Ignatius Hellfire
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Sorry, I should have stated that it would be vs Touch AC because the golem is within his first range increment.
Herr Magt Jaeger
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buffs:
bloodrage round 1 of 18
now AC=17, HP=81, CMD=23
With an inarticulate roar, Magt grows in size while rushing forward to knock the crystal thing over the side.
I will generate an AoO from it since I don't have the improved feat.
bull rush with charge: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
Well damn, I'm half tempted to use my re-roll. You just don't get many opportunities to knock someone off a boat. But I suppose I should save if for a more dire situation.
Raynor Cordite
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Do it. Please do it. :)
| GM Jhaeman |
Ignatius' fusillade of shots devastate the crystalline defender, but it still remains operational. Keene makes it up to the nearest flame cannon, but can't land a solid hit.
All of Ignatius' attacks hit and bypass DR, doing a hefty amount of damage! (Don't forget to update things like boots of speed in your tagline) Keene missed with the nat 1.
Magt, I'll wait to resolve your action until you decide on using the re-roll or not. Raynor, Artemis, and Kyra can go.
Artemis the Relic Hunter
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Artemis runs forward, loaded crossbow in hand, and tries to keep up with Keene. His current position puts him in a spot behind the enlarged Magt just as the big tiefling rushes forward into the crystal guardian.
Feeling like a halfling among giants, he glances at his allies.
”Oh, gracious! This is remarkable! The great size of my companions up against that giant crystal guardian. Woahhh!" The hull rumbles under his feet as the large warriors stomp about in battle.
Oh, man. I also wanna say, Reroll that bullrush!
| grimdog73's second pregen |
Kyra rushes over to shield one of the guardsmen from the fire shooting automaton.
move action to put herself in the way...double move if needed since I can't tell where the guys are...moved my token to symbolize where one might be...feel free to relocate me if needed.
Herr Magt Jaeger
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| 1 person marked this as a favorite. |
buffs:
bloodrage round 1 of 18
now AC=17, HP=81, CMD=23
Well, with that much encouragement, I have to try the re-roll with 1 GM star for an additional +1.
bull rush with charge: 1d20 + 16 + 2 + 1 ⇒ (14) + 16 + 2 + 1 = 33
Much better. We'll see if better enough.
| GM Jhaeman |
Two titans clash as Magt slams into the crystalline defense construct, sending it cartwheeling over the side of the ship! It rapidly sinks into the waters below. The surviving members of the Harbor Guard cheer!
Love it! And good use of a re-roll, as the original would not have succeeded.
Magt, you do get hit by an AoO and take 9 points of damage. Please note this is a cursed wound, will not heal naturally, and magical healing requires a caster level check to heal it.
AoO vs Magt: 1d20 + 19 ⇒ (14) + 19 = 33
damage: 2d10 + 7 ⇒ (1, 1) + 7 = 9
Raynor Cordite
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Raynor nods satisfactorily to Magt, "YES! Well done, Jaeger! Now let me try this: CHAAAAAAAARGE!"
The shining knight spurs his mount and charges the fire cannon!
+1 Adamantine Lance, Power Attack, Furious Focus, Bless, Charge: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21
adamantine magical piercing dmg: 2d8 + 34 ⇒ (1, 6) + 34 = 41
| GM Jhaeman |
The damaged mechanism swivels towards Raynor and unleashes a gout of flame at point blank range! The undamaged flame projector incinerates another of the Harbor Guards, as the overwhelmed troopers try to escape the inferno.
Raynor, this provokes an AoO. If you hit AC 21 and deal at least 11 points of damage with your lance, you destroy it before it's able to attack you. It rolled a natural 1, and misses you regardless.
Ranged touch attack vs Raynor (-2 charge): 1d20 + 5 ⇒ (1) + 5 = 6
damage: 6d6 + 1 ⇒ (3, 4, 5, 3, 5, 4) + 1 = 25
Artemis the Relic Hunter
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Woohoo!!! That was most excellent, Herr Magt! Artemis shouts as the crystalline guardian goes flying off the edge.
He then sees Raynor charge on his giant lizard at the flame cannon and almost shattering it to pieces.
Woah-hoh!!! Amazing, Raynor! he cheers.
Artemis notices he has a clear shot between his large allies and shoots his crossbow at the flame cannon (yellow), hoping he can do enough damage to completely destroy it.
+1 Lt. Crossbow: 1d20 + 9 ⇒ (6) + 9 = 15
piercing: 1d8 + 1 ⇒ (1) + 1 = 2
(crit 19-20/x2, 80' range)
He then loads another bolt.
Raynor Cordite
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AoO with Lance, Power Attack, Furious Focus, Bless: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32
adamantine magical piercing dmg: 1d8 + 17 ⇒ (7) + 17 = 24 Destroyed
Raynor charges the other one!
+1 Adamantine Lance, Power Attack, Furious Focus, Bless, Charge: 1d20 + 18 + 1 + 2 ⇒ (7) + 18 + 1 + 2 = 28
adamantine magical piercing dmg: 2d8 + 34 ⇒ (5, 2) + 34 = 41
Ignatius Hellfire
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Ignatius clicks the heels of his boots of speed a second time and dashes forward with lightning speed. As he moves forward he pours another paper cartridge into his musket and fires at the remaining sentry gun.
+1 Reliable Musket : 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
B/P, magic, adamantine: 1d12 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Using another adamantine blanched cartridge and another use of boots of speed.
| GM Jhaeman |
After Raynor destroys one flame projector, he heavily damages another, and Ignatius manages to blow it into small chunks with a carefully-aimed shot from his magical musket.
One of the Harbor Guard wipes the sweat from his brow. "Thanks Pathfinders! And welcome aboard. The ship was quiet when we first started looking it over. The only access below-decks seems to be through a sealed door, but when one of my men got over-zealous and went at it with an adamantine axe, that's when these magical defences activated and started wreaking havoc through our ranks!"
Ignatius Hellfire
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"Yes...you should have waited for someone trained in magic and arcane devices before hacking away at the door with an axe. Someone will need to inform these men's families," the tiefling says sadly as he inspects his musket and loads a charge of powder and ball.
| grimdog73's second pregen |
Anyone hurt? Gather round if you are... Kyra asks before tending to the dead and giving them their last rites.
Yes...their loved ones should be notified. I can get a few of my colleagues from the church to do it.
if anyone needs healing, i can channel to bring them up.
By the gods, Magt! Let me look at that... she says sharply as she finally notices the wound on the tiefling's arm.
| GM Jhaeman |
The highest-ranking surviving Harbor Guardsman starts gathering his troops for an evacuation. "Our wounded can get healing at the barracks. Thanks again and, good luck, Pathfinders!"
One of the soldiers leads Keene down the stairs from the abaft deck. "This is where we tried to get in," he says.
The compartment appears empty and sterile except for the crumpled bodies of the two Harbor Guardsmen that lie on the floor--smashed by the crystalline automaton that attacked them so suddenly. The opposite end of the compartment has a single door in the bulkhead, seemingly constructed of a single piece of crystal. Lying beside it is an ornate masterwork adamantine heavy axe with a head of lustrous silverly metal.
This scene is Room # 3 on the slides.
Artemis the Relic Hunter
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Artemis follows Keene and the others into the entryway with the strange crystal door.
Oh, those poor men. he frowns looking at the two bodies on the floor.
He then points at the finely crafted silvery axe.
Looks like one of you martial types should take that axe.
Well, I do have these magical gloves of reconnaissance that allow me to see through walls and doors once per day. Should I take a peek or wait to use them in another area later on? Perhaps I should just inspect that door for traps, magical or otherwise, first.
Artemis will detect magic in the area first.
Depending on the auras, he will probably then move towards the door and search the first 10 feet in front of the door and will then check the door itself.
Perception vs Traps +12
Disable Device +13
Raynor Cordite
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Kyra, this wound feel... wrong... somehow. Do you think you can fix the damage?
"I agree with.. Jaeger... this wound does not feel natural... nevertheless, if Kyra cannot fix it, no one here can, and we may have to return to the shore to seek the help of one of Absalom's high priests... does any of you have the means to send a message to the Harbormaster or the Venture-Captain?"
Artemis the Relic Hunter
|
After waiting for the others to heal up, Artemis walks slowly towards the crystal door.
Wait, Keene! Artemis holds up his hand to give Keene a moment to pause as he stares at the strange portal.
Look! It shimmers like a summer's pond. Maybe we can simply walk through? I'm wondering, though, why the Harbor Guardsmen didn't notice this. It must have appeared as just a solid door to them so they hacked at it with that axe.
Artemis glances at his companions as if waiting for a response. He stares back at the portal and reluctantly, yet carefully, tries to put his arm through.
Well. This is quite perplexing. Let's see what's beyond this portal, shall we?
| GM Jhaeman |
Artemis tries to push his arm through the shimmering door, and the door seems to gives some before stiffening with resistance.
Artemis: 1d20 + 4 ⇒ (10) + 4 = 14
door: 1d20 + 2 ⇒ (16) + 2 = 18
Artemis the Relic Hunter
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Artemis feels the strange portal give a bit like jelly but it resists and pushes him back.
More determined, he inhales deeply and tries to press through again.
Ignatius Hellfire
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Ignatius looks at Magt's wound with unease. "Are you going to be able to fight like that? That wound looks ugly."
The tiefling will examine the strange reflective door with Artemis, pushing his hand through the door. Then he takes an apple out of his bag and tries to toss it through the portal.
Perception: 1d20 + 14 ⇒ (9) + 14 = 23
Raynor Cordite
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As the GM says it will require a caster level check to do it so don't waste your wand on that as it has an effective caster level of 1. I'm... 110% sure it won't cut it! ;) I might have to carry this until the end of this scenario, alas.
"Let us proceed then. The skilled healers of Absalom can see to this later. For now, we have a mission ahead of us!"
| GM Jhaeman |
Artemis' hand plunges into the door and instantly his whole body is enveloped in a shimmering aura.
Ignatius, I'll resolve your action once Artemis' experience is complete.
Artemis: 1d20 + 4 ⇒ (9) + 4 = 13
door: 1d20 + 2 ⇒ (11) + 2 = 13
Artemis the Relic Hunter
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Artemis attempts to sneak past the apparition and presses on through the next portal. He stays low to keep in the shadows and stays attentive to his surroundings.
Stealth: 1d20 + 13 ⇒ (5) + 13 = 18
"What is that ghostly thing? Have I ever learned of such a thing in my pathfinder training?”
Know: Planes: 1d20 + 8 ⇒ (15) + 8 = 23
Or
Know: Religion: 1d20 + 8 ⇒ (17) + 8 = 25
Oh, I hope the others come through soon.
Raynor Cordite
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Time out: who is actually aware Artemis went into a portal? we were healing up on the uppder deck when all Hells broke loose it seems...
Rondolpho Keene
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I suppose I did since I was looking at the door as well.
”Everyone get down here! Artemis has walked through this weird door. I think we are going to have to goin after him,” Keene bellows to the group.
Raynor Cordite
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Raynor immediately gets down to the portal, casts divine favor, and follows in.
Artemis the Relic Hunter
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Oops. Sorry for jumping the gun. I thought everyone was down in the portal room and that you all figured out that healing wouldn't work unless it was special healing vs. cursed, or whatever, wounds. I'll slow down.
| GM Jhaeman |
After Artemis plunges his hand into the door and disappears, Ignatius tries the same thing a moment later and also disappears!
You find yourself in a small, grey void, but you're not alone! A ghostly apparition is in there with you. You have three choices: 1) You see one rectangle behind you that you could take to return to your allies; 2) a rectangle ahead of you that you could take to pass through to the other side for the door; or 3) you could stay in the void to "hold the door open" for your allies, but then the ghost may be able to escape! What would you like to do? Please place your response in a spoiler.
You're sure that apparition is a ghost--it looks like the ghost of a tiefling! Pressing ahead, you emerge from the door. A strangely shaped cabin stretches forward, but its dimensions are difficult to make out due to its alien features. Odd, man-sized cubicles seem to be stacked into the bulkheads themselves throughout the room, but whether sleeping berths, holding shelves, or simply shelving is unclear. Their true purpose is further masked by the growths of ghostlike plant life that hang throughout the room; like thick tendrils of ivy and great curling leaves, these colorless tangles and shoots mat the walls, twist upon the deck, and dangle in curtains from overhead, shifting in and out of phase as they protrude through solid surfaces and each other alike. It is as if sections of them are wholly present and other parts are mere ghost reflections of the strange plant life. The result is a wraithlike maze of otherworldly growths and tangles. What would you like to do? Please place your response in a spoiler.
Everyone: This plays out a bit unusually because of the nature of the door, and that's why I have to proceed in very discrete steps and see what particular people do before resolving the actions of others. Please be patient. It looks like Raynor is next in line, and I'll resolve his action after seeing what Ignatius does.
Ignatius: 1d20 + 6 ⇒ (16) + 6 = 22
door: 1d20 + 2 ⇒ (6) + 2 = 8
Ignatius Hellfire
|
Artemis the Relic Hunter
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| GM Jhaeman |
Raynor also pushes his way into the shimmering doorway and disappears, but an instant later, a horrifying, spectral figure glides out of it!
Magt, Rondolpho, and Kyra, you see this ghostly figure emerge from the door. I'll roll Initiative in my next post. As a free action on your turn, you can try to identify it using the spoilers near the bottom of this post.
Raynor: 1d20 + 5 ⇒ (8) + 5 = 13
door: 1d20 + 2 ⇒ (1) + 2 = 3
| GM Jhaeman |
Initiative (Round 1)
Ignatius
Magt
Apparition
Raynor
Keene
Artemis
Kyra
Bold may go!
Initiative (Magt): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Artemis): 1d20 + 5 ⇒ (4) + 5 = 9
Initiative (Ignatius): 1d20 + 8 ⇒ (12) + 8 = 20
Initiative (Kyra): 1d20 + 0 ⇒ (2) + 0 = 2
Initiative (Keene): 1d20 + 6 ⇒ (6) + 6 = 12
Initiative (Raynor): 1d20 + 0 ⇒ (15) + 0 = 15
Initiative (apparition): 1d20 + 6 ⇒ (9) + 6 = 15