Astra Picard |
Do I make any sort of save versus any stunning effect or anything? Since it's a stun gun? Or I just take the damage and that's it?
Astra indeed attacks the medical droid instead, if it's blocking the path to the flying drone.
Chakos Hyluan |
I will move up and strike the same one the others did.
Power attack.
MW Greataxe: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
MW Greataxe Damage: 1d12 + 3 + 1 + 3 ⇒ (7) + 3 + 1 + 3 = 14
Sneek the Silent |
@Demonmoose If the hammer is small I use it now!
Let’s take those machines down! Quickly seizing up the robots Sneek has to make a decision which is the most dangerous of the two.
Knowledge Engineering: 1d20 + 9 ⇒ (7) + 9 = 16
Not entirely sure Sneek, hammer and mace in hand, moves beside Chakos and attacks the medical robot with the hammer first.
Attack: 1d20 + 11 ⇒ (1) + 11 = 12
Attack: 1d4 + 4 ⇒ (1) + 4 = 5
@Demonmoose Ac 20
Dark Argug |
Sneek strikes against the medbot but his light hammer is deflected. Liz's electricity shoots harmlessly past the medical bot, strikes one of the desks near the northern wall and makes a burn mark.
Argug growls and slashes at the medical drone with his greataxe. The weapon shears through metal and splits the metal creature down the middle. It falls apart and gives you a clear pathway into the room.
Greataxe: 1d20 + 7 ⇒ (14) + 7 = 213d6 + 12 ⇒ (5, 3, 6) + 12 = 26
The flying drone fires another blast of energy at Astra. It punches her in the chest and she feels her body quake.
Integrated Stun Gun, touch: 1d20 + 5 ⇒ (9) + 5 = 141d8 ⇒ 6 nonlethal
Astra Picard |
Astra charges the robot, trying to put herself on the opposite side of it from where Argug is attacking.
Attack: 1d20 + 4 ⇒ (11) + 4 = 15 (2 more if she can charge into a flanking position)
Bludgeoning: 1d6 ⇒ 6
Electricity: 1d8 ⇒ 8
GM Demonmoose |
Feeling a bit lucky, Astra charges the robot on the same side as Argug, and swings her zapper wand. It hits the flying robot's tough skin but manages to deal some damage. The collector robot speaks in Androffan, its demeanor seems changed.
8 damage to the flying robot. Everyone's turn minus Astra.
Sneek the Silent |
Sneek runs towards the flying robot, ducking at the last moment and going into a roll motion. He stands up on the other side and attacks.
Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20
Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Sneak Damage: 1d6 ⇒ 2
GM Demonmoose |
Sneek moves behind the flying drone, and smacks it with his light hammer. His body and arm shakes and he feels a ringing in his head as he strikes the robot's tough metal.
The flying robot with three eyes and sensors is not flanked.
Argug strikes the robot with his greataxe.
Greataxe : 1d20 + 7 ⇒ (6) + 7 = 133d6 + 12 ⇒ (3, 3, 3) + 12 = 21
The flying drone turns to Sneek and tries to slam him with open metal hands. But the rat is too swift for him.
slam: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 3 ⇒ (4) + 3 = 7
slam: 1d20 + 5 ⇒ (3) + 5 = 81d4 + 3 ⇒ (1) + 3 = 4
Everyone's turn.
Astra Picard |
Astra takes a five foot step back from the robot, and inserts a new battery into her stun baton. It crackles with a lightning surge, and a tiny red light on it turns green.
Charges Remaining: 10/10!
Chakos Hyluan |
I suppose I will keep swinging and power attacking.
MW Greataxe: 1d20 + 5 ⇒ (7) + 5 = 12
MW Greataxe Damage: 1d12 + 3 + 1 + 3 ⇒ (12) + 3 + 1 + 3 = 19
GM Demonmoose |
Liz's bolt looks like its going to strike the robot, then suddenly careens upward into the ceiling. Argug's greataxe slams into the ground beneath the flying robot.
Argug swings again with his mighty axe. He growls loudly, spittle flying at the metal construct. Argug knocks the creature to the ground, its body explodes as it crashes.
Greataxe: 1d20 + 7 ⇒ (9) + 7 = 163d6 + 12 ⇒ (5, 2, 3) + 12 = 22
Battle is over.
Astra Picard |
Astra turns off her stun baton and instantly rushes to the side of the device holding Khonnir Baine. She starts to study it intently and very carefully, trying to make absolutely sure that nothing goes wrong, as she attempts to get the man out of there alive. She will also try to determine his condition with an examination, either visual if she can't get him out of the device, or more hands-on if she can get him out.
Knowledge (engineering): 1d20 + 12 ⇒ (19) + 12 = 31 Yes!
Heal: 1d20 + 12 ⇒ (15) + 12 = 27
GM Demonmoose |
Room again...
A row of beds sits along the southern wall of this well - lit room. Glowing screens and metal desks sit on the opposite walls, and splatters of blood adorn the floor and several of the beds. To the east, a large metal device that is the size of a large bed hums softly.
Astra slides the white keycard into the slot and the glass slides open. Khonnir Baine nearly falls out, but Astra catches the man. She realizes that the pod is only a container and is not actually powered on. Normally it would put the patient in a state of deep sleep. As she holds onto the man, she hears him babble incoherently.
[b]"Ar ka joo na ba ba." [/b} His eyes are still glazed over and white, not really seeing anything in his current state.
Chakos Hyluan |
I am totally going to be needing an adamantine weapon, as I'm thinking constructs and robots will be a big part of this AP.
"So who is injured this time? Can we search this place quickly and get out? Can that man be moved?"
I believe Astra has a bunch of non-lethal damage, but only 4 lethal? We should probably figure out how the GM wants to interpret Life Link as functioning in this case. With 4 lethal, Life Link won't heal that, normally, but with 11 nonlethal it would heal that right? 5 times, twice, which might also save her from the 4 nonlethal. And then I get 10 nonlethal and 4 lethal? And then when I get healed it will cure both, with any residual nonlethal going away soon thereafter? OR does the Life Link not touch nonlethal at all? Let me check the rules forum and see what is there.
Astra Picard |
Referring to my Heal check, what is my assessment? Does Khonnir Baine seem physically injured, or is it more like he's been mentally damaged? Regarding Chakos' question, does Astra feel that it would be safe to move Baine?
Chakos Hyluan |
"Very well, just be prepared to heal me Astra."
Chakos will put the Life Link onto Khonnir. Once I take 15HP of damage from him, if no one else heals me, I'll do it, before I take another round of damage. Just let me know how messed up he is.
GM Demonmoose |
Chakos gives Khonnir some life. His eyes restore their pupils, but he continues to babble and cannot walk or stand on his own.
You all have a feeling that the desks are filled with important items.
Astra Picard |
"It should be safe to move Khonnir, although he will need a lot of treatment. I suggest taking him to the temple of Brigh to start with, and we'll confer in more detail once we're there. Argug, can you carry him?" Astra motions over to the desks. "Let's grab everything we can. Any further information what they've done to him here should be helpful in fixing him up."
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
GM Demonmoose |
Gadgets
-a timeworn handheld gadget with lines on it and a wand attached
-two canisters filled with gray dust
-a gun like device with a brown stripe
-a clear tube with a stopper and an open area
-two vials labeled Hemochem I
Magic and Mundane
-a magical wand
-two potions of cure light wounds
-mwk dagger
-three scrolls
-magical amulet
-60 gp
Argug hefts Khonnir like a sack of potatoes over his shoulder. He does not seem to be careful or gentle.
Heading back through the desert with Khonnir in tow? Or do you want to go the other way, down the rope?
Astra Picard |
We take Khonnir Baine to the temple of Brigh and Joram Kyte.
Astra requests that one of the party members immediately run to inform Councilor Freddert of Baine's return. She requests that a separate member of party immediately head to the Foundry tavern, to inform Val Baine of the same thing.
Astra herself remains at the temple of Brigh, consulting with Joram Kyte and examining Khonnir Baine. She will ask if Kyte has access to any relevant healing magics such as lesser restoration or remove disease.
GM Demonmoose |
It is late afternoon. At the Temple of Brigh you meet up with Joram Kyte. The old priest works with some temple acolytes to get Khonnir to a bed.
Joram Kyte examines his old friend and shakes his head.
"Oh, Khonnir what happened to you? He is in very bad shape, internally. I can heal him slowly but it will take time. There are tiny creatures in his brain that are disrupting his cognitive processes and some kind of liquid in his legs keeping him from walking."
Joram Kyte casts remove disease and a few casts of lesser restoration. "This is all I can do for him now. He is still not completely healed, or restored, and it will take me a few days to get him back to normal. I will bring him to his home tonight."
He sends a few acolytes to the Town Hall, Dolga' residence, and the Foundry Tavern.
ElizabethArdoc |
Liz starts examining the items brought back, perhaps there is something that can help.
Know Engineering: 1d20 + 11 ⇒ (13) + 11 = 24 a timeworn handheld gadget with lines on it and a wand attached
Know Engineering: 1d20 + 11 ⇒ (11) + 11 = 22-two canisters filled with gray dust
Know Engineering: 1d20 + 11 ⇒ (19) + 11 = 30-a gun like device with a brown stripe
Know Engineering: 1d20 + 11 ⇒ (14) + 11 = 25-a clear tube with a stopper and an open area
Know Engineering: 1d20 + 11 ⇒ (7) + 11 = 18-two vials labeled Hemochem I
Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14-a magical wand
-two potions of cure light wounds
-mwk dagger
Spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18-three scrolls
Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13-magical amulet
-60 gp
Astra Picard |
After Khonnir is safe and secure at Joram Kyte's, Astra will palaver with Elizabeth and help out with item identification.
5x Engineering and 3x Spellcraft, items in same order as Elizabeth did them.
Knowledge (engineering): 1d20 + 12 ⇒ (3) + 12 = 15
Knowledge (engineering): 1d20 + 12 ⇒ (12) + 12 = 24
Knowledge (engineering): 1d20 + 12 ⇒ (10) + 12 = 22
Knowledge (engineering): 1d20 + 12 ⇒ (13) + 12 = 25
Knowledge (engineering): 1d20 + 12 ⇒ (6) + 12 = 18
Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25
Spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14
Spellcraft: 1d20 + 9 ⇒ (3) + 9 = 12
In the morning, if any of the technological items remain unidentified, Astra will spend one Technomancy spell to boost her results by +10.
Astra Picard |
Knowledge (nature): 1d20 + 12 ⇒ (5) + 12 = 17
"That is an astute observation, Elizabeth. I hadn't been paying a lot of attention to the ground tremors, but now that you mention it, it does seem disconcerting. I have a feeling that the tremors are connected to whatever Meyanda is doing underground... I think our next step must inevitably be stopping her, whatever it takes."
GM Demonmoose |
Liz and Astra work together to figure out all the items.
Timeworn Radiation Detector (detects radiation)
Medlance (fill with potions, pharmaceuticals, poisons)
Timeworn Brown Nanite Hypogun (like a wand of CLW, except uses nanite canisters, 1d8+1 Healing (1 charge), or Remove Sickness (5 charges))
2 vials of Hemochem I (fast healing 1 for 1 minute)
2 nanite canisters (provides 10 charges each for nanite hypogun)
Wand of Magic Missile (CL 3rd, 44 Charges)
Scroll of Technomancy
Scroll of Unseen Servant
Scroll of Detect Radiation
Amulet of Natural Armor + 1