Criek Prisil |
Continuing to inspect the tracks in the sand, Criek offers, It looks like he's been in and out of here quite a number of times, actually, so his lair, perhaps? ....Though, here, these tracks look like those automatons? I wouldn't have expected them to work together!
Anody Gearon, Prof. |
Hrm, many possibilities Criek. Nevertheless this is the only way forward that we have found. Khonnair Baine must have come this way.
Anody is ready to slot his card in.
chillblame |
You enter into what appears to be an identical copy if the decontamination room. The pearly light is coming from a globe above the entry way. The next slot on the far side will start the process.
Sharae of the River |
Sharae, Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Seeing Anody reaching for the card-slot, she desperately calls out to stop him, ”Professor!!! Wait!!!"
When he turns, she gestures at the floor, ”Water!!! I don’t think there was any water in the other chamber… We should be on our guard – maybe this chamber doesn’t work in the same way?”
Kneeling down, she dips a black gloved finger into the water…
…hmmmm, is this pure? Or is it something other than water?...
Anody Gearon, Prof. |
Water... Hm? With his better grasp of how the strange devices work Anody does a careful search around.
Using Technologist feat and taking two minutes to take 20 for Perception 27
Maybe I can understand now what this 'biolock' will do
chillblame |
who me, rolling dice? don't worry about it.: 1d6 + 1 ⇒ (6) + 1 = 7
Sharae of the River |
"Hmmmm, Professor? Have you seen this? There is something in the water...something gritty...what in the heavens do you think it is? I really have a bad feeling about this..."
Almost imperceptibly, Sharae touches everyone in the group on the shoulder...
Sharae, Resistance on everyone (including self): +1 on saves for the next minute
Anody Gearon, Prof. |
Ok, for the Know engineering roll to try and disable. Do you think it's too cheesy for me to use LoreMaster and take 20 as I'm really using it as a Disable Device substitute? I think it would be so I'm rolling instead
Ah... Criek, I really should share my insights into how these devices work so you can work your skills on them... as for now please all of you back away while I work on this thing.
Anody mutters to himself a bit. Uses a performance of Inspire Competence on himself and after everyone has moved away....
Know Engineering as Disable Device: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
tries to reconnect the wires that should be going together to fix the door.
chillblame |
Anody leans down to work at the wires
lost the bloody post. ARGH!!!!
Oh well, try again
See map linked above, I have placed your characters as per stated actions as best I can. you should have access and be able to move you tokens
Suddenly an arc of electricity lashes out from where anody is working, striking the floor. The inner door opens and the outer stays open.
Anody, creik and sharea take electical damage: 1d6 ⇒ 2
The room is blasted by a brilliant, blazing light, much much brighter than you have experienced before.
Everyone saves DC15 reflex. If you pass you are dazed, otherwise you are stunned. There is a loud popping noise and the light explodes above you, plunging the area into total darkness as it takes out all the lights in the area. (no extra damage, but very startling)
Then the nozzles erupt. The same powdery dust shoots out, but this time it is extremely cold, and it floods out the doors on both sides.
Everyone DC 15 fort save for half damage
damage: 2d6 ⇒ (5, 6) = 11
chillblame |
Sirens are going off. It is very loud. Then, suddenly every thing goes extremely quiet. All that can be heard is the clink of ice beneath you feet.
It is very dark.
Then from inside two glowing green eyes open. A dry, sillibent chuckle can be heard.
Ssso! I told you we would meet again. Now I shall dessstroy you, and by that act perhapsss the ssspiritsss of sssun and wind will free me and my people.
chillblame |
initiative
juju zombie: 1d20 + 8 ⇒ (18) + 8 = 26
anody: 1d20 + 1 ⇒ (5) + 1 = 6
creik: 1d20 + 3 ⇒ (6) + 3 = 9
valia: 1d20 + 4 ⇒ (16) + 4 = 20
sharee: 1d20 + 2 ⇒ (4) + 2 = 6
ayla: 1d20 + 1 ⇒ (10) + 1 = 11
Sorted iniiative
Juju zombie 26
Valia 20
Ayla 11
Creik 9
Sharea 6
Anody 6
Round one
Environment notes
The floor is coated in ice, only single moves allowed, ie no charges or double moves.
Total darkness except for the zombies eyes. This allows lowlight vision to function normally, but those with out lowlight or dark vision will have a 20% miss chance.
The zombie adavances and strikes creik with a metal great club. The great club looks like a large piece of metal the beast picked up somewhere to use as a replacement weapon.
great club: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 -2 due to poor weapon
damage: 1d10 + 7 ⇒ (8) + 7 = 15
chillblame |
well, that should have been stated before you started to work. I will relent this once as I did make, on reflection, various assumptions based on my understanding of the situation, and that may be seen as unfair. Retcon time. The zombie's attack will now strike at anody instead of creik, since he is the only target. Sharea and creik are now in the tunnel, and miss out on the electrical damage. But they, as well as the others take the light hit and the cold hit.
edit. Actually you did say something about the others moving away, so I was at fault. I missed it when I wrote the above. Sorry if I sounded a bit brisk.
Valia |
ref: 1d20 + 3 ⇒ (20) + 3 = 23
fort: 1d20 + 4 ⇒ (19) + 4 = 23
Valia is not dazed and takes only half damage. Should I mark down five or six hp from that? Further note: can't seem to move my token at this time.
atk: 1d20 + 6 ⇒ (1) + 6 = 7
dmg: 1d20 + 4 ⇒ (5) + 4 = 9
Valia moves in and attacks, pitifully.
Criek Prisil |
can see map, but "view only" -- criek would be just outside outer doors, I think?
reflex, w resistance: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
fort, w resistance: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Criek pulls the edge of his cloak in front of his face as the lights explode, avoiding blinding and the worst of the cold. He lowers the cloak again at the voice, crying out--Anody, he's here! Look out! as the zombie's club falls.
He winds up and hurls a bomb at the creature--
ranged touch: 1d20 + 7 ⇒ (9) + 7 = 16
fire damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8 excluding friendly squares from splash damage
Sharae of the River |
When the world explodes in a supernova of light, Sharae is overwhelmed - it is all she can do to stay upright and, when the cold powder starts spraying, to bundle herself up...
Sharae, Reflex Save: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11, Save Failed - Sharae is Stunned
Sharae, Fortitude Save: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25, Saved - Half Damage (5)
GM - how long is Sharae stunned for?
Sharae of the River |
GM – I don’t want to be a party pooper but as per the PRD, Dazed and Stunned conditions will leave the party doing nothing for 3 or 4 rounds (if stunned as well)… Seems a little harsh (i.e. fatal) when facing the big bad Juju again?
Anody Gearon, Prof. |
Reflex: 1d20 + 4 ⇒ (12) + 4 = 16
Fort: 1d20 + 2 ⇒ (15) + 2 = 17
Dazed by the sudden flash Anody yelps and throws an arm up in a weak attempt to shield himself from the cold attack and the sudden re-appearance of their earlier foe.
The combination of the electricity, cold, and the club attack serves to nearly drop Anody unconscious. He hangs on barely.
2 HP from KO. If I understand correctly Dazed means nobody can do anything for 3 rounds even if they make the save?
Anody Gearon, Prof. |
Phew
Anody, burned, frozen, and bleeding, withdraws as far as he can from the carnage in the room.
Twenty feet move, please move me out of the room. Can't update map from where I am
That.. thing.. is.. insane he manages to say.
Criek Prisil |
my round 1 bomb attack roll should have been a 15 ranged touch, not 16 -- didn't take the dazzled penalty into acocunt.
chillblame |
Valia swings wildly at the undead menace, and scores a lucky blow, tearing flesh of its body. It's only response is a venomous hiss. Creik backs away and drops a bomb on it, but it evades it.
random direction: 1d8 ⇒ 7
The bomb shatters into flame on the wall, splashing onto the zombie and Valia
reflex: 1d20 + 6 ⇒ (6) + 6 = 12
The creature flinches as fire burns its flesh.
Valia please make a DC 17 reflex save from the bomb splash. 6hp if fail, 3 hp if passed
chillblame |
The monster attacks Valia with its club and its fists
Die dessstroyer of life. I ssshall end you
greatclub: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
damage: 1d10 + 7 ⇒ (4) + 7 = 11
slam1: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 + 2 ⇒ (5) + 2 = 7
slam2: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Valia avoids and parries the greatclub and one of the slams, but is caught fully by the second slam.
Sharae of the River |
1 person marked this as a favorite. |
Returning to her senses, Sharae looks up at the zombie...her eyes darkening to black supernovae...she whispers at the four-armed monstrosity.
"You..."
Her butterfly symbol is raised aloft...
"Killed..."
Starlight energies crackle around the irridescent carving...
"My Friend..."
With a burst of divine energy, a wave of darkness blooms out from the cleric...burning the bones and unliving flesh of the zombie...
Sharae, Channel Energy against Undead: 2d6 ⇒ (2, 5) = 7, DC13 Will Save for Half Damage
Criek Prisil |
splash save should be DC15 Reflex? sorry to not include
Valia! I'm so sorry!
Seeing Valia and Sharae engage the zombie, and not trusting his aim with stars still swimming in his eyes, Criek steps to the rear, worried about additional skeletons catching the wounded Anody and stunned Ayla defenseless.
perception to rear, dazzled: 1d20 + 9 - 1 ⇒ (3) + 9 - 1 = 11
ready action: bomb any skellys that appear from rear, once they hit 20 feet away
ranged touch, point-blank, dazzled: 1d20 + 6 + 1 - 1 ⇒ (7) + 6 + 1 - 1 = 13
fire damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9 (6 splash, DC15 Reflex fro half)
Anody Gearon, Prof. |
Anody manages to call out.
It's vulnerable to fire. See how the monster flinches from it. That's not how jujus usually work. It must be a weakness!
Round 2
And so Anody starts a Naturalist Performance on the juju. +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by the juju
As a move action Anody takes out a flask of alchemist's fire from his backpack.
Valia |
ref save: 1d20 + 3 ⇒ (16) + 3 = 19
atk: 1d20 + 6 - 1 - 1 + 1 ⇒ (16) + 6 - 1 - 1 + 1 = 21dmg: 1d10 + 4 ⇒ (8) + 4 = 12
Valia doesn't even think as he sidesteps the firebomb, his focus honed on his enemy. Combat Expertise!
valia takes 11 damage for a small second degree burn on his face and a crush bound to his left arm.
chillblame |
will: 1d20 + 3 ⇒ (17) + 3 = 20
Dark energy swirls around the zombie chieftain, but though it burns him, he pays it no mind as Valia slams at him with a mighty blow, that strikes truly. He looks at Sharea, promising death when he gets round to her.
Follower of darkness, I will sacrifice you to the spirits of sun and wind. I will slain your protector, and then you are doomed.
chillblame |
Ayla recovers from her stunning to move forward and attack
nodachi: 1d20 + 6 + 1 - 1 ⇒ (16) + 6 + 1 - 1 = 22
damage: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6
but she only strikes a light blow.
Damage inflicted 39
AC 20
touch 17
The zombie is showing great injuries but fights on undaunted by the parties prowess.
chillblame |
The undead beast ontinues to attack valia, who it sees as the greatest threat
greatclub: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
damage: 1d10 + 7 ⇒ (10) + 7 = 17
slam1: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 + 2 ⇒ (3) + 2 = 5
slam2: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 + 2 ⇒ (2) + 2 = 4
despite Valia's defensive stance, the zombie has his measure, hitting with his club, and following up with a vicious punch. The mighty elf gasps in pain, and crashes to the ground.
Sharae of the River |
"You have taken one of my friends, abomination - you will not take another..."
With a gentle prayer, Sharae brushes her hands over Valia's face...motes of light float from her fingers as her prayers are answered ans Valia is healed...
Sharae, Cure Moderate Wounds on Valia, 2d8 + 3 ⇒ (5, 8) + 3 = 16
Sacrificing Level 2 Spell, Returning Weapon to get Cure Moderate Wounds