| GM Niles Iron Gods |
the beauty of the stars, for between them lie the great
gulfs of the cosmos, the gaping chasms of terror some
call the Dark Tapestry. Over the centuries many inquisitive
minds have made a study of this abstruse topic. Their most
common fate is madness. Indeed, the guest registers of
asylums around the Inner Sea are considered incomplete
without at least one former expert of astrological studies.
Some of these rambling lunatics lost their sanity by
merely reading (or perhaps comprehending) the contents
of forbidden manuscripts and codices on the subject, texts
whose very titles evoke mysteries best left veiled. Others
had their minds torn from them through the performance
of ill-advised rituals found within such moldering pages.
But a lifetime of madness seems merciful when compared
to the doom of those reckless enough to take the most
dangerous step: to seek contact with the dreadful alien
beings who call the endless void their home, the fabled
Dominion of the Black.
| Omo Nijj |
Right, don't read any eldritch tomes . . . though honestly forbidden knowledge seems right up Mort's alley. If that telepathic plant was any indication of what we might face we will need something to guard our minds.
"Sister, she could mean literally they extract minds physically or it could be a more mystical process. Can you learn some spell that can protect us from mental control like Magic Circle against Evil?"
| GM Niles Iron Gods |
@Omo that was a small copy/paste from an article on DoB. If you devote some time/research into it there is alot more you can learn about the Dominion. But yeah mind control is kinda their thing, as is madness, and their methods are both physical and mystical
Jarreck Lightfoot
|
Jarreck watches the interrogation, saying little but listening nonetheless.Cassandalee?? Dominion - the creature from the warehouse Seven also mentioned was something sent by the Dominion, this construct is several wagons loads shy of a full silo. Hmmm the Scar and the Smoke mage I believe we've heard about before
kn:Engineering: 1d20 + 8 ⇒ (3) + 8 = 11 What does Jarreck know that he could add to the group about the Dominion - nothing
"Should we explore the remainder of the ship, perhaps we can find a way to stop the fouling of the spring water, a few less mutated birds to play with sounds wonderful in my book, especially when they're the size of a house. Then again something else of value may yet lie undiscovered."
You guys have been busy today it appears, nice interrogation, a little good warden, bad warden :)
Jarreck Lightfoot
|
"Definitely, thought the rest first was a given at this moment, sorry Omo was thinking our thoughts and plans had moved beyond this place."
Jarreck will gladly take whichever shift for guard duty as he has no spell to memorize.
| Seven.teen |
Seventeen considers Omo's question, "Possibly Omo. The wards against evil can a certain degree of protection to charms, command, and attempts to dominate a person. There are some arcane devices that might help, such as a type of medallion called a Mind Sentinel and I have read about potent devices known as Scarabs of Protection. Unfortunately the requirements for building one sound almost impossible."
She then nods at Jarreck, "Agreed. The probability of catastrophic failure should we proceed without rest is approaching 97.3%. Besides I would like time to consider the relevance of the word 'Cassandalee'. I believe it is a name, but whose?"
| Omo Nijj |
Omo gives his sister a quizzical look. Maybe she is in shock from all the excitement.
"That at least is a question I think I can answer. Cassandalee was (is?) an android who was around when these ships first crashed on our world. She must have been powerful and high ranking because both Hellion and Unity referred to her as 'sister.' She had some sort of falling out with Unity after the crash (perhaps because the AI thought it was a god?). After their disagreement, she wandered Numeria where she eventually ended up here where she had the misfortune of being murdered by the locals? After her "death" these Dominion people took her mind and the Smoke Wizard claimed her body. We probably want to get both back if we want to defeat Unity."
Omo scuffs his paws nervously and looks around. "Was I the only one who read the Kugara's journal?"
Or who pays attention to what people tell us? He thinks somewhat uncharitably.
Ok, let's rest and finish up in this ship. I'm excited to learn more!
Omo beds down.
| Omo Nijj |
"I am not actually sure. Perhaps they put her brain in a jar. Perhaps they copied it somehow. Perhaps they bound her soul in a gem. None of these options are that pleasant."
| Seven.teen |
Seventeen has a mental block on Cassandalee for reasons she doesnt understand. Not that she would admit it however!
| GM Niles Iron Gods |
Wow, awesome summary of what's going on Omo! +1 Hero point. Also, completely OOC but for the sake of the gaming table I'll let you guys know. The "Choking Tower" is a completely optional dungeon in this campaign. I'll spoil it now and tell you you know as much now about the meta plot as you will when you finish the dungeon. I'm not entirely certain why the AP writers did it that way but the entire dungeon is basically a side trek. However, there is lots of loot so there's that.
Are you guys resting down in the Aurora or above ground? What are you going to do about Seerath?
Jarreck Lightfoot
|
Loot is always good, as for Seerath, if she/he is irreparably broken Jarreck will coup-de-grace, as Seerath is a danger to society.
| Omo Nijj |
We can fix her. It just costs money. Personally, Omo wants to do it, but Omo also knows that he has been requisitioning a lot of the party's free money. So to answer your questions. Below ground. Keep her restrained until we have agreed on how to deal with her. I'm into more Loot since I feel like we are perpetually poor, plus XP is nice.
| GM Niles Iron Gods |
XP isn't a concern in this campaign. I level you guys whenever the plot determines that you should be leveled. Loot though, is kinda a concern since if we skip something I'd need to recompense you lootwise. How about a compromise? If you guys do the Choking Tower, I'll shorten it greatly but leave the loot as is. That way we don't spend 6 months slogging through a dungeon for no plot based reason.
Jarreck goes back to the storage room A4 and manages to jury rig the door so that it is locked (and he can trap it using the components he found at Door A1).
4d20 ⇒ (20, 3, 18, 3) = 44
Two hours into the rest the party hears sounds in the adjacent room, it sounds as if several machines are moving. After half an hour the sounds fade and they seem to move towards the west.
If you don't investigate
Six hours into the rest there is a thump against the door... followed by silence.
If you don't investigate
Eight hours later you get ready to explore the ruins.
| Omo Nijj |
That feels like a fair compromise.
When Omo wakes up he drinks an infusion of Heightened Awareness and extends and saves a potion of Heroism with Alchemical Infusion.
"So, are we going to save her?"
Omo asks as he begins to search westward. He searches in order A5, A6, A7, and heads towards A8-A9.
perception: 1d20 + 13 + 2 + 2 ⇒ (14) + 13 + 2 + 2 = 31
Jarreck Lightfoot
|
kn:Engineering: 1d20 + 8 ⇒ (13) + 8 = 21
Jarreck cqn some glimmer of hope for the construct although repairing it doesnt necessarily mean that personalitywise things might still be a bit unstable. However if Omo wants to try Jarreck will help as best he can.
"If you think you can."
Meanwhile he accompanies the alchemist in checking the rooms.
stealth: 1d20 + 13 ⇒ (1) + 13 = 14
perception: 1d20 + 13 ⇒ (14) + 13 = 27
| Seven.teen |
Been full on today. Almost a 12 hour work day.
Seventeen refreshes her Mage Armor spell using her metamagic rod. She nods to Omo and says, "I would know more about this dominion. Judging by what happened to her they are a serious threat. Saving her is likely the only way to find out more."
As they go Seventeen keeps alert for any danger or technological surprises.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Kn:Engineering (if applicable): 1d20 + 9 ⇒ (18) + 9 = 27+2 to id monsters
| GM Niles Iron Gods |
Omo and Jarreck move into the room and spot a half dozen robots moving about. They seem to be doing a detailed search of the room and at first none of them notice you. After a second or two, the largest most impressive of the robots states in Androffan
"Primary objective complete. Fugitive exterminated but remains required per Unity directive one. Please submit traitor Casandalee or face immediate execution."
| GM Niles Iron Gods |
| Omo Nijj |
Omo drinks an infusion of Bullet Ward.
Then with magically backed courage, he squeaks "We don't recognize the authority of false gods. Drop your weapons or be scavenged for spare parts!"
Let's see how they like threats.
| Seven.teen |
Niles was that two or eight hours that passed?
2. Browgasher, Create pit, Protection from tech, Invisibility,
3. Aqueous Orb, Discharge, Haste
Seventeen whispers several strange words in an arcane language and touches Jarreck. She whispers in his ear, "I have warded you against these." She casts protection from technology on him.
| GM Niles Iron Gods |
Omo drinks an infusion and calls out. The Augmented Gearsman responds
Error Message 14401: We do not submit to non Unity directives. Prepare yourselves for execution.
Guaire: 1d20 + 3 ⇒ (13) + 3 = 16
Omo: 1d20 + 3 ⇒ (12) + 3 = 15
Seven.Teen: 1d20 + 3 ⇒ (4) + 3 = 7
Mort: 1d20 + 2 ⇒ (9) + 2 = 11
Jarreck: 1d20 + 4 ⇒ (20) + 4 = 24
Gearsman: 1d20 + 1 ⇒ (19) + 1 = 20
Augmented Gearsman: 1d20 + 4 ⇒ (15) + 4 = 19
Round 1
Jarreck
Gearsmen
Augmented Gearsman
Guaire
Omo
Mort
Seven *actions posted
Jarreck is up
Jarreck Lightfoot
|
Jarreck flicks his wrist and twin blades appear in his hands, frost falling lightly from one. Moving north and eastwards he pauses by Seven as she calls his name before moving behind the column to get out of sight and try to achieve stealth.
Round 1
deploy knives - swift action
move to hiding, use stealth
Stealth: 1d20 + 13 ⇒ (12) + 13 = 25
| GM Niles |
Omo, you used This spell?? Because I don't see it on the Alchemist class list.
Round 1
Jarreck draws his knives and delays
3 Gearsmen level their laser pistols and fire at Omo 3d20 ⇒ (3, 9, 8) = 20 and the laser bolts fly harmlessly overhead
Orange and Blue level their spears and charge at Omo 2d20 ⇒ (16, 8) = 24+12 both of the Gearsmen hit, dealing 2d8 + 14 ⇒ (8, 6) + 14 = 28 plus 2d6 ⇒ (1, 5) = 6 electrical damage to the alchemist.
Augmented Gearsman levels his timeworn laser rifle at Guaire and fires 1d20 + 11 ⇒ (19) + 11 = 30 1d20 + 11 ⇒ (19) + 11 = 30 1d20 + 6 ⇒ (17) + 6 = 23 Guaire is struck three times for 6d6 + 6 ⇒ (5, 1, 2, 1, 5, 2) + 6 = 22 fire damage.
Guaire
Omo
Mort
Seven *actions posted
Jarreck
Guaire, Omo and Mort are up
| Omo Nijj |
Sorry. It's Bullet Shield closely named enough to be confusing, but actually on the alchemist list.
| Omo Nijj |
Omo hacks up some blood. It would seem that they very much did not like to be threatened, and that he was not made for melee. In this moment, he felt keenly sympathetic for Jarreck.
He withdraws to put someone inbetween him and the spears.
| Guaire |
Guaire spits a few drops too.
"Bah..."
Aiming for blue, he shoots back.
Rapid, PBS, FE: 1d20 + 14 + 2 - 2 ⇒ (11) + 14 + 2 - 2 = 25Dmg, PBS, FE: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Rapid, PBS, FE: 1d20 + 14 + 2 - 2 ⇒ (8) + 14 + 2 - 2 = 22Dmg, PBS, FE: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Rapid, PBS, FE: 1d20 + 14 + 2 - 2 ⇒ (15) + 14 + 2 - 2 = 29Dmg, PBS, FE: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13
| Mortimer 'Mort' Burrwaddle |
Mort walks up a little closer so he has a little vision on the troublesome shooters.
"Break down and rust away you heaps of malfunctioning trash."
Mort's getting angry and casts his most destructive spell on the cross-section just before the blueish augmented gearsman.
Explosion of Rot, should catch all of the augmented gearsman as I see them positioned now. Reflex Save to halve damage and negate staggered condition.
Negative Energy damage + rounds staggered: 7d6 ⇒ (5, 3, 2, 2, 3, 4, 5) = 241d4 ⇒ 1
| GM Niles Iron Gods |
Round 1
Jarreck draws his knives and delays
3 Gearsmen level their laser pistols and fire at Omo and the laser bolts fly harmlessly overhead
Orange and Blue level their spears and charge at Omo both of the Gearsmen hit, dealing 28 plus 6 electrical damage to the alchemist.
Augmented Gearsman levels his timeworn laser rifle at Guaire and fires Guaire is struck three times for 22 fire damage.
Guaire returns fire with his Longbow, his arrows slam into the metal carapace of the robot but deal very little damage. They have Hardness 10
Omo withdraws
Mort casts a spell Mort, its a Radius 10' spell so you can get a group of them but no way you can get all of them. Also, there's only one augmented Gearsman, the other ones are just normal Gearsmen I'm assuming you target the two that are closest. Also, please put the DC of saves in your posts. Ref: 2d20 ⇒ (20, 18) = 38+2 the Gearsmen react to Mort's spell.
Seven casts a spell on Jarreck.
Jarreck moves away from the front line, pausing to have Seven cast a spell on him.
Round 2
Gearsmen
Blue and Orange engage Guaire with their spears 2d20 ⇒ (7, 6) = 13+10 they miss the lucky ranger.
Red Green and Yellow fire their laser pistols at Mort 3d20 ⇒ (9, 20, 13) = 42+5 Confirm?: 1d20 + 5 ⇒ (8) + 5 = 13 Looks like all three bolts hit Mort for 1d8 ⇒ 7 1d8 ⇒ 5 and 2d8 ⇒ (1, 5) = 6 fire damage. Looks like Mort is unscathed by the lasers!
Augmented Gearsman fires three times at Guaire 1d20 + 11 ⇒ (10) + 11 = 21 1d20 + 11 ⇒ (20) + 11 = 31 and 1d20 + 6 ⇒ (11) + 6 = 17 Confirm?: 1d20 + 11 ⇒ (20) + 11 = 31 Sorry Guaire Guaire is riddled with Laserbeams for 8d6 + 6 ⇒ (1, 4, 3, 2, 6, 2, 3, 2) + 6 = 29
Guaire
Omo
Mort
Seven
Jarreck
Good guys are up
| Guaire |
Well....i guess i'm alive...on 1 hp anyway.
Stuff happens Niles.
Guaire coughs up a mouthful of blood.
"Urgh...that really damn hurt....*spit*
And my shots didn't do a darn thing."
5ft steps to north of blue, and total defense...AC to 23/17/16
And by the clan elder's beard....may he live long enough to withdraw.
| GM Niles Iron Gods |
A potion of fire resistance would work wonders right here. As would electricity damage. It's a shame only one character has those things...
| Omo Nijj |
Omo aims for the gold gearsman with a lightning bomb.
Bombs Away (RT): 1d20 + 10 + 1 + 2 ⇒ (6) + 10 + 1 + 2 = 19
Damage: 4d6 + 6 + 1 ⇒ (2, 5, 1, 6) + 6 + 1 = 21*1.5: 31
Dazzle: 1d4 ⇒ 3
Splash Damage would be 16 with vulnerability Reflex 19
| GM Niles Iron Gods |
Round 2
Gearsmen
Blue and Orange engage Guaire with their spears they miss the lucky ranger.
Red Green and Yellow fire their laser pistols at Mort Looks like all three bolts hit Mort for 7 5 and 6 fire damage. Looks like Mort is unscathed by the lasers!
Augmented Gearsman fires three times at Guaire. Guaire is riddled with Laserbeams for 29
Guaire 5' steps and total defenses
Omo hurls a bomb that splashes against the metal frame of the Gearsman. It shudders from the damage 1d20 + 2 ⇒ (10) + 2 = 12 the next Gearsman is splashed with the bomb and sparks fly.
Mort
Seven
Jarreck
Mort, Seven and Jarreck are up
Jarreck Lightfoot
|
Jarreck moves clockwise around the column hoping to catch red unaware. letting his emotions feed into his anger at being in a fight hardly before breakfast settled.
stealth: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
adamantine dagger: 1d20 + 9 + 2 + 1 ⇒ (15) + 9 + 2 + 1 = 27
damage: 1d4 + 6 + 3d6 ⇒ (3) + 6 + (4, 2, 3) = 18
dibilitating injury, bewildered -2 AC, additional -2 AC vs Jarreck
assuming these are robots this time
if right Jarreck's AC IS 24 ATM, counting bonus from rage, bonus from protection from tech, and bonus from robots bane
| Seven.teen |
Seventeen does know the resist energy spell. Alas it's not memorized :/
Seeing the damage done by the larger Gearsman's rifle, Seventeen knows she must shut it down post haste. The weapon might be timeworn but it was fully charged and lethal. Still it's pathways where prone to arcing and that was something she could exploit. Pointing at the Gearsman she whispers a single word, "Hexus!" investing it with her inner fires, she pushed and a barrage of miniature lightnings erupted from it!
Seventeen casts Discharge on the large augmented gearsman's weapon. She uses 1 arcane reservoir point to raise the fort DC to 20. If it fails the weapon will loose all it's charges or if it's not powered by charges it will be inoperative for 1d4 rounds.Num rounds: 1d4 ⇒ 4
She will move if needed to get line of sight
| Mortimer 'Mort' Burrwaddle |
Sorry Niles, I usually remember the DC. And hooray for Fire Resistance.
Mort moves 5 feet north and blasts the two gearsmen near Guaire with the same kind of energy as he did a few moments ago.
"May your gears and contraptions rust for eternity. You will not harm my companions."
Aiming at the back of orange so the catch orange and blue in the blast and not Guaire. Reflex Save DC 20 to halve damage and negate staggered condition.
Explosion of Rot + rounds staggered: 7d6 ⇒ (3, 2, 3, 4, 6, 4, 4) = 261d4 ⇒ 3
| GM Niles Iron Gods |
Round 2
Gearsmen
Blue and Orange engage Guaire with their spears they miss the lucky ranger.
Red Green and Yellow fire their laser pistols at Mort Looks like all three bolts hit Mort for 7 5 and 6 fire damage. Looks like Mort is unscathed by the lasers!
Augmented Gearsman fires three times at Guaire. Guaire is riddled with Laserbeams for 29
Guaire 5' steps and total defenses
Omo hurls a bomb that splashes against the metal frame of the Gearsman. It shudders from the damage the next Gearsman is splashed with the bomb and sparks fly.
Mort sends another explosion of rust at the Gearsmen 2d20 ⇒ (15, 13) = 28+2 the rusting spell sends one of the gearsmen crashing to the ground and the other looks staggered as rust creeps over its metal frame.
Seven Fort: 1d20 + 5 ⇒ (2) + 5 = 7 makes the Gearsman's weapon useless.
Jarreck does indeed catch red unawares and the adamantine dagger does its job well, piercing the metal frame like paper.
Round 3
Gearsmen
Orange moves to engage Guaire No 5' steps while staggered so...that's all
Red whirls to face a new threat and draws a Truncheon to attack Jarreck 1d20 + 11 ⇒ (14) + 11 = 25 the metal club strikes Jarreck for 1d6 + 5 + 1d6 ⇒ (3) + 5 + (6) = 14
Green and Yellow fire their weapons at the new threat 2d20 ⇒ (8, 3) = 11+5 missing.
Augmented Gearsmen hurls down its weapon in what you suppose is a robot version of disgust. It moves forward eager to bash Seven's brains in for ruining its weapon.
Guaire
Omo
Mort
Seven
Jarreck
Good guys are up
| Guaire |
"Take some distance, towards the exit. Let them move before they can act."
Here goes...
Guaire attempt to dodge the spear and move away.
Acro vs gearsman AOO, during withdraw: 1d20 + 7 ⇒ (14) + 7 = 21
If he makes it, he draws the potion of CLW, that's on the loot sheet.
| Mortimer 'Mort' Burrwaddle |
"Eat Snow!"
Mort calls out as he conjures up a snowball and hurls it towards orange.
Ranged Touch: 1d20 + 8 ⇒ (13) + 8 = 215d6 ⇒ (1, 5, 4, 4, 3) = 17
Fort Save DC 15 or staggered for 1 round, don't think that matters much though.
| Omo Nijj |
Omo decides that keeping his fire focused was likely a good idea, so he throws another bomb at the gold gearsman
Bombs Away (RT): 1d20 + 10 + 1 + 2 ⇒ (6) + 10 + 1 + 2 = 19
Electrical Damage: 4d6 + 6 + 1 ⇒ (1, 5, 3, 1) + 6 + 1 = 17*1.5: 25
He then backs up a bit.
| GM Niles Iron Gods |
Round 3
Gearsmen
Orange moves to engage Guaire
Red whirls to face a new threat and draws a Truncheon to attack Jarreck the metal club strikes Jarreck for 14
Green and Yellow fire their weapons at the new threat missing.
Augmented Gearsmen hurls down its weapon in what you suppose is a robot version of disgust. It moves forward eager to bash Seven's brains in for ruining its weapon.
Guaire ducks, dodges dives, dips and dodges away from the Gearsman and draws a potion.
Omo tosses a bomb at the lead Gearsman, it crackles against the Frame of the Gearsman and deals considerable damage. The Gearsman crashes to the ground inert. Omo backs into the rubble.
Mort hurls a snowball at the Augmented Gearsman Fort: 1d20 + 5 ⇒ (5) + 5 = 10 the Augmented Gearsman is rimed with frost and slows down a bit.
Seven
Jarreck
Just seven and jarreck left.
| Seven.teen |
Handy spell that Mort!
Seeing the sudden success of Mort's spell, Seventeen puts down her miniature shovel and reassesses the situation. Jarreck and Guaire had entered combat with the lesser mechs but they could do with her aid. She talked decisively towards Guaire and whispers a by now familiar phrase: "Tempus fugit!" Suddenly the accelerated motions of the gearsmen felt merely fast.
Seventeen moves east and casts Haste!
| Seven.teen |
Snowball? That spell is insane if you tack on loads of metamagic.