Iron Gestalts

Game Master CyberMephit

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RETIRED: advancing artificial medicine to save her wife's mind.

"The wall is not real." Fifteen calls over her shoulder - oblivious to the fact that her stepping through it demonstrates that amply. "There are machines here that are malfunctioning. I will attempt to disable them.

Take 10 initially, which fails (by 1!!!).

"Do either of you have any skill with machines? This task is complex."


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

Hearing the voice from the other side Kolsch steps through the illusionary wall.

"No, I am not familiar with such tasks. "


repeating the room description for everyone
You find yourself in a metal room, brightly lit by glowing panels in the ceiling above. To the left and right, complex machines consisting of spiral tubes and nozzles twitch and hum. Behind you is a circular opening, through which you can clearly see the cavern you came from, though the image slightly shimmers as if seen from a distance on a hot day. Another circular door is in front of you but that one is closed.
You notice that the machines are very similar to ones you saw in an area past the robot guardian, except these ones are powered up. But they are also rusty and timeworn, their twitching motions are erratic, the hum unstable and sparks periodically fly through the tangle of wires. You realize that it's only a matter of time before one of them causes a large-scale short circuit, unless you find a way to power it down or attempt to leave the room before it happens.
Disable Device DC 25 if you want to try and disable the hazard. You can retry if you roll at least 21.


RETIRED: advancing artificial medicine to save her wife's mind.

Hearing that her companions are unable to assist her Fifteen sizes up the task once more, before reaching in and carefully plucking out a precise sequence of cables. After a few more whirs and splutters the machines die down.

DD: 1d20 + 14 ⇒ (18) + 14 = 32


Nice one!
Once the room is safe, you proceed to the closed door at the other side. The door is featureless and doesn't have any visible handles or locks, however there is a gray panel on the wall nearby. As soon as you touch this panel, it briefly glows with strange symbols โล่ง and the door swiftly opens with a quiet whistling sound. Beyond lies an empty metal corridor with three doors in different directions.
map updated


RETIRED: advancing artificial medicine to save her wife's mind.

Before leaving the room Fifteen searches the room thoroughly, trying to see if anything can be salvaged now she's wrecked the machines. (Take 20) After this she leads the way out of the room, staying close to one wall and trying to keep quiet.

Stealth: 1d20 + 9 ⇒ (19) + 9 = 28


Nothing of value can be found in the room with the wrecked machines.


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

Baleiro remains alert for danger. He pulls a vial of gray liquid from his belt pouch and drinks it, adding a few thousand more repairing nanites to his system.

So we are still injured and that's a bad thing, so I'm going to use my extract now.
CLW: 1d8 + 2 ⇒ (5) + 2 = 7


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

Since nobody specified, how about we head right.

Kolsch will follow behind trying to be at least a little quiet.


RETIRED: advancing artificial medicine to save her wife's mind.

Sure.

Fifteen disregards the currently closed doors and continues to the right.


The door to the right is locked tight. A black-framed glass panel sits on the wall nearby, but when you touch it it just beeps at you and displays a red rune: ปิด

Knowledge (Engineering) DC 24:
You spot a barely noticeable slit under the panel. Tugging at it uncovers a small section of a wall with some coloured wires and strange barely visible inscriptions.
You notice that the pattern of the wires matches the ones on that alien device you looted from the room with the construct guardian before you reached the desert - perhaps it could assist in opening the door if connected and properly operated?


RETIRED: advancing artificial medicine to save her wife's mind.

Fifteen spends some time standing in front of the panel, head cocked as her nanites whir away, trying to compute the possibilities. After a minute or so she reaches out and inserts a lockpick into a thin slot beneath the panel - a gentle tug pops in out of the wall and reveals coloured whirs behind. This prompts another bout of staring from Fifteen. Eventually she turns back to her companions.

"There are similarities between this wiring and one of the robots we fought earlier. I theorise that it might be some sort of key to the door. We should retrieve it."

She leaves the actual retrieval to those with higher STR scores. :D


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

"There is a high probability that this panel requires such a device. I will retrieve it." Baleiro observes, moving at 15's behest to assist in recovering the device.


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

Kolsch just waits, having nothing to add to the effort.


I don't see a roll to access the spoilered content?

Baleiro makes a trek back through the barren desert back to the room with the robot guardian and plucks the strange small device with several buttons and colored lamps, and a few black wires sticking out of it from the debris. As he traverses the desert, he gets a feeling that the bones of the defeated skeletons have been slighly adjusted, as if someone tried to make them more orderly. But no one is visible in the range of his darkvision and nobody tries to attack him.

When he brings the device back to Fifteen, she begins tinkering with it to see if it can be attached to the panel.

Finesse DC 25. If you also succeed at a DC 24 Knowledge (Engineering) check (the same one as above) you will get a +1 bonus.


RETIRED: advancing artificial medicine to save her wife's mind.

Sorry - didn't spell out that I was taking 20 on the check.

Fifteen tinkers away happily, finding a momentary calm amid all the strangeness of the last day or so.

Finesse: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22

Can I take 20 again or not?


I don't believe you can take 20 on a Knowledge check, as take 20 represents multiple retries and Knowledge skill doesn't allow retries.
You can take 20 on Finesse if you are not distracted. Speaking of which...

Fifteen methodically connects the wires to different sockets in the panel and presses the buttons on the device in various sequences, only to be met with bright orange runes ต้องการบัตรสีดำ. After a while, one of the combinations is successful - the panel shows a green message ยินดีต้อนรับสู่, and the door slides open, revealing a long narrow corridor beyond.

At the same time, the door to the north opens up too, and a four-armed figure holding a javelin and two shining blades stands in the doorway. It resembles the skeletons you fought before, but is clad in leathery flesh. Before you can react, it throws the javelin at Kolsch!

Atk: 1d20 + 7 ⇒ (8) + 7 = 15
Dmg: 1d6 + 4 ⇒ (5) + 4 = 9

The javelin hits a soft spot in the armor, wounding Kolsch severely.

Init:

Fifteen: 1d20 + 6 ⇒ (3) + 6 = 9
Baleiro: 1d20 + 3 ⇒ (17) + 3 = 20
Kolsch: 1d20 + 4 ⇒ (6) + 4 = 10
Enemy: 1d20 + 8 ⇒ (5) + 8 = 13

Action order: Baleiro, Enemy, Kolsch, Fifteen


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

Baleiro draws one of his vials and downs it. A flickering holographic dome appears around him for just a split second before seeming to fade. Hefting his Nodachi, Baleiro then advances on the new enemy.

Taking my Shield Extract. AC +4 (Total 20) Moving adjacent to the enemy.


RETIRED: advancing artificial medicine to save her wife's mind.

I did check the Take 20 rules and it simply said that you can 'as long as there is no penalty for failure' so I assumed it was ok...


The creature adopts a battle stance, seemingly welcoming Baleiro's approach, and launches into a flurry of slashes and punches with far more grace and precision than exhibited by the skeletons. Its unblinking eyes are locked with Baleiro's, tracking his moves and reactions with emotionless confidence.

Slash1: 1d20 + 7 ⇒ (7) + 7 = 14
Slash2: 1d20 + 7 ⇒ (16) + 7 = 23
Slam3: 1d20 + 2 ⇒ (12) + 2 = 14
Slam4: 1d20 + 2 ⇒ (9) + 2 = 11
Dmg2: 1d6 + 2 ⇒ (5) + 2 = 7

Action order: Baleiro (11HP), Enemy, Kolsch (7HP), Fifteen (8HP)


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

As a swift action Kolsch will use fervor to heal himself.

1d6 ⇒ 4

Then he will attack the thing.

to hit: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 1d6 + 4 ⇒ (3) + 4 = 7


RETIRED: advancing artificial medicine to save her wife's mind.

Pleased to have a chance to flank for once Fifteen summons her nanites and moves around, ready to flank the creature at the next opportunity.

Standard - summon machete, move - as on map


Kolsch's attack fails to connect.
Baleiro is up for Round 2


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

Baleiro winds up and swings, his tattoos flaring red as his combat safeties disengage. attack+ rage: 1d20 + 6 ⇒ (8) + 6 = 14

-Posted with Wayfinder


Baleiro misses with his strike, and the four-armed creature continues its deadly dance, using its advantage in limbs to take on both Baleiro and Kolsch at once:
Slash1: 1d20 + 7 ⇒ (14) + 7 = 21
Slash2: 1d20 + 7 ⇒ (12) + 7 = 19
Slam3: 1d20 + 2 ⇒ (5) + 2 = 7
Slam4: 1d20 + 2 ⇒ (3) + 2 = 5
Dmg1: 1d6 + 4 ⇒ (6) + 4 = 10
Dmg2: 1d6 + 2 ⇒ (1) + 2 = 3

A deep cut brings Baleiro within an inch of his life, and Kolsch is wounded by a quick jab of the blade.

Action order: Baleiro (5HP), Enemy, Kolsch (8HP), Fifteen (8HP)


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

Kolsch will again heal himself with fervor.
heal: 1d6 ⇒ 3 barely keeping up

he then tries to attack again

to hit: 1d20 + 7 ⇒ (19) + 7 = 26 damage: 1d6 + 4 ⇒ (1) + 4 = 5
confirm: 1d20 + 7 ⇒ (8) + 7 = 15 damage: 1d6 + 4 ⇒ (5) + 4 = 9

He also moves 5' north.


Kolsch's rapier hits the target but the blade bends against the bloodless leathery flesh, failing to inflict any damage.


RETIRED: advancing artificial medicine to save her wife's mind.

Fifteen moves into the space Kolsch vacated, striking at one of the skeleton's arms.

Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Bludgeoning


The creature parries Fifteen's strike, she feels that she would have been more successful if she was out of the enemy's line of sight.

Baleiro is up. Also, why does a machete deal bludgeoning damage?


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

I have no idea. Oh dont forget I get temp HP when raging.
Baleiro registers the damage received and pushes on, swinging up the middle.

Attack-raging-power attack: 1d20 + 5 ⇒ (18) + 5 = 23
crit confirm: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d10 + 8 ⇒ (2) + 8 = 10


RETIRED: advancing artificial medicine to save her wife's mind.

Because I shouldn't post without enough sleep - ignore the B damage!


Yes I counted the temp 4 HP

Baleiro's powerful swing rends the creature's rubbery skin, but its hardened flesh absorbs some of the damage. It whirls on the spot as it fights back, giving a measured response to each of the opponents:

Slash1 (Baleiro): 1d20 + 7 ⇒ (16) + 7 = 23
Slash2 (Kolsh): 1d20 + 7 ⇒ (17) + 7 = 24
Slam3 (Fifteen): 1d20 + 2 ⇒ (2) + 2 = 4
Slam4 (Baleiro): 1d20 + 2 ⇒ (13) + 2 = 15

Dmg1: 1d6 + 4 ⇒ (5) + 4 = 9
Dmg2: 1d6 + 2 ⇒ (3) + 2 = 5

Baleiro's wounds are too much to bear even for his combat state and he lapses into emergency shutdown again.

Action order: Baleiro (-4HP), Enemy (-5 HP), Kolsch (3HP), Fifteen (8HP)


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

As a swift action he will cast cure light wounds on himself.

1d8 + 2 ⇒ (4) + 2 = 6

Then he will try to attack again, though he's not had much luck with his choice of weapon.

to hit: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 1d5 + 4 ⇒ (2) + 4 = 6


Kolsch makes a small dent in the creature's skin. It doesn't seem to be seriously hurt yet. Its flesh is supernaturally thick yet elastic and it doesn't look like any type of mundane weapon would be particularly effective.


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

I've been taking to much damage to have the spare swift action to magic up my weapon.


RETIRED: advancing artificial medicine to save her wife's mind.

Fifteen steps over Baliero's inert chassis before attacking again - hoping to be able to strike a weak spot.

Attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 Damage: 1d6 + 1d6 + 1 ⇒ (3) + (6) + 1 = 10


Fifteen's machete makes another gash in the creature's flesh. Recognizing a new threat, it switches its stance to put more weight in attacks against her:
Slash1 - Fifteen: 1d20 + 7 ⇒ (7) + 7 = 14
Slash2 - Kolsch: 1d20 + 7 ⇒ (20) + 7 = 27
Slam1 - Fifteen: 1d20 + 2 ⇒ (13) + 2 = 15
Slam2 - Kolsch: 1d20 + 2 ⇒ (5) + 2 = 7
Crit2?: 1d20 + 7 ⇒ (16) + 7 = 23
Dmg2: 1d6 + 2 + 1d6 + 2 ⇒ (2) + 2 + (3) + 2 = 9
Fifteen quickly escapes the blows directed at her, but Kolsch is not so lucky and gets struck right across the helm, getting a concussion!

Action order: Baleiro (-4HP), Enemy (-11 HP), Kolsch (0HP), Fifteen (8HP)


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

Actually looking back, I'm out of fervor even before the last spell was cast (because I needed to revive downed companions). Hence I am at -9 and bleeding out. I think we have a TPK looking us in the face. This is what happens when I have to blow all my spells before we even start a day.

stabilize: 1d20 ⇒ 11 nope


HP 22/23; AC 16; Fort +5, Ref +6, Will +3; +4 vs. paralysis, poison, and stun, -2 vs. mind-affecting, emotion, and fear. Defensive Abilities constructed; Immune disease, exhaustion, fatigue, sleep; Rage 8/8;
Extracts:
Cure Light Wounds, Shield, True Strike

All the monsters have been pretty damn hard. It's no wonder. :p


RETIRED: advancing artificial medicine to save her wife's mind.

And the only one with no healing is the last one standing... what do we think? Does Fifteen run for it or try and take the thing down alone?


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

Odds of you dropping it without magic to get through the DR and no flanking buddy is pretty much nil. I'd run.


could we not say that you used up CLW at the start of the day instead of fervor?
The 3 advanced skeletons fight was technically higher CR than this... this time I'm not trying to get you killed and run the guy as written and even with suboptimal tactics... But I agree Fifteen has no chance of winning this fight alone.

-Posted with Wayfinder


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

The problem with war priests is that all of my abilities are rather dependent on fervor to be effective, and at this level I'd be hard pressed to have more than 4 fervor (I only have 3/day). I would still be at 0 now, but unable to heal myself at all. All fervor is gone, and I'm out of spells. This also means I can't buff my weapon to hurt this guy. If I had a bit more HP, I could do Holy Weapon and see if that cuts it.

Mind you I'm not complaining as poor dice have been hounding me more than anything. I'd say the problem here is we started the day with the tank low, and a 3 person party is lacking for action economy against a critter which attacks more than all of us. I can understand you doing 3 players only due to gestalt, but the benefits from that haven't much kicked in yet. Later you will likely need to buff encounters, but right now we're in a tricky zone for difficulty.


RETIRED: advancing artificial medicine to save her wife's mind.

Seeing Kolsch fall Fifteen pulls back, keeping a wary eye on her opponent as she does so. As she goes she scoops up a handful of oil from a small leak in the wall.

Withdraw action - if possible pull back until I have enough cover to try a stealth check. Also, when I have a moment use Martial Flex for Improved Dirty Trick.


Well let's see what we can salvage from here. Let's keep Kolsch at 0 for now, with no spells or fervor
Fifteen tumbles past the flailing creature, grabbing unsteady Kolsch by the shoulder and bodily pushing him out of the room. Her analytical mind is racing, bolstered by the imminent danger. She reaches for the brown-striped card which she has received as a reward from the skulks and pushes it against the door panel. A yellow message flares up and the door immediately closes, just as the creature begins its pursuit, locking it inside with Baleiro. You hear muffled sounds of the creature hitting the door from inside but it doesn't seem to be able to open it. However, the door to the right is also closed again now.


RETIRED: advancing artificial medicine to save her wife's mind.

"We must retreat and find a way to defend ourselves." Fifteen tells Kolsch, matter-of-factly. "You are wounded and sub-optimal in your current state. We must find a place for you to recover."

There's nowhere obvious for that is there, apart from going back into the desert...


Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4

"Yes, sub optimal is a bit of an understatement. I'm barely still in active mode. " as he barely holds on to consciousness. "I must rest. "


Well there is that door behind the corner on the left...


RETIRED: advancing artificial medicine to save her wife's mind.

Fifteen maneuvers Kolsch up against the wall for support and heads to the other door. Glancing back she looks to Kolsch to check that he is still functioning then swipes the door, takes a quick look around the room and attempts to swipe it shut again - hoping that she hasn't let the four armed creature out of its confinement further up the corridor.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28


A series of differently coloured messages runs across the door panel, which seems to be malfunctioning, but after a few agonizingly long seconds the door slides open, revealing a strange chamber beyond, which is thankfully devoid of life (or unlife, as it were).

The air in this room seems to buzz and hum with energy. Strips of glowing rectangles light the room from above, while strange flickering windows line the east and west walls. A large glass-topped circular table sits in the middle of the room. To the north sits a large metal desk covered with blinking lights and many brightly-coloured buttons. Beneath the desk are two lockers, one marked with a red cross on it and another with a yellow triangle inscribed with an alien symbol ภัย.
A humming pillar of purple-and-black metal stands nearby, its sides flashing with tendrils of violet energy. A single golden panel flashes with a soft but incessant light on the side of this pillar. A thick layer of dust coats everything, diffusing the lights shining from the various surfaces, and many of the machines seem to be damaged, cracked, or otherwise ruined.

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