GM Zer0darkfire |
Where'd you guys get the idea that those are undead? "The devil takes a step back and calls forth more devils from hell".
Saint gudule calls forth a wall of fire!...on top of devils...they enjoy the flames; they remind them of home.
Regnum fires his musket at purple, taking it down in a single shot.
The mummy casts a spell and the aura of terror you fear now overlaps with another.
Everyone needs a will save. DC 20 or you're shaken
Initiative Order, Bold May Go!
Map Slide
Barm -2hp
Devils
Regnum
Saint Gudule
Mummy
Trutzburg
Baied
Barm |
will: 1d20 + 9 ⇒ (10) + 9 = 19
Barm moves to the side and tries to hit the Red devil.
Provoke AoO
Vital strike, Devastating Strike - Furious Focus (power attack) +3 adamantine Greatsword: 1d20 + 24 ⇒ (5) + 24 = 29
damage: 4d6 + 19 + 9 + 4 ⇒ (4, 6, 6, 4) + 19 + 9 + 4 = 52
Saint Gudule |
Woops hahaha! I thought they were undead because of the "smell of decay" and the mummy ^^'
Saint Gudule has a gaping mouth as he stares at the devil bathing in his flames.
"Well... they... they stink. So..."
Regnum Blastface |
Will DC 20: 1d20 + 9 ⇒ (20) + 9 = 29
Regnum hears the mummy cast a spell, but doesn't notice anything odd about it.
Saint Gudule |
Sorry I forgot the will save
Will save DC 20: 1d20 + 11 ⇒ (2) + 11 = 13 as usual, +5 vs mind affecting
GM Zer0darkfire |
Barm easily slices into the bearded devil, but its unholy skin absorbs some of the damage.
Trutzburg moves forward and slices up a small devil.
mummy will save: 1d20 + 17 ⇒ (4) + 17 = 21
You're pretty sure you hear what passes as a mummy's laughter as the little rays of light hit him and burn away some barely exposed skin.
The big devil returns Barm's blow by swinging his glaive.
glaive barm: 1d20 + 11 ⇒ (16) + 11 = 27 damage: 1d10 + 6 ⇒ (4) + 6 = 10
glaive barm: 1d20 + 6 ⇒ (14) + 6 = 20
The wound opened by the glaive begins bleeding profusely.
The smaller devils see that their claws are not very useful here while the bearded one yells at them in infernal, causing them to change tactics.
All of these provoke AoOs
trip trutzburg: 1d20 + 2 ⇒ (12) + 2 = 14
trip trutzburg: 1d20 + 2 ⇒ (20) + 2 = 22
grapple trutzburg: 1d20 + 2 ⇒ (16) + 2 = 18
grapple trutzburg: 1d20 + 2 ⇒ (4) + 2 = 6
All of these provoke AoOs
trip Barm: 1d20 + 2 ⇒ (5) + 2 = 7
trip Barm: 1d20 + 2 ⇒ (13) + 2 = 15
trip Barm: 1d20 + 2 ⇒ (13) + 2 = 15
trip Barm: 1d20 + 2 ⇒ (13) + 2 = 15
Well, depending on trutzburg's AoOs; something might happen to him
Initiative Order, Bold May Go!
Map Slide
Barm -14hp, shaken, bleeding 2
Devils, big red -47hp
Regnum
Saint Gudule, shaken
Mummy, -5hp
Trutzburg, shaken
Baied
Regnum Blastface |
Regnum reloads, takes a moment to aim and get a clear shot at RED, and fires.
Musket Target = Red: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 1d12 + 15 ⇒ (2) + 15 = 17
Saint Gudule |
Shaken by the frightful presence, Saint Gudule focuses his energy and grants everyone his blessing!
Blessing of Fervor, please don't forget it!
GM Zer0darkfire |
Trutzburg kills the demon trying to trip him before it gets a chance to knock him over.
Regnum's bullet is just enough to knock out another devil.
Saint Gudule gives everyone fervor!
The mummy shuffles forward towards Trutzburg and tries to hit him.
slam: 1d20 + 20 ⇒ (18) + 20 = 38
damage: 1d8 + 11 ⇒ (3) + 11 = 14
fort save: 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24
The mummy easily strikes Trutzburg, and he can feel a dark magic seeping over him, but his body fights it off (no mummy rot for you...yet).
Initiative Order, Bold May Go!
Map Slide
Barm -16hp, shaken, bleeding 2
Devils, big red -47hp
Regnum
Saint Gudule, shaken
Mummy, -5hp
Trutzburg, shaken, -14hp
Baied
Barm |
Barm steps closer 5ft to Big Red devil and tries to hit both, Big Red one and small white one.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Furious Focus (power attack) +3 adamantine Greatsword: 1d20 + 24 + 2 ⇒ (10) + 24 + 2 = 36
damage: 2d6 + 19 + 9 ⇒ (2, 2) + 19 + 9 = 32
CLEAVE white devil - Furious Focus (power attack) +3 adamantine Greatsword: 1d20 + 24 + 2 ⇒ (13) + 24 + 2 = 39
damage: 2d6 + 19 + 9 ⇒ (4, 4) + 19 + 9 = 36
Trutzburg |
I posted yesterday... Sigh
Feeling the bash from the mummy Trutzburg calls for speed of arms from the blessing.
Attack: 1d20 + 22 - 2 ⇒ (14) + 22 - 2 = 341d10 + 24 ⇒ (8) + 24 = 32
Attack: 1d20 + 22 - 2 ⇒ (17) + 22 - 2 = 371d10 + 24 ⇒ (8) + 24 = 32
Attack: 1d20 + 17 - 2 ⇒ (14) + 17 - 2 = 291d10 + 24 ⇒ (8) + 24 = 32
Confirm: 1d20 + 22 - 2 ⇒ (11) + 22 - 2 = 311d10 + 24 ⇒ (2) + 24 = 26
GM Zer0darkfire |
Trutzburg hacks and slashes the mummy to pieces of scrap cloth. Seeing his summoner defeated, the devil greater teleports out leaving you to easily mop up the little devils he summoned earlier.
Combat Over!
Barm -16hp, bleeding 2
Trutzburg, -14hp
The mummy is wearing a ring of protection +2 and has a staff inside their sarcophagus.
GM Zer0darkfire |
Because you went this direction first and defeated Yarix and the door's couldn't magically seal because you literally destroyed them, you've essentially completed this floor. You're welcome to explore the rest of it or head on down to the next floor. By the way, Yarix is a level 7 cleric mummy, but is honestly not that strong. It's got +20 to hit, which is great, but doesn't hit that hard and its spells suck.
GM Zer0darkfire |
Because you defeated Yarix, yes, you get full credit (Which is still slow track now).
Baied Eldourha |
All the foes now defeated, Baied sends another powerful wave of curative energy, closing Barm and Trudzburg's wounds
Channel: 3d6 ⇒ (5, 5, 6) = 16
Blessed be Abadar's name. But your own names should be sang in praise, as the proofs of your martial prowess accumulate.
Barm |
"Thank you Baied!"
"So, guys, shall we go deeper underground?"
Saint Gudule |
haha ^^
Saint Gudule nods yes.
GM Zer0darkfire |
Floor 12, The Automaton Forge
Thirty feet from the bottom of the shaft that leads to this area, the climb becomes challenging. The walls and the ladder’s rungs are coated in thick slime, and in one section the rungs have rusted away entirely. Crossing this gap without falling requires a successful Acrobatics or Climb check or using rope and help from companions.
Regnum Blastface |
Regnum takes one of the rope, takes a small running start and leaps across the gap.
Acro: 1d20 + 20 ⇒ (5) + 20 = 25
Regnum looks for a place to tie down the rope to allow the others to cross easily.
PER: 1d20 + 27 ⇒ (4) + 27 = 31
Saint Gudule |
"Hmm... I almost learned how to fly as I was praying Sarenrae earlier. Too bad I didn't!" says Gudule laughing.
"Oh and look, I can stay with anyone else's likeness forever! Wonderful isn't it?" he says, taking the looks of each of the group, sticking with Regnum's in the end.
"Watch this! There's a Regnum on each side of the cliff! BWAHAHAHA!" he shouts, laughing and pointing at the other Regnum.
GM Zer0darkfire |
Regnum makes it down the shaft while leading a rope down as well. He spots a gelatinous cube on the way down, which allows you all to easily kill it from a distance.
At the bottom of the shaft lies a chamber with walls formed from opaque green glass. Doors exit the chamber to the south and west. There are no handles—just a handprint engraved into each door.
notice that the handprint matches an emerald automaton arm
Baied Eldourha |
Know arcana: 1d20 + 8 ⇒ (13) + 8 = 21
See that handprint? It's not human. We need an automaton's hand to open these
Baied is mostly updated, I just need to buy her some stuff maybe, and use a presige point for Land rush
Baied Eldourha |
With an amused smile, Baied answers
You wrecked so much havoc upstairs than it won't be that hard to find.. and your sword can cut throught metal easily. it's always good manners to give an helping hand to those in dire straits.
Saint Gudule |
Gudule nods.
"Yeah, there was a guy with automatons some levels higher. I hope he won't mind."
GM Zer0darkfire |
You can also "pick" the lock with disable device somehow apparently. If you purchased Clanky's Arm from floor 1 though, you get to use it here lol
You return to the floor directly above you, the Tomb of Yarix, and retrieve an arm from one of the emerald automatons. Using the hand, you open the door to the south.
This room is filled with crates and shelves loaded with supplies. The southern wall is lined with threadbare white towels. A cabinet on the western wall holds scores of green glass teacups, and a metal crate next to it is filled with small bags of faded yellow cloth. This room is filled with supplies that haven’t been touched in years. The yellow bags hold tea leaves so old they’re little more than brown powder. Nothing here is valuable.
GM Zer0darkfire |
Moving on, you open the door to the west.
A narrow hall leads to a small foyer. Patterns of shadow, reminiscent of ripples on water, pass over the green glass walls. No light casts them—they seem to be illusions. The chamber surrounds a low platform engraved with a massive mystical pattern. A pair of double doors is set into the wall across from the platform. A scene engraved on the doors shows people relaxing in a pool of water.
that the platform is an anchor point for teleportation magic. It is inactive and damaged. You believe it wouldn't take very long to repair, however; a couple of minutes at most.
Baied Eldourha |
Know Arcana: 1d20 + 8 ⇒ (13) + 8 = 21
That was a tricky one... And no, I'm not putting the blame on you, Gudule. This place is used, sorry, was used, for teleportation magic, but we can't use it now without doing some repairs first.
Saint Gudule |
knowledge arcana: 1d20 + 9 ⇒ (11) + 9 = 20
Gudule smirks.
"A couple minutes, I think. Shall we?" he asks Baied, ready to go to work.
How should we proceed, GM?
GM Zer0darkfire |
A DC 27 Knowledge (arcana) check and a successful DC 27 Disable Device check to jury-rig the teleporter.
If activated, the teleporter can be used by any creature that moves onto the platform and remains there for 1 full round.
Saint Gudule |
Knowledge arcana: 1d20 + 9 ⇒ (1) + 9 = 10
No way! Quibble!
Knowledge arcana: 1d20 + 9 ⇒ (15) + 9 = 24
Gudule doesn't seem to get it.
Saint Gudule |
Can we try again or it's lost?