DMFflash |
Round 2 to 3 (rebaselining as 3)
Init: Kovax, Ridic, Urgeon, Razorend, Hethuath
Kovax, Urgeon & razorend all fire and swing and the nimble creature dodges it all.
Ridic may retroactively post his action
Up close, it's obvious that this creature doesn't breathe or bleed. In fact, you're fairly certain it's undead. (More info requires a knowledge religion roll that I don't think any of you have ranks in)
It takes a swing at Razorend attempting to trip the front line warrior with its blade following up with a barrage of attacks, but the canny stalker leaps over the trip slashing out as the opportunity presents itself and deflects the other blows with his defensive blade style.
22 AC is brutal. Just need some O. Take your AoO if you want it.
Hethuath Trip vs Razorend: 1d20 + 5 ⇒ (4) + 5 = 9
Sword vs Raz : 1d20 + 7 ⇒ (12) + 7 = 19
Fist vs Raz : 1d20 + 2 ⇒ (13) + 2 = 15
Fist vs Raz: 1d20 + 2 ⇒ (18) + 2 = 20
-Posted with Wayfinder
Urgeon Porpentine |
Round 3
Urgeon reloads and fires his crossbow again.
Attack: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
Damage: 1d8 ⇒ 4
Razorend |
Attack of Opportunity: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14; Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Razorend dives right, trying to move through the gap in the doorway to come up around the far side.
Acro Tumble: 1d20 + 7 ⇒ (20) + 7 = 27
As he rolls past, he slashes at the thing's knees.
Kukri (Offensive Roll): 1d20 + 7 ⇒ (2) + 7 = 9 vs flat-footed AC; Damage: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7
Ridic Slaranack |
Can you make an acrobatics check to pass an enemy if you have to pass through friendly occupied squares? If so I will roll it up, if not I don't think I can do anything in this log jam
Acrobatics
1d20 - 1 ⇒ (14) - 1 = 13
DM Fflash |
Yes you do and that will fail, however, once Razorend tumbles around, he'll open a spot for you. I'll assume you delay your second round action to accomplish that and attack.
Round 4
Init: Kovax, Urgeon, Razorend, Ridic <delays>, Hethuath
Ridic moves up and attempts to get past the creature but it is agile and swipes at him, forcing him to stay back.
Urgeon fires and misses while Razorend is able to use the distraction to get around the four-armed walking dead thing, unfortunately he is unable to land a blow.
Ridic moves into the vacated space and lashes out with his scythe with a devastating blow severing the unsuspecting creature's head from its body. (x4 crit multiplier, holy s***!)
Hethuath AoO vs Ridic last round: 1d20 + 7 ⇒ (5) + 7 = 12; miss
Kovax vs Hethuath: 1d20 + 2 ⇒ (5) + 2 = 7; miss
Ridic vs Hethuath: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26; HIT!; Crit?: 1d20 + 42 ⇒ (14) + 42 = 56; CRIT!; Damage: 8d4 + 16 ⇒ (1, 2, 3, 1, 3, 4, 3, 1) + 16 = 34
END COMBAT. You each receive 200 xp.
The body holds 2 masterwork shortswords, a magical cloak and 40gp.
Urgeon Porpentine |
Urgeon attempts to identify the magical cloak.
Spellcraft: 1d20 + 9 ⇒ (2) + 9 = 11
Urgeon Porpentine |
Urgeon folds up the cloak and puts it in his backpack, "I'll have to study this cloak further to figure out what it does."
He then searches the area.
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
There appear to be another set of double doors on the east wall of the corridor - correct?
Urgeon Porpentine |
Urgeon shakes his head at Razor, "I don't know."
He turns to the others. "I think we're going to have to find different key cards if we're going to proceed any further. For now, I recommend that we rest, since I for one am deleted of resources. This room seems like a defensible place to stay the night."
Assuming the party agrees to rest here, Urgeon will take the time to carefully search the room. Take 20
DM Fflash |
You discuss resting after having run through several fights in the past couple hours from the robot, to the skeletons to the 2 tentacle monsters and now this twice dead four-armed creature.
Sifting through the tons of junk, Urgeon finds another key card hidden under a pile of metal wire. It looks like the other ones you have except the outside is black instead of brown. A quick test and you discover it does open the locked door in the hallway. The thoroughness of his search makes you wonder if you've passed up other wonders in the piles of junk you've seen in other rooms.
Image added to Roll20.
Urgeon Porpentine |
Urgeon looks at the new card with some wonder, "We need to be more careful searching these rooms. Let's try this card out."
He inserts the black card into the hallway door. He then follows the others through. On the other side he will check to see if either the brown or black cards will open the door on the left.
Kovax Exner |
"Spending some time searching the rooms we have already been and know are safe, and seeing if we have missed anything like another of these door cards is not a terrible idea, who knows what we may have overlooked that could be invaluable as we move deeper into this...thing"
Urgeon Porpentine |
Can we simply flex time the searches of the other rooms so that we don't slow things down?
Urgeon Porpentine |
Looking at the map, the three larger rooms that we should probably search:
The room with the windows and glowing pillar
The room with the sputtering machinery
The larger room in the "Entrance from the Skulk Cavern"
Once the search is complete, we should also try our black key card on the double doors north of the skulk entrance, which we couldn't open before.
DM Fflash |
You start your search back in the room with the glowing light on the pillar and the large metal desk covered in lights and buttons. You discover that all the machinery is connected via various conduits and thin metal cable, but you don't find anything else that you can walk away with.
1 hour passes
Of significant note while you're searching the window & pillar room before you proceed to the sputtering machinery room is that every 10 to 40 secs that room fills with lightning. You are able to time it and search quickly in bursts, but ultimately the room is fairly plain and you find nothing of interest. You do feel that with a bit more understanding of the machinery and the interconnecting conduits and thin metal wire, that you might be able to stop it.
2 hours pass
In the large room back by the skulk cavern, your search uncovers several small items. Two items that look like silverdisks, but the engravings glow with a faint bluish light, a small device with black lines on it that has a couple small wires with metal tips that retract in and out, and powerful, long-handled tools that resemble a blacksmith's tongs.
1 hour passes
Urgeon Porpentine |
Urgeon will examine the silverdisks and will attempt to decipher their purpose. He likewise examines the device with the retractable wires and the tools.
Engineering: 1d20 + 9 ⇒ (1) + 9 = 10
Engineering: 1d20 + 9 ⇒ (7) + 9 = 16
Engineering: 1d20 + 9 ⇒ (20) + 9 = 29
DMFflash |
You recognize the little silverdisks as batteries from your discussion with Sanvill. The wire device you can't figure out, but the tongs contraption you figure out.
-Posted with Wayfinder
Urgeon Porpentine |
Urgeon relays the information to the others. He holds up the device with the wires to Kovax, "Have a look. Any idea what this thing is for?"
He places the silver disks and the gripper tool in his backpack.
As the group circles back to the cavern area as part of their search, Urgeon will try both the black and brown key card on the second set of double doors.
DM Fflash |
Urgeon discovers that the door is completely unresponsive to the black and brown cards.
I'm assuming each of you have a brown card and Urgeon carries a black one. Probably worth annotating who carries what at this point
The black card does open the doors on the far east side of the map and you find it leads into a long 10 foot wide corridor that extends straight east for a time before it hits another closed door.
I'm assuming you're just looking that way at this point. If you decide to proceed, I'll move you to another map.
Ridic Slaranack |
"Well we can take the door to the east since it is open, maybe we will find another key down that way."
I am unsure what door it is that will not open, according to the map there is a double door to the east, which I would assume is the one that we can not open. Then there is the door to the far east which you are saying we can open. Clearly we can not get to that door though, but I am must just be lost on which door is which. Can you add letters to the doors on the map?
Urgeon Porpentine |
Urgeon will carry the black card unless someone objects. Yes, let's proceed east through the double doors on the right side of the map.
DM Fflash |
I recognize that Dave is out of the country and Kam is busy, too, but since I've seen them post on the other games, I'll assume they're fine with pressing on
Roll 20 Map has been updated
You progress through the doors at the end of the hallway to enter another short hallway with another door that opens at a black card swipe.
A large metal desk with blinking lights and strange glowing panels sits atop a raised area on the east side of this room near a circular table. Two couches covered with black material sit to the south a pair of black metal pillars. Splatters of dried blood stain the floor and walls near a pair of doors to the north, while here and there patches of rust-red mold and fungus cling to the southern wall. The room itself is brightly lit by glowing panels on the ceiling.
Urgeon Porpentine |
Urgeon will cast heightened awareness on himself and will carefully examine the area immediately beyond the double doors prior to entering. He will also detect magic.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
He turns to the druid, "Is that mold dangerous?"
DM Fflash |
The mold is similar to the other stuff you saw on Gerrol Saunders, but it doesn't seem to have any spores. Ridic believes it is harmless.
Urgeon finds nothing of interest nor does he note anything magic in the nearby area.
As you progress into the room you find the desk covered in buttons, dials, and levers also has small glass windows on it that flash and and blinks in random patterns. Occasionally, garbled lines of scrambled Androffan text or images of strange creatures flash briefly on one of the windows on the desk. You recognize images of the four-armed creature you fought, but these ones seem alive.
Another flash of a dog-like creature with another word.
and finally a vine-like plant creature.
Pictures loaded to Roll20
The black card opens the door to a small closet in the back room which contains several upright lockers, most of which contain only strange pieces of junk and rubble. Still, a search of all five lockers uncovers some interesting items including 3 batteries, 26 silverdisks, a foot-long cylinder with a sliding switch on the side of it and a glass cap on one end, and a small locked bin. The bin has a slot for an access card, but when used an image of a white padlock appears.
Urgeon Porpentine |
Urgeon shakes his head, "Only brown and black cards."
Urgeon translates the androffan words to the group, "These creatures aren't native to Numeria. I wonder why they were studying them?"
He attempts to discern how to operate the console.
Engineering: 1d20 + 12 ⇒ (7) + 12 = 19
He will likewise examine the cylinder.
Engineering: 1d20 + 12 ⇒ (17) + 12 = 29
He places the batteries and silver disks in his backpack and then will complete a more through search of the area Take 20