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.
Roll20- map
Loot
Jeji investigates the edge of the pit, but doesn't see anything suspicious.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Is there any sign that the androids in here installed some sort of ladder system to help them get around in the vertical corridors?
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Maybe before we go down we should try to get into the door above us?
Kricker Godridden wrote: Is there any sign that the androids in here installed some sort of ladder system to help them get around in the vertical corridors? Same as before DC 10 climb. The androids had a positive climbing bonus and could take 10 :)
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
"That is a good idea, Kricker. But be ready for things to fall out of the door when it is opened."
Kobold Inactive
"Up I go then. Be ready."
Climb: 1d20 + 3 ⇒ (19) + 3 = 22
Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Jeji has no difficulty climbing to the door overhead. She finds that only the highest level card, the green one, opens it. The door slides open revealing a small metal room cell-like room that has metal benches and cupboards oriented sideways on the walls. A quick inspection finds that several important looking weapons remain in the lockers including two pistols, a rifle, and seven grenades!
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
"Very good." Once the lethal hardware has been passed down to the rest of the party, Perrik examines the various items carefully.
Working from phone; to facilitate the identification rolls I'm going to roll all the d20s at once. Take them in order. Perrik's Knowledge(Engineering) bonus is +16.
ID rolls: 10d20 ⇒ (20, 12, 14, 14, 1, 8, 2, 13, 14, 20) = 118
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Kricker will backup Perrik on the two items that he seemed to have problems identifying.
knowledge Engineering: 1d20 + 10 ⇒ (14) + 10 = 24
knowledge Engineering: 1d20 + 10 ⇒ (4) + 10 = 14
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:
"Arms locker. Good," Drahlneep says comparing the new pistols to his current primary.
Perrik quickly catalogs the discovered weapons:
2 Stun guns (1d6 Nonlethal, Crit: stun 1 rnd)
1 Arc rifle (2d6 electric, +2 to hit metal)
3 soft grenades (6d6 nonlethal)
2 stickybombs (entangle 2d4 rounds)
2 electrogrenades (6d6 eletrical)
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Kricker tries out the heft of the Arc rifle and determines it to be a worthy successor to his handmade musket.
Kobold Inactive
"Boomers and blasters" Jeji says with a smile. She begins to stuff grenade after grenade into her bandolier before passing the other weapons down to her kin.
The kobolds eagerly pass around the loot from the weapons cache. Kricker takes the rifle and Jeji takes the TEK bombs to add to her alchemical stock. The pair of pistols goes to Drahlneep. Afterwards, all look down the pit again
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
"Let's go. I will need help climbing."
Using rope, I imagine? order of descent?
Kobold Inactive
"I will go first. Stay quiet and give me some distance...but not too far."
Stealth: 1d20 + 15 ⇒ (5) + 15 = 20
Climb: 1d20 + 3 ⇒ (12) + 3 = 15
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:
Drahlneep follows Jeji down, ready to protect her if more androids emerge.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
I should go last as I have a ranged weapon and i am awful at climbing.
Jeji slowly and stealthily slides forty feet down the rope with nary a sound reaching the spiked wall at the bottom. Drahlneep follows easily behind and even Perrik can start down the knotted rope without mishap. Kricker remains above for the moment, armed and wary.
Jeji finds that one of the doors is open and something whirs and beeps inside. The object is a mechanical flying sphere, half as big around as a kobold. A red light beeps angrily as it approaches the doorway.
Round 1
Jeji {bottom}
Drahlneep {halfway}
Murderball
Perrik {top}
Kricker {tippy top}
Kobold Inactive
With no bombs left, and the flying sphere too close for a grenade, Jeji drew her arc pistol and fired a blast at the orb.
Arc Pistol, point blank: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 +2 vs metal
electricity damage, point blank: 1d6 + 1 ⇒ (4) + 1 = 5
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:
Drahlneep snarls and leaps into action, ready To defend Jeji from the mysterious new TEK monster.
Laser w/SA: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14+1 if PBS applies
Damage if hit: 1d6 + 4 ⇒ (5) + 4 = 9 +1 if PBS applies
Laser w/SA: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17 +1 if PBS applies
Damage if hit: 1d6 + 4 ⇒ (3) + 4 = 7 +1 if PBS applies
Electricity races over the spherical BOT after Jeji blasts it pointblank. It hovers forward, but Drahlneep drops down from twenty feet above Acro: 1d20 + 11 ⇒ (17) + 11 = 28 to land in a crouch between Jeji and the metallic monster, unhurt as he fires at the thing with a laser pistol. The floating droid swerves to avoid the first shot, but is hit by the second. It closes with Drahlneep suddenly bristling with dangerous looking medical instruments which pop-out on tiny arms around the sphere. A syringe jabs the kobold pumping him with a drug. Drahlneep- DC 17 fort save A pair of small spinning bone saws and surgical lasers follow up. Drahlneep is hit by a circular saw and laser as well. Drahlneep- 6 slash, 7 fire
Round 1
Perrik {top}
Kricker {tippy top}
R2
Jeji {bottom}
Drahlneep {bottom}
Murderball
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
How high up is Perrik atm?
Perrik wrote: How high up is Perrik atm? about 40 feet
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
Perrik moves a little ways down the rope and calls on eldritch powers to aid the party and confound the foe.
Casting prayer.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Please tell me if Kricker can see the thing. Meanwhile Kricker draws his Auto-grapnel.
Kricker Godridden wrote: Please tell me if Kricker can see the thing. It's in the doorway attacking Drahlneep. So partial cover from your vantage point.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Kricker waits until he can get a better shot.
Kobold Inactive
Jeji tried to maneuver around in the tight corridor to avoid hitting Drahlneep as she fired again at the floating metal orb.
Arc Pistol, point blank: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 +2 vs. metal
Electricity damage, point blank: 1d6 + 1 ⇒ (1) + 1 = 2
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:
Fort: 1d20 + 8 ⇒ (19) + 8 = 27
Drahlneep continues firing at the TEK creature, hoping to take it down before it cuts into him again.
Laser w/SA: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20 +1 if PBS applies
Damage if hit: 1d6 + 4 ⇒ (6) + 4 = 10 +1 if PBS applies
Laser w/SA: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22 +1 if PBS applies
Damage if hit: 1d6 + 4 ⇒ (3) + 4 = 7 +1 if PBS applies
Jeji jabs the arc pistol past Drahlneep's shoulder and grazes the spiky hovering ball with a electrical energy while Drahlneep shakes off the invidious toxin and fires two laser blasts that hit at pointblank. The machine is quite tough. It returns fire with a laser scalpel and a pair of buzz saws. Drahlneep knocks the laser aside, but suffers a horrible gash from a saw. Drahlneep- 11 slash
Kricker keeps looking for a clear shot, but the melee is pretty tight below him. Jeji and Drahlneep occupy the jagged terrain at the bottom of the shaft fighting the flying bot that advances and retreats in the doorway.
forgot about the spikes at the bottom. Drahlneep likely would have taken some damage landing there, but GM error.
Round 2
Perrik {25' up}
Kricker {50' up}
R3
Jeji {bottom}
Drahlneep {bottom}
Murderball
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 descend.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Kricker ponders the likelihood of getting down safely under fire and decides holding over-watch is a better idea.
hold action for a better shot.
Kobold Inactive
Again Jeji aimed her pistol at the metal orb and pulled the trigger.
Arc Pistol, point blank: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 +2 vs. metal
Electricity damage, point blank: 1d6 + 1 ⇒ (5) + 1 = 6
Kricker continues to try to find an opening in the confusion at the bottom of the pit. Perrik reaches Jeji's side just as she fires again, but the small, deadly orb is too quick and dodges. Drahlneep is bloodied, but keeps fighting to protect the kobolds behind him...
Laser w/SA: 1d20 + 11 - 2 + 1 ⇒ (6) + 11 - 2 + 1 = 16
Damage if hit: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Laser w/SA: 1d20 + 11 - 2 + 1 ⇒ (1) + 11 - 2 + 1 = 11
Damage if hit: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
...but his injuries foul his aim. The saw and laser scalpel hit again. Drahlneep- 6 slash, 3 fire
Round 3
Perrik {bottom}
Kricker {50' up}
R4
Jeji {bottom}
Drahlneep {bottom}
Murderball
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
Perrik calls healing energy into Drahlneep, encouraging the other kobold in a guttural tongue.
CMW: 2d8 + 6 ⇒ (5, 3) + 6 = 14
Speech: 1d4 ⇒ 3
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Kricker stows the rifle and begins descending now that everyone else is at the bottom.
Kobold Inactive
With few other options, Jeji continued to fire her arc pistol at the metal orb.
Arc Pistol, point blank, prayer: 1d20 + 9 + 1 + 1 ⇒ (18) + 9 + 1 + 1 = 29
Electricity damage, prayer: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
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:
Fearing for the life of his comrades, and taking multiple wounds in a short time, Drahlneep snarls and foams at the mouth, blasting with reckless abandon.
Entering rage.
Laser w/SA, rage: 1d20 + 11 - 2 + 2 ⇒ (19) + 11 - 2 + 2 = 30 +1 if PBS applies
Damage if hit w/rage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 +1 if PBS applies
Laser w/SA, rage: 1d20 + 11 - 2 + 2 ⇒ (12) + 11 - 2 + 2 = 23 +1 if PBS applies
Damage if hit w/rage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10 +1 if PBS applies
Perrik says something unintelligible as he channels aid to Drahlneep. The warrior kobold flies into an adrenaline rage quickly firing at the deadly robo-ball. Two more burnholes appear and electricity dances across the BOT as Jeji hits as well. The machine smokes as the damage takes its toll. More sparks fly and then it drops to the wall underfoot with a distressed beep as it shuts down!
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Kricker continues to climb down, now moving as slowly as necessary to reduce the risk of a tumble into the sharp bits at the bottom.
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
Once the BOT falls, Perrik waits a moment to see if it moves again, and then approaches and begins to examine it.
1d20 ⇒ 16
Perrik inspects the strange destroyed bot more closely. The mixture of surgical weaponry used for destructive purposes suddenly clarifies its purpose to him. This robot was designed to torture prisoners. The oracle is able to make some use of the evil robot by scavenging 3 nanite canisters off the wreckage.
The robot came from some sort of guard room. The other doors all lead to cells. As Kricker reaches the bottom, the koblds realize that they have explored all of the buried ship and should probably give the elemental creature above the all clear.
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
Perrik grins as the BOT's purpose becomes clear. "I see nothing else here that we can easily use."
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Let us take a quick look into the cells and see if there is anything interesting in them, but I agree that it is time to call in the Xorn and leave here.
The guard room has a mechanism to open all the cell doors along the corridor. There is nothing of interest in the small rooms. The kobold explorers slowly climb back up to where they left the Xorn. They find the creature mostly phased into the wall, cautiously peeking out with one of its three eyes.
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