Grog half orc
|
"Thanks all for healing me."
Grog uses his wand on himself.
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (5) + 1 = 6
| GM Blake |
Grog: I believe that you used 1 too many charges.
You return to the city and make your way to the harbor.
“They’re coming! The armada of the dead is coming!” shouts a terrified member of the Harbor Guard while running past. Down in the Flotsam Graveyard, dozens of ships with tattered black sails are winding among and crashing through the hazardous wrecks that dot the bay, rapidly approaching the harbor. As the skeletal ships advance, more sunken ships start rising of their own accord through the foaming waves, joining the undead invasion.
A soldier clad in mithral armor, wearing a blue cloak, and carrying a barbed spear nods a greeting, carrying a worried look on her face. “I’m captain Sevana Kinhan of the Wave Riders, and I’m glad to see you have come to help us—we’ve taken heavy casualties, our allies from Escadar haven’t arrived, and the undead armada doesn’t seem deterred by the Flotsam Graveyard’s wreckage.
“In order to stop their advance, we must destroy their five command ships. Your superior at the Pathfinder Society has informed me that your skills would be well suited for attacking the Stavian commanded by Captain Viator Abastor. We have more hippocampi than there are able-bodied Wave Riders left to command them, so you can borrow our steeds if that helps you reach and board their tattered ships.”
Captain Kinhan reaches into a satchel and produces three vials: two teal green and one deep blue. "These may prove useful. Two potions of touch of the sea and one of water breathing."
To get to the ship, you must either make a Ride check to ride a hippocampus or a Swim check to swim to the ship. The hippocampi are equipped with a saddle as well as ropes and grappling hooks for boarding.
Chandu
|
As they head across town Chandu will chat to Grog. Seriously, next time let the enemy come to us, you force them to deal with my spear and you just run face first into their most deadly attacks. Next time you might not be quite so lucky.
As they chat with the waveriders she tries to recall something of their mission.
Knowledge: 1d20 + 9 ⇒ (14) + 9 = 23
Hmm, seems like this captain was beheaded with his own falcata, what could possibly go wrong
Looking over the hippocampi she is even more dubious. This is looking like less of a good idea...
With that, when the group is ready, she draws out a rod and mutters a spell. Her form shifsts and changes, her skin growing green and slimpy and her head becoming starngely misshapen.
Castig extended alter self to turn into a bogggard which has a 30 swim speed
Swim: 1d20 + 15 ⇒ (11) + 15 = 26
Yen Jinsa Taishin
|
I am sitting at a +2 ride check or swim check. So unless some one has worst checks, I will be taking one of them.
Jinsa pops one of the potions and raises it to the others. "Cheers"
swim, touch of the sea: 1d20 + 2 + 8 ⇒ (2) + 2 + 8 = 12
Grog half orc
|
Grog looks down at the ground as Chandu talks to him. "Whatever..The minotaurs got lucky. Thanks for pulling my ass out of the fire" He walks away with his axe on his shoulder.
Damm two footed big cows...
Grog stows his axe and tries to swim to the ship.
Swim: 1d20 + 9 ⇒ (15) + 9 = 24
Bonaventure!
|
Bonaventure clambers on to the back of the hippocampus.
Ride: 1d20 + 2 ⇒ (2) + 2 = 4
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.
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 Blake |
With the ghost ships sinking back to their watery grave before your hippocampi reach them, you turn around and dry yourselves off on the docks.
A flash of lightning briefly illuminates the sky over the city's silhouette. You each gain 6d8 ⇒ (6, 7, 3, 4, 6, 5) = 31 temporary hit points.
The titan that you awoke, Gulgamodh, begins to move, and you hurry to catch up with the construct.
Using the key you have, you each may control a different part of Gulgamodh. See Handout slides 9, 10, and 11.
Bonaventure!
|
I'd like to control the heart (Handout #7) as I have a pretty good UMD and I imagine that Chandu will want the voice (Handout #8).
Yen Jinsa Taishin
|
I can take the fist or gun. I could take the head or feet, but lack the skills to use some of the abilities
Chandu
|
I am happy to take the Voice but I could also take the Boots if someone else wants it
Thranalas
|
I'm back. The head seems like a good choice. Perception is really the only part Thran can reliably do I think.
Bonaventure!
|
I made a summary document where you can put yourself down for which body parts you would like.
Bonaventure!
|
OK, I think I've worked it out:
Boots — Chandu (Sense Motive +22)
Fist — Grog
Gun — Jinsa
Head — Radagast (Perception +17)
Heart — Thranalas (Knowledge Engineering +11)
Voice — Bonaventure (Bluff +13, Intimidate +12, Diplomacy +18)
| GM Blake |
Bonaventure: 1d20 + 2 ⇒ (5) + 2 = 7
Chandu: 1d20 + 5 ⇒ (16) + 5 = 21
Grog: 1d20 + 0 ⇒ (14) + 0 = 14
Radagast: 1d20 + 3 ⇒ (9) + 3 = 12
Thranalas: 1d20 + 3 ⇒ (18) + 3 = 21
Yen Jinsa Taishin: 1d20 + 6 ⇒ (15) + 6 = 21
Atalazorn: 1d20 + 8 ⇒ (9) + 8 = 17
Gulgamodh: 1d20 + 0 ⇒ (15) + 0 = 15
There is a screech and a roar in the distance as a draconic shadow leaps into the air near the horizon, blotting out the stars with its wings. The shade slithers across the night sky, toward the city with incredible speed.
Just as you master the use of the key segments to control the titan, Gulgamodh, a gargantuan dragon-like creature descends from above with a deafening roar. The beat of its wings sends a powerful gust of wind that peppers you painfully with loose debris. It is difficult to tell in the dark, but it appears as though the dragon has had the flesh and limbs of different creatures sewed on to replace lost limbs and injured flesh--or some madman performed the transplants as a way to augment the already mighty dragon.
Combat! Round 1. Bold may act.
Slide 9 for Tactical. Ignore the terrain.
Jinsa
Chandu
Thranalas
Atalazorn
Gulgamodh (autonomous action if necessary)
Grog
Radagast
Bonaventure
Controllers and Body Part
Boots — Chandu (Sense Motive +22)
Fist — Grog
Gun — Jinsa
Head — Radagast (Perception +17)
Heart — Thranalas (Knowledge Engineering +11)
Voice — Bonaventure (Bluff +13, Intimidate +12, Diplomacy +18)
Thranalas
|
With the scene still unfolding, Thran, energizes the heart: Knowledge (Engineering): 1d20 + 11 ⇒ (19) + 11 = 30
Grog half orc
|
Grog waits for the dragon to get close to Gulgamodh so he can punch it.
delay, can't ready
posting action
fist: 1d20 + 22 ⇒ (19) + 22 = 41
damage: 3d6 + 8 ⇒ (3, 6, 2) + 8 = 19
Chandu
|
Putting the monsters feet into action Chandu sends him crashing across the desert, crushing stray rocks and boulders as he goes.
Move forward 30'
Yen Jinsa Taishin
|
Jinsa takes aim of the guns and zeros in on the dragonic beast.
Ranged touch: 1d20 + 4 ⇒ (7) + 4 = 116d6 ⇒ (4, 2, 2, 5, 2, 4) = 19
| GM Blake |
Bite: 1d20 + 23 ⇒ (7) + 23 = 30
Claw 1: 1d20 + 23 ⇒ (19) + 23 = 42
Claw 2: 1d20 + 23 ⇒ (10) + 23 = 33
Tail Slap: 1d20 + 18 ⇒ (9) + 18 = 27
Bite: 3d6 + 11 ⇒ (5, 6, 5) + 11 = 27
Claw 1: 2d6 + 11 ⇒ (3, 1) + 11 = 15
Claw 2: 2d6 + 11 ⇒ (4, 3) + 11 = 18
Tail Slap: 2d6 + 5 ⇒ (1, 5) + 5 = 11
CMB: 1d20 + 35 ⇒ (11) + 35 = 46
Jinsa grazes the the demon-flesh dragon just before it swoops across the battlefield and crashes into the titanic defender. Grog activates a solid, defensive punch.
The dragon's adamantine fangs pierce the guardian's shell with ear-piercing shrieks and thunderous crunching. The beast holds on to Gulgamodh's shoulder with all his might. Sparks fly as claws scratch along the outer armor. The dragon's tail flails around, striking ruined walls and showering you with bits of gravel.
Combat! Round 1/2. Bold may act.
Slide 9 for Tactical. Ignore the terrain.
Atalazorn (-33 hp; -2 AC; grappling)
Gulgamodh (-60 hp; grappled; autonomous action if necessary)
Grog
Radagast
Bonaventure
--2--
Jinsa (You may still fire the gun, but it can trigger an AOO)
Chandu
Thranalas
Chandu
|
Directing the beasts feet Chandu tries to stomp on the monster.
Stomp!: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 2d6 + 8 ⇒ (1, 6) + 8 = 15
Bonaventure!
|
GM, shouldn't Atalazorn have 38 damage as of your last post? 19 damage from the fist plus 19 damage from the gun. Don't forget that Thranalas energized, so that means Grog and Chandu (and anybody else who does a melee attack before Thranalas goes in round 2) get +1d6 electricity damage on their melee attacks.
Gulgamodh's voice booms across the Cairnlands.
"You think you can beat us, tiny dragon? We will show you TRUE POWER!"
Bluff to Taunt: 1d20 + 13 ⇒ (19) + 13 = 32 Atalazorn gets -2 to all of its attacks for 1 round.
Thranalas
|
Not wanting to let things get out of hand, Thran works to repair the damage to thee automaton: Knowledge (Engineering): 1d20 + 11 ⇒ (15) + 11 = 26 Repairing: 3d6 ⇒ (5, 6, 5) = 16
| GM Blake |
No, 33 is correct. I had intended to bot-roll the electrical damage, though. I've added Grog's and Chandu's electricity.
Electricity: 1d6 ⇒ 3
Electricity: 1d6 ⇒ 2
Rents in the guardian's armor begin to seal themselves under Thranalas' guidance. A heavy adamantine boot kicks the demon-dragon in the belly.
Combat! Round 1/2. Bold may act.
Slide 9 for Tactical. Ignore the terrain.
Atalazorn (-53 hp; -2 AC; shaken 1; grappling)
Gulgamodh (-44 hp; grappled; autonomous action if necessary)
Grog: Hit - Punch
Radagast
Bonaventure: Intimidate
--2--
Jinsa (You may still fire the gun, but it can trigger an AOO)
Chandu: Stomp
Thranalas: Repair
Radagast the Brown
|
Radagast directs the construct to head-butt the 'dragon'.
Head-butt: 1d20 + 22 ⇒ (20) + 22 = 42, for 2d6 + 8 ⇒ (4, 4) + 8 = 16 damage, +1d6 ⇒ 1 Electricity damage.
Crit Confirmation: 1d20 + 22 ⇒ (10) + 22 = 32, for 2d6 + 8 ⇒ (2, 3) + 8 = 13 *ADDITIONAL* damage.
| GM Blake |
Claw 1, Shaken, Grappling: 1d20 + 23 - 2 - 2 ⇒ (20) + 23 - 2 - 2 = 39
Claw 2, Shaken, Grappling: 1d20 + 23 - 2 - 2 ⇒ (2) + 23 - 2 - 2 = 21
Tail, Shaken, Grappling: 1d20 + 18 - 2 - 2 ⇒ (15) + 18 - 2 - 2 = 29
Claw 1 Confirm, Shaken, Grappling: 1d20 + 23 - 2 - 2 ⇒ (9) + 23 - 2 - 2 = 28
Damage: 6d6 + 27 ⇒ (5, 5, 1, 5, 3, 5) + 27 = 51
Collateral Damage: 6d6 ⇒ (4, 4, 5, 2, 4, 5) = 24
Gulgamodh cracks his head against the dragon's head that is holding tight onto his shoulder. Sparks of lightning dance across the sky as it strikes.
The demon-flesh dragon tears at the guardian's armored body and lashes with its tail. One of the claws rips off a sheet of adamantine, which spins towards you, crashing into a ruined stone wall. The debris roars towards you, pelting you painfully with stone and mortar.
Combat! Round 3/3. Bold may act.
Slide 9 for Tactical. Ignore the terrain.
Everyone, including Fluffy, takes 24 damage (Reflex DC 16 for half) Remember that you have temporary hit points.
Atalazorn (-78 hp; grappling)
Gulgamodh (-95 hp; grappled; autonomous action if necessary)
Grog
Radagast
Bonaventure
--3--
Jinsa (You may still fire the gun, but it can trigger an AOO)
Chandu
Thranalas
Yen Jinsa Taishin
|
Jinsa moves, refusing to give the beast an opening, slams the gun into the beast.
gun slam: 1d20 + 22 ⇒ (4) + 22 = 262d6 + 8 ⇒ (3, 6) + 8 = 17
| GM Blake |
Maintain Grapple: 1d20 + 35 ⇒ (3) + 35 = 38
The titan shakes free of the patchwork dragon as it swings the gun barrel into the dragon's neck.
Combat! Round 2/3. Bold may act.
Slide 9 for Tactical. Ignore the terrain.
Everyone, including Fluffy, takes 24 damage (Reflex DC 16 for half) Remember that you have temporary hit points.
Atalazorn (-95 hp)
Gulgamodh (-95 hp; autonomous action if necessary)
Grog
Radagast
Bonaventure
--3--
Jinsa (You may still fire the gun, but it can trigger an AOO)
Chandu
Thranalas
Radagast the Brown
|
Reflex(Fluffy): 1d20 + 7 ⇒ (12) + 7 = 19 - Evasion.
Reflex(Radagast): 1d20 + 3 ⇒ (4) + 3 = 7.
Radagast directs the mighty construct to Head-butt the 'dragon' again.
Head-butt: 1d20 + 22 ⇒ (17) + 22 = 39, for 2d6 + 8 ⇒ (4, 5) + 8 = 17 damage.
Chandu
|
Reflex, heroism: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Ducking the shower of gravel and rock Chandu directs the massive beast to kick the not quite a dragon in the shins.
Kick: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15
Electrical?: 1d6 ⇒ 5
Grog half orc
|
Grog pulls the lever for punch.
"Take that!"
fist: 1d20 + 22 ⇒ (4) + 22 = 26
damage: 3d6 + 8 ⇒ (5, 6, 2) + 8 = 21
Reflex: 3d6 + 8 ⇒ (2, 1, 4) + 8 = 15
Bonaventure!
|
Diplomacy to Encourage: 1d20 + 18 ⇒ (5) + 18 = 23
+2 on all of our attacks for 1 round
"Do not worry friends, we shall defeat this... interesting creature!"
Reflex save: 1d20 + 6 ⇒ (15) + 6 = 21
Yen Jinsa Taishin
|
reflex: 1d20 + 3 ⇒ (9) + 3 = 12
| GM Blake |
Despite Bonaventures encouragement, the two arms glance off of the dragon's demon-flesh hide. Gulgamodh's head cracks against the dragon's skull, and it kicks the dragon in the leg, however.
Combat! Round 2/3. Bold may act.
Slide 9 for Tactical. Ignore the terrain.
Atalazorn (-127 hp)
Gulgamodh (-95 hp; autonomous action if necessary)
Grog (+7)
Radagast (+7)
Bonaventure (+19)
--3--
Jinsa (+7)
Chandu (+19)
Thranalas (Reflex save DC 16)
| GM Blake |
Acid: 8d6 ⇒ (2, 2, 2, 6, 1, 4, 2, 6) = 25
The demon-flesh dragon breaks away from the titan guardian, flapping its massive wings to rise into the air, and then releases a shower of corrosive fluid upon Gulgamodh.
Boots: Make a reflex save. 25 damage, save for half.
Fist: You may make an AOO as Atalzorn retreats from melee.
Combat! Round 3/4. Bold may act.
Slide 9 for Tactical. Ignore the terrain.
Atalazorn (-127 hp)
Gulgamodh (-95 hp; autonomous action if necessary)
Grog (+7)
Radagast (+7)
Bonaventure (+19)
--3--
Jinsa (+7)
Chandu (+19)
Thranalas (Reflex save DC 16)
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.
Bonaventure!
|
Intimidate to Shout: 1d20 + 12 ⇒ (13) + 12 = 25
Gulgamodh tilts his head to look up at Atalazorn and booming waves of sound radiate upward to envelope the dragon.
Sonic damage: 4d6 ⇒ (4, 1, 5, 2) = 12 Fortitude DC 19 for half.
Chandu
|
Reflex: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Ow, that hurt! Damn stupid thing.
Yen Jinsa Taishin
|
Jinsa takes aim with his cannon and fires.
cannon vs touch: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 6d6 ⇒ (3, 2, 1, 2, 5, 1) = 14
Grog half orc
|
Grog swings at the dragon as it tries to head away.
attack: 1d20 + 21 ⇒ (16) + 21 = 37
damage: 3d6 + 8 ⇒ (4, 6, 5) + 8 = 23
"We've got him on the run. Boots let's move!"
Chandu
|
Points to the overseer announcement. I think we are moing on.
| GM Blake |
Gulgamodh rocks the demon-flesh beast with a powerful cross as it breaks away. Chandu is able to guide the gigantic construct out of the brunt of the dragon's corrosive breath. Your own skin tingles as a fine, fading mist of acid blows past you on the zephyrs created by the dragon's beating wings.
The guardian releases a powerful shout that thunders across the Cairnlands, tearing bits of stitched flesh from the dragon. Gulgamodh raises his cannon and fires a stream of white light into the dragon's chest. Adamantine scales peel away to reveal the mummified heart of the beast; the light pierces it, and the beast falls to the ground, quaking the earth.
You guys legitimately defeated Atalzorn (-4 hp).
Thran-bot Reflex: 1d20 + 5 ⇒ (9) + 5 = 14
Bonaventure: 1d20 + 2 ⇒ (15) + 2 = 17
Chandu: 1d20 + 5 ⇒ (7) + 5 = 12
Grog: 1d20 + 0 ⇒ (8) + 0 = 8
Radagast: 1d20 + 3 ⇒ (1) + 3 = 4
Thranalas: 1d20 + 3 ⇒ (7) + 3 = 10
Yen Jinsa Taishin: 1d20 + 6 ⇒ (12) + 6 = 18
Red: 1d20 + 5 ⇒ (18) + 5 = 23
Blue: 1d20 + 5 ⇒ (12) + 5 = 17
With the demon-flesh dragon defeated, you turn the guardian's attention to the occupied watchtower. There it manages to tear down the gate before being destroyed by a humongous minotaur champion.
This gatehouse is teeming with horrid fiends, and a seasoned Venture-Captain orders the Pathfinders to engage the enemy: “Greenhorns, kill those snipers in the towers! Experienced Pathfinders, kill me some babaus and nabasus! Tough-as-nails veterans, kill that bucket-headed abomination on the stairs!”
Gaunt blue demons, dripping with a foul smelling slime stand on the stairs before the inner gates, determined to end your life. The demon to your right gestures, and then a cloud of impenetrable darkness fills the gatehouse. Those of you with darkvision can see the demon dart into the adjacent tower and out of sight.
Combat! Round 1. Bold may act.
Red: SLA
Jinsa (+7)
Blue
Bonaventure (+19)
Chandu (+19)
Thranalas (+7)
Grog (+7)
Radagast (+7)
Chandu
|
I am down to 7 temps
| GM Blake |
Random: 1d100 ⇒ 30
For those with dark vision, the other demon seems to be concentrating on something.
Combat! Round 1. Bold may act.
Red: SLA
Blue: Concentration
Jinsa (+7)
Bonaventure (+19)
Chandu (+7)
Thranalas (+7)
Grog (+7)
Radagast (+7)
Chandu
|
I was about to use my oil of daylight but it looks like Radagast has a heightened continual flame so I will wait to see hwo that plays out first.
Bonaventure!
|
Regardless, I'll go ahead and use my free scroll of daylight that I got from my faction journal card. It will last for 50 minutes and will be a good hedge against other darkness effects.
Bonaventure fishes out a scroll from his pack and proceeds to read it. As the spell completes he reaches out and touches Fluffy's barding, which begins to glow with a bright and steady light.
Radagast the Brown
|
I do indeed!
Fluffy roars, and hustles forward, trying to bite Blue, the golden light surrounding him banishing the darkness.
Radgast wanders forward, his Heightened Continual Flame banishing the darkness within its radius, and takes a swing at the demon that appears to be concentrating.
Bite: 1d20 + 10 ⇒ (4) + 10 = 14, for 1d6 + 6 ⇒ (2) + 6 = 8 damage.
Unfortunately, the creature *really* doesn't look tasty.
Radagast then moves to engage the other one...
MW Cold Iron Scythe: 1d20 + 7 ⇒ (20) + 7 = 27, for 2d4 + 13 ⇒ (3, 2) + 13 = 18 damage.
MW Cold Iron Scythe: 1d20 + 7 ⇒ (19) + 7 = 26, for 6d4 + 39 ⇒ (2, 1, 1, 2, 3, 3) + 39 = 51 *ADDITIONAL* damage.
...delivering a devastating blow to it!
Chandu
|
Chandu takes a step forward and cries out, Take heart friends, no darkness can stop us now! Strike swiftly and true
With that her spear begins to glow again and she weaves heartening magic across the group.
5' step, inspire as a move action for +2|2, swift action for arcane strike and standard to cast Good Hope on everyone except the owlbear who is out of range. Everyone gets a +2 morale bonus to attack, weapon damage, saves, skills and ability checks (which includes initiative)