
Jeji the Unstable |

With the death orb finally disposed, Jeji takes a moment to load a new battery into her arc pistol.
As they reached the top of the corridor, Jeji shudder at the unnatural beast. Phasing into the rock was one thing, but three eyes was just something that was off-putting to the little kobold.

Draco Voodoo |

The creature leans farther out of the rock revealing the mouth filled with cobble like teeth at the top of its head which is at least as freaky as radial symmetry and three eyes. It speaks in Androffan, "You all have returned. That is good. Did you vanquish all the guards from this delicious metal thing?"

Draco Voodoo |

Once again the kobolds join claws and make the uncomfortable journey through rock with the creature's help. They emerge once again in the mines and with a final farewell, the Xorn sinks back into the stone to begin its gastronomical explorations.
The kobolds are left to ponder if they will wait to ambush the Technic League in the mines should they return or take the battle to them.

Perrik |

"If we want to prepare for the return of our enemies with traps, we will need other ways out of here. We could also prepare traps here and make them think we are inside, then kill them after the traps have weakened them. What do you think?"

Drahlneep |

"We need an escape route, yes. Remember the explosives? We don't need the cavern collapsing. On us." Drahlneep checks his ammo on all weapons, including the powerful launcher.

Drahlneep |

"I don't like not having an escape route, but we are Kobold's, we will be fine if the entrance collapses," says Drahlneep with confidence. "But we need to find a fall-back location."

Perrik |

"The most defensible area is in the southeast, but that is a dead end. Better to take the narrow passage, so that if anyone comes at us from one side we can retreat out the other."

Draco Voodoo |

The kobolds carefully roll the three red barrels into position: two are lowered into pits and the last placed in the exit tunnel to be set off behind the retreating kobolds.
I recall that Jeji still has the remote detonator. we'll say that Whiskifiss gave her his last two blasting caps. Jeji could also try to set up a fuse of some kind.

Draco Voodoo |

The kobolds finish setting their trap and return to the mine entrance to keep watch. They have finished just in time as the sky lightens outside as the surface day begins. Down at the slave camp below, they can see the trio of mechanical men are joined by the Technic League members. After a brief discussion, the leader and the pair of barbarians turn toward the mine. With two of the mechanical men leading they way, they begin approaching. The female elf and one of the guard bots stay behind to watch the camp.

Drahlneep |

"If they do not run into the mines, they will probably have their own fall-back point they can defend. We can deal with that if it happens. If we're lucky, they come just in time to be trapped or killed by the explosives."
Stealth: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17 Other than reloading everything, D has no spell-ups or anything to do in preparation, so I'm pretty much ready to go whenever.

Drahlneep |

I can get to Roll20 tonight or tomorrow and verify my location. I can be bait if preferred since I'm already tough, but I think Kricker will have a tougher time hiding than me. But he's the healer. but, but, but...lol, it doesn't matter to me.

Kricker Godridden |

Kricker looks over at Drahlneep, notices how wounded he still is and frantically motions him further into the mine. Whispering Why didn't you mention you were so wounded lets get to a safe spot and heal you up!
He then pulls Drahlneep back into a hidden corner and starts healing.
First: Cure moderate wounds: 2d8 + 5 ⇒ (1, 6) + 5 = 12
Then Cure light wounds from wand: 1d8 + 1 ⇒ (8) + 1 = 9
Cure light wounds from wand: 1d8 + 1 ⇒ (7) + 1 = 8
Cure light wounds from wand: 1d8 + 1 ⇒ (7) + 1 = 8

Drahlneep |

I totally forgot, but that would be a typical barbarian move!
"I'm fine," Drahlneep claims, though he waits patiently as Kricker uses his magic.

Drahlneep |

I actually can't reposition on Roll20, but I think I need to be in the other tunnel where Perrik is, but about as forward the entrance as I am now.

Draco Voodoo |

Jeji takes a little convincing, but finally retreats to hide with the others while Perrik stays in sight at the entrance of the tunnel to the trap. After a while, the plodding heavy steps of the metal men echo through the mine as their shadows appear to stretch from the entrance. They are covered in heavy plate armor that looks like aged brass with their helmet-like heads featuring only one round red orb of an eye and a grill for a mouth. They each bear a spear that occasionally pops off a spark. Behind them are the pair of hairy primitive humans. The whip-welding leader hangs back.

Drahlneep |

I will ready to fire the launcher at the lead bot when it gets within 30', where are the stats found? I don't recall if we were using the Pathfinder or Starfinder stats for it. Will roll attack roll here though.
Readied Attack w/PBS: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14

Draco Voodoo |

Perrik: 1d20 + 1 ⇒ (20) + 1 = 21
Kricker: 1d20 + 2 ⇒ (8) + 2 = 10; 1d20 + 2 ⇒ (17) + 2 = 19
Drahlneep: 1d20 + 3 ⇒ (14) + 3 = 17
foe: 1d20 ⇒ 4
Perrik draws attention by stepping from the dark tunnel. The heavy robots each turn their single red orb orb on the kobold, but the barbarians act more quickly, leaping past the BOTS with a whoop!
Round 1
Perrik
Jeji
Kricker
Drahneep
Technic League

Drahlneep |

I think I just got a little antsy, but no, no grenades, lol. I think I'd rather do something else anyway.
Drahlneep watches Perrik hustle past and snaps off a quick shot at the nearest barbarian.
Laser w/PBS, rage: 1d20 + 11 + 1 + 2 ⇒ (6) + 11 + 1 + 2 = 20
Damage if hit w/PBS, rage: 1d6 + 4 + 1 + 2 ⇒ (6) + 4 + 1 + 2 = 13
Then he immediately pulls back just enough to keep them interested.
After the attack he's moving through the danger room, 20' from his current location.

Draco Voodoo |

Perrik retreats before the hairy humans and passes Drahlneep at the end of the tunnel. Drahlneep fires the laser, burning a hole right through the stomach of the one in the lead. He staggers, but keeps pursuing to nearly catch Drahlneep between the pits. The armored BOTS are slower and are heard farther back clomping through the tunnel with the taskmaster behind them.
Round 2
Perrik
Jeji
Kricker
Drahneep
Technic League

Drahlneep |

Keep following, keep following, Drahlneep thinks to himself as he carefully moves away from the barbarians. They can overtake me, but soon they'll be cut off from support!
Thought I posted this yesterday, my fault. Just doing a withdraw to clear the danger zone and keep them following.