Marcel the Wise |
Marcel tries the Captain's Override on the locker, then tries the found Mechanic's Override on the stubborn second door. That failing, he examines the door to guess how hard it would be to get through by using his shoulder override or someone's laser override.
The Nameless GM |
Before Marcel can come to a decision, an automated voice rings from the speaker system.
"Intruder alert. All personal be advised automated defenses have been activated."
In the main atrium you hear a few machines whirl to life and a loud siren go off on the intercom system. You've got trouble.
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Marcel the Wise |
"Have I turned into a flower-sniffing hippie?"
Marcel reaches into his backpack and pulls out landmine after landmine after landmine. Listening carefully to get an idea of whether anything is coming, he carefully lays them out in the doorway and hastily gestures for the rest of the group to make cover for when they go off.
Vincent "Scab" |
"Yeah, still not a terrible idea, heh, but has anyone seen a security override terminal?"
The Nameless GM |
A quick thought reminds Scab that normally the automated defense overrides are in the central hub or control center of a building. That must be the Overseer's Office. Player knowledge: There will be terminals you can access, but you will not get to turn them all of at the same time. That comes later.
Just as you speak you hear the sound of a jet motor keeping a Mr. Handy in the air. And sure enough, here comes a Mr. Handy with the Vault-Tech logo and paint job down the stairs.
"Intruders detected. Lethal force has been authorized."
Marcel, the mines you place will go off, but you didn't specify how many you placed. I'm using 3 for this post since your previous post suggests it.
The Mr. Handy raises it's flamethrower attachment and manages to get a spray of flaming gasoline before the mine under it goes off.
Mr. Handy Flamer Damage: 8d8 ⇒ (2, 7, 3, 8, 2, 2, 5, 4) = 33 You get a Reflex for half damage, DC 17. Edward you get a +4 to the save since you said you were behind a defendable position. None of you will catch on fire, but this damage can be blocked by your DR.
Marcel's Landmine: 6d10 ⇒ (6, 10, 8, 7, 6, 5) = 42
Mr. Handy Reflex for half: 1d20 + 2 ⇒ (6) + 2 = 8
Mr. Handy Reflex for staying upright: 1d20 + 2 ⇒ (4) + 2 = 6
With a loud clang clang the Mr. Handy falls over past the other landmines. The hull is damaged, but it is still in working order.
And with that, Initiative! Kinda. We're gonna do something a bit different.
Each of you will roll your Init like normal, but then I'll get the average of those rolls and compare it to the avarage of all the enemies you'll be facing. After that, when it's your turn, you can all go at anytime, but once a post is made, it is made. No take backs. Make sure you know what your ally is going to do, or you might hinder them. Questions go in the discussion thread.
Vault Enemy Init: 5d20 + 4 + 4 + 3 + 3 + 1 ⇒ (7, 14, 11, 10, 10) + 4 + 4 + 3 + 3 + 1 = 67
67/5=13 R2
Vault Enemy Init Total: 13 R2
Vincent "Scab" |
ref: 1d20 + 7 ⇒ (12) + 7 = 19 = 17 dmg, DR 11 means 6 dmg to Scab
init: 1d20 + 3 ⇒ (8) + 3 = 11
Annabell Trinity |
Annabell will hiss in pain as her armor takes most of the damage however she still get burned as she out of instinct take out her backwater rifle and makes grunting bear like noises to Tandan pointing at The robot. The bear will nod and get read to spring on it.
When it is our go, Annabell will fire and Tandan will charge.
The Nameless GM |
Rolling for Crispy since he's not doing anything.
Crispy's Init: 1d20 + 3 ⇒ (2) + 3 = 5
Party Init Total: 5 + 21 + 12 + 12 + 11 = 61
Party Initiative: 12 R1
As the robot attempts to get upright, Annabell takes a shot and Tanden jumps at it, swinging its claws.
We forgot that Tanden, now that he's 4th lvl with you, is no longer a Small creature and is now an adolecent young Yao Guai. His new stats are as follows, from the PRD.
BAB +3, Fort +4, Ref +4, Will +1
Tanden Bite To Hit: 1d20 + 9 ⇒ (6) + 9 = 15
Tanden Claw 1 To Hit: 1d20 + 9 ⇒ (11) + 9 = 20
Tanden Claw 2 To Hit: 1d20 + 9 ⇒ (13) + 9 = 22
Since he is Medium, those are treated as Medium attacks and the robot's DR will affect the damage
Annabell To Hit: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 +1 from PB-Shot
Annabell Damage: 2d6 + 1 ⇒ (1, 5) + 1 = 7 +1 from PB-Shot
As the young Yao Guai swings its massive claws at the mechanical beast as it raises from the ground, a hole is torn into the armor. Annabell takes her shot clean through the Mr. Handy, leaving it a pile of broken metal and scrap electronics.
It died. Good teamwork.
The rest of the vault awaits, along with the dangers it holds.
When there is a creature for combat, it will be posted, then you guys post in whatever order you deem. After you're done, the Vault's guardians will take their turn. Good luck!
Vincent "Scab" |
"damn, heh, that burned me."
Scab will help search for scrap components, but can he hear more robots?
The Nameless GM |
The large, heavy grade steel door is locked tight, and not even the override keys allow you to get in. This one is lock with an override key marked with a keyhole marked with a yellow keyhole and a red one. There must be another key somewhere.
For those of you getting confused, I'm keeping track. I know what I'm doing.
Everyone is able to find a few scrap parts here and there. Enough for one Mend spell or 1d4 weapon repair.
Scab listens closely to the stairwell, trying to hear any other robots or automated defences.
Scab's Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Sadly, nothing reaches his ears. Must be some dead skin that hasn't fallen out yet. Sorry, not high enough. Anyone else wanna try? Perception if you want.
The Nameless GM |
Annabell hears something that could be important.
Waiting on you guys.
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Vincent "Scab" |
"Hmmmm," Scab thinks aloud, "We have seen blue, yellow, green, and red keyholes, and we have a blue and a yellow key. We need to find more keys, then just open everything. But first, heh, gimme some mines for these robots. Progress will be slow, setting them up for a safety perimeter as we search each room, then taking them down as we leave. But i'd rather be slow than be burnt any more."
The Nameless GM |
(GMPC Post)
Crispy tip toes his way past the mines, then realizes Marcel set him as an ally so he wouldn't accidentally set one off. He (Stealth: 1d20 ⇒ 20) moves quietly as Marcel on a good day up to the top of the stairs and takes a look around.
Crispy's Perception: 1d20 + 6 ⇒ (2) + 6 = 8
"I see a robot rolling around on a tripod set of wheels," he whispers down to the group at the foot of the stairs.
Know: Science (Arcana): 1d20 + 10 ⇒ (15) + 10 = 25
"It's a Sentrybot, model #2256, armed with a missle launcher, minigun, and extra heavy duty plating." Knowledge told you the weapons, type, and it has DR 7/Large,Electric. They are weak to EMP or electric damage.
The robot turns to face Crispy on the tripod. He whispered just a little too loudly. "TARGET ACQUIRED."
Missle To Hit: 1d20 + 3 ⇒ (13) + 3 = 16
Miss Square: 1d8 ⇒ 4
The missle explodes on the wall above Crispy, shrapnel raining down on him. His armor takes all the damage, keeping Crispy alive. Standard shot, 6d10 damage with 2d10 rad damage. Rad damage will be ignored.
Crispy takes his turn to HIGH TAIL IT OUT OF THERE!!! He gets back down to the bottom of the stairs, getting behind a workbench for cover. Full round withdraw.
Vincent "Scab" |
Scab turns his plasma pistol on high output, and readies to fire. (readied action, damage is /large)
atk: 1d20 + 6 ⇒ (13) + 6 = 19 ranged touch
plasma dmg: 5d8 ⇒ (3, 5, 3, 5, 2) = 18
fire dmg: 2d8 + 4 ⇒ (1, 6) + 4 = 11
The Nameless GM |
GMPC for Annabell and Tanden
Annabell chambers another round, ready to fire should something appear at the top of the stairs. She makes a few more grunts, and Tanden quickly moves to the foot of the stairs. Prepared actions: Annabell will fire at the robot should it get to the top of the stairs, and Tanden will charge at the bot should it get to the top of the stairs if clear area. If not, he will get as close as he can.
The robot's advance targetting system follows the ghoul intruder down into the mechanic's wing. Only authorized personel are allowed down there. He must follow and terminate the threat to the Vault.
As it rolls into position, it detects more intruders, one with heavy armor, one mutated form of wildlife, another mutated humanoid, the mutated humanoid it was tracking earlier, and two more humans without authorization.
Before it can proccess all this info, it realizes a plasma bolt is headed for it. It smacks the robot square in the chest, the plasma burning a decent hole in its armor. The added fire on top does next to nothing, as it was designed to take such abuse.
Then it notices the humanoid further away raising a firearm at it.
Annabell To Hit: 1d20 + 6 ⇒ (2) + 6 = 8
The shot goes off and flys past the robot's head, but then the mutant wildlife rushes up next to the robot and attempts to cut it with its exceptionally sharp claws.
Tanden Charge To Hit Claw: 1d20 + 11 ⇒ (8) + 11 = 19
Tanded Charge Claw Damage: 1d4 + 5 ⇒ (1) + 5 = 6
The claw cuts clean through the armor.
Marcel the Wise |
"S#@&." Reaching into his pocket, Marcel pulls out a vial and slams it into the pump in his arm. Gritting his teeth, they grow and sharpen in his mouth as a green tinge bursts across his face, his fingernails lengthenging and growing jagged and dangerous. Covering a growl, he runs across the room behind the sentry to trap it between him and Tanden.
Chug Mutagen, gain Strength and Natural Armor bonus, move behind to flank, next round start whacking with claws and bite.
Vincent "Scab" |
Scab takes another shot in round 1 with his plasma weapon
atk: 1d20 + 6 ⇒ (15) + 6 = 21 ranged touch
plasma dmg: 5d8 ⇒ (2, 3, 2, 5, 7) = 19
The Nameless GM |
The plasma bolt strikes the robot dead center, burning a hole in the armor.
Edward's swing goes wide above the robot's head. If it could laught at Edward, it would.
The robot turns its attention over to Edward, since it looks like the biggest threat. The whirr of machinary in its right arm tells you it's firing with its minigun attachment. AoO from Tanden, Marcel, and Edward if you wish.
Minigun To Hit: 1d20 + 5 ⇒ (20) + 5 = 25
Minigun Crit: 1d20 + 5 ⇒ (13) + 5 = 18 You dodged a few dozen bullets there.
Mingun Damage Large: 2d6 ⇒ (5, 4) = 9
Edward feels the sting of his first few bullet wounds. Ouch.
Tanden AoO Claw: 1d20 + 11 ⇒ (9) + 11 = 20
Tanden Claw Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Vincent "Scab" |
Scab takes another shot in round 2 with his plasma weapon
atk: 1d20 + 6 ⇒ (13) + 6 = 19 ranged touch
plasma dmg: 5d8 ⇒ (5, 1, 5, 5, 6) = 22
Marcel the Wise |
Marcel rips into the robot.
Bite: 1d20 + 11 ⇒ (11) + 11 = 22 1d6 + 9 + 2d6 ⇒ (4) + 9 + (2, 2) = 17
Claw: 1d20 + 11 ⇒ (19) + 11 = 30 1d4 + 9 + 2d6 ⇒ (3) + 9 + (5, 3) = 20
Claw: 1d20 + 11 ⇒ (5) + 11 = 16 1d4 + 9 + 2d6 ⇒ (1) + 9 + (1, 2) = 13
The Nameless GM |
The robot's circuts die out after Marcel bites and claws into the third hole Crispy burned into the armor. The tearing into, however, caused a short in the robot's armor, causing it to explode!
Explosive damage, Medium size, range of 10ft. Marcel, Tanden, and Edward get reflex saves for half.
Explosion damage: 2d10 ⇒ (7, 4) = 11
Marcel Ref Save: 1d20 + 4 ⇒ (3) + 4 = 7
Tanden Ref Save: 1d20 + 6 ⇒ (13) + 6 = 19
Edward Ref Save: 1d20 + 4 ⇒ (7) + 4 = 11
Tanden's thick hide and the ability to see what was about to happen saved his bacon. Evasion doesn't hurt either.
Marcel and Edward take the full blast, even though their armor absorbes most of the damage.
Vincent "Scab" |
"I'm still burned from the first one, but mostly fine. We need a better plan when fighting these things."
What ingredients do i need to make some EMP grenades?
The Nameless GM |
Scab's thought returns, and it's a good idea.
If he can get 1 scrap metal, 2 scrap electronics, and 3 microfusion cells, he'd be able to make an improvised EMP grenade.
Thankfully, there are two machines where you are and a couple of workbenches. Getting what you need is easy, except for the Microfusion cells. Someone's going to have to give those up.