Brannart Teskerwill |
Brannart squints at the tiny tracks as they are pointed out.
"I'm not sure I can hit something that small."
Nevertheless, he stands ready.
Fenna Pender |
Fenna gratefully crawls away to find a place to sleep for a while after the moon is out.
Fenna isn't inclined toward waiting around for a fight with something they can't yet identify.
"Why don't we find some cover and watch? There may be no need for trouble."
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
GM Mioki |
Perception Check
Brannart: 1d20 + 3 ⇒ (3) + 3 = 6
Fenna: 1d20 + 8 ⇒ (12) + 8 = 20
Malakar: 1d20 + 8 ⇒ (14) + 8 = 22
Sho: 1d20 + 9 ⇒ (14) + 9 = 23
Vexas: 1d20 + 7 ⇒ (14) + 7 = 21
Sho recognizes the tiny divots in the ground as being identical to the divots previously found. What could make these, she still does not know.
Fenna Pender |
Fenna points at the approaching mass and tells everyone.
"It's time to go, right now."
On the off chance there might be some debate concerning this point, Fenna takes herself out of hearing range as fast as her legs will carry her. Her destination is any vegetation that will provide cover in any direction that is not toward the metal moving carpet thing.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Vexas Flamespark |
Vexas' eyes almost bug out when he sees the patch of ground moving towards them. Noting that Fenna is wasting no time he turns and chases on his stubby legs.
Feeeennna. Waaaaaaait!
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Malakar_Paradise |
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
"Automata?" Malakar sees his comrades flee. "I guess we are avoiding them?"
Malakar follows the group while pondering if any of his magics would be useful against these things.
Brannart Teskerwill |
Brannart can't make the Perception checks.
He moves with the party, guarding the rear as they retreat, with his ranseur ready.
"Can we outrun this? Or hide from it?" He sounds doubtful.
Malakar_Paradise |
"Given the tracks they have left follow a path it seems they are on a patrol. Maybe if they don't see us they will stay on that route and we can avoid them."
Malakar_Paradise |
I read the spoiler and missed the obvious tactical information facepalm.
"Myabe we should climb something? It looks like they can't move vertically very easily!"
Brannart Teskerwill |
"If we want to get to the tower, I think we'll have to deal with this thing, whatever it is, sooner or later."
Are there parts of the stone promenade/walkway that are higher off the ground? Or boulders we might climb on top of?
Brannart is okay at climbing even in his armor. +5 after ACP.
Vexas Flamespark |
Hearing Malakar, Vexas runs to the nearest tree and climbs.
Climb: 1d20 - 2 ⇒ (16) - 2 = 14
GM Mioki |
While his companions make for the cover of the jungle, Brannart turns to scan the promenade and surrounding field. He spots rock debris to either side of the walkway, most likely the remnants of collapsed buildings fallen to the decay of time and the ravages of Earthfall. It appears that this debris could offer a haven from the carpet of animated ball-shaped caltrops moving toward them. With its current speed and position, the warrior expects it could be a race to the possible sanctuary.
_________________________________________________________________________
Vexas reaches the perceived safety of the jungle and finds a tree to climb. The Halfling tries and tries, but the bark is slippery and the lower branches are just a bit too high for the rogue turned mage. Vexas turns back with his feet still on the ground, his heart racing from the failed climb. Wide-eyed and gripped in fear, he views the fast approaching wave through a window of leaves and branches.
Brannart Teskerwill |
Survival: 1d20 + 3 ⇒ (9) + 3 = 12
Hmmm... I'll use a Hero Point after the roll for a +4, making that a success. 2 Hero Points left.
"To the steps!" he shouts, leading the way.
GM Mioki |
On Slide 5, I moved tokens to where characters might be. Those running were moved to the southern edge of the map. Brannart I kept closer to the promenade.
For characters that ran. Make a Will Save DC 10 (Fear). A success, means you can act as normal. A failure of 4 or less: you have the Shaken Condition. (-2 on Attack, Saving Throws, Skill Checks, and Ability Checks). A failure of 5 or more: you have the Frightened Condition. (Similar to Shaken, but you are compelled to flee). Each new round, you can make a new Will Save to move your condition 1 step closer to normal. A failure will not make you regress to a worse condition.
Swarm of Caltrop Things: 1d20 + 2 ⇒ (13) + 2 = 15
Brannart: 1d20 + 6 ⇒ (6) + 6 = 12
Fenna: 1d20 + 6 ⇒ (7) + 6 = 13
Malakar: 1d20 + 3 ⇒ (20) + 3 = 23
Sho: 1d20 + 3 ⇒ (3) + 3 = 6
Vexas: 1d20 + 8 ⇒ (5) + 8 = 13
GM Mioki |
Vexas Flamespark |
Oh... Hearing Brannart's directive, Vexas focuses and looks toward the stairs.
Will, DC10: 1d20 + 3 ⇒ (2) + 3 = 5 Arg
But, fear grips him and he descends into a delirious state of fright.
Fenna Pender |
Fenna is unpersuaded by Brannart's alternative plan. She stops for just a moment to explain why.
"And then what? What are we going to do about a swarm of tiny spiked metal balls? Once we're up there we're easily seen and monitored. What if it doesn't have anything better to do than just stay down at the bottom forever? I doubt it eats or drinks. If it's a construct it can just wait us out, no matter how long it takes."
Then she continues running for the forest, convinced that losing the thing is the only safe plan.
WILL: 1d20 + 5 ⇒ (15) + 5 = 20
I may not be understanding the map correctly, but the steps look to me like one of those cartoonish scenes where a shipwrecked guy is standing on a tiny desert island, big enough of a single tree, while a shark circles it.
GM Mioki |
I may not be understanding the map correctly, but the steps look to me like one of those cartoonish scenes where a shipwrecked guy is standing on a tiny desert island, big enough of a single tree, while a shark circles it.
Hopefully this clarifies. The stairs go up (or down) a mild hilly grade. After a set of stairs, the promenade continues until the next set of stairs. The promenade is only 5 feet wide. While the characters perceive that the metal balls will be unable to move up the stairs, they can probably bounce down them or move up the hill to overcome their disability of moving up stairs. Also, I could add a shark if Malakar calls to Razor. :)
Fenna Pender |
But the stairs end at what? Where do they go if anywhere? If the metal ball carpet has swarm characteristics we can't harm it. It can't get to us, we can't harm it is no good solution unless there's some exit option.
GM Mioki |
But the stairs end at what? Where do they go if anywhere? If the metal ball carpet has swarm characteristics we can't harm it. It can't get to us, we can't harm it is no good solution unless there's some exit option.
Gotchya. The crumbled promenade extends passed where you can see as it continues to rise via stairs. As far as the characters can tell, it may extend all the way to the tower in the distance which appears to stand near the top of the hill/mountain. Hopefully this adds to the bigger picture. I offered Malakar a tidbit of potentially useful information if he makes his Wisdom Check.
Brannart Teskerwill |
But the stairs end at what? Where do they go if anywhere? If the metal ball carpet has swarm characteristics we can't harm it. It can't get to us, we can't harm it is no good solution unless there's some exit option.
We do have ways to harm it. Malakar's wand of Flaming Sphere, primarily. But Brannart also has a flask of acid.
Malakar_Paradise |
Sorry about delayed response had a bad past few days off a med until I see my Dr. Tomorrow
Malakar picks his brain and wishes he prayed for different magics today. He pulls out one of his wands and utters the command word.
One Charge of flaming Sphere conjured in the front center of the "moving carpet" Flaming Sphere Damage DC 13 reflex for half: 3d6 ⇒ (1, 2, 6) = 9
Vexas Flamespark |
Yes, I did miss the extra +2 vs. fear, but that still just gets him to 7 vs. DC10 (pretty bad roll at a bad time).
Brannart Teskerwill |
1 person marked this as a favorite. |
@Vexas, that +2 is the difference between being Shaken vs being Frightened. Because now you didn't fail by 5 or more.
Vexas Flamespark |
Oh right! Forgot about the failure scale there.
GM Mioki |
Reflex Save DC 13 vs Flaming Sphere: 1d20 + 3 ⇒ (17) + 3 = 20
If I am understanding Flaming Sphere correctly, a successful save negates any damage.
Malakar summons a rolling ball of fire and directs it toward the swarm of caltrops. As the sphere nears, the metal balls split apart and move around the burning globe, only to reform on the other side and continue on its course toward you.
ROUND 1
Malakar
Swarm of Metal Ball Things
Vexas <---- (Shaken)
Fenna <----
Brannart <----
Sho <---- (Needs Will Save)
Malakar_Paradise |
You are correct I misread it as half but it is negates. Luckily I get another shot next round and I have plenty of charges.
Fenna Pender |
Fenna looks slows to look back again and can't believe what she's seeing.
"Just get away from it!" she yells. It's pointless and foolish for her to do anything other than keep going for the jungle so she does.
All I can say is best of luck with an acid flask and some flaming spheres. I truly wish you the best.
Vexas Flamespark |
Vexas hesitates, looking back and forth between Fenna's continuing retreat and Malakar and Brannart's tactics.
Uh, do you really think that will work?
He begins thinking through the spells he most recently studied and tries to think of what would slow down this strange mass if it turns out to be hostile.
[standard] Ready action: if it gets within 20' of Brannart cast grease under it (and extending South so it has to pass through more of the grease to proceed towards us.
Brannart Teskerwill |
Brannart moves up on the stairs (high enough that the swarm cannot reach him) and readies to throws his acid flask at the swarm once it is within 10'.
If that is a miss, will spend a Hero Point for a +4 after the fact.
Damage: 1d6 ⇒ 4 +50% vs swarm, so 6
GM Mioki |
I assumed that Fenna made at least a double-move, if not a full out run or a move and a climb. She was near the edge of the jungle when the swarm was initially spotted. Since she is shouting to Brannart, I would think that she is close enough to see through the foliage. There are trees to climb and probably the occasional mossy boulder.
Sho still has a Round 1 Action.
Malakar can take his Round 2 Action
GM Mioki |
Swarm Reflex Save vs Grease Spell DC 13: 1d20 + 3 ⇒ (9) + 3 = 12
Flaming Sphere: 3d6 ⇒ (2, 2, 4) = 8
Fenna and Sho enter the jungle’s edge and find protection in trees and on rock.
As the swarm of spiked metal balls rolls toward Brannart, Vexas casts his spell and a thick layer of butter-like grease bubbles up from the ground and coats the area around the balls. Their forward motion comes to a halt as they get caught up in the grease and spin in place. Brannart moves to a strategic position and uses this opportunity to launch his acid flask. Acid splashes all over the spinning balls, making their outer surface sizzle, crack, and crumble.
Moments later, Malakar commands the Flaming Sphere towards the north side of the swarm. With the balls spinning in place, the fiery globe crashes into the swarm and rolls over the balls, melting many in the exchange.
ROUND 2
Malakar
Swarm of Metal Ball Things (-14 HP)
Vexas <---- (Successful Will Save or Remain Shaken)
Fenna <----
Brannart <----
Sho <----
Brannart's use of the Hero Point was needed.
Vexas Flamespark |
Oh hey, it worked. I wasn't entirely sure to be honest :)
Will, DC10: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 ... -_-
So with the Swarm of Metal Ball Things crossed out, are we out of combat?
GM Mioki |
So with the Swarm of Metal Ball Things crossed out, are we out of combat?
we are still in combat. The swarm's turn ended when it failed its reflex save and was stopped by the Grease spell. Using the strike-through shows that its turn is over for the round. Notice that right above, Malakar's name is also struck-through.
Brannart Teskerwill |
"That's all I've got," Brannart says to Malakar.
"Vexas bought us some time, and I can lead them away to buy you more time if needed."
Brannart will hang out where he is for now, up on the stairs, hoping that between the Grease and the Flaming Sphere the swarm can be defeated.
Malakar_Paradise |
So commanding the old sphere would have only taken my move action leaving me with a standard in round 2 to summon a new sphere.
Flaming Sphere DC 13 reflex negates: 3d6d6 ⇒ (5, 2, 5, 6, 1, 6, 5, 2) = 32
Malakar_Paradise |
I checked the post I only typed 3d6 but some bug made it 3d6d6 so I guess just use the first 3 if they don't negate.
GM Mioki |
Malakar watches as the balls spin in place, attempting to find traction. Seeing his chance to end this, he incants into his wand and drops another globe of flame over the ancient technology. A fiery blaze consumes the swarm. The balls already weakened by the acid, crumble to metallic dust and sink into the Grease.
combat over
Vexas Flamespark |
Vexas cautiously steps closer to the site of the commotion and pokes at the remains with his sword.
I don't think we can prepare for too many more of those in one day...
He looks back towards the edge of the jungle and calls out for Fenna and Sho to return.