Voice of Awesomeness |
Delve Team
The excavator, badly beaten down and nearing total destruction, unleashes another series of attacks, this time at Koro.
1d20 + 22 ⇒ (6) + 22 = 28 Slam 1, miss.
1d20 + 22 ⇒ (1) + 22 = 23, Slam 2, miss.
1d20 + 22 ⇒ (10) + 22 = 32, Drill 1, miss.
1d20 + 22 ⇒ (7) + 22 = 29, Drill 2, miss.
However, due to the damage it's sustained, it's unable to land a single blow. Talk about crappy rolls :(
Lehkazeran |
Lehkazeran dives down, landing opposite of Nephre and next to Koro.
Channeling his anger, he launches in to a series of overhanded hammer blows. Well of Sin, Greed to count as adamantine.
Flurry1: 1d20 + 21 + 1 ⇒ (1) + 21 + 1 = 23
Flurry2: 1d20 + 21 + 1 ⇒ (2) + 21 + 1 = 24
Flurry3: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
Flurry1 dmg: 2d6 + 15 ⇒ (5, 2) + 15 = 22
Flurry2 dmg: 2d6 + 12 ⇒ (3, 3) + 12 = 18
Flurry3 dmg: 2d6 + 12 ⇒ (5, 5) + 12 = 22
+2 to attacks if the thing is big enough that Koro and I can both be flanking w/ Nephre
Haste Atk: 1d20 + 21 + 1 ⇒ (9) + 21 + 1 = 31
Haste Atk Dmg: 2d6 + 12 ⇒ (4, 1) + 12 = 17
Ozzie Eighteen |
Missed crit confirmation:: 1d20 + 17 ⇒ (10) + 17 = 27
Bonus Crit Damage: 5d4 + 11 ⇒ (1, 4, 4, 2, 1) + 11 = 23
Thirteen/Dymer |
Piercing Immolation damage 3/5: 1d6 + 10 ⇒ (6) + 10 = 16
Piercing Immolation splash damage to all adjacent creatures: 1 + 10 = 11
Piercing Immolation damage 2/5: 1d6 + 10 ⇒ (5) + 10 = 15
Piercing Immolation splash damage to all adjacent creatures: 1 + 10 = 11
"My immolation bombs should do some decent damage to the thing, and it moves slow as hell anyway. Someone come with me to the tomb entrance and see if we can't find a way in. We've got a job to do instead of just playing with the toys."
Dymer decides that two immolation bombs going on should be enough to help his crew finish off the excavator - and tells the team such - so he makes a mad sprint for the tomb, basically crossing his fingers that there are no traps between the group and the tomb. With his Haste-enhanced speed, he makes it to the tomb in what might as well be the blink of an eye.
Base speed = 30ft, Inquisitor Domain = 10ft, Expeditious Retreat = 30ft. Total move speed = 70ft.
Move action: Run, distance 280ft
As he reaches the tomb door (assuming nothing stops his movement), Dymer stops to catch his breath and examines the door for anything that might stand out as a means to open it.
Perception: 1d20 + 19 ⇒ (1) + 19 = 20
Ozzie Eighteen |
Seeing the other goblin take off, Ozzie immediately did the same. Dymer's instincts were always on point.
He winced as he took a quick inventory. That walking chunk of metal was sturdier than he expected, and he was left with less than half of his bombs. He'd have to ration them.
Ozzie approached, looking for cover, while scanning for the other team.
Moving 210' towards edge of the entrance. Skimming over the dunes using fly speed.
Stealth: 1d20 + 28 - 5 ⇒ (6) + 28 - 5 = 29
Perception: 1d20 + 14 ⇒ (16) + 14 = 30
Koro Jigen, the Page Blade |
"As much as I'd like to stay here and deal with our pursuers, but we have a job to complete, and time is of the essence. We can deal with these guys later."
With the Excavator dealt with, Koro will Ghost Step over to the entrance of the tomb and attempt to gain entry and provide safe passage to the team. He will, of course, check for traps.
Perception: 1d20 + 30 ⇒ (6) + 30 = 36
Disable Device: 1d20 + 20 ⇒ (14) + 20 = 34
Thanks to the "Gloves of the Master Thief" veil, Koro can disable both magical and mundane traps. Let me know if there are any other checks you want me to make.
Voice of Awesomeness |
Ozzie and Koro both easily spot the cunningly contrived poison needle trap before anybody accidentally sets it off. Thankfully, the old man is able to disable the needle safely. That check is high enough to completely bypass the trap. You can choose to either fully disable it, or allow the group to pass through and then reset the trap.
However, there's still the lock to deal with: This intricately crafted clockwork lock consists of three interconnected locking mechanisms: an inner lock nested within a central lock, which is in turn embedded
within an exterior lock. These nested locks must be opened in order; the
central lock is inaccessible until the exterior lock is opened, and the inner lock can’t be reached until the central lock is unlocked.
Koro, it will take three separate disable device checks to gain access to the tomb.
Koro Jigen, the Page Blade |
I will make the trap safe for me, my team, and the diplomacy team should they arrive. People not in our group though are on their own.
Koro will attempt to pick the lock and open the tomb.
Disable Device: 1d20 + 20 ⇒ (11) + 20 = 31
Disable Device: 1d20 + 20 ⇒ (19) + 20 = 39
Disable Device: 1d20 + 20 ⇒ (5) + 20 = 25
Others can feel free to aid if need be, or roll if they think they have a better check. Also, let me know how long these checks take.
Nephre, Sekhmet's Wrath |
"Leaving it to me? Fine, then," Nephre cackles, as she continues beating the excavator.
Attack: 1d20 + 20 + 3 + 2 + 2 ⇒ (1) + 20 + 3 + 2 + 2 = 28
Damage: 1d8 + 9 + 3 + 2 + 5d6 ⇒ (1) + 9 + 3 + 2 + (5, 6, 5, 2, 3) = 36
Attack: 1d20 + 15 + 3 + 2 + 2 ⇒ (18) + 15 + 3 + 2 + 2 = 40
Damage: 1d8 + 9 + 3 + 2 + 5d6 ⇒ (4) + 9 + 3 + 2 + (5, 4, 2, 5, 1) = 35
I still have one person to flank with, right?
Koro Jigen, the Page Blade |
Retroactive Full Round Attacks
Attack 1: 1d20 + 31 ⇒ (19) + 31 = 50Crit Threat
Damage 1: 3d6 + 16 ⇒ (6, 3, 2) + 16 = 27
LS Damage 1: 2d6 + 2 ⇒ (2, 3) + 2 = 7
Critical Confirmation: 1d20 + 31 ⇒ (6) + 31 = 37
Extra Crit Damage: 3d6 + 16 ⇒ (6, 5, 2) + 16 = 29
Attack 2: 1d20 + 26 ⇒ (1) + 26 = 27
Damage 2: 3d6 + 16 ⇒ (2, 3, 2) + 16 = 23
LS Damage 2: 2d6 + 2 ⇒ (3, 1) + 2 = 6
Attack 3: 1d20 + 31 ⇒ (7) + 31 = 38
Damage 3: 3d6 + 16 ⇒ (1, 3, 2) + 16 = 22
LS Damage 3: 2d6 + 2 ⇒ (5, 2) + 2 = 9
I added in the damage bonus for Defender's Oath this time. I tried to edit in the crit threat confirmation, but it seemed to just use the next roll down, lol. As always, attacks are at +4.
"Stay down." Koro says, as he turns his back to the creature, before teleporting to the tomb entrance.
Voice of Awesomeness |
Delve Team
Koro's devastating attacks finally destroy the excavator, and thankfully there's no explosion this time.
Combat is over, but I'll still be tracking rounds before the reinforcements arrive. Right now, you have 9 rounds left. You're also out of initiative count.
Nephre, Sekhmet's Wrath |
Nephre snorts. "Boring," she comments, before turning and walking towards the door.
Bash!! |
Bash is assumed to have power attack and combat expertise active constantly. His stats are calculated accordingly.
Where Dr. Craven once stood is now a roiling mass of muscle with a humanoid shape. This huge creature bellows in anger and joy. He looks to the monk with an enthusiastic dedication and charges with glee.
Claw: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 38
dmg: 2d8 + 22 ⇒ (7, 2) + 22 = 31
Grab: 1d20 + 26 + 2 ⇒ (11) + 26 + 2 = 39
Claw: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25
dmg: 2d8 + 22 ⇒ (3, 5) + 22 = 30
Grab: 1d20 + 26 + 2 ⇒ (8) + 26 + 2 = 36
-2 AC
Koro Jigen, the Page Blade |
Rerolling skills
Detecting the Trap
Perception: 1d20 + 30 ⇒ (14) + 30 = 44
Disabling the Trap (for allies only, if possible)
Disable Device: 1d20 + 20 ⇒ (6) + 20 = 26
Opening the Door
Disable Device: 1d20 + 20 ⇒ (19) + 20 = 39
Disable Device: 1d20 + 20 ⇒ (20) + 20 = 40
Disable Device: 1d20 + 20 ⇒ (11) + 20 = 31
Bash!! |
Will save vs buffs: 1d20 + 13 ⇒ (1) + 13 = 14
Guess I'm buffed. So..
1st Claw is a 47 to hit
dmg is dmg: 31 + 4 + 1d6 ⇒ 31 + 4 + (2) = 37
Grab is a 48
2nd Claw is a 34 to hit
dmg is dmg: 30 + 4 + 1d6 ⇒ 30 + 4 + (3) = 37
Grab is a 45
Bash then gives Iko a angry look. (A look that says you may be next)
Voice of Awesomeness |
Delve Team, 8 rounds left
Koro successfully detects and bypasses the poison needle trap. However, due to the complexity of the nested locks, it's going to take him some time to unlock them.
Koro, it takes you 1 turn to get past each lock. There are now 5 rounds left until reinforcements arrive.
As the old man busies himself with unlocking the tomb, the rest of the party can clearly hear the sounds of several huge, winged metallic creatures coming nearer and nearer. You're able to count five of them, and they are closing in fast.
Finally, Koro is able to pick the locks. Now, it's just a matter of opening the massive doors.
This is a DC 70 Str check, however, you can make it all together and I will add up all your totals. You can take 10, but not 20. Meaning if you do, you have at least a 50.
Thirteen/Dymer |
Dymer pats Koro on the back as the look of concentration on his face turns into satisfaction at the successful pick and then moves into place to help push the doors open before the (presumably) construct reinforcements arrive.
Strength check to assist with opening the doors: 1d20 + 1 ⇒ (12) + 1 = 13
Only one extract for a STR bonus and even that only would give me a +1, but it's not prepared, sooo...
"If we can't get this open, I can try to Ghost Step or Gaseous Form through. Would rather save the extracts though, if possible."
Koro Jigen, the Page Blade |
"Alright everybody. This door is pretty heavy so we're all going to need to push together!"
As the team gathers around him, Koro closes his eyes and exhales. As he does, he focuses his psionic powers into his physical body, forcibly increasing the strength of his muscles beyond their natural limits.
To the casual observer, the old man who had previously seemed fairly average in build, suddenly looked like an Olympic power-lifter as his muscles bulged and toned themselves.
"On my mark. 3. 2. 1. PUSH!" Koro yells, as he and the others give it all they've got.
Over the collective, Koro will mention that as soon as they get in, they have to close the door behind them, no matter what. With enemies quickly approaching and who knows what on the other side, it's better to keep their backs to a wall. Plus, it's not like he can maintain this level of strength for long.
Koro used Initiator Soul to reconfigure into the Brute Sphere, then used Augment Suit to grab Muscular Surge. By expending his martial focus, it gives him a buff on his STR checks equal to his BAB. This lasts for 3 (i.e. CON mod) rounds, after which he will be exhausted for 1d4 rounds.
STR check: 10 + 18 = 28
Voice of Awesomeness |
Diplomacy Team
Scrivener's shot misses it's mark as the cleric's defenses protect him from the sniper's attack.
However, the monk is not so lucky, as the raging howling Bash slams into him, tackling him to the ground.
Back to the top of the round, with Iko.
Nephre, Sekhmet's Wrath |
Some of Nephre's tattoos glow as she adds her strength to the team.
Strength: 1d20 + 8 ⇒ (3) + 8 = 11
Ozzie Eighteen |
Ozzie climbs towards the door and pulls and pushes with his tiny body.
Strength: 10 + 1 = 11
Voice of Awesomeness |
Delve Team
The group manages to get the door open just in time, as five massive clockwork dragons land about a hundred from their position. The door slams shut behind them, cutting them off from the outside.
Perception check
This room contains a low stone table bearing a delicate metal model of Mutalib’s vault. As Mutalib expected his own descendants to be exploring his tomb, he wanted to make sure to orient them appropriately without providing too many hints as to the wonders and dangers they would face.
You guys are in first rectangular room, which is area 2 and the room below is area 3. Above and to the left is area 4, and the circular room above that is area 5. These are all marked on the model
Thirteen/Dymer |
Perception: 1d20 + 19 ⇒ (15) + 19 = 34 +3 if in dim light or darkness
Nephre, Sekhmet's Wrath |
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Nephre cackles as the doors shut. "Looks like we'll have some real fun waiting for us when we're done in here!"
She looks the model over briefly, committing the general shape to memory before she quickly gets bored with it. "Now, what's in this next room here?" She looks down the hall to the south.
Ozzie Eighteen |
Ozzie whips out a pad of paper, and start taking notes about the shape of the room and building materials, looking for anything interesting, or out of place.
Looking, at Koro, he absently projected,
"Let me know if you see any vents or mechanisms. Demyr and I can get into some unusual places, if it calls for it."
Perception: 1d20 + 16 ⇒ (18) + 16 = 34
Prof, Cartographer: 10 + 12 = 22
Koro Jigen, the Page Blade |
Koro will take a moment to rest, and as he does so, he lets off a tremendous amount of steam, his body slowly deflating from it's previously muslebound state to his more normal unimposing musculature.
Rounds of Exhaustion: 1d4 ⇒ 2
Despite his heavy breathing, Koro will still take a gander around the area, making sure to look for any possible traps. He'll also stay on the defensive, recovering his martial focus at his earliest convenience.
Perception: 1d20 + 30 ⇒ (17) + 30 = 47
Voice of Awesomeness |
You are fairly certain this room, and the one next to it are safe enough to rest within in order to recover any spent resources.
You are fairly certain this room, and the one next to it are safe enough to rest within in order to recover any spent resources.
Your keen eyes spot a cleverly hidden secret compartment at the base of the table the model is built on.
You are fairly certain this room, and the one next to it are safe enough to rest within in order to recover any spent resources.
Your keen eyes spot a cleverly hidden secret compartment at the base of the table the model is built on. You're also able to spot the magic rune trap. A greater version of Explosive Runes.
All: You can easily hear the dragons roar in frustration at not being able to catch you, and then they fly off.
Koro Jigen, the Page Blade |
Koro will make a mental profile of the flying mechanical monstrosities that were chasing them in an attempt to figure out what those creatures were based off of the sounds the were making.
Knowledge(any): 1d20 + 30 ⇒ (20) + 30 = 50
He will also warn his party about the Explosive Runes trap and, when he's fully recovered from his exhaustion, will attempt to disable the trap.
Disable Device: 1d20 + 20 ⇒ (14) + 20 = 34
Thanks to the veil, Gloves of the Master Thief, Koro is able to disable magical traps.
Lehkazeran |
perception: 1d20 + 16 ⇒ (3) + 16 = 19
Lehkazeran looks around quickly, not particularly impressed with the tomb just yet, though he does perk up as Koro attempts to fiddle with the trap, keeping a healthy distance back, as Koro's trapsmithing is yet unproven.
<We're inside the tomb,> he thinks over the telepathic link to the other team.
Voice of Awesomeness |
Team Diplomacy
I'm going to drop the Sun Falcons down to 5 members, as I can't find a good 6th NPC stat block I like.
The warrior that rushed Nikolsi unleashes a flurry of strikes at his foe.
1d20 + 23 ⇒ (17) + 23 = 40 Atk 1, possible crit.
1d20 + 23 ⇒ (9) + 23 = 32 Crit confirmed for 2d6 + 20 ⇒ (3, 4) + 20 = 27
1d20 + 23 ⇒ (8) + 23 = 31 Haste attack for 1d6 + 10 ⇒ (3) + 10 = 13
1d20 + 18 ⇒ (14) + 18 = 32 Atk 2 for 1d6 + 10 ⇒ (2) + 10 = 12
1d20 + 13 ⇒ (20) + 13 = 33 Atk 3 for 1d6 + 10 ⇒ (1) + 10 = 11
1d20 + 22 ⇒ (15) + 22 = 37 Atk 1, off hand for 1d6 + 6 + 1d1d10 + 6 ⇒ (2) + 6 + (3) + 6 = 17 two weapon rend.
1d20 + 17 ⇒ (15) + 17 = 32 Atk 2, off hand for 1d6 + 6 ⇒ (3) + 6 = 9
Total damage to Nilolsi: 89. Unsure what extra defenses you might have, so let me know if any of these are misses due to something I'm not accounting for.
Nephre, Sekhmet's Wrath |
Nephre paces impatiently as the others rest and look around. "Anything in here you don't care if I punch?" she asks after... about fifteen seconds.
Thirteen/Dymer |
Dymer catches his breath as he takes in the first chamber of the vault. First things first, "Does anybody need healing, or rest? It didn't look like anybody was severely wounded by the constructs outside, but I'd like to make sure."
If not, Dymer will take a look around rooms 2 and 3 and see if there is anything of value aside from the model itself.
Perception: 1d20 + 22 ⇒ (15) + 22 = 37
Nikolsi |
Pretty sure Nikolsi is not quite as damaged as the previous post makes it seem, so he'll use his 5' step to get all the enemies in range and then use his standard action to cast Greater Serendipity: 30' radius of +1 luck to attacks, saves, skill checks and ability checks for allies and -1 penalty to attacks, saves, skill checks and ability checks to enemies. Spell resistance does apply, if applicable.
Penetrating spell resistance: 1d20 + 10 ⇒ (13) + 10 = 23
Ozzie Eighteen |
"Dymer, I could use a patch up since we're in a rush, but nothing worth anything. Koro, why don't you take lead. Your eyes are amazingly sharp. Nephre, if you see a perfectly empty room, have at it."
"Should we split up?"
Voice of Awesomeness |
Delve Team
Koro successfully disables the explosive trap, revealing a trio small injector guns.. Each gun has small dial in the middle of a half red, half blue circle. These function as special wands, with 3d20 + 10 ⇒ (19, 6, 5) + 10 = 40 charges each. If the dial is turned to the blue, they function as Cure Critical Wounds healing 4d8(+20). If turned to the red, they function as Inflict Critical Wounds dealing 4d8+20.
In the lower room, Dymer finds two bookcases flanking this room on the east and west. Each is tightly packed with books that have tantalizing titles such as Secrets of the Clockworker’s Trade, Lost Lore of Alkenstar, and Ninety-Nine Critical Schematics.
Thirteen/Dymer |
Dymer uses his innate abilities to cast Cure Light Wounds on Ozzie until Ozzie indicates that he's back to full strength before moving into the next room. When he walks in, Dymer's eyes light up at the potential trove of knowledge. He takes a quick survey of the books whose titles he can read, moves to the bookcase he deems most valuable, does a quick search for traps, and then (if no traps are found) starts shoveling books off of the bookcase into his Bag of Holding, to be sorted at a later date.
Appraise: 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 22 ⇒ (19) + 22 = 41
Focused on books regarding engineering/clockworks (they're in an engineer's vault), alchemy, and planar/religious lore
Bag of Holding II starting weight: 16.25/700lbs
Voice of Awesomeness |
Team Diplomacy
The mage casts a spell to protect himself from the attack of the sniper. Spellcraft DC 29.
The priest meanwhile casts a spell, growing to immense proportions, his muscles rippling as he his bulk expands to a truly 30massive size. Spellcraft DC 30. He then strides towards Nikolsi, brandishing his awesome sword before him.
All NPCs have gone. Iko is up.
Nephre, Sekhmet's Wrath |
"We were looking for blueprints, right? Don't see any here. Let's keep moving," Nephre says.
Scrivener |
i didnt attack the mage, i attacked the cleric-y one, unless you are also calling that one a mage.
spellcraft: 1d20 + 23 ⇒ (19) + 23 = 42
also this is a siege weapon, if that matters, so most spells that deflect or specifically affect bullets and arrows won't work. was just reminded of that when looking for my spellcraft score.
Voice of Awesomeness |
Didn't you attack the mage first? Which is why the priest had to cast heal on him?
You'll need two spellcraft checks, unless you are only identifying the spell the mage cast
This is a greater form of mythic Bullet Ward my own creation
Scrivener |
yes i attacked the mage, healer healed the mage, then i attacked the healer. i assume the healer didnt die, so i kept attacking him (or planned to, if we are still on the second round after however many weeks it has been). in any event, i assume the mythic version either increases the AC more or applies to more than just firearms because again this is a siege weapon. this is a railgun like on a US Navy destroyer we are talking about. do i need more spellcraft or is he the only spell casting?
Nikolsi |
Nikolsi takes a fast step to get behind one of the Sun Falcons, and then starts swinging his quarterstaff around like the expert he thinks he is.
Attack 1, main hand: 1d20 + 23 ⇒ (11) + 23 = 341d6 + 5d6 + 7 + 10 - 13 ⇒ (1) + (4, 3, 5, 5, 1) + 7 + 10 - 13 = 23
Attack 2, main hand: 1d20 + 18 ⇒ (5) + 18 = 231d6 + 5d6 + 7 + 10 - 13 ⇒ (5) + (1, 4, 2, 5, 6) + 7 + 10 - 13 = 27
Attack 1, off hand: 1d20 + 21 ⇒ (5) + 21 = 261d6 + 5d6 + 7 + 10 - 11 ⇒ (1) + (2, 2, 4, 6, 1) + 7 + 10 - 11 = 22
Attack 2, off hand: 1d20 + 16 ⇒ (17) + 16 = 331d6 + 5d6 + 7 + 10 - 13 ⇒ (1) + (1, 6, 6, 2, 4) + 7 + 10 - 13 = 24
critical confirm 1, off hand: 1d20 + 16 ⇒ (1) + 16 = 17
edited damage directly since i cannot get it to take half of a dice roll.