Draco Voodoo's To KoBoldly GO! (Inactive)

Game Master voodoo chili

A Very Special Iron Gods
The Blightscale Kobolds seek revenge against the humans. Ray guns get it faster.

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Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

Perrik continues to wend his way down the disorienting wall.

Climb check: 1d20 - 1 ⇒ (17) - 1 = 16


Init again for the new page. I guess that I should have realized that a strength-based skill like climb was going to be difficult for kobolds :P

Perrik continues carefully making his way down the vertical hallway.

Round 3
Drahlneep
Perrik-x
Round 4
Jeji
Kricker
Huma-roids


wheresis de kobolds?


Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

Still climbing.


Kobold Inactive

Not to be outdone, Jeji continues to fight fire with fire, hurling yet another bomb.

Bomb Throw: 1d20 + 10 ⇒ (8) + 10 = 18 Ranged Touch
Fire damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9 {splash damage 6 fire, DC 15 Reflex for ½}


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

"AAAAAARRRRRRR!" Drahlneep opens his fanged mouth wide and screams a war cry as he let's loose with the laser pistol.

He will fire on the newcomers, trying to spread the damage out between the two rather than concentrating fire.

Laser w/rage, SA: 1d20 + 11 + 2 - 2 ⇒ (8) + 11 + 2 - 2 = 19 +1 if PBS applies, it's still the older map I think?
Damage if hit w/rage: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9 +1 if PBS applies
Laser w/rage, SA: 1d20 + 11 + 2 - 2 ⇒ (11) + 11 + 2 - 2 = 22 +1 if PBS applies
Damage if hit w/rage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8 +1 if PBS applies
Laser w/rage, SA: 1d20 + 6 + 2 - 2 ⇒ (2) + 6 + 2 - 2 = 8 +1 if PBS applies
Damage if hit w/rage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8 +1 if PBS applies


Drahlneep rapid fires the semi-automatic pistol hitting one injured android twice, destroying it. Jeji follows with another bomb which clears the deck.

combat over


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

One of us should go retrieve the weapons from the humanoids, as well as my grapnel if you don't mind.


Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

"Are any of you injured?"


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

I am a bit wounded, but can use the wands if necessary. I am unable to channel my gods power again this evening until I can get some rest.


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

Drahlneep grunts in response to Perrik's question. He nods, unable to speak while trying to catch his breath.


The kobold gather on the back wall to catch their breath and inspect their wounds.


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

Kricker gets out a wand and starts seeing to the wounds.

CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6 on Drahlneep
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9 on Drahlneep
CLW wand: 1d8 + 1 ⇒ (1) + 1 = 2 on Drahlneep
CLW wand: 1d8 + 1 ⇒ (1) + 1 = 2 on Drahlneep
CLW wand: 1d8 + 1 ⇒ (4) + 1 = 5 on Drahlneep
CLW wand: 1d8 + 1 ⇒ (4) + 1 = 5 on Drahlneep
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6 on Kricker
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6 on Jeji
CLW wand: 1d8 + 1 ⇒ (3) + 1 = 4 on Jeji
CLW wand: 1d8 + 1 ⇒ (4) + 1 = 5 on Jeji


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

Drahlneep, I think you are our best climber, can you go get my grapnel and strip those two of anything usefull?


As Kricker uses the wand to heal his companions, the red light begins flashing and a crackling alarm starts a rhythmic blaring. A dispassionate voice speaks:

Androffan:
Alarm. Alarm. Warden system is alerted of assault on prison. Automated defenses are activated.


Kobold Inactive

"That can't be good. We should moving before more of them show up.
I'll try to get the stuff."

Climb: 1d20 + 3 ⇒ (5) + 3 = 8
Climb: 1d20 + 3 ⇒ (19) + 3 = 22
Climb: 1d20 + 3 ⇒ (18) + 3 = 21


Hasten perhaps by the thought of more guards arriving soon, Jeji scales the wall to the place where one pair of androids fell. She recovers the autograpnel and the guards' laser pistols and the total of four spare batteries that they have in their pockets.
Weapons are corona class laser pistols (2d4 fire damage)


Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

What expertise is required to use the pistols?


Firearm proficiency


Despite the alarms, no one shows up immediately from either of the openings up the wall that lead to the corridors where the androids appeared.

map up


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

Since Jeji is already up there, why don't we go that way? I can't use those pistols, but I think Drahneeep should be able to.


Kricker- I'm saying firearm proficiency covers any gun- black powder or tech.


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

I agree, but unfortunately Kricker is a musket master and only has proficiency with long arms and not pistols.


Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

I may be missing something re the layout. I thought Perrik was climbing down to the rest of the party, but now we're going to climb back up to where Perrik started from?


Climbing 15' up to side passages, not all the way straight up to top. Should be a reference map up.


Kobold Inactive

While waiting for the others, Jeji reached down and grabbed one of the laser pistols, awkwardly shoving it into her bandolier. She grabbed the other one and tossed it down to Drahlneep. She pocketed half of the extra batteries, sliding them into her bandolier as well.

With the autograpnel still up here, can they climb up easier?


actually the autograpnel autoretracted up to your current perch, but easy enough to release a line.

The others quickly join Jeji in the tilted hallway. Despite the alarm, no one has shown up yet.


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

Kricker retrieves his autograpnel and readies it for action again.

Let's see what we can find in here. If we are the first ones to explore this "ship" there may be some great TEK we can find and use.


Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

"And it is still active. There is much to learn here."


The kobolds prepare themselves and then move cautiously on the wall of the hallway that has become a floor. After 20 feet, the corridor drops into a pit that was once a level corridor. The honking and flashing red lights continue.


ARRROOOOOGA! ARRROOOOGA!


Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

Perrik looks down into the pit.


Perrik wrote:
Perrik looks down into the pit.

Give me a perception check, please.


Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

Perception check: 1d20 + 3 ⇒ (15) + 3 = 18


Perrik hears the whir of an automated system and pulls back just before a laser blast hits the roof above the pit!


Kobold Inactive

A small grin slowly crept onto Jeji's face as she slipped a volatile flask out of her bandolier. She glanced towards the others, shrugged, and tossed it down the hole.

Bomb Toss: 1d20 + 10 ⇒ (12) + 10 = 22
Fire damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11

Not really aiming at anything specific, most just blindly returning fire and hoping to scare whatever may be down there or damage something.


1d4 ⇒ 1

Finding herself out of prepared alchemical bombs, Jeji arms and drops one of the grenades. There is a loud explosion and the a little trickle of smoke rises from the pit. A peek over the edge reveals shattered equipment and no more threat from the laser turret. There are several doors seen below on the walls of the pit.


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

Not subtle, but then again, who cares! Nice job, Jeji. Do any of the doors look easier to get through than the others?


Kobold Inactive

Jeji's grin widened to the extent possible.

"Hmm, let me take a closer look. Cover me."

Climb: 1d20 + 3 ⇒ (7) + 3 = 10
Climb: 1d20 + 3 ⇒ (4) + 3 = 7

Acrobatics (if needed): 1d20 + 13 ⇒ (2) + 13 = 15

Once down in the pit below, Jeji began to inspect the doors.

Perception: 1d20 + 11 ⇒ (14) + 11 = 25


Without an immediate threat apparent, the kobolds can take their time to safely explore the passage. Jeji is lowered on a rope to the top set of doors across from each other. A transparent window in each door offers a view of the small chamber within. They look to be dungeon cells; featureless except for a sleeping bench and waste removal bowl. The near one actually still has an occupant: the long dried husk of a Xill lies on the wall near the bench. None of the cards open the doors.

Descending farther, to just above the blasted mess at the bottom of the pit, Jeji finds that the lower doors are open broken open. The view within is quite different from the upper cells. One cell has a pair of cocoon-like machines. Both are open and empty. The other room looks like a small barracks containing four bunks, four lockers, and a computer console. The lockers are empty except a spare set of clothes like the androids that attacked you wore. There is nothing else down this way.


Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

Is there any indication of what killed the xill?


Perrik wrote:
Is there any indication of what killed the xill?

No signs of violence. The remains look mummified as if the Xill died centuries ago.


Anything else or move to the other passage?


Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

Other passage.


Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2

I agree, lets move on.


Kobold Inactive

Taking a moment to grab the spare set of clothes, Jeji nodded as she stowed them away in her pack.

"Yes. Onward. I go."


The kobolds cross the security center climbing along the floor to the opposite corridor. They find the corridor layout similar to the other except there is a door on the wall overhead. At the end, the pit, once a corridor, stretches out below. At the far end, large metal spikes emerge from a floor that was once a wall. The walls of the pit are lined with open doors into what appear to be small chambers on either side of the pit, although the angles make it difficult to say for certain.


Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
Effects:
dex rage

Drahlneep grunts. "Execution room?" he asks as he eyes the spikes.

Which is more a post saying I'm here and caught up again, lol.


Kobold Inactive

"Or maybe just a trap...I will take a look."


Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2

"It is probably a TEK thing."

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