Alexis Ravani |
Repairing it is nice, but do we have time to do that? Someone should climb up and lower a rope.
Alexis looks nervously at the potential climb. Climbing is not what she excels at. Falling...at that she is a master
GM Demonmoose |
Valt instructs Nyssa on how to repair the panel. It glows and its Androffan warning red letters disappear. When everyone is ready, she presses the button and the elevator rises up to the higher floor and stops.
The power and lights from the panel glows dim. Despite how much you push it, you cannot get it to work again. Maybe if Nyssa tried to repair it again, you would have that option.
To the east are a pair of double doors.
A strong stench comes out through the closed doors.
Nyssa Veshane |
Next time, bigger hammer. Nyssa jokes. Of course, a hammer had not been used for any of the work. The grippers that Nyssa had found earlier had proven useful, though.
"Ugh! What's that smell?" Nyssa scowls at the doors.
Valt Skyddade |
Good job, Nyssa. Says Valt, while casting a light spell on a pebble or in a anything he can get from the floor. Then he searchs for a way to open the door, like the target reader device.
Lets see what we find this time, we don't have much time left.
GM Demonmoose |
Valt slides a keycard into the reader, and the two doors slowly start to open. They screech loudly, not having been opened recently.
A cloying, animalistic stink fills the air of this hemispherical room. To the north and south, curved ramps lead up to hallways leading out of the room, while several doors sit in the east wall. Flickering lights flash and strobe on the ceiling, and the gray metal walls are scorched, dented, and partially broken in places, exposing colorful wires or metallic struts within. Four mounds of rubble, cloth, and bones lie scattered about the room.
Four catlike doglike creatures suddenly perk their heads up and turn towards the noise. One of them howls. Their flesh is pulled tight to their bodies and saliva drips from tough jaws.
Alexis's Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Nyssa's Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Nortmog’s Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Valt's Initiative: 1d20 + 0 ⇒ (11) + 0 = 11
Kraig's Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Enemy Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
1. Kraig, Nyssa
2. Enemies
3. Valt, Alexis, Nortmog
Kraig and Nyssa's turn. The animals are scattered and separate about the room, about 20-25 feet away from you.
GM Demonmoose |
The thylacine ducks underneath Kraig's shield and smiles stupidly at him.
Enemy turn.
The four (?) cat-dog creatures charge across the large room and surround Kraig. One of them bites deeply into Kraig's meaty leg, mixing bits of saliva with a trail of blood.
bite, hit by Nyssa: 1d20 + 2 ⇒ (8) + 2 = 101d4 + 1 ⇒ (1) + 1 = 2 (could be dead, depends on Nyssa's damage)
bite, adjacent, smiler: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 1 ⇒ (4) + 1 = 5
bite, charge, flanking with next one: 1d20 + 3 ⇒ (19) + 3 = 221d4 + 1 ⇒ (1) + 1 = 2
bite, charge, flanking with previous one: 1d20 + 5 ⇒ (5) + 5 = 101d4 + 1 ⇒ (4) + 1 = 5
Critcal Confirm #3: 1d20 + 3 ⇒ (10) + 3 = 131d4 + 1 ⇒ (4) + 1 = 5
Nortmog Starboom |
Everyone's turn.
Nortmog fires at one of the beasts (the fourth one), not really caring which one. His bullet strikes the wolf thing in the temple and knocks it down.
Shot: 1d20 + 7 ⇒ (15) + 7 = 221d10 + 1 ⇒ (9) + 1 = 10
Knowledge Nature: 1d20 + 8 ⇒ (2) + 8 = 10
"Don't worry bear man, I got your back. They're kangaroos or something! Can't exactly see where their pouches are. Might have tiny cat things inside them, too!"
Alexis Ravani |
Alexis slashes with her blade, triggering her inner power.
rapier: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Valt Skyddade |
Watch out, Kraig! Shouts Valt, seeing his partner surrounded with those strange animals. Guidance on Iophiel
Greatsword: 1d20 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 112d6 + 9 ⇒ (4, 1) + 9 = 14
GM Demonmoose |
Nyssa's damage: 1d8 + 4 ⇒ (7) + 4 = 11
The thylacine Nyssa shot whimpers and falls down. It bleeds to death.
Alexis stabs her cat beast in the throat. It claws at the pointed blade with its claws then rests its head against it. Iophiel's blade makes a clean slice through the beasts neck.
Battle is over.
There are two ramps leading down to the north and south. From this position, you can see that the southern ramp is blocked with debris. Along the east wall are four sets of doors: double, single, double, and single.
Valt Skyddade |
Valt tries to use the wand, and after a initial missfire, he is able to make it work a couple times.
UMD to heal Kraig, DC20:
UMD, CLW: 1d20 + 10 ⇒ (9) + 10 = 19
UMD, CLW: 1d20 + 10 ⇒ (12) + 10 = 221d8 + 1 ⇒ (6) + 1 = 7
UMD, CLW: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 1 ⇒ (7) + 1 = 8
15 hp healed to Kraig.
Valt Skyddade |
Oh no, not again. Says Valt discouraged, but trying to see if there is another pattern, like in the other electrified room, a couple days ago.
Any of you think we can do it, or we must search a way around, if any?
GM Demonmoose |
The electricity discharges are too constant for Valt and the others to see a pattern. If you had someone with technological expertise, and skill in disabling devices you might be able to turn it off. Nortmog shakes his head. "Uh, I only shoot things. I ain't no technologist brain."
Nyssa opens the most southeast single door and sees a narrow five foot corridor that curves for about 30 feet. It leads to another door.
GM Demonmoose |
Opening the far door, you see:
This room buzzes and hums with the sound of machinery. A long track of moving leather-like material rotates along a metal framework in the middle of the room. The eastern end of this device is connected t o a looming metal machine fitted with thrashing and twitching armatures and blinking lights.
Panels on the wall flash with strange writing and images of metallic constructs. To the west, a second track of leather, this one smeared with blood, churns through an opening in the wall to a room beyond. The entire place has an air of entropy to it-with missing parts, flashing sparks, and periodic discordant sounds of metal scraping against metal revealing how damaged the room's machinery is.
Two repair drones move about the room fixing small damage. There is a lot of broken machines and exposed wires, so you expect they will take quite a while to finish their maintenance.
There is a door to the north and a door to the southwest.
GM Demonmoose |
Kraig opens the door to the southwest and sees a room filled with machines and conveyor belts. A six foot tall robot shaped like a man stares at them with a helmet like face, an amber eye glowing. Its mace crackles with electricity.
It screeches in a metal voice.
1. Everyone
2. Robot thing
Everyone's turn. Robot is about 20 feet away from you.
Nyssa Veshane |
Nyssa decides to try her grasp of the alien language.
She makes her first try a bluff.
Bluff: 1d20 + 1 ⇒ (20) + 1 = 21
Valt Skyddade |
Uh, guys, this one looks like an oversised cousin of Brobot, what if we just go away and try another door? -Says Valt, impressed by the size and martial look of the android.-
This one looks really mean, not like the previous androids, and we had enough problems with them.
Valt Skyddade |
Why this does not surprise me? Thinks Valt while positioning himself behind Iophiel. The man inspects once again the android, trying to remember anything relevant about them.
Know. Engineering:: 1d20 + 8 ⇒ (12) + 8 = 20
GM Demonmoose |
Nortmog grins. "Oh yeah. I can finally use these bullets. I mean, this special dragon fire."
GM Demonmoose |
Passing Alexis.
The gearsman swings its fist and electrified mace-weapon at Kraig. The burly brawler dodges both of the robot's attacks.
timeworn Neural Inhibitor: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 5 ⇒ (6) + 5 = 11
Kraig's Fort Save: 1d20 + 4 ⇒ (14) + 4 = 18
slam: 1d20 + 4 ⇒ (14) + 4 = 181d4 + 2 ⇒ (2) + 2 = 4
Valt Skyddade |
Valt gestures and chants to cast a spell against the gearsman, hoping it does work on its kind. Daze Will DC 14
Kraig Forge-Hammer |
"They're all dead, stupid robot!"
Activate Pummeling Style.
Unarmed(Flurry)1: 1d20 + 4 ⇒ (9) + 4 = 13
Blunt damage: 1d6 + 3 ⇒ (1) + 3 = 4
Unarmed(Flurry)2: 1d20 + 4 ⇒ (5) + 4 = 9
Blunt damage: 1d6 + 3 ⇒ (5) + 3 = 8
Kraig's shock a the robots door-opening abilities prevents him from hitting the baddy.
Nortmog Starboom |
The gearsman swings at Kraig again. The big man Kraig is too quick to be hit, however.
timeworn Neural Inhibitor: 1d20 + 9 ⇒ (8) + 9 = 171d6 + 5 ⇒ (4) + 5 = 9
slam: 1d20 + 4 ⇒ (8) + 4 = 121d4 + 2 ⇒ (4) + 2 = 6
Nortmog fires a shot at the robot. The bullet pierces through its hardened armor but deals minimal damage.
Musket with Adamantine Shot: 1d20 + 6 ⇒ (5) + 6 = 111d10 + 1 ⇒ (2) + 1 = 3
Everyone's turn again.
Valt Skyddade |
Valt moves near Nyssa, and taps on her shoulder, giving her a little magical boost. Guidance to Nyssa.
Greatsword: 1d20 + 6 + 2 + 1 ⇒ (1) + 6 + 2 + 1 = 102d6 + 9 + 1 ⇒ (4, 1) + 9 + 1 = 15
GM Demonmoose |
Knowledge Engineering: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19
"Uh, yeah. Make sure you don't get hit by that guys mace thing. Gearsmen can charge their weapons with electricity. I'm sure that hurts. Don't want to find out." Nortmog says.
The goblin loads another bullet into his musket, throws in a handful of black powder and jiggles the gun furiously.
9 damage to the gearsman. Alexis and Kraig's turn.
GM Demonmoose |
Passing Alexis. She may post later.
Both of Kraig's fists miss the gearsman. The metal man doesn't move to dodge the blows, instead it blocks Kraig's attacks with its empty hand.
It then strikes back at him. The technological mace strikes Kraig in the neck, and the robot's fist connects under Kraig's ribcage. Blood leaks from his nose and mouth, and he feels a ringing in his head.
timeworn Neural Inhibitor: 1d20 + 9 ⇒ (13) + 9 = 221d6 + 5 + 1d6 ⇒ (6) + 5 + (6) = 17
slam: 1d20 + 4 ⇒ (19) + 4 = 231d4 + 2 ⇒ (2) + 2 = 4
Kraig can make a fortitude save DC 12, or take a -1 in attack rolls, skill rolls, and Will saving throws for 1 round.
Everyone's turn. 9 damage to the gearsman.