Ridic crawls forward down the slanted area to cast his spell jolting the robot and triggering it to spaz out a bit. (Still need to make a reflex save to avoid falling in, but gain an additional +4 to your reflex save -- total of +6)
Razorend stands, drawing an attack from the buzzsaw before it returns to the elemental cutting chunks of rock off it with a horrific grinding sound.
Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)
Swings at Robot:
To Hit(WarAxe):1d20 + 7 ⇒ (18) + 7 = 25
Damage(WarAxe):1d10 + 2 ⇒ (4) + 2 = 6
As Oskar Knocks a chunk off the Robot, he growls 'Finally!'
Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp
20% Miss Chance:1d100 ⇒ 6
Razorend's partially out-of-phase stance helps out, causing the robot to narrowly miss. He focuses his ki insight onto the robot's weaknesses, then along the edge of his kukri. He strikes, carving through the robot's metal armor like a hot knife through butter.
Spend 1 Ki to add critical strike damage for 3 rounds...
Loot: The horc carries a magical spiked gauntlet, [i]scroll of unholy blight[i] [ooc](A Papineau favorite), breastplate, heavy steel shield, gray access card, unholy symbol of Hellion; the acolytes: 8 spiked gauntlets, 8 chain shirts, 8 light steel shields, 160 silverdisks.[/ooc]
Let me know if you wish to do anything else in the Temple room
Nalakai's Quarters
The eastern portion of this room is a shambles of twisted metal and debris, leaving the western portion to serve as a combination bedroom and personal shrine.
The small side room to the north stinks to high heaven and is obviously a latrine.
On a small table next to to a cot is a book. The contents are in a tight crabbed writing. It is written in Orc, and would take quite a bit of time to read (assuming someone knows the language).
Barracks
The walls of this room are decorated with images of mechanical claws reaching toward the sky. Eight simple bedrolls lie on the floor here.
The door to the south is locked, but the gray card opens it. It leads to stairs going down.
Batteries
The north wall of this room is a tangle of ruins and debris, while in the center of the room stand four tall pillars with glowing bands of pale purple light pulsing along their sides.
A door in the eastern wall leads to another stinking room.
Disposal Pit
A bitter stink of chemicals with an underlying reek of decaying flesh fills the air of this cavern. A platform of gray metal, worn smooth and free of dust, extends over a 10-foot-deep pit filled with rubble--strangely polished rubble.
Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)
After combat:
Oskar downs a potion of Cure Moderate wounds
Cure Moderate Wounds:2d8 + 3 ⇒ (6, 1) + 3 = 10
Nalakai's Quarters
Oskar Searches the room as well.
Perception:1d20 + 10 ⇒ (11) + 10 = 21
Barracks
Oskar searches this room as well.
Perception:1d20 + 10 ⇒ (20) + 10 = 30
Then he listens at the stairs
Perception:1d20 + 10 ⇒ (10) + 10 = 20
Batteries
Oskar searches this room as well.
Perception:1d20 + 10 ⇒ (7) + 10 = 17
Then joins Urgeon is studying the Batteries
Knowledge: Engineering:1d20 + 9 ⇒ (8) + 9 = 17
Urgeon pockets the Orc book and the party finds nothing else in the room.
Barracks
Inspecting the stairs, Ridic smells a bit of sewage and notes the western wall lowers down allowing visibility into the pit below the platform to the northeast.
Batteries
Studying the batteries, Urgeon realizes they are fully charged. With the right kind of connection device (like a power cable or the power transmitter from Torch), he could rig it up to recharge items.
Disposal Pit
Urgeon lingers for a moment studying the pit below and then starts as he realizes there is some sort of transparent ooze sitting across the rocks. As Urgeon watches, it starts to tremor and move slightly.
M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
Urgeon tells the others what he finds. "Beware, there is an ooze of some sort in the pit. Be mindful going down the stairs - it may attempt to cross the wall."
Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)
Oskar stays well back from the pit. "Ah, lads, I've tried flying across a pit once today, I'm not any good at it. I'll stay away from the edge" "but I'll try to cover you all with my Musket as best I can" Musket reloaded and ready.
"oh, does anyone else think throwing something that is on fire down the pit first, might be a good idea?" , "by the way, Not it!"
No takers on the fire, Oskar ... looks like we're headed down the stairs
The party quickly moves down past the open wall to the pit. The translucent slime shudders and pulses toward you, but ultimately you pass by without incident.
Down the flight of metal stairs, you realize it is attached to the outside of some partially buried metal structure. A door allows access into the structure from a landing below. Brilliant lights cast illumination out to the south into a large, damp cave. Far below to the south, a pool of foul green fluid bubbles and smokes.
Two monitors on either side of the door light up with Hellion's image, who speaks to you immediately in its deep, unearthly voice, "Turn back or die."
The lights all switch off as the monitors blink out ... plunging the area into darkness and taking away your view below. Urgeon's wand tip still faintly illuminates the area around you casting eerie shadows all around.
It's about 30 feet down from the landing to the cavern to the south next to the pool
Perception DC25:
You hear something or someone scuff the floor nearby you just faintly
Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)
Meyanda walks beside Razorend, quiet for a moment before she speaks matter of factly, "It's strange. I feel like I am reading a story that I only realize after it's finished that I've read it before, but I can' recall what comes next."
She looks at her fellow android with something approaching satisfaction, "Brigh teaches us to create and find life in it. It is obvious to me now that Hellion did nothing of the sort. He destroyed ... he couldn't even create a lasting memory. He is the anathema of everything Brigh stands for. I find that Brigh is pleased that his hold over me is nearly gone. WE must destroy him, Razorend."
------------------------------
Razorend:
You spy three small humanoids wrapped in dark cloth. Only a long sharp nose and two pale hands wielding a single wavy dagger each. They ghost past Oskar to surround the dwarf and come up upon you.
Roll Initiative, you may act in the surprise round. I'll retcon their movement if you wish to move before them and roll higher than them. Their action due to early detection is just to move.
Dark folk Initiative:1d20 + 3 ⇒ (17) + 3 = 20
Knowledge Local to ID, don't think Razorend has ranks ...
Foiled Ambush Surprise round
Urgeon alerts the party and Razorend spies something in the dark. Humanoids begin materializing out of the air around the party.
Everyone roll initiative and post actions if you roll higher than 20 and after Razorend has posted his
Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp
Razorend nods to Meyanda, also pleased with her growing independence. "We will see to it that it can no longer enslave any others."
*
In the pit, Razorend sees the oncoming ambush and quickly reacts. "Oskar, behind you!" he warns as he flies into motion, moving to intercept the nearest foe.
Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)
Initiative:1d20 + 5 ⇒ (18) + 5 = 23 Can I see these...things, is my dark vision effective?
Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)
Gotcha!
Attack nearest foe:
To Hit (Musket, point blank):1d20 + 9 ⇒ (12) + 9 = 21 Damage (Musket):1d12 ⇒ 8
Firing a weapon in melee combat will provoke an Attack of Opportunity if you want to do that.
Roll 20 has the enemies on it now
Knowledge Local DC13:
The creature are dark creepers, members of a race called dark folk. They look to their leaders with near divinity and are known to steal and cause significant mayhem although generally aren't inherently malicious
Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)
I'm going to take the shot, and pray my armor protects me
Urgeon, Oskar, Dark Folk, Razorend, Kovax, Ridic, Meyanda
Oskar takes aim with his weapon and the three small men stab out at him getting a couple gouges in with daggers smeared with some black substance. His body convulses immediately from whatever courses through his blood. (Make all three of your saves first)
AoO:1d20 + 6 ⇒ (19) + 6 = 25; HIT!; Damage:1d3 ⇒ 2 + DC14 Fort Save or take 1d2 ⇒ 2 Str damage
Crit?:1d20 + 6 ⇒ (6) + 6 = 12; fail
AoO:1d20 + 6 ⇒ (13) + 6 = 19; fail
AoO:1d20 + 6 ⇒ (17) + 6 = 23; HIT!; Damage:1d3 ⇒ 1 + DC14 Fort Save (unless you failed earlier then your save next round is DC16) or take 1d2 ⇒ 2 Str damage
The dwarf blows half the face off one of the creatures, but it continues to fight on. They attack the dwarf again, swarming him with vengeance.
To hit vs Oskar:1d20 + 6 ⇒ (13) + 6 = 19; miss
To hit vs Oskar:1d20 + 6 ⇒ (17) + 6 = 23Damage:1d3 ⇒ 2 + DC14 Fort Save (unless you failed one earlier then your save next round is DC16 or two earlier and your save next round is DC18) or take 1d2 ⇒ 1 Str damage
To hit vs Oskar:1d20 + 6 ⇒ (5) + 6 = 11; miss
Razorend leaps in and slashes at the injured creature and it screams in agony as light explodes from its eyes and the creature detonates in an explosion of light. The other two scream as they hold hands up to their eyes.
Ridic, Kovax, Razorend and Oskar make a DC13 Fort Save or be blinded for 1d6 ⇒ 3 rounds
After saves I'll adjudicate Kovax's action and then I'll need Ridic's save
Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)
Oskar grunts in pain a the fiends attack.
Fort Save + Racial Bonus:1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 poison 1
Fort Save + Racial Bonus:1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 poison 2
Fort Save + Racial Bonus:1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23 poison 3
Fort Save:1d20 + 8 ⇒ (14) + 8 = 22 blindness (+2 if a spell, or spell Like Ability.)
if we are out of surprise round:
Oskar Reloads move action Fires at the beast he hit previously if its still up. Then he take a 5ft step away from the beasts
shot on the run, move-shoot-move (up to base movement)
Urgeon, Oskar, Dark Folk, Razorend, Kovax, Ridic, Meyanda
Suprise round is always just once and one action for those that can act (in this case it was only Razorend, which I now realize I shorted him that action and resolved it in Round 1 incorrectly ... so will retcon his Round 1 action now), should've annotated that we were in Round 1. Fixed above .. sorry
Razorend attacks twice more, striking both times since the dark creature is blinded by his companion's death.
Rolling Kovax's miss chances to move us along
1d100 ⇒ 36; miss
1d100 ⇒ 66; HIT!
Kovax fails to get his arms up and throws his chain out blindly where he saw the opponent previously. His first attack finds no purchase but his second one skewers the creature in the head, bursting out the back end causing it to to burst into an explosion of light.
Razorend and Oskar make a DC13 Fort Save or be blinded for 1d6 ⇒ 1 rounds
Ridic stumbles forward and swings blindly smashing his scythe into the wall.
Meyanda fires from the back row and although her opponent is behind soft cover and involved in melee combat, she still wings him.
Yawning to clear her ears from the three weapon retorts, the android looks at you all, "I'm pretty certain everyone knew we were here before this fight, right? No need to stay quiet ... although it's a bit late to ask you that."
M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid
Ridic is rubbing his eyes trying to get his vision back.."well that was a fun little spat, hopefully I can avoid being light blinded the rest of the time I am under ground."
Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)
Depending on what time Ben and Magma can get on on the 2nd if we are able to jump on earlier as a group we might be able to bust out some of this game live too if you guys are able.
I may have to work on prep tomorrow for Shackled City ... will see how much I can get done. Log on when you guys can and we'll see if we can move a bit forward.
Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp
Guys,
We still haven't really fleshed out how we 4 know each other. I don't know anything about Ridic or Urgeon's back story. I was hoping we could mesh the common ground and come up with something. As it is, we are just 4 dudes with a semi-common goal... which is also a bit vague atm.
I have a quick suggestion you all can work off of.
Kovax and Urgeon met through Khonnir, working with him at times.
Ridic and Razorend met in jail. Both thrown in overnight, Razorend for B&E (shopkeeper ended up letting it go since nothing was missing) and Ridic for either drunk & disorderly or vagrancy or something similar. Dont have a background on him, so couldn't say specificly.
Khonnir, influential as part of the town council got Ridic and Razorend released on a work program and the four of you spent several weeks together working on putting together the purification system at Crowfeather Palace.
Seem good? Gives you reason to know each other, familiarity with some tech, and a reason to want to rescue Khonnir.
Razorend and I could also know each other as we are both fascinated by tech, though he knows what he is, I still have no idea what I am and really who I am. He could have come with me from time to time as I have explored old ruins looking for answers.
It's a small enough town that the chances that we have ran into each other is fairly high
Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp
I figure Razorend is originally from the big city, Starfall, and came to Torch to get away from his creators. He could have run into others through the variety of "odd jobs" he's done to make coin.
If Kovax is an android, but doesn't know it, Razor would find that fascinating. Will try to play off that in-game.
Yeah Kovax woke up on a beach about 5 years ago and honestly has no real memory of anything before that moment. He has what he thinks are strange tattoos on his body and he hunts in the ruins around Torch as several of the markings on his body appear to be depicted in the ruins
Note as you discover information about the various expeditions, I've added it to the first spoiler on the Campaign info tab, in case you want to reference later.
Looks like a no go this week. Chime in on the Shackled City boards. If we can't get the larger group together for that, maybe we try Iron Gods that week.
So I am taking my first level in Investigator, do I just know all the level 1 alchemist spells but I can only make a set amount per rest? I can't find anything about "spells known"
M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
Assuming 10 gp per silver disk (and we find a buyer), total loot value to date is 669.5 gp, or 167gp, 30 sp, 5 cp each. This doesn't include the brown key cards (3 gp ea. ?).
M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
No, I didn't include the hand crossbow. That's another 200 gp. The resulting 869 gp is enough for a wand of CLW, if one is available. Does anyone disagree with a CLW wand?
And I think there is a roll off for the masterwork chain shirt and since 3 of you have disable device, you may want to figure out who gets the tools as well.