ (8) + 17 = 25

Reflex, Tychi: 1d20 + 12 ⇒ (1) + 12 = 13
Reflex, Tychi: 1d20 + 12 ⇒ (19) + 12 = 31

Acid Damage, Tychi
Acid Damage: 1d3 ⇒ 1

1 = Bracers, 2 = Belt, 3 = Amulet, 4 = Headband
Random Item: 1d4 ⇒ 3

Amulet Save: 1d20 + 12 ⇒ (3) + 12 = 15

Amulet Damage: 1d6 ⇒ 1

Acid splatters Tychi's Amulet, eating into it's etched surface, but while slightly damaged, it continues to function normally.

Will need to get that mended


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

Not sure if Carran is still needed after those hits, if the mechanical thing is operative and active though, Carran would try and break it unless stopped.


Tychi and Nike, barely pausing to draw breath, move forwards and slay the second ogre...who was barely aware of what was happening before it died.

Everything remains quiet for a few seconds before there is a cracking sound in the wall facing the ogre's equipment and, with a sudden burst of heat, molten rock starts to seep through several fissures. The heat, whilst intense, is not enough to cause you any pain / damage.

Perception DC20:
The magma is spread quite thinly across the ground and isn't pooling towards the low points in the tunnel...furthermore, there appear to be small crystals of green material occasionally flashing within the red molten rock

With the magma spreading around it, the clockwork excavator starts to fizz and sputter...


M Gnome Alchemist (Mindchemist) / 14

With a start, Figwidget looks at what's happening....

Perception: 1d20 + 18 ⇒ (14) + 18 = 32

"The magma!" he exclaims. "It's alive! It's not flowing the way it should, but up! And there are bits of green crystals in it! I bet it's going to animate that excavator and have it go nuts the way that the clockwork in town went nuts!"


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, steps to the shorting excavator, and mule kicks it into the air, whirling to slam her horn into it before it can fall to the ground.

Nike Hoof 1: 1d20 + 10 ⇒ (12) + 10 = 22
Nike Hoof 2: 1d20 + 10 ⇒ (16) + 10 = 26
Nike Gore: 1d20 + 13 ⇒ (20) + 13 = 33 Seriously, I did it in that order before the preview, LOL
Nike Gore Confirm: 1d20 + 13 ⇒ (12) + 13 = 25

Damage Hoof 1: 1d3 + 3 ⇒ (1) + 3 = 4
Damage Hoof 2: 1d3 + 3 ⇒ (3) + 3 = 6
Damage Gore: 4d6 + 12 ⇒ (3, 4, 4, 1) + 12 = 24

As it rises into the air, Tychi unleashes his sword on the excavator, trying to turn it into as many pieces as possible before the lava can reach it.

Tychi
2H/PA Flurry 1: 1d20 + 18 ⇒ (12) + 18 = 30
2H/PA Flurry 2: 1d20 + 18 ⇒ (15) + 18 = 33
2H/PA Flurry 3: 1d20 + 13 ⇒ (10) + 13 = 23
2H/PA Flurry 4: 1d20 + 13 ⇒ (2) + 13 = 15
2H/PA Flurry 5: 1d20 + 8 ⇒ (19) + 8 = 27

Crit confirms
2H/PA Flurry 2: 1d20 + 18 ⇒ (17) + 18 = 35
2H/PA Flurry 5: 1d20 + 8 ⇒ (12) + 8 = 20

Damage 1: 1d8 + 25 ⇒ (7) + 25 = 32
Damage 2: 1d8 + 25 ⇒ (5) + 25 = 30
Damage 2 Crit: 1d8 + 25 ⇒ (8) + 25 = 33
Damage 3: 1d8 + 25 ⇒ (3) + 25 = 28
Damage 4: 1d8 + 25 ⇒ (4) + 25 = 29
Damage 5: 1d8 + 25 ⇒ (2) + 25 = 27
Damage 5 Crit: 1d8 + 25 ⇒ (4) + 25 = 29


Initiative Check for new Entrants to Combat

Malfunctioning Excavator: 1d20 + 3 ⇒ (8) + 3 = 11
Magma Ooze: 1d20 ⇒ 17

Initiative Order:
Tychi, Carran, Major Luke Rand, Nike then
Magma Ooze, Malfunctioning Excavator then
Nike and Figwidget

Tychi and Nike have already acted in the first round

As the excavator starts to rear up into it's legs, Tychi and the unicorn slam into it...the ground beneath them is slick with the glowing magma although there is little risk of slipping...

Spaces occupied by the ooze are difficult terrain

With a combination of blade, hoof and horn, the excavator is quickly rendered to junk...with a dreadful sound of decelerating metal it explodes in a shower of clockwork debris...

Creatures within 10ft take 12d6 ⇒ (1, 2, 6, 2, 6, 6, 2, 6, 4, 5, 3, 1) = 44 damage, Reflex Save DC18 halves

GM Only:
Magma Ooze, Reflex Save:1d20 + 3 ⇒ (19) + 3 = 22, Ooze makes save - 22 Damage to Magma Ooze 1. Magma Ooze Split; Magma Ooze1.1 = 49HP, Magma Ooze 1.2 = 49HP

Major Luke Rand and Carran may take their turn now


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 |

Just to be clear, I know this is a bad idea.

The major takes a different tact, based on the shouted information of his colleagues: He charges and attacks the lava directly.

Shield Bash Charge Attack: 1d20 + 25 ⇒ (20) + 25 = 45
Confirmation Roll: 1d20 + 25 ⇒ (6) + 25 = 31

Damage: 2d6 + 10 ⇒ (1, 1) + 10 = 12
If a crit: 2d6 + 10 ⇒ (6, 6) + 10 = 22

Also, assuming the lava is a creature, and assuming that you can do combat maneuvers on it, I would get a free bull rush action, which I would take if possible. I'll roll that now, and you let me know if it works or not (I'm fine either way).

Bull Rush: 1d20 + 26 ⇒ (12) + 26 = 38


What a waste of a 20...sadly, Oozes are immune to criticals

GM only:
Ooze1.1 Split, Ooze1.1.1 = 19HP, Ooze1.1.2 = 19HP, Ooze 1.2 = 49HP

Smashing into a particularly globulous section of ooze, Major Luke Rand manages to scoop some into his shield...

You can attempt a bull rush if you like...I'll make narrative sense of it somehow!!!


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 worried as he's not sure arrows would even damage that ooze.

He takes a 5-foot step back and looses a few arrows on it and see what happens.

Ranged Attacks, Rapid Shot, Manyshot, Deadly Aim: 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 301d20 + 18 - 4 ⇒ (10) + 18 - 4 = 241d20 + 13 - 4 ⇒ (9) + 13 - 4 = 181d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19
Damage: 2d8 + 32 ⇒ (5, 7) + 32 = 441d8 + 16 ⇒ (3) + 16 = 191d8 + 16 ⇒ (1) + 16 = 171d8 + 16 ⇒ (6) + 16 = 22


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)

Reflex Save Tychi: 1d20 + 12 ⇒ (12) + 12 = 24
Reflex Save Nike: 1d20 + 17 ⇒ (1) + 17 = 18 I am SERIOUSLY getting tired of these ones on saves, I'm running about 30% on these.

1 = Armor, 2 = Saddle, 3 = Shoes, 4 = Cloak
Random Item: 1d4 ⇒ 2

Saddle Save: 1d20 + 17 ⇒ (5) + 17 = 22 Save, no damage


Major Luke Rand - I have looked again and, unless you have a funky power, you can't Bull Rush something 2 size categories larger than yourself....so I am ruling No Bull Rush for now

Carran's arrows pierce the crust of the ooze again and again...the magma visibly darkening and slowing where the arrows hit...

GM Only:
Ooze 1.2.2 = 16HP

...very little of the original Magma flood is active when tendrils of molten rock rise up and slam against Tychi, Nike and Major Luke Rand...

Pseudopodia (Ex)

As a full-round action a slithering ooze may choose to make a single melee attack against every foe it detects within reach.

Tychi

Slithering Ooze 1.2.2, Slam vs Tychi: 1d20 + 20 ⇒ (17) + 20 = 37, hitting for 2d8 + 19 ⇒ (2, 1) + 19 = 22

Plus an additional 2d8 ⇒ (7, 8) = 15 Fire Damage. DC23 Reflex Save required to avoid catching on fire

Slithering Ooze 1.2.2, Grab Attempt vs Tychi: 1d20 + 27 ⇒ (6) + 27 = 33, missing

Nike

Slithering Ooze 1.2.2, Slam vs Nike: 1d20 + 20 ⇒ (2) + 20 = 22, hitting for 2d8 + 19 ⇒ (8, 1) + 19 = 28

Plus an additional 2d8 ⇒ (4, 8) = 12 Fire Damage. DC23 Reflex Save required to avoid catching on fire

Slithering Ooze 1.2.2, Grab Attempt vs Nike: 1d20 + 27 ⇒ (9) + 27 = 36, Nike is Grappled

Slithering Ooze 1.2.2 Constricts Nike for 2d8 + 19 ⇒ (5, 7) + 19 = 31

Major Luke Rand

Slithering Ooze 1.2.2, Slam vs Major Luke Rand: 1d20 + 20 ⇒ (11) + 20 = 31, missing

The tendrils are powerful, slamming against Tychi and Nike....burning and trying to curl around...

Major Luke Rand - you will need to make a save for your shield striking against the Magma body. Whenever a creature strikes a magma ooze with a weapon, that weapon takes 4d6 points of fire damage unless the attacker makes a DC 21 Fortitude save. Damage caused to weapons in this manner is not halved, but hardness does help prevent some of the damage dealt

The flow of Magma continues through the cracks in the wall...

Everyone may take their 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 automaticall negates the attack on Nike (Lowest ride check he can make is 26, which is > the attack roll on Nike. Negating the attack negates the grab, which negates the constrict.

Nike rears up, as Tychi flicks his heal against her, and the tendril misses her. In anger she drives both her hooves back down into the ooze before slamming her horn tip into the ooze as well. Attacks count as silver, magic, lawful, good if any of those matter

Nike Hoof 1: 1d20 + 10 ⇒ (18) + 10 = 28
Nike Hoof 2: 1d20 + 10 ⇒ (13) + 10 = 23
Nike Gore: 1d20 + 13 ⇒ (20) + 13 = 33 OMG, LOL
Nike Gore Confirm: 1d20 + 13 ⇒ (6) + 13 = 19
Nike Gore Extra: 1d20 + 13 ⇒ (15) + 13 = 28

Damage Hoof 1: 1d3 + 3 ⇒ (2) + 3 = 5
Damage Hoof 2: 1d3 + 3 ⇒ (1) + 3 = 4
Damage Gore: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Damage Gore crit: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Damage Gore Extra: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Tychi cries out in pain as the creature burns him, but manages to slither out of it's grasp. He spends a ki for an extra attack, needing to put this thing down and now.

Tychi
2H/PA Flurry 1: 1d20 + 18 ⇒ (10) + 18 = 28
2H/PA Flurry 2: 1d20 + 18 ⇒ (16) + 18 = 34
2H/PA Flurry 3: 1d20 + 13 ⇒ (9) + 13 = 22
2H/PA Flurry 4: 1d20 + 13 ⇒ (17) + 13 = 30
2H/PA Flurry 5: 1d20 + 8 ⇒ (1) + 8 = 9
2H/PA Flurry Extra: 1d20 + 18 ⇒ (6) + 18 = 24

Crit confirms
2H/PA Flurry 2: 1d20 + 18 ⇒ (18) + 18 = 36
2H/PA Flurry 4: 1d20 + 13 ⇒ (11) + 13 = 24

Damage 1: 1d8 + 25 ⇒ (4) + 25 = 29
Damage 2: 1d8 + 25 ⇒ (8) + 25 = 33
Damage 2 Crit: 1d8 + 25 ⇒ (6) + 25 = 31
Damage 3: 1d8 + 25 ⇒ (3) + 25 = 28
Damage 4: 1d8 + 25 ⇒ (7) + 25 = 32
Damage 4 Crit: 1d8 + 25 ⇒ (8) + 25 = 33
Damage 5: 1d8 + 25 ⇒ (4) + 25 = 29
Damage Extra: 1d8 + 25 ⇒ (4) + 25 = 29

Tychi Reflex: 1d20 + 12 ⇒ (17) + 12 = 29


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 |

The Major will shout out "FOR ALKENSTAR!" and then begin assaulting the ooze in typical fashion

Flurry of Shield Bash: 1d20 + 21 ⇒ (6) + 21 = 271d20 + 21 ⇒ (8) + 21 = 291d20 + 16 ⇒ (20) + 16 = 361d20 + 16 ⇒ (9) + 16 = 251d20 + 11 ⇒ (15) + 11 = 26

Damage Rolls: 2d6 + 10 ⇒ (4, 2) + 10 = 162d6 + 10 ⇒ (2, 3) + 10 = 152d6 + 10 ⇒ (6, 4) + 10 = 202d6 + 10 ⇒ (2, 3) + 10 = 152d6 + 10 ⇒ (5, 4) + 10 = 19

Fort Savex6: 1d20 + 13 ⇒ (9) + 13 = 221d20 + 13 ⇒ (17) + 13 = 301d20 + 13 ⇒ (1) + 13 = 141d20 + 13 ⇒ (14) + 13 = 271d20 + 13 ⇒ (13) + 13 = 261d20 + 13 ⇒ (8) + 13 = 21 Looks like 1 failed save, but my shield is adamantine, if that helps


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)

*sigh* Hardness 14, HP 25 Whipsword

Fort Save: 1d20 + 10 ⇒ (1) + 10 = 11 REALLY DAMN TIRED OF 1's on my saves! Damage: 4d6 - 14 ⇒ (4, 5, 6, 1) - 14 = 2 2 hp
Fort Save: 1d20 + 10 ⇒ (5) + 10 = 15 Damage: 4d6 - 14 ⇒ (6, 1, 1, 2) - 14 = -4 2 hp
Fort Save: 1d20 + 10 ⇒ (6) + 10 = 16 Damage: 4d6 - 14 ⇒ (6, 6, 4, 2) - 14 = 4 6 hp
Fort Save: 1d20 + 10 ⇒ (6) + 10 = 16 Damage: 4d6 - 14 ⇒ (1, 6, 5, 3) - 14 = 1 7 hp
Fort Save: 1d20 + 10 ⇒ (3) + 10 = 13 Damage: 4d6 - 14 ⇒ (4, 4, 5, 4) - 14 = 3 10 hp
Fort Save: 1d20 + 10 ⇒ (17) + 10 = 27

Sword broken, but not destroyed. *sigh* Whatever 3rd party you got that template from, they are insane if they think this thing is +1 CR. EDIT : Never mind, damaged but not broken, it's +10 HP per +1, not +5. So 25 hp, and at 15, has to drop to 12 to break. A 4d6 auto-damage on any weapon attack is still an insane amount of damage for a +1 CR.


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)
Major Luke Rand wrote:

Looks like 1 failed save, but my shield is adamantine, if that helps

If it's a +2 shield or higher, it's immune to the damage. 4d6 = 4 to 24 damage, Adamantine has 20 hardness, +2 per +1.


The Magma Ooze's Damage to Weapons isn't part of the Template...it's part of the original creature...although the DC has gone up a little as CON went up...the main thing from the Template is mobility / massively good at squeezing, a much larger area and the Pseudopodia (multiple attacks)


Also...sorry to rain on various parades...but there is no point rolling for Criticals...Oozes are immune to Criticals...


M Gnome Alchemist (Mindchemist) / 14

Figwidget thinks what he knows about this Ooze, and what sort of attacks are most likely to damage it: Knowledge (Dungeoneering): 1d20 + 25 ⇒ (7) + 25 = 32

In particular, is it susceptible to fire attacks? Figwidget suspects not.... What he does will depend on what is most likely to be able to damage the ooze.


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 |

That's why I didn't roll to conform my 2nd one in my flurry


Figwidget:
Magma oozes are living pools of molten rock. They roam the borders of the Plane of Earth and Plane of Fire, and on the Material Plane they sometimes arise spontaneously from strange magic, usually in the vicinity of volcanoes. Magma oozes avoid water, and if forced into enough of it, they become encased in a cooled stony shell, unharmed but immobilized, waiting indefinitely until the water retreats.

The ooze that you have just encountered is different to other oozes...Not all oozes look like puddles of liquid at rest. One of the most bizarre creatures known is the slithering ooze, which often looks more like a coating of slime than a true creature. Less than 2 inches thick at most times, a slithering ooze moves like water over surfaces and climbs them as quickly as a wave splashing up the side of a ship.

Some oozes split into separate entities when damaged...it seems likely, from what you have seen, that this Magma Ooze is capable of doing so...

Waiting on a post from Carran and then will post for Oozes


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 looses another volley at the ooze, seeing as his arrows had some impact on it.

Ranged Attacks, Deadly Aim, Rapid shot, Manyshot: 1d20 + 18 - 4 ⇒ (7) + 18 - 4 = 211d20 + 18 - 4 ⇒ (6) + 18 - 4 = 201d20 + 13 - 4 ⇒ (5) + 13 - 4 = 141d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
Damage: 2d8 + 32 ⇒ (6, 8) + 32 = 461d8 + 16 ⇒ (5) + 16 = 211d8 + 16 ⇒ (1) + 16 = 171d8 + 16 ⇒ (6) + 16 = 22


...plus any actions from Figwidget...


M Gnome Alchemist (Mindchemist) / 14

"It's a magma ooze," Figwidget warns the others. "If we can get enough water around it, we might be able to immobilize it, but that won't kill it. If we damage it enough, it could split into multiple oozes!"

I'm presuming that from what Figwidget knows, it's immune to fire (what with being from Elemental fire), and as such there's no point in his throwing bombs at it.

Figwidget moves forward (first move action, updated on the map) and gets his Decanter of Endless Water out of his handy haversack (second move action).


Figwidget reaches into the recesses of his Simulacrum memory and brings out several salient facts about Magma Oozes...correctly postulating that such creatures are indeed immune to fire...and very vulnerable to water...

The onslaught from Tychi, Nike, Carran and Major Luke Rand are enough to slow, and then destroy, the first slick of Ooze to have slid from the cracks created by the now ruined excavator.

Magma Ooze 1 (and subdivided Oozes) is dead

The flow of Magma hasn't stopped though, the globular Lava bubbling through the cracks, perversely reaching out and smashing against Tychi...

Magma Ooze 2 targeting 1 = Tychi, 2 = Nike: 1d2 ⇒ 1

Magma Ooze 2, Slam vs Tychi: 1d20 + 20 ⇒ (12) + 20 = 32, hitting for 2d8 + 19 ⇒ (4, 5) + 19 = 28

Plus an additional 2d8 ⇒ (4, 1) = 5 Fire Damage. DC23 Reflex Save required to avoid catching on fire

Magma Ooze 2, Grab Attempt vs Tychi: 1d20 + 27 ⇒ (10) + 27 = 37, missing

Everyone may take their turn now

I don't have access to a computer so can't manipulate the map...can someone shrink the Magma Ooze to a 2x1 rectangle at the southern point of the tunnel


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 cries out in pain again, slumping in the saddle even as he avoids being grabbed.

Nike performs a withdraw action with the heavily wounded Tychi swaying in the saddle.

Less than 10 hp, you'll have to finish it off without Tychi.


...and a damaged sword that won't last another round of 'rolling 1 for Saves'...

...Also...can I get a Reflex Save to avoid igniting like a little Tengu candle....


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)

Reflex: 1d20 + 12 ⇒ (9) + 12 = 21

Sorry, had a phone call at work while posting and forgot.

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