Kulga Gruenakslag
|
Knowledge (Nobility) (In Absalom): 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 Probably enough?
Kulga grins appreciatively, "I've heard Captain Abastor was quite the duelist in life. Less so, once someone used his own sword to decapitate him. I'll have to find some way to make it stick this time."
She's rather more dubious about the idea of riding a hippocamp.
"I'll take one of those potions, just in case."
Fuzzfoot Hogan
|
Fuzzfoot chuckles at Kulga's comment. "That's a rough way to go."
Excited to ride one of those hippocampi things, Fuzzfoot is jumping to get ready. Of course, swimming and riding are a few skills that he never bothered to learn. So he will take one of the touch of the sea potions as well, if no one objects.
When they are ready to go, he will use his endure elements extract (in case the water is too cold), and prepares to down the swimming potion. He may not be a great rider, but he is hoping his natural balance and agility will help him stay on top.
GM Lorenzo
|
Captain Sevana Kinhan of the Wave Riders looks at an object in your hand. "Ah, I see you've got one of those aid tokens. If you'd like to expend it, I can secure you an additional four potions of touch of the sea and two additional potions of water breathing."
[The Knowledge (history or nobility) check was DC20, but no worries, Fuzzfoot would have likely made it anyway.]
Penelope 'Nella' Tabor
|
Nella looks around at the rest of her companions, a bit dubious as she considers the merits of most of them trying to swim while wearing armor. "I think that'd be a wise idea - it won't do anyone any good if half of us drown while trying to take the ship!"
As the group prepares to get going, she places a hand on Fuzzfoot's arm as he prepares to drink one of his extracts. "If you don't want to use that right now I've got a wand that'll have the same sort of effect," Nella offers. "Plenty of charges if anyone else wants a buffer against cold water too."
She also gives herself another tap from her Wand of Lucky Number.
Lucky Number: 1d20 ⇒ 20 Hah! Charges remaining (25).
______________
Nella's got a Wand of Endure Elements if Fuzzfoot doesn't want to use his own extract or if anyone else wants a hit.
Brayne
|
Brayne examines the creatures but stays quite clear of them, "I'm not very good with animals, perhaps it would be prudent if we grabbed more of them sea potions as well. " Turning to Nella, he graciously accepts the offer for Endure elements. "I could certainly use some enchantment, thank you."
I'm unarmoured, high str, low Dex, and high fort. I think I'll be best swimming. Second motion to exchange token for potion.
Penelope 'Nella' Tabor
|
Done! Charges remaining (45).
Caller of the Eastern Storm
|
Knowledge (History): 1d20 + 4 ⇒ (3) + 4 = 7
"I like Brayne's idea and think swimming might be the better way to go."
Caller gladly accepts the Touch of the Sea potion.
I hope one potion will be enough...
Fuzzfoot Hogan
|
Actually, using the extract is fine - I was just using it up because I could. No need to use a wand charge. And am also good with aid token for more potions!
GM Lorenzo
|
Captain Sevana Kinhan of the Wave Riders accepts your aid token and provides you an additional four potions of touch of the sea and two additional potions of water breathing. Now you have six of the former and three of the latter.
"Good luck, Pathfinders." The Wave Rider commander moves out, providing instruction to other groups trying to defend the harbor.
The strange curse that animates the ships and marines of the Silent Tide also beckons to aquatic beasts and makes them unusually aggressive, attacking anyone who approaches the ships. These creatures have fanned out across the harbor, but it’s possible for you to evade and bypass them, if you've sufficient speed and skill.
[To evade the encounter, each PC must attempt a DC16 Ride check (if mounted) or a DC20 Swim check (if swimming, with a +2 bonus for every 10 feet by which the PC’s swim speed exceeds 30 feet). A PC who can fly automatically succeeds at this check, though a combination of the distance to the ships and the need to avoid intervening threats means that it takes about 5 minutes to reach the armada. If more than half of the PCs succeed, the group outmaneuvers the sea creatures and can move directly to the Stavian. Otherwise, the encounter begins with you approximately 60 feet from the creatures.]
Fuzzfoot Hogan
|
Knowledge, dungeoneering: 1d20 + 9 + 1d6 ⇒ (9) + 9 + (2) = 20
Special attacks, please.
Fuzzfoot tries to steer his mount, but eventually ends up just swimming. Needless to say, he isn't proving to be very good at evading the globsters.
Ride, untrained: 1d20 + 3 ⇒ (6) + 3 = 9
Swim, untrained: 1d20 + 0 + 8 ⇒ (11) + 0 + 8 = 19
GM Lorenzo
|
Fuzzfoot recognizes the grotesque masses of blubber and rancid flesh piling up hideously upon themselves, opening vast maws filled with teeth. "They're globsters, aquatic oozes. When they slam into you, they can grab you and constrict. And a creature struck by a globster becomes nauseated by its poison (1 round; DC18 Fortitude save negates)."
"They can also create spawn. When a globster eats a living creature, it digests only a small portion of the remains. As the undigested remains accumulate inside of it, the globster grows more and more bloated. A globster can regurgitate these foul remains along with portions of its own mass, damaging the globster but creating a new, fully grown globster that immediately attacks the nearest non-globster. A globster can create spawn once per day, though only after it's fed upon at least four Medium-sized creatures."
(One failed attempt to avoid the encounter with the globsters. Need at least 4 successes... )
GM Dennis
|
***OVERSEER ANNOUNCEMENT***
Pathfinders and Wave Riders board the last of the Silent Tide’s command ships. Only a moment later, the ship veers, crashes, and begins to sink, joining the Flotsam Graveyard’s wreckage. Table GMs, the Sunken Ships condition on page 29 is now in effect.
Kulga Gruenakslag
|
Misliking both the choppy sea and the way her 'horse' keeps looking at her, Kulga drains her draught and dives in herself.
Swim (Touch of the Sea): 10 + 5 + 8 = 23 Taking 10 due to swim speed
GM Dennis
|
***OVERSEER ANNOUNCEMENT***
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
As if sensing a worthy rival, the statuesque Gulgamodh flares with angry light and roars “Gulgamodh stands ready,” before leaping Absalom’s walls and lumbering to stand beside the ones who hold its key: the Pathfinders. Who among you is prepared to guide Gulgamodh’s hand?
Table GMs, the Broken Horns condition on page 29 is now in effect.
GM Lorenzo
|
You and many other Pathfinder agents have defeated many of the demon-flesh army’s minotaur field commanders.
Pathfinder agents have also destroyed the last of the Silent Tide’s leaders. The undead armada begins to break apart. You've earned a reprieve to catch your breath.
(All PCs immediately gain 6d8 ⇒ (4, 1, 8, 4, 5, 4) = 26 temporary hit points, 40 max).
Fuzzfoot Hogan
|
"Guide his hand? Sounds sort of like this thing I had to control remotely against a giant ape-god thing. Probably works the same way..."
Fuzzfoot volunteers.
Brayne
|
Kulga, touch of the sea last only 1 minute. I'm not sure you would be able to use the potion as we need to travel over 5 minutes?
Brayne struggles to swim against the strong currents.
Swim: 1d20 + 3 ⇒ (10) + 3 = 13
GM Lorenzo
|
As a last-ditch attempt to turn the tide of the combat, General Thurl releases Atalazorn, the most impressive of his creations, to crush Absalom’s finest and regain control of the battlefield. Atalazorn resembles a gargantuan dragon construct.
However, Gulgamodh, the construct you activated during your mission on behalf of the Scarab Sages faction, joins you to fight Atalazorn. The two goliaths stand about 60 feet away from each other.
The same key that Amenopheus lent you earlier now segments into interlocking pieces, each of which allows its wielder to control one part of Gulgamodh: its boots, fist, gun, head, heart, or voice. To properly control Gulgamodh, you have to remain within 200 feet of the construct and
concentrate on your respective piece of its control key.
(Handouts #3–8 detail how piloting Gulgamodh functions and what actions each parts can perform. Please decide which role each of you wishes to perform. Each PC should perform only one role.
Take a little time to review your respective roles, and then we'll begin the combat against Atalazorn.
Brayne
|
Clearly over excited at the prospects of controlling a giant sized construct, Brayne immediately reaches out for the key that controls the golem's voice. "Well, this shall be fun." He smirks slyly.
Kulga Gruenakslag
|
"Hmmp... a shame we can't simply fight Atalazorn ourselves. Very well, I'll form control the head."
And I'll study Atalazorn. It looks like it won't help attacks, but should still give the bonus to Perception
Fuzzfoot Hogan
|
Looks like Heart (+13 Disable Device) or Boots(+13 Sense motive) will play to my strengths. I think heart may be more important, but boots is pretty versatile
Penelope 'Nella' Tabor
|
So are we seriously having a Gundam battle in the middle of Absalom? Awesome!
Kn. Arcana (DC 23): 1d20 + 5 ⇒ (12) + 5 = 17
"Um...I dunno, I guess maybe I could fire the lazor gun?" Nella shrugs, feeling at a bit of a loss on how to most effectively contribute. "Or maybe the boots if Fuzzfoot wants to take control of the heart."
______________
Voice probably would've played best to Nella's strengths but I know Brayne's got the better Diplo/Intimidate skills. Her Sense Motive is decent (+9) so Boots could work too if no one has anything better.
GM Lorenzo
|
Gulgamodh Controls:
Boots - Nella
Fist -
Gun -
Head - Kulga
Heart - Fuzzfoot
Voice- Brayne
Caller and Lancyn need to quickly select Fist or Gun to control.
Lancyn Pendragon
|
"Guide his hand? Sounds sort of like this thing I had to control remotely against a giant ape-god thing. Probably works the same way..."
Looking to fuzzfoot in wide eyed astonishment Lancyn exclaims "I had the same experience. It was in search of Azlanti Ruins I believe was it not?" Lancyn gives the Halfling a knowing look of what had transpired that day.
Looking over what he is being asked of Lancyn he readily jumps at the chance "May I guide the fist of battle to crush those who seek to tear Absalom asunder."
GM Lorenzo
|
Lancyn: 1d20 + 2 ⇒ (8) + 2 = 10
Nella: 1d20 + 6 ⇒ (2) + 6 = 8
Brayne: 1d20 - 2 ⇒ (19) - 2 = 17
Kulga: 1d20 + 2 ⇒ (9) + 2 = 11
Caller: 1d20 + 4 ⇒ (4) + 4 = 8
Caller: 1d20 + 4 ⇒ (8) + 4 = 12
Fuzzfoot: 1d20 + 3 ⇒ (3) + 3 = 6
Azatlorn: 1d20 + 8 ⇒ (15) + 8 = 23
Azatlorn ascends to a height of 30 feet and, with surprising agility, turns 180 degrees, and unleashes its breath weapon.
Acid Damage, Nella (Boots) Reflex DC18 for half: 8d6 ⇒ (6, 4, 1, 5, 5, 4, 1, 1) = 27
Gulgamodh's Stat Block
Gulgamodh's Controls
Conditions:
Kulga's Instructions - Everyone +5 Stealth bonus
Round 1
Bold may act.
Azatlorn
---
Brayne (Voice)
Caller (Gun)
Kulga (Head)
Lancyn (Fist)
Nella (Boots) (Reflex DC18)
Fuzzfoot (Heart)
Everyone is up! Don't forget your benefits from Preparations and Faction Missions
Penelope 'Nella' Tabor
|
Reflex (DC 18): 1d20 + 6 ⇒ (2) + 6 = 8
"Whoa, hey! I wasn't ready!" Nella yelps as Azatlorn's breath weapon catches her by surprise. She quickly focuses on her part of the control key and begins moving the giant construct towards their flying opponent.
Current AC: 28
Current CMD: 40
______________
Nella will move Gulgamodh 30 ft. to his current position.
Kulga Gruenakslag
|
Kulga wanted to battle this monstrous thing herself, but headbutts and bites only did so much. She needed to find this thing's weakpoints - and fast!
Perception: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Crit range is up to 19-20/x3
Brayne
|
Using the power of the key, Brayne shouts monstrously in an intimidating manner! ”Be gone! Or I will end your life and everything that you love!”
intimidate: 1d20 + 15 ⇒ (17) + 15 = 32
sonic dmg: 4d6 ⇒ (5, 4, 4, 6) = 19
GM Lorenzo
|
Azatlorn's breath washes over Gulgamodh, bathing the gargantuan robot in corrosive acid.
Damaged but undeterred, Gulgamodh advances toward the massive, flying dragon construct. The battle robot's eyes zoom in and lock on its target. It sounds a terrible challenge.
Azatlorn Fortitude DC19: 1d20 + 5 ⇒ (16) + 5 = 21
Gulgamodh's Stat Block
Gulgamodh's Controls
Conditions:
Kulga's Instructions - Everyone +5 Stealth bonus
Round 1
Bold may act.
Azatlorn (-9)
---
Gulgamodh (-27)
Brayne (Voice)
Caller (Gun)
Kulga (Head)
Lancyn (Fist)
Nella (Boots)
Fuzzfoot (Heart)
Caller, Lancyn, and Fuzzfoot, you're up! Don't forget your benefits from Preparations and Faction Missions
Fuzzfoot Hogan
|
Current HP: 150/177
"We have acid damage! working on it."
Fuzzfoot scrambles to try and start offsetting the damage. This is likely not going to be a quick battle.
Action:
Disable Device: 1d20 + 13 ⇒ (19) + 13 = 32
Repair damage: 3d6 ⇒ (6, 6, 5) = 17
Current HP: 167/177
| Domo arigato, Mr. Roboto |
With a sharp *click* that rattles your teeth, Gulgamodh locks and loads its cannon. The hammer falls, and the explosion nearly knocks you flat.
Ranged Touch; Damage: 1d20 + 4 ⇒ (5) + 4 = 96d6 ⇒ (6, 5, 3, 3, 3, 5) = 25
If the party wants to expend its 'Evacuation Notice' benefit from Preparations, someone can re-roll the Ranged Touch attack. (Caller won't be available till this evening.)
Lancyn Pendragon
|
The Paladin still growing accustom to the controls of this great goliath uses what mental prowess and experience he had with a certain Cold Iron construct. "I believe this is how you control it. For Absalom!"
Gulgamodh Slam: 1d20 + 22 ⇒ (11) + 22 = 33
Damage: 3d6 + 8 ⇒ (6, 3, 6) + 8 = 23
Caller of the Eastern Storm
|
(let's use the REROLL)
Ranged Touch Attack: 1d20 + 4 ⇒ (20) + 4 = 24
BOOM!!!!
And for the possible CRITICAL...
Ranged Touch Attack Critical: 1d20 + 4 ⇒ (6) + 4 = 10
"That was really loud...What did you say?"
GM Lorenzo
|
Fuzzfoot's dextrous hands expertly patch up much of the damage Azatlorn's acid breath had inflicted on Gulgamodh metal exterior.
Thanks to Kulga's slayer's eye, Caller fires Gulgamodh's cannon like a sniper rifle, delivering a massive gunshot wound to the dragon construct's chest.
Additional Crit Damage: 6d6 + 6d6 ⇒ (5, 3, 4, 4, 2, 6) + (3, 6, 3, 3, 2, 4) = 45
Lancyn draws back Gulgamodh's fist, ready to jab as soon as Azatlorn is within the contruct's reach.
Azatlorn enters a diving charge and pounce at Gulgamodh, whose readied adamantine punch slams into the magical construct. The dragon construct ignores its wounds and bites and claws at Gulgmodh, its tail cracking like a whip above the robot's cranium.
Bite; Damage: 1d20 + 23 ⇒ (13) + 23 = 363d6 + 11 ⇒ (4, 2, 3) + 11 = 20
Claw; Damage: 1d20 + 23 ⇒ (13) + 23 = 362d6 + 11 ⇒ (2, 5) + 11 = 18
Claw; Damage: 1d20 + 23 ⇒ (11) + 23 = 342d6 + 11 ⇒ (1, 6) + 11 = 18
Tail Slap; Damage: 1d20 + 18 ⇒ (4) + 18 = 222d6 + 5 ⇒ (4, 5) + 5 = 14
Gulgamodh's Stat Block
Gulgamodh's Controls
Conditions:
Kulga's Instructions - Everyone +5 Stealth bonus
Round 1
Bold may act.
Azatlorn (-100)
---
Gulgamodh (-66)
Brayne (Voice)
Caller (Gun)
Kulga (Head)
Lancyn (Fist)
Nella (Boots)
Fuzzfoot (Heart)
Everybody, you're up! Don't forget your benefits from Preparations and Faction Missions
Fuzzfoot Hogan
|
Fuzzfoot takes a chance at making that gun work more rapidly, and gets to work on it.
Overclocking the gun to gain an extra action.
Disable Device: 1d20 + 13 ⇒ (12) + 13 = 25
Caused 3d6 ⇒ (2, 2, 5) = 9 damage in the process.
Brayne
|
Worried, Brayne raises his voice further over the sounds of the booming cannon to make sure everyone is able to hear him clearly. ”I said...Be gone! Or I will end your life and everything that you love!” Pausing, he softens his voice as he turns to his allies. " I meant that to the monster of course..."
shout: intimidate: 1d20 + 15 ⇒ (7) + 15 = 22
sonic dmg: 4d6 ⇒ (2, 4, 4, 4) = 14
Kulga Gruenakslag
|
"One more hit like that and down it goes!" Kulga bellows!
Perception: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
GM Lorenzo
|
Fuzzfoot jury-rigs Gulgamodh's internal mechanisms, overclocking the construct's gun, damaging other systems, but enabling the gun to function twice in the next few seconds.
Shouting through Gulgamodh's mechanical voice box, Brayne issues a threat against Azatlorn and any family it might have. The sonic transmission delivers a spiderweb of cracks across the dragon construct's shell.
Azatlorn Fortitude DC19: 1d20 + 5 ⇒ (7) + 5 = 12
Kulga once again adjusts the sight receptacle with Gulgamodh's optical sensors, enhancing the lethality of the robot's weapon systems.
Gulgamodh's Stat Block
Gulgamodh's Controls
Conditions:
Kulga's Instructions - Everyone +5 Stealth bonus
Round 1
Bold may act.
Azatlorn (-114)
---
Gulgamodh (-75)
Brayne (Voice)
Caller (Gun) (2 Actions this round)
Kulga (Head)
Lancyn (Fist)
Nella (Boots)
Fuzzfoot (Heart)
Caller, Lancyn, and Nella, you're up! Don't forget your benefits from Preparations and Faction Missions
Caller of the Eastern Storm
|
Not understanding anything to do with the arcane construct, Caller offers a simple prayer and hopes for divine providence.
"Shooting again...what does this lever do?"
Ranged Touch Attack#1: 1d20 + 4 ⇒ (11) + 4 = 15, Damage: 6d6 ⇒ (2, 3, 4, 1, 5, 2) = 17
Ranged Touch Attack#2: 1d20 + 4 ⇒ (6) + 4 = 10, Damage: 6d6 ⇒ (5, 6, 5, 4, 5, 6) = 31
I hope this thing doesn't fall over...
GM Lorenzo
|
Aided by Fuzzfoot's unorthodox mechanical prowess, Caller of the Eastern Storm fires a two-shot cannonade at the dragon construct.
Only Azatlorn's limited ability to repair some of the damage it's sustained prevents its total destruction. The dragon construct reels from the heavy artillery barrage, but it refuses to quit.
Gulgamodh's Stat Block
Gulgamodh's Controls
Conditions:
Kulga's Instructions - Everyone +5 Stealth bonus
Round 2
Bold may act.
Azatlorn (-157)
---
Gulgamodh (-75)
Brayne (Voice)
Caller (Gun)
Kulga (Head)
Lancyn (Fist)
Nella (Boots)
Fuzzfoot (Heart)
Lancyn, and Nella, you're up! Don't forget your benefits from Preparations and Faction Missions.
Penelope 'Nella' Tabor
|
Deciding to take a risk, Nella focuses and continues to pilot Gulgamodh in close to Azatlorn, calling out, "Lancyn! Punch him out of the sky!"
______________
Nella pilots in close and should this provoke an AoO from Azatlorn, Nella will use the Defensive Wards benefit from 'Preparations' to force him to reroll a successful strike. Confused about whether or not I can move and kick in the same round or I'd do that.
GM Lorenzo
|
With a shout of encouragement, Nella maneuvers Gulgamodh close enough for Lancyn to employ the robot's fist against the dragon construct.
Gulgamodh's Stat Block
Gulgamodh's Controls
Conditions:
Kulga's Instructions - Everyone +5 Stealth bonus
Round 2
Bold may act.
Azatlorn (-157)
---
Gulgamodh (-75)
Brayne (Voice)
Caller (Gun)
Kulga (Head)
Lancyn (Fist)
Nella (Boots)
Fuzzfoot (Heart)
Lancyn, you're up! Don't forget your benefits from Preparations and Faction Missions.
Lancyn Pendragon
|
Flipping a few toggles and moving a few wheels Lancyn prepares the fist for yet another slam attempting to level the constructed dragon beast thing. "Alroght Nella thank you for guiding Gulgamodh."
Gulgamodh Slam: 1d20 + 22 ⇒ (18) + 22 = 40
Damage: 3d6 + 8 ⇒ (2, 2, 2) + 8 = 14
GM Lorenzo
|
| 1 person marked this as a favorite. |
Lancyn directs a crushing adamantine fist into Azatlorn's kidneys, splitting its alloyed carapace and delivering a shock that overloads the construct's mechanical neuro-network. The dragon construct shatters, shrapnel raining down on the cobblestones of the plaza around the well.
Gulgamodh thumps his chest like an armored mountain gorilla, thunder-stomping his feet twice and clapping his massive, gauntleted hands together. The very earth reverberates, when his Marshall-1959-Super-Lead-100-Watt-Plexi-amped voice begins chanting.
Azatlorn, you're a construct make a big noise
Playin' in the street gonna be a big dragon some day
You got mud on yo' face
You big disgrace
Kickin' your can all over the place
Singin'
Gulgamodh will, Gulgamodh will rock you.
Gulgamodh will, Gulgamodh will rock you.
Victory!
Penelope 'Nella' Tabor
|
Nella cheers as the opposing construct finally falls - even if she can't really hear herself or anyone else over Gulgamodh's victory song and dance.
"THAT WAS ONE FOR THE HISTORY BOOKS! WHAT NEXT?" she yells at her companions.
GM Dennis
|
***OVERSEER ANNOUNCEMENT***
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
Gulgamodh bulldozes down the outer gate head-first. Waiting inside is a battalion of demons led by a minotaur champion with metal plates bolted to its body and wielding an overlarge sword. It sweeps the sword at Gulgamodh, tearing open a terrible gash that nearly splits the giant construct in two. Gulgamodh lets out a drawn-out, metallic wail before collapsing in the gateway.
The ancient guardian may have fallen, but the path into the castle is open. Don’t waste this opportunity!
Table GMs, the Siege Castle condition on page 29 is now in effect.