Alonso Gallonica |
Arcana: 1d20 + 22 ⇒ (4) + 22 = 26
Special attacks, DR, saves preferably
Deal with this thing, I will try and do something with the door whispers Alonso to the group through the message spell.
He then flies across the length of the chamber to the door.
Double move to get there, 70' fly speed with haste
Ragnar "Handy" Sorvino |
Ragnar takes a long route around the wall towards the door. Hugsy double moves to try and follow.
No Disable Device and no adamantium melee weapons so not sure what I can do here.
Fredreka |
Fredreka calls forth 1d3 ⇒ 3 Lantern Archons.
Lantern Archons Round 1/10
LA1
Ranged Touch attack: 1d20 + 3 ⇒ (11) + 3 = 14 for 1d6 ⇒ 2
Ranged Touch attack: 1d20 + 3 ⇒ (2) + 3 = 5 for 1d6 ⇒ 6
LA2
Ranged Touch attack: 1d20 + 3 ⇒ (15) + 3 = 18 for 1d6 ⇒ 5
Ranged Touch attack: 1d20 + 3 ⇒ (15) + 3 = 18 for 1d6 ⇒ 5
LA3
Ranged Touch attack: 1d20 + 3 ⇒ (12) + 3 = 15 for 1d6 ⇒ 4
Ranged Touch attack: 1d20 + 3 ⇒ (14) + 3 = 17 for 1d6 ⇒ 3
Fredreka moves up, drawing her wand of Bless as she goes, then fires off a charge, hitting those still clumped up near the rear, as well as the Lantern Archons.
BLESS IS ON
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
Sir Godfrey |
Sir Godfrey hoists his blade from his shoulder as the fiend vanishes, but isn't able to react fast enough to strike at the first Clockwork abomination. That won't stop him from dealing with this new one, however.
"Whirl all you wish, fiend! I shall strike you down in righteous combat as my friends disable your door sneakily!"
Godfrey isn't very good at subtle, but at least he can be distract. He marches up next to the spinning wall of gears and simply tries to shove his great sword into a prime spot to jam it.
Move to new location, standard to attack it!
1st +3 Adamantine Great Sword(Power Attack, Haste, Bless): 1d20 + 20 - 3 + 1 + 1 ⇒ (12) + 20 - 3 + 1 + 1 = 31
Damage(Power Attack): 2d6 + 22 ⇒ (2, 2) + 22 = 26
Riddywipple |
Move Actions
Riddywipple follows in tow, also not super useful against such an enemy.
Alvin~ |
Standard Action
Alvin casts Magic Missile at the monster.
"It resists my spells!" (Just seen like 80 million of this monster lately so just assuming it resists it)
Move Action
Alvin takes to the skies and flies beyond the whirring gears.
GM RePete |
Entire Party
Message
Bless
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Haste
Alvin
Overland Flight
Mage Armor
Haste
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Haste
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Haste
Fredreka
Longstrider
Deathwatch
Polanco
Longstrider
Cautiously skirting the edges of the room, Ragnar contemplates what to do to aid his companions.
Alonso, unseen, flies to the door and prepares to work on it. Recognizing the creature what what it is, he knows there's more...something...just can't quite put his finger on it.
1 short of additional information
Sir Godfrey rushes forward and subtly hacks away at the whirring, grinding wall! With a resounding *CLANG* metal bits fall out of the beast.
Fredreka finishes making her elaborate gestures and 3 floating orbs of light spring to be. Turning towards the creature, they fire rays of holy light at the summoner's foe. All but one ray connect with their target.
Pleased with her minions, she draws a wand and activates it's divine magic.
(Love lantern archons! Their rays are so useful against DR)
Summoning up some translucent darts, Alvin fires them at the foe. Finding their target with ease...they dissolve moments before connecting. He then takes flight.
Yep - immune to magic that allows spell resistance and affected differently by certain spells
Will 1: 1d20 + 5 ⇒ (2) + 5 = 7
Will 2: 1d20 + 5 ⇒ (4) + 5 = 9
Will 3: 1d20 + 5 ⇒ (2) + 5 = 7
Round 1: Fight!
Clockwork (-45)(-2 Attack/AC/Saves)
Polanco
Ragnar
Alonso
Godfrey
Round 2:
Fredreka
Alvin
Polanco Up - Will give a few more hours for Polanco to post
GM RePete |
Entire Party
Message
Bless
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Haste
Alvin
Overland Flight
Mage Armor
Haste
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Haste
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Haste
Fredreka
Longstrider
Deathwatch
Polanco
Longstrider
The dwarven man moves closer, finding cover, as he prepares to join the fray.
The gears twist and turn again, morphing back into it's large form. Turning it's attention to Godfrey. Reaching out, it tries to slam into the man...however the blow glances off Godfrey's thick armor, harmlessly.
Miss
Slam vs Godfrey: 1d20 + 23 - 2 ⇒ (4) + 23 - 2 = 25
Damage?: 2d10 + 8 ⇒ (3, 7) + 8 = 18
Grab?: 1d20 + 29 - 2 ⇒ (16) + 29 - 2 = 43
Round 2:
Clockwork (-45)(-2 Attack/AC/Saves)
Polanco
Ragnar
Alonso
Godfrey
Round 3:
Fredreka
Alvin
Players Up
Alonso Gallonica |
Alonso examines the door and begins to work on it.
Disable: 1d20 + 15 ⇒ (2) + 15 = 17
Are you lot OK over there, do you need a hand?
Ragnar "Handy" Sorvino |
Since it is now in a more reasonable form Ragnar tries his usua tactics. First sending Hugsy to attack it.
bite including Haste and Bless: 1d20 + 13 + 1 + 1 ⇒ (14) + 13 + 1 + 1 = 29
b/s/p/magic dmg: 1d4 + 12 ⇒ (1) + 12 = 13
grab?: 1d20 + 18 + 1 + 1 ⇒ (2) + 18 + 1 + 1 = 22
constrict?: 1d4 + 10 ⇒ (4) + 10 = 14
Then he steps closer fires some arrows at it.
"Stay very still Riddywipple."
Ragnar has Favored Enemy Evil Ourtsiders but I haven't included it because I think we are now fighting constructs?
manyshot including deadly aim, haste, bless (vs grappled?): 1d20 + 15 + 1 + 1 ⇒ (20) + 15 + 1 + 1 = 37
piercing/cold iron/magic/holy: 2d8 + 18 ⇒ (1, 3) + 18 = 22
holy?: 2d6 ⇒ (2, 2) = 4
shot #2 including deadly aim, haste, bless (vs grappled?): 1d20 + 15 + 1 + 1 ⇒ (11) + 15 + 1 + 1 = 28
piercing/cold iron/magic/holy: 1d8 + 9 ⇒ (2) + 9 = 11
holy?: 2d6 ⇒ (5, 1) = 6
Haste shot including deadly aim, haste, bless (vs grappled?): 1d20 + 15 + 1 + 1 ⇒ (2) + 15 + 1 + 1 = 19
piercing/cold iron/magic/holy: 1d8 + 9 ⇒ (3) + 9 = 12
holy?: 2d6 ⇒ (3, 3) = 6
shot #3 including deadly aim, haste, bless (vs grappled?): 1d20 + 10 + 1 + 1 ⇒ (10) + 10 + 1 + 1 = 22
piercing/cold iron/magic/holy: 1d8 + 9 ⇒ (3) + 9 = 12
holy?: 2d6 ⇒ (3, 4) = 7
manyshot crit? including deadly aim, haste, bless (vs grappled?): 1d20 + 15 + 1 + 1 ⇒ (17) + 15 + 1 + 1 = 34
piercing/cold iron/magic/holy extra damage: 2d8 + 18 ⇒ (6, 1) + 18 = 25
Fredreka |
Lantern Archons Round 2/10
Bless 2/10
LA1
Ranged Touch attack: 1d20 + 4 ⇒ (9) + 4 = 13 for 1d6 ⇒ 3
Ranged Touch attack: 1d20 + 4 ⇒ (13) + 4 = 17 for 1d6 ⇒ 5
LA2
Ranged Touch attack: 1d20 + 4 ⇒ (14) + 4 = 18 for 1d6 ⇒ 3
Ranged Touch attack: 1d20 + 4 ⇒ (4) + 4 = 8 for 1d6 ⇒ 5
LA3
Ranged Touch attack: 1d20 + 4 ⇒ (15) + 4 = 19 for 1d6 ⇒ 6
Ranged Touch attack: 1d20 + 4 ⇒ (13) + 4 = 17 for 1d6 ⇒ 5
Fredreka draws her sickle and Dimension hops 45' to provide a flank for Sir Godfrey.
If anything hits me, I will activate my Spell Storing Armor to cast Bestow Curse.
Sir Godfrey |
"Doing quite righteously, friend Alonso! Please continue showing that door its comeuppance and we shall do the same with this whirling... thing!" A clang resounds as metal strikes metal and the blow slides free of his arm. Godfrey laughs. "Indeed, enter the fray with us, devil machine!"
The paladin winds up and swings his sword around, adjusts his grip for a back swing, and then continues the motion to come completely about and try to strike it for a third time in an impressive whirl of force.
Full attacking with haste!
1st +3 Adamantine Great Sword(Power Attack, Bless, Haste, Flank): 1d20 + 20 - 3 + 1 + 1 + 2 ⇒ (9) + 20 - 3 + 1 + 1 + 2 = 30
Damage(Power Attack): 2d6 + 22 ⇒ (3, 5) + 22 = 30
2nd +3 Adamantine Great Sword(Power Attack, Bless, Haste, Flank): 1d20 + 15 - 3 + 1 + 1 + 2 ⇒ (13) + 15 - 3 + 1 + 1 + 2 = 29
Damage(Power Attack): 2d6 + 22 ⇒ (3, 3) + 22 = 28
Haste +3 Adamantine Great Sword(Power Attack, Bless, Haste, Flank): 1d20 + 20 - 3 + 1 + 1 + 2 ⇒ (18) + 20 - 3 + 1 + 1 + 2 = 39
Damage(Power Attack): 2d6 + 22 ⇒ (4, 4) + 22 = 30
Crit confirmations
Haste Confirm(Power Attack, Bless, Haste, Flank): 1d20 + 20 - 3 + 1 + 1 + 2 ⇒ (7) + 20 - 3 + 1 + 1 + 2 = 28
Damage(Power Attack): 2d6 + 22 ⇒ (6, 3) + 22 = 31
Polanco Goldhammer |
Polanco wheels around to provide flank for Sir Godfrey and lays a solid smack of his own.
+1 Keen Yellowwood Terbutje: 1d20 + 14 + 1 + 2 - 3 ⇒ (7) + 14 + 1 + 2 - 3 = 211d8 + 8 + 6 ⇒ (6) + 8 + 6 = 20
Alvin~ |
With the battle seemingly in hand, and little that Alvin can do about it, both he and Riddywipple delay, still flying.
Delay
GM RePete |
Entire Party
Message
Bless
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Haste
Alvin
Overland Flight
Mage Armor
Haste (9rnds)
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Haste
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Haste
Fredreka
Longstrider
Deathwatch
Polanco
Longstrider
Rushing around the beast, Polanco swings at it but the blow glances off the gears. His distraction however boosts Sir Godfrey's chances.
Hugsey rushes forward and bites at the beast. The metallic parts prove tough and hard to chew (DR) but it manages to chip away some of the foe's defenses. Just as it seems the opponent will be wrapped up, it manages to slip out of the grasp of the large creature.
Ragnar rains arrows down of the foe, while two fall short, two find their target with east. The shafts snapping on impact, a good portion of the blow finds it's way inside.
Unseen, Alonso works diligently on the doors locking mechanism. Just as he's about to succeed, he thinks, the tumbler slips and resets.
Sir Godfrey and Fredreka's minions unleash a barrage of death on the beast and it begins to dissolve into a pile of gears. At the last second though...*KaBOOM* rings out at the beast explodes in a hale of metal fragments!
Need DC 18 Reflex for Half of Exploded!: 12d6 ⇒ (3, 3, 1, 1, 1, 1, 2, 4, 6, 5, 5, 2) = 34 slashing damage - take full damage on a failure (Evasion does work against this)
34 is full - 17 is half
Alvin and Riddywipple hold back, releshing in the destruction of the foe.
Round 3:
Polanco (Ref DC 18)
Ragnar (--Hugsey-- Ref DC 18)
Alonso
Godfrey (Ref DC 18)
Round 4:
Fredreka (Ref DC 18)
Alvin
You have 1 round to handle things before the next fight. Staying in initiative
Alonso Gallonica |
This damn thing is tricksy, I might have something that helps
Alonso casts Heroism on himself.
GM RePete |
New Creature Init: 1d20 + 1 ⇒ (7) + 1 = 8
Due to the timed nature of this event - going ahead and starting next combat. Don't forget to do the reflex save for those that need it and you each get a single round with of actions between
Entire Party
Message
Bless
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Haste
Alvin
Overland Flight
Mage Armor
Haste (9rnds)
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Haste
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Haste
Fredreka
Longstrider
Deathwatch
Polanco
Longstrider
Suddenly, the mechanical whirring resounds from the door again as another large clockwork slides out. Identical in appearance as it's predecessor, it marches right past the invisible wizard and makes its way into the room.
Alonso, you can keep trying to use Disable Device to gain a second success - only limit is can only succeed once per combat encounter
Round 4:
Polanco
Ragnar
Alonso
Clockwork
Godfrey
Round 5:
Fredreka
Alvin
Alvin/Fredreka/Polanco/Ragnar Alonso have their action for the round between combats
Polanco/Ragnar/Alonso Also have their first round action of this combat
Alonso Gallonica |
Alonso redoubles his attempts to solve the door.
Disable, heroism: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Wish I had picked up the vest of escape
Ragnar "Handy" Sorvino |
Hugsy reflex save including Haste: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 Hugsy evades the blast.
Not liking being near something grabby Ragnar steps back and focuses completely on defense while sending Hugsy to distract the thing.
The only way I can see for Hugsy to get at it is to climb to a spot above it in the hallway. So that is what she will do. Double move provoking an aoo.
Polanco Goldhammer |
Polanco runs forward and slams the creature.
+1 keen Yelllwheartwood Terbutje: 1d20 + 14 + 1 - 3 ⇒ (15) + 14 + 1 - 3 = 271d8 + 8 + 6 ⇒ (4) + 8 + 6 = 18
Fredreka |
reflex: 1d20 + 7 ⇒ (6) + 7 = 13
Fredreka's in between action is to cast Shield of Faith on herself for +3 deflection bonus.
Alvin~ |
No inbetween prep
GM Redelia |
A dozen more forms fly off the clockwork portal, but it is too much for the now perforated door. With a crash, it falls off its hinges, and the remaining constructs fall limp on the floor. "Alright, comrades!" shouts Kreighton Shaine. "Quickly bind your wounds and follow me up this stairwell. We have more demons to slay!"
GMs, please allow your players a few rounds to heal before moving on.
After a few minutes, Kreighton Shane indicates that the Pathfinder teams should climb the long spiral staircase. The seemingly interminable staircase finally exits into a immense hall that rises in massive tiers like the side of a step pyramid. Intricately crafted geometric designs cover the walls, but they are marred by blood spatters dripping down the stony surfaces. A legion of grinning demons and mechanical monstrosities crowds the steps and stares down like a crowd of spectators preparing to watch an unfair fight. At the top of the steps sits a massive throne occupied by a powerfully built demon wearing a strange metallic trophy around its neck. The creature leans forward, shouts a sharp command, and sends the horde surging forward.
GMs, you may now begin encounter G.
Fredreka |
Gather for channel, if you require it.
channel: 5d6 ⇒ (1, 4, 3, 1, 6) = 15
GM RePete |
Thought GM Ladille said she was back, but since she hasn't posted, I'll get you started.
Entire Party
Message
Bless
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Alvin
Overland Flight
Mage Armor
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Fredreka
Longstrider
Deathwatch
Shield of Faith (+3 AC)
Polanco
Longstrider
Init Ragnar: 1d20 + 9 ⇒ (7) + 9 = 16 before terrain bonus
Init Sir Godfrey: 1d20 + 2 ⇒ (8) + 2 = 10
Init Fredreka: 1d20 + 3 ⇒ (7) + 3 = 10
Init Alonso: 1d20 + 8 ⇒ (11) + 8 = 19
Init Alvin: 1d20 + 7 ⇒ (4) + 7 = 11
Init Polanco: 1d20 + 6 ⇒ (14) + 6 = 20
======================
Clockworks: 1d20 + 9 ⇒ (8) + 9 = 17
Demon: 1d20 + 4 ⇒ (10) + 4 = 14
Delaying Clockworks to go with Demon
Grouping together, Fredreka calls upon the divine grace she's been granted to heal your wounds before continuing onward. As you approach the tiered room, clockworks and demons flood the stairs and engage the valiant pathfinders! Before you stand a large scaly and moist fiend. It's large toothy mouth gapes below a pair of hungry, reptilian eyes. Flanked on either side of it stand metallic, clockwork creatures holding glowing staffs.
They are Clockwork Mages
Medium Construct with Construct Traits
Every added 5 you beat the DC ask a question
It's a Hezrou Demon
Large Outsider (aquatic, chaotic, demon, evil, extraplanar)
DR 10/good
Round 1:
Polanco
Alonso
Ragnar
Clockworks
Demon
Alvin
Fredreka
Sir Godfrey
Haste would have expired between, but shield of faith should still be active
Polanco/Alonso/Ragnar Up
If you get within 30ft of the demon, you need a Fort Save DC 24 vs sickened - 10 Rounds
GM Ladile |
Yeah, I meant to take this back over last night but the antibiotics that I'm finishing up kinda knocked me for a loop. That said, I've caught back up on the thread and I'll *actually* take over from here. Thanks again GM RePete and I apologize for the delay!
Alonso Gallonica |
Arcana: 1d20 + 24 ⇒ (14) + 24 = 38
Planes: 1d20 + 24 ⇒ (12) + 24 = 36
DR, special attacks, saves, special defences
Alonso Gallonica |
Alonso floats forward, hovering above Sir Godfrey and Hugsy. Come with me he mutters as he warps space around the three of them, teleporting them across the room.
Using 150' of dimensional steps to transport us into position. Alonso remains invisible. Enjoy the flank
Ragnar "Handy" Sorvino |
Haliban will have Hugsy attack the demon then will do the same.
bite including favored enemy evil outsider and flanking: 1d20 + 13 + 2 + 2 ⇒ (17) + 13 + 2 + 2 = 34
p/s/b/magic: 1d4 + 12 + 2 ⇒ (3) + 12 + 2 = 17
grab: 1d20 + 18 + 2 + 2 ⇒ (16) + 18 + 2 + 2 = 38
constrict blugoning: 1d4 + 10 + 2 ⇒ (1) + 10 + 2 = 13
manyshot including deadly aim, improved precise shot, favored enemy evil outsider: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20
piercing/magic/cold iron/holy: 2d8 + 18 + 4 ⇒ (5, 3) + 18 + 4 = 30
holy: 4d6 ⇒ (3, 5, 1, 4) = 13
shot #2 including deadly aim, improved precise shot, favored enemy evil outsider: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
piercing/magic/cold iron/holy: 1d8 + 9 + 2 ⇒ (8) + 9 + 2 = 19
holy: 2d6 ⇒ (2, 4) = 6
shot #3 including deadly aim, improved precise shot, favored enemy evil outsider: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
piercing/magic/cold iron/holy: 1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13
holy: 2d6 ⇒ (5, 5) = 10
Polanco Goldhammer |
Polanco moves to engage the outsider.
Aye Get out of 'ere!
+1 Keen Terbutje: 1d20 + 14 + 2 - 3 ⇒ (10) + 14 + 2 - 3 = 231d8 + 8 + 6 ⇒ (5) + 8 + 6 = 19
GM Ladile |
Map of Jormurdun | Current Location
Entire Party
Message
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Alvin
Overland Flight
Mage Armor
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Fredreka
Longstrider
Deathwatch
Shield of Faith (+3 AC)
Polanco
Longstrider
Alonso knows several things about both clockwork mages and hezrou demons. He knows that clockwork mages resist strikes from weapons made of anything but adamantine and that each one possess a wand crystal, allowing them to make use of certain spells depending on the arcane school used in its construction. They have no special defenses but do possess rather quick reflexes; their willpower and general fortitude both leave something to be desired though.
DR 5/adamantine, Wand Magic, good Reflex, so-so Will, poor Fort.
A clockwork mage’s wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage’s spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
Regarding hezrou demons, aside from their resistance to all but good-aligned weapons Alonso knows that the noxious vapors and fluids that leak from their bodies are particularly hazardous to creatures that find themselves grappled by one. Otherwise, they possess no special defenses of note but they are demons of great physical fortitude and moderate willpower. They don't maneuver quite so well, though.
DR 10/good, Nausea, good Fort, so-so Will, poor Reflex.
The noxious vapors and foul fluids that constantly weep and seethe from a hezrou’s body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first. The save DC is Constitution-based.
Still, Alonso isn't all that worried as he obligingly moves Sir Godfrey, Hugsy, and himself forward and into flanking position around the hezrou demon. But man oh man, this demon sure does reek!
Alonso, Sir Godfrey, Hugsy please make a DC 24 Fort save or be sickened for 10 rounds.
Ragnar and Hugsy do what they do best, which is tag-team their foes - starting with the big ugly demon! Hugsy sinks his fangs into the demon's body and quickly winds around him, constricting tightly. Although the snake's fangs and tight coils do seem to do some damage to the demon, they're clearly not as effective as they usually are. Not to mention the demon leaves quite the terrible taste in Hugsy's mouth as the snake gets a snoot and mouth-full of noxious vapors and seeping fluids...
Hugsy, please make a DC 24 Fort or be nauseated.
Ragnar fires several arrows at the demon but even with Hugsy still wrapped around it two of the three fail to find their mark. However, the one arrow that does hit seems to be quite effective as the demon howls with pain!
Polanco also moves up to take a whack at the demon, encountering the same nose-hair-curling stench that his companions did...
Polanco, please make a DC 24 Fort save or be sickened for 10 rounds.
But never one to give up, he swings his mighty TAIR BOOT YAY...and misses, albeit not by very much.
Though pained by Ragnar's arrow, the hezrou demon can't resist the good fortune of having a foe that actually wants to wrestle with him and begins biting and clawing at Hugsy...
Bite vs. Hugsy (Grappled): 1d20 + 17 - 2 ⇒ (10) + 17 - 2 = 25
Damage: 4d4 + 8 ⇒ (3, 4, 3, 1) + 8 = 19
Claw vs. Hugsy (Grappled): 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31
Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Claw vs. Hugsy (Grappled): 1d20 + 17 - 2 ⇒ (11) + 17 - 2 = 26
Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Deciding to leave Hugsy and the rest to the demon for the moment, the two clockwork mages each take a step to the side with perfect synchronization and point at the rest of the group still crowded together at the bottom of the steps. A large ball of fire erupts from the crystal set into each clockwork's chest and both explode right in the center of the group!
Fireball #1: 9d6 ⇒ (6, 6, 5, 4, 1, 3, 3, 5, 4) = 37
Fireball #2: 9d6 ⇒ (4, 5, 4, 6, 1, 5, 2, 3, 5) = 35
Alvin + Riddywhipple, Fredreka, Ragnar, and the Shadow - please make two DC 14 Reflex saves to take half damage. And of course Evasion and Improved Evasion apply here as well.
______________
Round 1/Round 2
Polanco (Pending Fort save)
Alonso (Pending Fort save)
Ragnar Pending Reflex saves + Hugsy (-48; Pending Fort save)
==============
Clockworks
Hezrou Demon (-35; Grappled)
==============
Alvin Pending Reflex saves + Riddywhipple Pending Reflex saves
Fredreka Pending Reflex saves
Sir Godfrey + Shadow Pending Reflex saves
Active Conditions: None
Everyone is UP!
Alonso Gallonica |
Fortitude, heroism, poison: 1d20 + 9 + 2 + 2 ⇒ (13) + 9 + 2 + 2 = 26
Phew, what a reek
Floating away from the large smelly demon Alonso turns to regard one of the clockworks. You can stop with that he mutters, casting a spell and creating a pale green ray of light which flashes across the room at the clockwork thing.
Casting disintegrate from invisibility, targeting flat footed touch AC.
Ray, heroism, invisibile: 1d20 + 7 + 2 + 2 ⇒ (18) + 7 + 2 + 2 = 29
SR if relevant: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 22d6 ⇒ (3, 6, 2, 4, 2, 1, 2, 2, 5, 1, 2, 3, 4, 4, 4, 1, 3, 2, 4, 1, 1, 2) = 59
GM Ladile |
Map of Jormurdun | Current Location
Entire Party
Message
Alonso
Mage Armor
Overland Flight
Invisibility (as much as possible)
Heightened Continual Flame Item (SL 5, CL 10)
Alvin
Overland Flight
Mage Armor
Riddywhipple
False Life (+15 temp HP)
Heightened Continual Flame Item (SL 4, CL 7)
Mage Armor
Hugsy
Greater Magic Fang
Longstrider
Mage Armor
Fredreka
Longstrider
Deathwatch
Shield of Faith (+3 AC)
Polanco
Longstrider
As Alonso shrugs off the demon's stink, he turns to contemplate the two clockwork mages and their fireball shenanigans. Deciding that he can't allow such to continue, he fires a disintegrating ray at Purple...which easily strikes the clockwork and deals some damage but fails to destroy it...
You beat the SR; humor me and list the save DC even though I suspect it's probably too high to matter in this case :)
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Round 1/Round 2
Polanco (Pending Fort save)
Alonso
Ragnar (Pending Reflex saves) + Hugsy (-48; Pending Fort save)
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Clockwork Blue
Clockwork Purple (-59 *or* -30)
Hezrou Demon (-35; Grappled)
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Alvin (Pending Reflex saves) + Riddywhipple (Pending Reflex saves)
Fredreka Pending Reflex saves
Sir Godfrey (Pending Fort save) + Shadow (Pending Reflex saves)
Active Conditions: None
Alvin + Riddywhipple, Fredreka, Sir Godfrey + Shadow, Ragnar + Hugsy and Polanco are UP!
Alonso Gallonica |
Oops, sorry, missed that amongst the other rolls. DC24
If it saves it only takes 5d6 ⇒ (6, 1, 1, 5, 3) = 16 damage
Polanco Goldhammer |
Fort Save: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Polanco has been in smellier gymnasiums than this!
When Polanco hears the Hezrou is only really susceptible to good aligned damage, he produces a beer called Bless Weapon Milk Stout and poured it all over his Tair Boot Yay.
GM Ladile |
Map of Jormurdun | Current Location
Clockwork Purple Reflex (DC 24): 1d20 + 5 ⇒ (2) + 5 = 7
Turns out that disintegration rays work pretty darn well against clockwork mages, even if it won't destroy them outright! Meanwhile, Polanco is like any proper dwarf and has just the right beverage for the occasion. Ignoring the demon's stank, he pulls out frosty bottle of Bless Weapon Milk Stout and applies it to his trusty TAIR BOOT YAY!
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Round 1/Round 2
Polanco (Oil of Bless Weapon)
Alonso
Ragnar (Pending Reflex saves) + Hugsy (-48; Pending Fort save)
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Clockwork Blue
Clockwork Purple (-59)
Hezrou Demon (-35; Grappled)
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Alvin (Pending Reflex saves) + Riddywhipple (Pending Reflex saves)
Fredreka Pending Reflex saves
Sir Godfrey (Pending Fort save) + Shadow (Pending Reflex saves)
Active Conditions: None
Alvin + Riddywhipple, Fredreka, Sir Godfrey + Shadow and Ragnar + Hugsy are UP!
Alonso Gallonica |
If its grappled I dont think it can take AOO's
Ragnar "Handy" Sorvino |
Hugsy fort save vs sickened: 1d20 + 8 ⇒ (18) + 8 = 26
Hugsy fort save vs nausea: 1d20 + 8 ⇒ (15) + 8 = 23
Hugsy's bite is followed up by getting snake vomit on the demon.
Ragnar's reflex save vs fireball #1: 1d20 + 17 ⇒ (5) + 17 = 22
Ragnar's reflex save vs fireball #2: 1d20 + 17 ⇒ (2) + 17 = 19
Ragnar easily evades the Fireballs.
As Hugsy let's the demon go to focus on being sick Ragnar has her stay where she is. He moves a bit closer and after activating his boots of speed he fires a few arrows in the demon to get it's attention.
manyshot vs demon including improved precise shot, favored enemy, haste, point blank: 1d20 + 15 + 1 + 1 ⇒ (15) + 15 + 1 + 1 = 32
cold iron/magic/piercing/holy: 2d8 + 18 + 4 + 2 ⇒ (2, 6) + 18 + 4 + 2 = 32
holy dmg: 4d6 ⇒ (2, 6, 3, 6) = 17
haste shot vs demon including improved precise shot, favored enemy, haste, point blank: 1d20 + 15 + 1 + 1 ⇒ (3) + 15 + 1 + 1 = 20
cold iron/magic/piercing/holy: 1d8 + 9 + 2 + 1 ⇒ (6) + 9 + 2 + 1 = 18
holy dmg: 2d6 ⇒ (1, 5) = 6
shot #2 vs demon including improved precise shot, favored enemy, haste, point blank: 1d20 + 15 + 1 + 1 ⇒ (1) + 15 + 1 + 1 = 18
cold iron/magic/piercing/holy: 1d8 + 9 + 2 + 1 ⇒ (7) + 9 + 2 + 1 = 19
holy dmg: 2d6 ⇒ (1, 1) = 2
shot #3 vs demon including improved precise shot, favored enemy, haste, point blank: 1d20 + 10 + 1 + 1 ⇒ (9) + 10 + 1 + 1 = 21
cold iron/magic/piercing/holy: 1d8 + 9 + 2 + 1 ⇒ (4) + 9 + 2 + 1 = 16
holy dmg: 2d6 ⇒ (2, 2) = 4
Sir Godfrey |
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Fort Save: 1d20 + 14 ⇒ (8) + 14 = 22
Concentration Check: 1d20 + 8 ⇒ (18) + 8 = 26
Sir Godfrey turns slightly green around the gills, but powers on bravely. He continues to stand tall, even as he gets the faint taste of his breakfast in the back of his throat. He holds his mighty weapon on high with both hands, shouting. "By the power of Sarenrae I shall strike you down, fiend! Preferably before I lose my magnificent breakfast!" The blade flashes with a blessed light and he prepares to attack.
I believe by order of operations Hugsy would have nauseated before Godfrey goes, meaning I think the grapple ends? But there's a Concentration check to cast defensively anyways.
Standard Action to defensively cast Bless weapon, and that's my turn!
Shadow of Sarenrae |
Reflex Save: 1d20 + 6 ⇒ (4) + 6 = 10
Reflex Save: 1d20 + 6 ⇒ (17) + 6 = 23
Total of 26 damage to the Shadow off the fireballs after ghostly reductions!
The shadow weathers the blasts of fire and glides it way through smoke and ash to reach out and touch the demon in the middle of the melee.
Creepy Shadow Touch: 1d20 + 11 ⇒ (18) + 11 = 29
Strength Damage: 1d6 ⇒ 2
GM Ladile |
Map of Jormurdun | Current Location
Although Hugsy sadly falls prey to the hezrou demon's horrible taste he at least manages to resist the effects of its' stank aura; she releases her grip on the demon as Ragnar, having easily avoided the twin fireballs, adds a little extra oomph to his next volley of arrows! While most of them fall short of the mark, one of them does sink deeply into the demon's thigh and elicits another pained howl of agony.
While Sir Godfrey finds that he can't quite ignore the demon's stench, he still powers on and adopts a defensive position as he bolsters his weapon with divine power!
Yes, the grapple would end before Sir Godfrey's turn so casting defensively makes sense :)
Meanwhile, the Shadow weathers the twin fireballs reasonably well and flits forward towards the demon. The demon attempts to swipe at the shadowy form as it approaches but to no avail, suffering a draining sensation as the Shadow reaches out and touches it!
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Round 1/Round 2
Polanco (Bless Weapon)
Alonso
Ragnar + Hugsy (-48; Nauseated)
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Clockwork Blue
Clockwork Purple (-59)
Hezrou Demon (-84; 2 Str Damage)
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Alvin (Pending Reflex saves) + Riddywhipple (Pending Reflex saves)
Fredreka Pending Reflex saves
Sir Godfrey (Sickened 10r; Bless Weapon) + Shadow (-26)
Active Conditions: None
Alvin + Riddywhipple and Fredreka are UP!
GM Ladile |
By the way guys, we've still got an Aid Token that hasn't been used yet. Pick a benefit and we'll put it into action!
Fredreka |
Reflex Save 1: 1d20 + 7 ⇒ (9) + 7 = 16
Reflex Save 2: 1d20 + 7 ⇒ (1) + 7 = 8
Currently at 59 hp.
Bekah moves to the center of the mess and unleashes a Channel. Exclude the enemies, if it's even necessary for the clockwork.
Channel: 5d6 ⇒ (6, 4, 2, 2, 6) = 20
Currently at 79 hp.
Alvin~ |
Reflex Save: 1d20 + 7 ⇒ (4) + 7 = 11
Reflex Save: 1d20 + 7 ⇒ (15) + 7 = 22
(54 dmg total)
(Then 20 healing from Fredreka)
Swift Action
Alvin goes Invisibile using his Invisibility Field, not liking the fiery pain. (Acts as Greater Invisibility)
Move Action
Alvin flies southward, trying to line up a shot...
Standard Action
He casts Lightning Bolt on the two clockwork mages, threading the needle inbetween the party.
Lightning Bolt: 10d6 ⇒ (6, 5, 3, 2, 5, 6, 3, 4, 5, 4) = 43 - Reflex DC 21 for half
SR 1: 1d20 + 15 ⇒ (13) + 15 = 28
SR 2: 1d20 + 15 ⇒ (6) + 15 = 21
Riddywipple |
Reflex Save: 1d20 + 9 ⇒ (6) + 9 = 15
Reflex Save: 1d20 + 9 ⇒ (10) + 9 = 19
Riddywipple nimbly evades all fireballs.
"This is getting a little serious!"
Move Action
Riddywipple stays where he is and pulls out his Wand of Enervation from his haversack.
Standard Action
He casts Greater Invisibility on himself.
GM Ladile |
Map of Jormurdun | Current Location
While both Fredreka and Alvin each suffer some burns from the twin fireballs, the little cleric's healing power immediately washes over both herself and most of her companions, mending much of the damage. Not a fan of the pain, Alvin quickly shrouds himself in an invisible aura. For a moment, nothing seems to happen...and then, a bolt of lightning explodes out of nowhere from somewhere to the south and crackles across both of the clockwork creatures!
Clockwork Blue (DC 21): 1d20 + 12 ⇒ (6) + 12 = 18
Clockwork Purple (DC 21): 1d20 + 12 ⇒ (8) + 12 = 20
Neither clockwork is able to avoid the blast and as the electricity arcs across their forms, gears melt under the heat and wires snap, sending up showers of sparks! Purple, already damaged, collapses to the ground in a smoking heap and Blue is left looking significantly worse for the wear. Meanwhile, having easily avoided both of the fireballs, Riddywhipple quickly draws out a wand and then shrouds himself with an aura of invisibility as well.
As the battle rages on, you see that slowly but surely, you and your fellow Pathfinders seem to be gaining the upper hand against the demon hordes. Though they still fight on, they begin to look just a little bit...shaken...by this development. Caught between a rock and a hard place, the hezrou demon suddenly adopts a defensive posture and begins casting a spell...
Oh hey, it's Unholy Blight.
Cast Defensively (DC 23): 1d20 + 15 ⇒ (6) + 15 = 21
...but flubs it! Clockwork Blue, still with a target-rich environment, fires up its' crystal...
It's a Scorching Ray.
1d4 ⇒ 1
...and fires two rays of fire at Ragnar!
Ray #1 (Ranged Touch): 1d20 + 15 + 5 ⇒ (5) + 15 + 5 = 25
Damage (Fire): 4d6 ⇒ (3, 6, 2, 5) = 16
Ray #2 (Ranged Touch): 1d20 + 15 + 5 ⇒ (10) + 15 + 5 = 30
Damage (Fire): 4d6 ⇒ (3, 1, 6, 5) = 15
And while all this is happening, poor Hugsy is still struggling with the nasty taste of hezrou demon...
Hugsy, please make another DC 24 Fort save to see if you can shake off the nausea~
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Round 2/Round 3
Polanco (Bless Weapon)
Alonso
Ragnar (-31) + Hugsy (-28; Nauseated, Pending Fort save)
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Clockwork Blue (-65)
Hezrou Demon (-84; 2 Str Damage, Shaken)
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Alvin (-34; G. Invisibility) + Riddywhipple (G. Invisibility)
Fredreka (-15)
Sir Godfrey (Sickened 10r; Bless Weapon) + Shadow (-26)
Active Conditions: None
Everyone is UP!
GM Redelia |
The strange device around the demon overlord’s neck pulses with angry green light, its vein-like circuitry illuminating the entire chamber. With a thunderous crack and a blinding flash, a wave of crackling energy bursts from the relic, freezing anything it touches in mid-stride. In the span of several heartbeats, the entire room is locked in stasis. As the combatants stand helpless, the room’s features slowly rebuild themselves as though decaying in reverse. Ghostly figures— dwarves, demons, duergar, and more—flit about the room at incredible speeds, sometimes slowing to speak to one another as if playing out brief scenes from an eclectic play. All the while, frozen Pathfinders and demons who were fighting only moments ago begin to wink out of existence. As the chamber reaches its pristine state, duergar apparitions appear fighting dwarven images, and a slain king rises from death to stand before a stone throne. The room brightens as illuminated torches fill once empty sconces, and the immobile Pathfinders begin to move once more.
The king glowers and shouts from his throne as his honor guard level halberds toward you. ”What is this? What devilish trick sullies the throne room of King Gutheran of Jormurdun? Where are the rest of my soldiers? Where are the duergar who invade my citadel?”
Briefly taken aback, Master of Scrolls Kreighton Shaine quickly recovers and asks, ”You are Gutheran the Bold?” The dwarf receives the question and sputters at the elf’s audaciousness. Shaine quickly bows and continues. “Your majesty, forgive our intrusion. Some sorcery has transposed our forms into an alternate configuration in temporal space, which is to say we are seeing your time, or you are seeing ours. I am Kreighton Shaine of the Pathfin—”
Angrily perplexed, the dwarven monarch cuts off the Master of Scrolls’s explanation. ”Speak sense, elf! By Torag’s knucklebones, can no one here tell me what in the seventh hell has happened?”
GMs, please move immediately on to Act 5. You do not need to wait for overseer announcements to move between parts of Act 5.