| Lucas Lee |
Napalm sticks his head out of the berth and curses at himself. The smoke was working against them now and he had no way to clear it. I should have known they would have infrared sensors. Wait...infrared.
He winces as the robots unleash death and hope that Ebon was able to find some cover. "We have to close with them fast! Go, now!" He barrels out of the room and hurls a grenade hoping to land it between the robots.
Ranged Touch vs DC 5: 1d20 + 12 ⇒ (19) + 12 = 31
Napalm is aiming for the square between the robots and auto hits. If they are using infrared, the blast and flames from the grenade should blind them momentarily. (This is real life science, not game rules). Plus, they should take 7 splash damage from the bomb.
| The Spore |
Spore feels the heat from the sentry's blast sizzle away uncomfortably as it interests with his body. Grateful that he took the time to prepare himself, he charges along behind Napalm, painfully aware he's likely to get attacked again as the kids through the cloud.
On the other side, he takes up a defensive position, pleased at least that he can now see the door to the next car...
double move, maybe provoking AoOs if they have melee weapons.
Longarm: Rd 27/50
Lesser Resistant Armor (DR 5/-): Rd 28/500
Resist energy (fire): minute Rd 2/500
Trystt
|
Trystt flies up farther into the car and tries to disrupt the nearest robot.
-------------------------------------------------------------------
Move: Fly-0'
Std: Misfortune Hex(red) + Soothsayer
HP: 25/33(fatigued)(Fly-7 rd)(+1H/D-8 rounds)
AC: 21/20(LRA-DR:5)
AP: 3/7
Magus: 3/5
Witch 1: 2/8
Witch 2: 1/5
Flight Hex: 3/5
Healing Hex used: Doc | Ebon | Trystt
| GM-JZ |
Round 4 - Enemy
Slam 1, Spore: 1d20 + 7 + 2 - 2 ⇒ (14) + 7 + 2 - 2 = 21 Hit
Slam 2, Spore: 1d20 + 7 + 2 - 2 ⇒ (19) + 7 + 2 - 2 = 26 Reroll
Damage: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Slam 1, Spore: 1d20 + 7 + 2 - 2 ⇒ (17) + 7 + 2 - 2 = 24 Miss
Slam 2, Spore: 1d20 + 7 + 2 - 2 ⇒ (3) + 7 + 2 - 2 = 10 Reroll
Slam 1, Spore: 1d20 + 7 + 2 - 2 ⇒ (18) + 7 + 2 - 2 = 25 Hit
Damage: 1d6 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Slam 2, Spore: 1d20 + 7 + 2 - 2 ⇒ (8) + 7 + 2 - 2 = 15
The robots step back, their strategic protocols initiating, and smash into Spore with pneumatic punches.
Round 4 - Heroes
| The Spore |
9 damage total after DR, brings me to 49, +3 this round is 52.
Spore absorbs the blows not without pain, but happy that he's drawn their attention away from the others. Focusing on finding a weak spot in the armor, he jabs a thin vine forward at one of the bots.
Exploit Weakness, DC = 10 + object's Hardness or target's CR: 1d20 + 3 + 5 ⇒ (16) + 3 + 5 = 24 +2 to attacks and ignore hardness/DR for 1 rd if successful
PA Flurry 1 vs Red: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24 threat
PA Flurry 2 vs Red: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
damage Flurry 1 vs Red: 1d6 + 8 + 4 ⇒ (5) + 8 + 4 = 17
damage Flurry 2 vs Red: 1d6 + 8 + 4 ⇒ (4) + 8 + 4 = 16
Confirm? PA Flurry 1 vs Red: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
crit damage Flurry 1 vs Red: 1d6 + 8 + 4 ⇒ (6) + 8 + 4 = 18
Lesser Resistant Armor (DR 5/-): Rd 29/500
Resist energy (fire): minute Rd 3/500
HP: 52/59
Trystt
|
Concentrating on the other robot, Trystt extends her disruptive energy with a pop of crackling white noise.
-------------------------------------------------------------------
Std: Misfortune Hex(blue) + Soothsayer
Move: Cackle(extend Misfortune on both)
(Blue: 2 rounds | Red: 1 round)
HP: 25/33(fatigued)(Fly-8 rd)(+1H/D-7 rounds)
AC: 21/20(LRA-DR:5)
AP: 3/7
Magus: 3/5
Witch 1: 2/8
Witch 2: 1/5
Flight Hex: 3/5
Healing Hex used: Doc | Ebon | Trystt
Trystt
|
Fly:Hover&5'step: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19
| Lucas Lee |
Napalm will delay to after Ebon with the assumption that he's going to step up and hit the robot in front of him. Napalm will then try to flank and sneak attack.
Napalm runs and leaps past Spore, sliding behind one of the robots. He whips the baton at the robot, trying to hit critical circuitry.
Acrobatics to move through threatened square.: 1d20 + 11 ⇒ (3) + 11 = 14
Attack (Inspire Courage): 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Damage (Inspire Courage, SA): 1d6 + 7 + 2 + 3d6 ⇒ (6) + 7 + 2 + (1, 5, 1) = 22
Napalm probably eats an AOO.
| Akio Tashi |
Ebon steps forward, and with a combination of punches and sweeping kicks unleashes on the robot.
Attack: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
Damage: 1d8 + 17 + 2 ⇒ (7) + 17 + 2 = 26
Attack: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Damage: 1d8 + 14 + 2 ⇒ (2) + 14 + 2 = 18
| GM-JZ |
Round 5 - Enemy
Machinegun Spore: 1d20 + 10 ⇒ (17) + 10 = 27 Hit
Machinegun Ebon: 1d20 + 10 ⇒ (18) + 10 = 28 Hit
Machinegun Trystt: 1d20 + 10 ⇒ (2) + 10 = 12 Miss
Machinegun Sterne: 1d20 + 10 ⇒ (9) + 10 = 19 Hit
Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10
Machinegun Spore: 1d20 + 10 ⇒ (20) + 10 = 30 Hit
Machinegun Ebon: 1d20 + 10 ⇒ (9) + 10 = 19 Miss
Machinegun Trystt: 1d20 + 10 ⇒ (11) + 10 = 21 Hit
Machinegun Sterne: 1d20 + 10 ⇒ (2) + 10 = 12 Miss
Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11
The robots step back from the attack that is pressed against them so suddenly and raise their wrist-mounted machineguns to unleash a hail of bullets that rips through the car!
The sound of bullets ricocheting off metal is deafening and at this range it is unavoidable that most of you get hit.
Round 5 - Heroes
| Lucas Lee |
AOO (flank, IC): 1d20 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15
Damage (IC, SA): 1d6 + 7 + 2 + 3d6 ⇒ (5) + 7 + 2 + (3, 2, 5) = 24
| Dr William Sterne |
sleight of hand: 1d20 + 5 ⇒ (12) + 5 = 17
just realised fatigue reduces my slight of hand check to 5. Plus these tin cans are obviously quite observant :(
Maintaining inspire courage as well
Sterne cries out in pain as the first bullet slams into the meat of his thigh, tearing clean through his leg, thankfully the bullet missed the bone and didn’t shatter his leg. clutching desperately at the wound he tries to stem the flow of blood and as he stumbles the second round narrowly misses him.
bastard! he hisses and focusing his mind he tries to repair the bullet wound in his leg, speeding up his bodies rate of healing.
cmw: 2d8 + 5 ⇒ (5, 8) + 5 = 18
Hp 26/ 38
| GM-JZ |
Misfortune on both factored in?
Jeez I forgot about that, sorry Trystt :(
Machingun Spore reroll: 1d20 + 10 ⇒ (1) + 10 = 11 Miss
Machingun Ebon reroll: 1d20 + 10 ⇒ (7) + 10 = 17 Miss
Machingun Trystt reroll: 1d20 + 10 ⇒ (15) + 10 = 25 Hit
Machingun Sterne reroll: 1d20 + 10 ⇒ (8) + 10 = 18 Hit
No one takes any damage from this attack
Machingun Spore reroll: 1d20 + 10 ⇒ (20) + 10 = 30 Hit
Machingun Ebon reroll: 1d20 + 10 ⇒ (10) + 10 = 20 Miss
Machingun Trystt reroll: 1d20 + 10 ⇒ (19) + 10 = 29 Hit
Machingun Sterne reroll: 1d20 + 10 ⇒ (20) + 10 = 30 Hit
Spore and Trystt do take the 11 damage from this attack
| The Spore |
As the machines re-position themselves and open fire, Spore finds himself peppered with a bullets. As much as they hurt though, he knew each one that hit him was one fewer that hit the others. Reaching out with ill intent at the machines, he takes advantage of their movement to strike, then slides down to offer Ebon room to advance, and attacks each robot's machine gun directly.
I should be able to 2 attacks of opportunity since I took Combat Reflexes last level-up.
PA Attack of Opp #1, red: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
PA Attack of Opp #2, blue: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
Damage #1, red: 1d6 + 8 + 4 ⇒ (6) + 8 + 4 = 18
Damage #2, blue: 1d6 + 8 + 4 ⇒ (4) + 8 + 4 = 16
Attacking the Machine-guns
Exploit Weakness, Red, DC = 10 + object's Hardness or target's CR: 1d20 + 8 ⇒ (14) + 8 = 22 +2 to attacks and ignore hardness/DR for 1 rd if successful
PA Attack Flurry 1, Sunder Red: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 threat
PA Attack Flurry 2, Sunder Blue: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
Sunder Damage #1, red: 1d6 + 8 + 4 ⇒ (1) + 8 + 4 = 13
Sunder Damage #2, blue: 1d6 + 8 + 4 ⇒ (5) + 8 + 4 = 17
Confirm? PA Attack Flurry 1, Sunder Red: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Crit? Sunder Damage #1, red: 1d6 + 8 + 4 ⇒ (6) + 8 + 4 = 18
Lesser Resistant Armor (DR 5/-): Rd 30/500
Resist energy (fire): Rd 4/500
HP: 44/59
Trystt
|
Trystt extends her disruptive energy with a pop of crackling white noise and sends a surge of energy into herself.
-------------------------------------------------------------------
Std: Cast CLW-Self
Move: Cackle(extend Misfortune on both)
(Blue: 2 rounds | Red: 1 round)
Hover: 1d20 + 8 - 1 + 4 + 2 ⇒ (10) + 8 - 1 + 4 + 2 = 23
CLW: 1d8 + 5 ⇒ (6) + 5 = 11
HP: 30/33(fatigued)(Fly-9 rd)(+1H/D-6 rounds)
AC: 21/20(LRA-DR:5)
AP: 3/7
Magus: 3/5
Witch 1: 1/8
Witch 2: 1/5
Flight Hex: 3/5
Healing Hex used: Doc | Ebon | Trystt
| Lucas Lee |
Napalm steps back into the doorway of the berth and casually tosses a grenade at the robots. It explodes in blast of liquid nitrogen, covering the robots in frost.
5 foot step back. Throw frost bomb at Red. DC16 Fort Save or be staggered. Blue gets a DC 16 Reflex save to avoid half of the 7 splash damage. Spore is not affected via precise bombs.
Ranged Touch (PBS): 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Cold damage (PBS): 3d6 + 4 + 1 ⇒ (2, 2, 5) + 4 + 1 = 14
| Akio Tashi |
Taking a deep breath Ebon steps forward pressing the enemy, with more focus he pounds at the robot with a flurry of hard hits.
Attack: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Damage: 1d8 + 17 + 2 ⇒ (7) + 17 + 2 = 26 First hit bypasses DR/Hardness
Attack: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Damage: 1d8 + 14 + 2 ⇒ (5) + 14 + 2 = 21
| The Spore |
Jumping over the pile of robot remains, Spore moves to the next door and peeks through, hoping to prevent more surprises
| Akio Tashi |
Ebon takes a few deep breaths. "Hold up a second, I got beat up in that last fight." He takes out a med pack and starts to patch up his cuts as be he can.
CMW: 2d8 + 3 ⇒ (4, 7) + 3 = 14
"These guys are getting serious now, with robots like that." He nods down at them. "Do we not have any idea who they are yet?"
| The Spore |
"Mmmmmmmmmm, good point, Ebon, Spore rumbles.
"Napalm, what do you think? This tech isn't very common on Earth, is it?
| Dr William Sterne |
I am going to re implant my vanish arrow trick - standard action
I thought they were pretty serious before Sterne says with a wry smile but I see your point Ebon, they have upped their game so to speak. he says as he nudged the remains of the robots with his shoe.
was that med pack enough for you Ebon? What about the rest of you? No point being heroes, well...you know what I mean. Speak up, if you have any injuries
does anyone need healing?
| Lucas Lee |
Napalm inspects the robots that are now so much scrap. "Not common at all. You'd need serious bankroll, your own manufacturing and robotics factory, as well as state of the art electronics and AI laboratories to build something like this. Maybe 5 guys on earth outside of the military-industrial complex have the resources to do this. Maybe. And I'd be doubtful of most governments too. Or at least they'd be less interested. You could build crude nuclear weapons with less resources and expertise."
"If you just dropped this in my lab, I'd guess it was Stark-tech. Maybe some bastardized version, but it would be my first guess. That or the best the US government has to offer."
Napalm begins examining some of the broken parts to see if there's any serial numbers or identifying marks on the interior parts.
Engineering: 1d20 + 12 ⇒ (10) + 12 = 22
Trystt
|
"Nice job, guys. Whatever their origin, taking them out was no mean feat. Seems like a bit much to just be guarding some pharmaceutical chemicals."
I'm good as far as HP. Running out of spells, though.
| Lucas Lee |
"Let's keep going. Someone on this train knows what the hell is going on."
He activates a secondary circuit in his kevlar armor. A bio field activates, which will help keep his heart and respiratory systems functioning during trauma.
False Life: 1d10 + 5 ⇒ (10) + 5 = 15
Whoo! 15 temp hit points
| The Spore |
Spore listens intently as Napalm explains, and smiles when Trystt chips in.
"Okay, Napalm, let's go. If you all step back, I can knock in the door. Might as well expect to be ambushed and exploded again," he says with a weary smile. Regrowing all material he'd damaged today was more tiring than he liked to admit.
Trystt
|
"Before exploding things, let's try the old-fashioned way first...," Trystt suggests. "...please," she adds belatedly. Moving her hand just a hairsbreadth over the door, she tries to obtain a sense of the mechanisms of it. With a flick of her wrist, she starts working on it. "All yours," she says as she steps back.
Per: Traps: 1d20 + 17 ⇒ (11) + 17 = 28
Eng: Trap: 1d20 + 16 ⇒ (18) + 16 = 34
Eng: Lock: 1d20 + 16 ⇒ (15) + 16 = 31
| GM-JZ |
Incredible rolls there.
Trystt discovers a sensitive biometric scanner hidden in a plate beside the door. It looks as though it is scanning her and should she touch the door, something quite deadly may well have happened.
With a series of deft motions however, she is able to disable it and make the door safely passable before similarly unlocking the mechanism.
| GM-JZ |
The next car is very different to the ones that have come before.
The door opens with a light swoosh and a gentle breeze of perfectly temperature-controlled air kisses you as it does so.
Beyond is a room that would look more fitting in a hospital, with impeccable white floors and walls made of polished metal. On one wall is a digital readout that indicates the temperature of the room and of Units A through G. The entire area is hermetically sealed and a perfect clean-room.
A series of lockers and compartments line the walls before another door in the car lies ahead.
| Lucas Lee |
"Nicely done, Trystt." Napalm walks into the train car and takes a deep breath at the cool air-conditioned air. He refocuses and approaches the readout. "Some sort of lab or medical unit? Biohazard?"
He tries to activate the digital screen to gain any more information about the units and what they might contain. "Someone check those lockers and see if they're labelled."
Do the temperatures of the various units vary? Are they higher or lower than the current room? Are there any other controls, such as air flow for the units? Can the temperature be adjusted? Can I open the units?
Computers: 1d20 + 12 ⇒ (2) + 12 = 14
| GM-JZ |
With that check, you can't adjust the controls. But you can determine that the entire car is kept at a very constant 41 degrees (that's 5 Celsius to us Brits!)
The readout doesn't suggest there is any biohazard in here, but it does in no uncertain terms indicate the temperature is not to be adjusted
The lockers are not labelled and you can't see anything in here that reads A to G
| Akio Tashi |
"What... What are we dealing with here." He steps into the cooled cart, it's almost like stepping into a completely different world from the other sides.
"I really don't like this at all. What have we gotten ourselves into? Can you work out what this is for on that Napalm?" He says moving to look around.
Percpetion: 1d20 + 12 ⇒ (12) + 12 = 24
| Dr William Sterne |
computers: 1d20 + 4 ⇒ (12) + 4 = 16
Moving over to the control panel Sterne glances at the read outs and frowns.
Sweet Jesus, Napalm may be right. it could be a biological weapon! If we breach that refrigerated car and there are guards inside....we run a big risk of exposure. We need to be damn careful in there he says with a worried look on his face, the thought of being exposed to some horrific bio weapon turned his blood to ice.
was there anything in the lockers? he asks as he moves over to them to take a look
perception: 1d20 + 9 ⇒ (2) + 9 = 11