Fandral |
"No real need to take the plunge there friends. We do have doors. Now just have to figure out how to work them."
Fandral starts walking around the doors and tries to open each one, if non do he starts looking for switches and levers.
GM Aarvid |
Circling the chamber, the four metal doors are shut tight with some some technological force.
The crevice to the southeast appears 40 feet deep and has rough sides. By the looks of it, it seems possible to traverse the 3-foot-wide ledge to either side of the crevice in order to reach the other side.
Peering down, other than a small amount of broken technological debris, there is nothing at the bottom of the crevice now.
Burngar Rockhard |
Burngar laughs, "Ha! Looks like we might have to climb over here!"
He attempts to navigate the narrow ledge on the edge of the crevice.
Acrobatics: 1d20 + 9 ⇒ (17) + 9 = 26
I should also note I have the Mountaineer racial trait.
Garret C. |
I can make one of us fly. But he must carry the rest of us to the other side.
I'll suggest you Clandelve can fly and carry the rest of us and, meanwhile, Burngar meke sure the other side is safe.
Fandral |
Fandral follows the dwarf across the ledge.
acrobatics: 1d20 + 20 ⇒ (20) + 20 = 40
"You are fairly agile for a dwarf" clapping Burngar on the back.
GM Aarvid |
Wizzy determines the doors are held shut by electronic controls...elsewhere in the complex.
There does not appear to be a way to open them here, other than to pry them open.
Burngar and Fandral skirt the edge of the crevice easily, entering a new chamber. They spot more of the electronic scrying devices on the walls.
The floor here is a sea of natural rubble and technological detritus, broken by the occasional pile of functional tools or recycled metal.
Garret offers to fly Clandelve, but he seems reluctant.
Burngar Rockhard |
Burngar walks to the far eye and swings his hammer, attempting to destroy the electronic eye. "Ha! Friends, there are more of those eyes back here. The ledge was easy, come on through!"
Thurston, PA: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25 Damage(Adamantine): 2d6 + 9 + 6 ⇒ (5, 2) + 9 + 6 = 22
Garret C. |
I will do it by myself if I ere strong enough to carry all of you, but I'm not sure After trying to convince the dwarf, Garret shouts to his other companions. Fendral, Burngar, is all right there?
With 14 strength I can drag 825 lbs, but don't know if "drag" is right when you're flying, If GM Aarvid agrees I can, then I'll cast Air walk on myself and Clandelve can continue avoiding magic.
Or if everybody but me can pass the crevice. I just don't want to try with a -3 in the acrobatics check
GM Aarvid |
Burngar takes to breaking some electrical equipment on the wall (easily smashed).
The other four flip a coin to see who is ferrying the other three across the crevice.
Airwalk would work just fine, just like walking...so no fly checks needed.
But you must carry the passenger, since they do not drag...but hang down.
Fandral stands on the far side looking around.
What is his light source, vision? Need perception from him
Burngar Rockhard |
Burngar calls to his allies, "Ha! It's safe over here, just walk over! Ha!"
He waits for the party to start coming over before smashing the next eye.
Thurston, PA: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19 Damage(Adamantine): 2d6 + 9 + 6 ⇒ (4, 2) + 9 + 6 = 21
Fandral |
Fandral taps his old wayfinder, reminiscing on the memories of his confirmation. Light begins to shine from it as he takes a look around.
perception: 1d20 + 11 ⇒ (8) + 11 = 19
Garret C. |
Your reasons are the best I ever heard, Blanchbeak answers Garret with a smile before casting Air Walk on the inquisitor. Now put your wings to work and carry me to the other side, please
Air walk will last 70 minutes. I have a ioun stone with a continual flame on it, if it matters
Clandelve Hammerhand |
Clandelve looks flustered at needing the spell to descend, but complies and eventually makes his way to solid ground.
He looks around and tries to see anything else that needs smashing.
perception: 1d20 + 11 ⇒ (19) + 11 = 30
GM Aarvid |
The tengu is able to carry the other three to the other side of the crater.
Clandelve sees a couple open doorways to the north.
GM Aarvid |
As Clandelve moves forward, he spots something to the north and stops in his tracks.
You see a 10' tall construct flying 15' feet off the ground in a large chamber. It has a single red eye and glowing tendrils and looks down upon you.
Blanchbeak: 1d20 + 13 ⇒ (17) + 13 = 30
Burngar: 1d20 + 0 ⇒ (7) + 0 = 7
Clandelve: 1d20 + 3 ⇒ (16) + 3 = 19
Fandral: 1d20 + 9 ⇒ (10) + 9 = 19
Floggentop: 1d20 + 7 ⇒ (11) + 7 = 18
Garret: 1d20 + 1 ⇒ (8) + 1 = 9
Phalanx: 1d20 + 6 ⇒ (4) + 6 = 10
=== Surprise Round ===
HALT! INTRUDER ALERT! DEPART IMMEDIATELY. TRESPASSERS! YOU HAVE BEEN NOTIFIED!"
Everyone hears a booming voice (only Clandelve can see anything.
20+ Blanchbeak, Fandral, Clandelve, Wizzie <=== Go (single action/move)
10 - Phalanx
9 - Garret, Burngar
Fandral |
Fandral draws his pistol as part of the initiative
Fandral hearing the voices rushes to Clandelves side,"What was that?"
GM Aarvid |
Blanchbbeak bolsters his defenses with spell while Wizzie inspires the group. Fandral moves up to join Clandelve at the door and spies the flying adversary.
Anything Clandelve? Robot goes in the morning...
GM Aarvid |
Clandelve waits to see what happens (delays). The large flying robot booms out in a mechanical voice.
INTRUDERS! ALERT! DEPART IMMEDIATELY TO AVOID ERADICATION FOR TRESPASSING.
With that, a device on the shoulder tilts and a cylinder with fins rotates into place.
TARGET ENGAGED. FIRE.
And the cyclinder spouts smoke as it impacts amidst the party with a mighty concussive blast.
fire: 6d6 ⇒ (6, 6, 3, 4, 6, 1) = 26 and bludgeoning: 6d6 ⇒ (4, 3, 1, 6, 3, 4) = 21 DC18 Reflex for half.
The robot flies to the west, out of sight.
GM Aarvid |
Party goes (DC18 saves from all except Wizzy has total cover and not affected)...
post actions and I will apply in init order.
=== Surprise Round ====
9 - Clandelve, Garret, Burngar
=== Round 1 ====
20+ Blanchbeak, Fandral, Wizzie <=== Go (single action/move)
10 - Phalanx
Burngar Rockhard |
Holy crapola, a 30' fireball!? Wow!
Reflex Failed Save I'm Sure: 1d20 + 2 ⇒ (14) + 2 = 16
84 points of protection gainst fire - 21 damage = 63 points of protection against fire
Burngar looks furious at the robot that singed the tips of his beard, he gently caresses them hoping that his beard polish provided at least a little protection.
He bellows, "HA! That thing flies! Blanchbeak, you can fly now!"
Burngar hurries forward as a double move.
Fandral |
reflex: 1d20 + 15 ⇒ (18) + 15 = 33
"I will try and cut it off" Fandral moves to the west as well.
I moved myself into the black area. If I see him I am going to fire the shot, spending a point of grit if he is behind 20 feet to keep my attack vs grit.
pistol w/ construct bane ammunition: 1d20 + 15 ⇒ (19) + 15 = 34 +2 vs constructs
damage: 1d8 + 1 ⇒ (1) + 1 = 2
bane damage if construct: 2d6 + 2 ⇒ (5, 4) + 2 = 11
Floggentop Wizzbottle III |
Add +5 hit/damage if you can see Wizzy, +3 if you cannot..
Wizzy moves from his safe location to get in range of everyone visible before casting Haste.. He continues his song as well..
Map updated with all buffs going..
Burngar Rockhard |
Hey Wizzy, the banner is only 30', not visual distance.
Garret C. |
thanks Desna you have resisted better than I then Garret moves a little before praying Desna for her curative powers, twice.
quickenned channel: 4d6 ⇒ (3, 4, 5, 5) = 17 Blue spread
normal channel: 4d6 ⇒ (5, 5, 5, 5) = 20 Blanchbeak, with this you should be full HP again
Now go to kill it, I'll patch you as necesary
5 step,move action to quick channel, standard action to chanel again
Fandral |
With Garrets turn coming before fandral, I am healed 20 damage prior to moving. And with Wizzy's inspire courage, if I hit something it takes an additional 3 damage. Sorry I posted while I was still trying to wake up and did not account for everything. And haste will no affect me until next round.
Clandelve Hammerhand |
reflex save: 1d20 + 6 ⇒ (2) + 6 = 8 Add +5 more if spell or spell-like ability
Clandelve takes the full brunt of the explosion with much grumbling and proficient dwarven cursing.
Once Garret has patched them up, the dwarf goes hunting for the thing.
Single action to move toward where I saw it fly. If it is within range of 30' movement I'll move toward it for other move action.
GM Aarvid |
@Burngar - yes, in high tier you get hit with two of the 30' rockets bursts. Part fire part bludgeon...none is magical vs saves though.
Burngar takes the brunt of the explosion but his fire protection partially shields him.
Garret and Clandelve both fail to dodge the explosion, with burnt beard and singed hair to go with the concussive force.
Blanchbeak and Fandral are able to dodge more or all of the blast.
Blanchbeak hustles to the north, tracing the rocket trail to its origin...only to see the large robot now in the chamber to the west.
Garret calls upon a double dose of divine healing, healing some of the party (Blanchbeak was out of range).
Wizzie moves and speeds up some of the party (not sure who all was targetted since many are spread beyond 30' of each other. From the map I think Blanchbeak excluded from haste too)
GM Aarvid |
+Haste for Wizzie, Clandelve, Garret, Burngar (Fandral if he delayed)
=== Round 1 ====
20+ Blanchbeak (moved x2), Fandral(moved/shoots), Wizzie (move/haste)
10 - Phalanx
9 - Clandelve, Garret, Burngar
Fandral runs into the western chamber to get a shot, the large robot will lash out with a glowing tendril at the gunslinger.
INTRUDER! DROP FIREARM IMMEDIATELY.
AOO 20' Tendril force lash: 1d20 + 22 ⇒ (8) + 22 = 30 for force: 1d10 ⇒ 1 hit
The bullet hits its mark, and a distortion of a force field is seen diminished.
This draws the full attention of the robot and it flies by Fandral, taking a swipe at him with a large mechanical claw.
Claw claw: 1d20 + 22 ⇒ (13) + 22 = 35 for claw: 1d6 + 8 ⇒ (4) + 8 = 12 hit
TARGET INTRUDER. ACTIVATE DOOR. EVADE
It then continues flying south as a door opens and it exits the chamber more agile than a creature so large should find possible.
Party goes...
=== Round 1 ====
9 - Clandelve, Garret, Burngar,
=== Round 2 ====
20+ Blanchbeak, Wizzie, Fandral
10 - Phalanx
Fandral |
"Guys this thing has some reach on it" Fandral shout as he recovers from the claw and lash.
Status bar updated
Burngar Rockhard |
Burngar sighs as he reaches into his belt pouch and pulls out a stoppered flask. Labeled, "Use in case of aerial emergencies" he pulls out the stopper and gulps down the flask.
Burngar's feet begin to float off the ground, "Ha! You're right Clandelve, this ain't natural!"
Move: Draw item.
Standard: Drink potion.
Five foot step.
Garret C. |
With his newfound speed, Garret runs toward Fendral to bless him with a Bit of luck. roll twice and pick the better every d20 for a round
Well done Fendral. Now continue shoting at it until it falls down!
Floggentop Wizzbottle III |
Haste would have hit everyone but Garret and Fandral I think..
Wizzy moves up after the party..
He casts Mirror Image on himself..
Images: 1d4 + 2 ⇒ (1) + 2 = 3
He contiues his song..
Clandelve Hammerhand |
As Burngar drinks his flying potion, Clandelve spits.
Shaking his head, he likewise draws a potion from his bandolier and drinks it. Like his dwarven cousin, he begins hovering off the ground.
"Ah hate thes part!" he groans.
Also using a potion of fly. Is the robot flying over the walls, or through the door?