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Sorry Niles, glanced at this while out and forgot later when checking for 'new' post, BTW has anyone else noticed the Iron Gods post being 'wider' on their phone. It's the only PbP that acts that way for me, so wide I can't scroll to the edges.
Jarreck shakes his head, "No, I think I'm ok. At least I hope so anyways" he finishes with a bit of a sheepish grin. "At least I don't need the lights anymore." looking at his arms that no longer bear the digital ink tattoo's he'd recently purchased.
assuming new body, no more tattoo
Checking his pistol once more before entering the cavern, Jarreck retrieves one of the scent glands and began applying it "Gah! smelling like I'm bathing in rutting buck musk, gonna have to burn these clothes later."
Finally ready, he approaches the cavern entrance.
perception: 1d20 + 12 ⇒ (3) + 12 = 15 +4 vs traps
stealth: 1d20 + 14 ⇒ (19) + 14 = 33

GM Niles Iron Gods |

Perception: 1d20 + 23 - 5 ⇒ (7) + 23 - 5 = 25
Jarreck approaches the entrance, he doesn't hear anything inside. When he walks through the "vines" he immediately spots a massive robot, standing sentinel over the area
So far, the Robot has made no sign that it has noticed Jarreck...

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kn:Engineering: 1d20 + 6 ⇒ (16) + 6 = 22
stealth: 1d20 + 14 ⇒ (5) + 14 = 19
Quietly backing back through the vines, Jarreck tells the others quietly what lies just beyond. "It's a large robot similar to the one we found we we first came into the valley, need to watch yourselves as we enter, would definitely leave a mark if it hits you. This thing is huge."
moving back into the cavern Jarreck attempts to circumnavigate the robot's gaze, moving towards the northern cavern entrance.
stealth: 1d20 + 14 ⇒ (4) + 14 = 18
perception: 1d20 + 12 ⇒ (19) + 12 = 31 +4 more vs traps

Guaire |

Would this happen to have been a potential vessel for Hellion, if we'd not had encountered him back then?
"Elephant huge.... or adult dragon huge?"
Heh, remember than final fight in the Cult of the Ebon Destroyers?

Seven.teen |


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delaying previous action
kn:engineering: 1d20 + 6 ⇒ (1) + 6 = 7
Shaking his head as if thinking hurt for some reason. "um how best to accomplish that Seven?

GM Niles Iron Gods |

Eh, sure. You've seen enough robots at this point and fought them to know about what to expect.

Seven.teen |

D'oh! Of course the robojack.
"With the robojack. It might be best to approach under the cover of invisibility although I assume that will drop the moment the device is activated. Anyway we will then be able to assess whether the Annihilator can be safely repairs of it it must be destroyed." replied Seventeen at once.
Unless anyone has a better idea.
Seventeen whispers the words of a spell and she abruptly vanishes. She approached the damaged robot and considers how to apply the robojack.
Kn: Engineering: 1d20 + 21 ⇒ (4) + 21 = 25

GM Niles Iron Gods |

A robojack is a strange, rod-like device that can be used to usurp control of an otherwise functional robot. In order to gain control of a robot, the wielder must first make a ranged touch attack against a target robot within a range of 60 feet. If the attack is successful, the robot must succeed at a DC 14 Will saving throw to prevent the robojack from linking to the robot’s command processor. On a subsequent turn after a link is established, the wielder can issue a command to the robot as a standard action—each attempt to do so consumes 1 charge from the robojack, and the robot gets a new DC 14 Will saving throw to resist following each command. The wielder must be within 60 feet of the robot and must issue the command in a language understood by the robot. The types of commands he can issue are similar to those allowed by a suggestion spell—once a command is successfully issued, the robot does its best to carry out the orders over the course of the next hour. This does not drain further charges from the robojack.
The Robojack you have is timeworn with 4 charges. Timeworn means it might glitch when being used.
Everyone else?

Guaire |

"Destroyed and scavenged for anything useful, that is."
Guaire's archetype allows for a wild empathy [constructs (robots)].
Would the annihilator be more inclined, hypothetically speaking, to allow itself to be repaired?

Seven.teen |

So it's timeworn and isn't a high level robot going to make that save easily?
"Perhaps that might be for the best, shall we try the Robojack? It's not certain to succeed. I have no data regarding what occurs if it fails. There may be a good reason for that." she asked.

GM Niles Iron Gods |

Robots have garbage saves (all bad) so no, it won't make it "easily". I think it has to roll better than 10.
@Guaire You can always try. And yes, it would allow you to get close to the robot without it attacking you.

Guaire |

Guaire thinks of something risky, but a risk that may just pay off if he tried.
Letting the eagle move onto his arm, he motions it upwards like a falconer would, pointing towards a tree up ahead. Or any sort of perch-able object.
"Go..", letting the bird fly about like a regular animal would.
With Seven likely underway, Guaire carefully moves to a position where he'd be able to take some sort of cover, if the big robot would notice him.
Undoubtedly it does, and Guaire lowers his bow as he comes into view, as a sign of showing the robot he knows it is much mightier than he is.
Attempting to set friendly parameters, penalty for robot intelligence: 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17
"I am a traveler, seeking to get my bird to return to me. Will you allow me to, grand one? I pose no threat to you, with my simple wooden weapon. Nor am i looking for meaningless death."

GM Niles Iron Gods |

Isuma snickers darkly at Guaires attempt, her tense pose lets you know what she thinks the outcome is going to be. Peytr looks unconvinced, but optimistic.
Metagaming here, but the DC to move a Hostile Robot to Unfriendly (and thus it doesn't attack immediately) is 25+CHAmod, this Robot has a CHA of 1 so a-5 mod. Guaire ALMOST made it, and that would have been epic.
The massive robot's voice emitter is barely working, and yet it still seems to boom in the cavern.
Initiate Subroutine: Purge
Guaire: 1d20 + 3 ⇒ (6) + 3 = 9
Seven.Teen: 1d20 + 3 ⇒ (11) + 3 = 14
Peytr: 1d20 + 0 ⇒ (4) + 0 = 4
Jarreck: 1d20 + 2 ⇒ (7) + 2 = 9
Isuma: 1d20 + 6 ⇒ (18) + 6 = 24
Annihilator: 1d20 + 5 ⇒ (18) + 5 = 23
No Surprise round, I'll just start you guys on the edge of it's vision.
Round 1
Isuma snorts Nice try, lets do this the hard way then. and she blasts at the creature. She notices, again, that another creature is immune to cold damage and she scowls.
Annihilator charges its Plasma Cannon and blasts Guaire with it. Peytr is just outside of it's effect but he feels the heat from it. Guaire's Reflex (DC18): 1d20 + 11 ⇒ (4) + 11 = 15 Guaire takes the full effect of the Plasma Beam Fire/Electricity: 14d6 ⇒ (5, 5, 2, 6, 2, 6, 3, 1, 5, 3, 3, 5, 1, 4) = 51
Seven
Guaire
Jarreck
Peytr
Round 2
Isuma
Annihilator
Seven
Guaire
Jarreck
Peytr
Good guys are up. I'll bot Seven's attempt at the Robojack if Guaire and Jarreck post before her.

Guaire |

Worth a shot...and too bad on missing the epic.
Guaire stands, his armor scorched black, his arms blistered after trying to shield his face as he tried dodging.
*Cough... cough*
"That could have been worse, but it feels bad all the same."
He takes cover behind the wall, calling out to the bird."[/b]
"RIND, COME!", upon which the bird tries a fly by dirty trick to mess with the sensor of the giant bot.
Flying 10ft south before attacking, then flying remaining 70ft of speed towards the party. Not counting on hitting, but a nat 20s can happen at the oddest of times.
Spring attack, talon upon ocular sensors: 1d20 + 11 ⇒ (8) + 11 = 19
Guess not this time.
Bow vs bot, FE: 1d20 + 17 + 6 ⇒ (15) + 17 + 6 = 38 Dmg, mechbane, FE: 1d8 + 3 + 2d6 + 6 ⇒ (2) + 3 + (4, 5) + 6 = 20

Seven.teen |

"Guaire! Are you sure that's wise?" asked Seventeen without inflection. Within moments it became apparent it was not.
She quickly moved into range and aimed the robojack towards the Annihilator and pressed the button. The dice buzzed slightly and then...
Ranged touch: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Glitch?: 1d100 ⇒ 96
If she gets control she will instruct it to ceasefire.

GM Niles Iron Gods |

Round 1
Isuma snorts Nice try, lets do this the hard way then. and she blasts at the creature. She notices, again, that another creature is immune to cold damage and she scowls.
Annihilator charges its Plasma Cannon and blasts Guaire with it. Peytr is just outside of it's effect but he feels the heat from it. Guaire takes the full effect of the Plasma Beam = 51
Seven levels the robojack and Will DC14: 1d20 + 6 ⇒ (13) + 6 = 19 the creature shakes off the attacking program.
Guaire sends an arrow into the robot, it slams home.
Jarreck
Peytr says This metal monstrosity shall not be permitted! and he turns into a Storm Elemental.
Round 2
Isuma
Annihilator
Seven
Guaire
Jarreck
Peytr
Just Jarreck and then Isuma

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stealth: 1d20 + 14 ⇒ (19) + 14 = 33
Jarreck moves back through the vines along the southern edge of the entrance trying to remain out of the robot's sensors. Readying his pistol and adamantine dagger. 30'

GM Niles Iron Gods |

There's no vines there, it was an illusion that you dispelled when you walked through it.
Round 1
Isuma snorts Nice try, lets do this the hard way then. and she blasts at the creature. She notices, again, that another creature is immune to cold damage and she scowls.
Annihilator charges its Plasma Cannon and blasts Guaire with it. Peytr is just outside of it's effect but he feels the heat from it. Guaire takes the full effect of the Plasma Beam = 51
Seven levels the robojack and Will= 19 the creature shakes off the attacking program.
Guaire sends an arrow into the robot, it slams home.
Jarreck stays in cover and moves.
Peytr says This metal monstrosity shall not be permitted! and he turns into a Storm Elemental.
Round 2
Isuma draws the Sonic pistol and fires at the Robot Sonic Pistol Deadly: 1d20 + 12 ⇒ (20) + 12 = 32 Sonic Pistol Deadly?: 1d20 + 12 ⇒ (3) + 12 = 15 the shot is deadly accurate and FortDC15: 1d20 + 8 ⇒ (8) + 8 = 16 staggers the Robot. Damage: 2d8 + 14 ⇒ (4, 7) + 14 = 25
Annihilator focuses its Chaingun on Isuma and fires Blammo: 1d20 + 18 ⇒ (6) + 18 = 24 Damage: 8d6 - 5 ⇒ (5, 3, 5, 1, 6, 3, 6, 1) - 5 = 25
Seven
Guaire
Jarreck
Peytr
Round 3
Isuma
Annihilator
Seven
Guaire
Jarreck
Peytr
All the good guys are up

Guaire |

As the bird comes around to its handler, Guaire fires a rapid salvo against the machine.
Rapid, FE: 1d20 + 17 + 6 - 2 ⇒ (1) + 17 + 6 - 2 = 22 Dmg, manyshot, FE, bane: 2d8 + 2 + 12 + 4d6 ⇒ (6, 4) + 2 + 12 + (6, 2, 1, 5) = 38
Rapid 2nd, FE: 1d20 + 17 + 6 - 2 ⇒ (8) + 17 + 6 - 2 = 29 Dmg, FE, bane: 1d8 + 2 + 6 + 2d6 ⇒ (3) + 2 + 6 + (5, 6) = 22
Irrative 1, FE: 1d20 + 12 + 6 ⇒ (8) + 12 + 6 = 26 Dmg, FE, bane: 1d8 + 2 + 6 + 2d6 ⇒ (3) + 2 + 6 + (1, 3) = 15
Irrative 2, FE: 1d20 + 7 + 6 ⇒ (1) + 7 + 6 = 14 Dmg, FE, bane: 1d8 + 2 + 6 + 2d6 ⇒ (6) + 2 + 6 + (6, 2) = 22

Seven.teen |

Seventeen's hud was a mass of warnings and tactical alerts. She surpressed all of them and tried one more time with the robojack. She pointed it at the Annihilator, pressed the button and waited to see what the outcome was.
Ranged touch: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Glitch?: 1d100 ⇒ 93

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Jarreck moves quietly forward towards the annihilator robot and attacks one of the forward legs - likely all he can reach at this point.
movement - up to 40', base 20' + 10' for Fast Movement(barbarian class) + 10' for Longstrider
AC - 25 from Barkskin, Robot's Bane, and Rage
stealth: 1d20 + 14 ⇒ (14) + 14 = 28
Keen Adamantine dagger: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
damage: 1d4 + 5 + 1 ⇒ (4) + 5 + 1 = 10 + SA if applicable: 4d6 ⇒ (5, 4, 5, 3) = 17
extra +1's from robot bane

GM Niles Iron Gods |

Peytr says This metal monstrosity shall not be permitted! and he turns into a Storm Elemental.
Round 2
Isuma draws the Sonic pistol and fires at the Robot the shot is deadly accurate and staggers the Robot. Damage = 25
Annihilator focuses its Chaingun on Isuma and fires = 25
Seven levels the Robojack once more and activates it! Will DC14: 1d20 + 6 ⇒ (11) + 6 = 17 however, the Annihilator Robot shakes off the viral programming.
Guaire lets loose a salvo of antimechanical arrows. Two hit for 29 damage.
Jarreck rages forward and attacks the Annihilator, but it's metal plating is too tough and the Adamantine Dagger only scores a shallow superficial cut It's AC is 27, you would have hit had you charged.
Peytr calls down a Bolt of Lightning, it's strike booms in the cavern! ReflexDC19: 1d20 + 10 ⇒ (19) + 10 = 29 Damage: 4d6 ⇒ (1, 4, 1, 2) = 8*1.5=12/2=6. But everyone notices it doesn't even phase the creature
Round 3
Isuma opens up with the Pistol, firing shot after shot.
Rapid SemiAuto1: 1d20 + 6 ⇒ (8) + 6 = 14 hit 1d8 + 3 ⇒ (3) + 3 = 6
Rapid SemiAuto2: 1d20 + 6 ⇒ (20) + 6 = 26 hit 1d8 + 3 ⇒ (8) + 3 = 11
Rapid SemiAuto3: 1d20 + 6 ⇒ (12) + 6 = 18 hit 1d8 + 4 ⇒ (7) + 4 = 11
Rapid SemiAuto4: 1d20 + 1 ⇒ (13) + 1 = 14 hit 1d8 + 4 ⇒ (7) + 4 = 11
Rapid SemiAuto2??: 1d20 + 6 ⇒ (20) + 6 = 26 hit 1d8 + 4 ⇒ (7) + 4 = 11 and Fort DC15: 1d20 + 8 ⇒ (15) + 8 = 23 the Robot is staggered.
Annihilator swats at Jarreck with a claw Slam: 1d20 + 28 ⇒ (12) + 28 = 40 smacking the rogue for 2d6 + 12 ⇒ (6, 4) + 12 = 22
Seven
Guaire
Jarreck
Peytr
Round 4
Isuma
Annihilator
Seven
Guaire
Jarreck
Peytr
Good guys are up. I'm rolling hella hot for Isuma.

Guaire |

Rapid, FE: 1d20 + 17 + 6 - 2 ⇒ (5) + 17 + 6 - 2 = 26 Dmg, manyshot, FE, bane: 2d8 + 4 + 12 + 4d6 ⇒ (6, 2) + 4 + 12 + (3, 5, 4, 6) = 42
Rapid 2nd: 1d20 + 17 + 6 - 2 ⇒ (20) + 17 + 6 - 2 = 41 Dmg, FE, bane: 1d8 + 2 + 6 + 2d6 ⇒ (2) + 2 + 6 + (1, 1) = 12
Irrative 1, FE, rapid: 1d20 + 12 + 6 - 2 ⇒ (4) + 12 + 6 - 2 = 20 Dmg, FE, bane: 1d8 + 2 + 6 + 2d6 ⇒ (2) + 2 + 6 + (2, 6) = 18
Irrative 1, FE, rapid: 1d20 + 7 + 6 - 2 ⇒ (16) + 7 + 6 - 2 = 27 Dmg, FE, bane: 1d8 + 2 + 6 + 2d6 ⇒ (3) + 2 + 6 + (2, 2) = 15
Crit?: 1d20 + 17 + 6 - 2 ⇒ (11) + 17 + 6 - 2 = 32 Extra Dmg: 2d8 + 4 + 12 + 4d6 ⇒ (7, 4) + 4 + 12 + (6, 4, 2, 4) = 43

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Stoneskin 120hp - 22hp = 98, movement - up to 40', base 20' + 10' for Fast Movement(barbarian class) + 10' for Longstrider
AC - 24 from Barkskin, Robot's Bane, Reckless Abandon and Rage
Jarreck is rocked momentarily by the annihilator's arm, but comes back up swinging and shooting aware the creature was going to hit him at will. Activate Reckless Abandon -1 AC, +1 Attack
Sonic Pistol(RT): 1d20 + 11 + 1 + 1 ⇒ (10) + 11 + 1 + 1 = 23
Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Sonic Pistol(RT-iter): 1d20 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
keen adamantine dagger: 1d20 + 11 + 1 + 1 ⇒ (14) + 11 + 1 + 1 = 27
Damage: 1d4 + 5 + 1 ⇒ (3) + 5 + 1 = 9
keen adamantine dagger: 1d20 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12
Damage: 1d4 + 5 + 1 ⇒ (2) + 5 + 1 = 8

GM Niles Iron Gods |

Round 3
Isuma opens up with the Pistol, firing shot after shot.
Rapid SemiAuto1: 1d20 + 6 ⇒ (8) + 6 = 14 hit 1d8 + 3 ⇒ (3) + 3 = 6
Rapid SemiAuto2: 1d20 + 6 ⇒ (20) + 6 = 26 hit 1d8 + 3 ⇒ (8) + 3 = 11
Rapid SemiAuto3: 1d20 + 6 ⇒ (12) + 6 = 18 hit 1d8 + 4 ⇒ (7) + 4 = 11
Rapid SemiAuto4: 1d20 + 1 ⇒ (13) + 1 = 14 hit 1d8 + 4 ⇒ (7) + 4 = 11
Rapid SemiAuto2??: 1d20 + 6 ⇒ (20) + 6 = 26 hit 1d8 + 4 ⇒ (7) + 4 = 11 and Fort DC15: 1d20 + 8 ⇒ (15) + 8 = 23 the Robot is staggered.
Annihilator swats at Jarreck with a claw Slam: 1d20 + 28 ⇒ (12) + 28 = 40 smacking the rogue for 2d6 + 12 ⇒ (6, 4) + 12 = 22
Guaire sends arrows streaking into the Annihilator! He scores a massive blow Fort DC15: 1d20 + 8 ⇒ (17) + 8 = 25
Jarreck stabs and fires into the Annihilator dealing damage.
Peytr frowns at the lack of damage his bolt of lightning did...he flies into the room and flanks with Jarreck
Round 4
Isuma unloads the pistol at the Robot
Rapid SemiAuto1: 1d20 + 6 ⇒ (12) + 6 = 18 hit 1d8 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Rapid SemiAuto2: 1d20 + 6 ⇒ (8) + 6 = 14 hit 1d8 + 7 - 2 ⇒ (8) + 7 - 2 = 13
Rapid SemiAuto3: 1d20 + 6 ⇒ (3) + 6 = 9 hit 1d8 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Rapid SemiAuto4: 1d20 + 1 ⇒ (1) + 1 = 2
Seven activates the device once more 1d100 ⇒ 22 it glitches 1d100 ⇒ 60 consuming all the remaining charges and WillDC14: 1d20 + 6 ⇒ (10) + 6 = 16
Annihilator retaliates on Jarreck once more with its massive claw Claw: 1d20 + 28 ⇒ (1) + 28 = 29 missinglol
Seven
Guaire
Jarreck
Peytr
Round 5
Isuma
Annihilator
Seven
Guaire
Jarreck
Peytr
Good guys are up. Jarreck is flanking now, the creature has about 40HP left so its probably toast.

Seven.teen |

See Niles this is why I thought that item was useless :) DC 14 will is uncertain vs a CR1 let alone whatever CR this thing is.
Seventeen discarded the robojack without a second thought and extended her right hand towards the Annihilator. Five tiny missiles of force leapt out to slam into the robot, detonating with a series of miniature explosions.
Magic Missiles: 5d4 + 5 ⇒ (4, 2, 4, 4, 2) + 5 = 21
SR? check: 1d20 + 11 ⇒ (18) + 11 = 29
2/6 lvl 1 spells used.

GM Niles Iron Gods |

It had a 40% chance of turning a CR13 fight into....nothing. That's a pretty good deal imho

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AC - 24 from Barkskin, Robot's Bane, Reckless Abandon and Rage
+2 flanking
Ducking the annihilator's arm, Jarreck comes back up swinging and shooting once more.
Maintain Reckless Abandon -1 AC, +1 Attack
Sonic Pistol(RT): 1d20 + 11 + 1 + 1 + 2 ⇒ (2) + 11 + 1 + 1 + 2 = 17
Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Sonic Pistol(RT-iter): 1d20 + 6 + 1 + 1 + 2 ⇒ (11) + 6 + 1 + 1 + 2 = 21
Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
keen adamantine dagger: 1d20 + 11 + 1 + 1 + 2 ⇒ (5) + 11 + 1 + 1 + 2 = 20
Damage: 1d4 + 5 + 1 ⇒ (4) + 5 + 1 = 10
keen adamantine dagger: 1d20 + 6 + 1 + 1 + 2 ⇒ (5) + 6 + 1 + 1 + 2 = 15
Damage: 1d4 + 5 + 1 ⇒ (2) + 5 + 1 = 8

Guaire |

No, no. Pardon.
"Stay on your toes, Jarreck, don't take unneeded risks with this thing."
Guaire, still keeping close to the cover, unloads another volley at the giant mech, aiming for the head area.
Rapid, FE: 1d20 + 17 + 6 - 2 ⇒ (20) + 17 + 6 - 2 = 41 Dmg, manyshot, bane, FE: 2d8 + 4 + 4d6 + 12 ⇒ (2, 3) + 4 + (2, 1, 2, 1) + 12 = 27
Rapid 2nd, FE: 1d20 + 17 + 6 - 2 ⇒ (13) + 17 + 6 - 2 = 34 Dmg, bane, FE: 1d8 + 2 + 2d6 + 6 ⇒ (7) + 2 + (5, 5) + 6 = 25
Irative 1, FE: 1d20 + 12 + 6 - 2 ⇒ (19) + 12 + 6 - 2 = 35 Dmg, bane, FE: 1d8 + 2 + 2d6 + 6 ⇒ (5) + 2 + (4, 1) + 6 = 18
Irative 2, FE: 1d20 + 7 + 6 - 2 ⇒ (6) + 7 + 6 - 2 = 17 Dmg, bane, FE: 1d8 + 2 + 2d6 + 6 ⇒ (1) + 2 + (6, 5) + 6 = 20
Crit??: 1d20 + 17 + 6 - 2 ⇒ (4) + 17 + 6 - 2 = 25 Extra dmg, manyshot, bane, FE: 4d8 + 8 + 8d6 + 24 ⇒ (6, 8, 4, 2) + 8 + (6, 3, 5, 6, 6, 1, 4, 1) + 24 = 84

GM Niles Iron Gods |

We've found Guaire's superniche, slaying robots. Holy moly he dishes some damage.
The Annihilator crashes to the ground broken.
Combat over.
The following information can be gained from combining Isuma's knowledge, Peytr's knowledge and the actions/words of the Decayed Shipmind.
Walls: The walls of the hive themselves are encrusted with a strange form of Dominion biotechnology. In appearance, these walls resemble the hide of a crocodile in both color and texture, with occasional odd protrusions and repeating patterns of alien geometry. A thin layer of pungent, translucent jelly coats the stuff, and infrequent twitches and undulations ripple across the surface, like the movements of musculature beneath skin. Numerous small glowing creatures that resemble weird jellyfish the size of a human's hand slither and float across the walls, providing dim illumination throughout the complex.
The walls and these jellyfish are in fact a single form of symbiotic engineered life. The walls themselves have hardness 15, 90 hp per 5-foot section, and heal damage at the rate of 5 hp per round. The jellyfish serve as countless tiny visual and audio sensors, which allow the Dominion to observe all of the rooms coated with the stuff An area effect spell that inflicts acid or fire damage destroys all of the jellyfish sensors in that area for 10 minutes before the walls extrude replacements. A character who douses themselves with one of the strange scent glands from the Dropship becomes invisible and
silent to the jellyfish, but this has a strange side effect that causes dozens of the things to cling to their bodies-this results in a -8 penalty on Stealth checks and allows creatures to pinpoint the character when he is invisible.
Area M1
The rock of this enormous domed chamber has been cut with startling precision and shines with a glassy finish. A wide-mouthed corridor filled with hanging vines lies to the east and a fifteen foot wide corridor exits the room to the south. Opposite this hallway to the north, a strange pucker- like growth of green scaly flesh grows on the wall.

Seven.teen |

Sorry Niles I meant to post before now. I'm not clear what the current map is, I'm back to super slow internet and the current map seems to have the previous map.
"Perhaps we should use some more peppers on the door." suggested Seventeen as she examined the door in front of them.

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Jarreck's Siccate knife does cold damage on a hit he'll use it to bypass the doors
Jarreck wiggles one of his knives into the center of the pucker. "Come on now open up"

GM Niles Iron Gods |

You guys have a few of those peppers, you also have a dozen of those scent glands. Jarreck's treated himself (and is now coated in bio-luminescent jellies)n@Seven for whatever reason Google is opening the maps up on the wrong map, but you can select the map on the side.
Jarreck opens the door and creeps through. He walks through a hallway and opens another set of puckered doors.
The walls of this chamber are plated in swaths of what looks like crocodilian hide. An immense sculpture, or perhaps a machine, that looks something like an insectile cephalopod built from fleshy leather and strips of dull red chitin looms against the northern wall, its seven tentacles splayed out into the room, each arm ending in a bulbous pucker the size of a curled-up halfling.
Jarreck hasn't entered the room, he's standing in the doorway. Map is updated. Everyone else is still in the main entrance area, unless you tell me otherwise.

Seven.teen |

Seventeen whispers an arcane phrase and she abruptly vanishes. She approached the room described above but doesn't enter. She whispers several more arcane words attuning herself to any slumbering art that might be in the vicinity.
Casting invisibility and then detect magic.
She also has a good look around with purely visual senses, the tentacled thing was alarming her combat routines. It needed to be identified.
Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Kn: Engineering?: 1d20 + 21 ⇒ (4) + 21 = 25

GM Niles Iron Gods |

Isuma catches up to Jarreck and whispers Give me one of those glands. and if he obliges she rubs it all over herself.
she points to the walls They can see you through them.

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Jarreck passes a bulb to Isuma, before offering one to Guaire and Petyr. Aware that he is going to stand out if he walks through the center of the room, Jarreck remains along the wall as he enters, using the jellyfish as a form of camoflauge.
perception: 1d20 + 12 ⇒ (8) + 12 = 20 additional +4 vs traps
stealth: 1d20 + 14 ⇒ (3) + 14 = 17 -8 if applicable

Seven.teen |

Quietly a disembodied voice near Jarreck's ear told the party, "I am unable to identify the purpose of that biomechanical device. We must go deeper but try to avoid getting close..."

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"Duly noted, trying to remain next to the walls and blend in myself" Jarreck whispers back toward the disembodied voice.

GM Niles Iron Gods |

7d20 ⇒ (15, 15, 3, 17, 3, 8, 5) = 66
As Jarreck creeps into the room, the fleshy bulbs at the end of the tentacles begin to bulge and move. Several hideous beasts emerge from the fleshy bulbs
Guaire: 1d20 + 3 ⇒ (11) + 3 = 14
Seven.Teen: 1d20 + 3 ⇒ (8) + 3 = 11
Peytr: 1d20 + 0 ⇒ (9) + 0 = 9
Jarreck: 1d20 + 2 ⇒ (15) + 2 = 17
Isuma: 1d20 + 6 ⇒ (20) + 6 = 26
Ugothokra: 1d20 + 3 ⇒ (17) + 3 = 20
Round 1
Isuma doesn't waste any time. She unloads with the Sonic Pistol on the nearest creature.
Rapid SemiAuto1: 1d20 + 6 ⇒ (7) + 6 = 13
Rapid SemiAuto2: 1d20 + 6 ⇒ (3) + 6 = 9
Rapid SemiAuto3: 1d20 + 6 ⇒ (13) + 6 = 19 hit 1d8 + 7 ⇒ (8) + 7 = 15
Rapid SemiAuto4: 1d20 + 1 ⇒ (2) + 1 = 3
The Sonic attacks seem to have an effect, but she misses most of her shots.
Ugothokra shake themselves awake, you can tell they are drowsy from their abrupt awakening. Four surround Jarreck, the other three move towards Seven and Isuma.
Jarreck
Guaire
Seven
Peytr
Good guys are up.

Seven.teen |

Under cover of invisibility Seventeen whistles and suddenly there is a distant roar. She clicks her fingers and with a clap of thunder and smoke, a huge and enraged dire tiger appears in front of them and it rips into the hideous beasts!
She's spending 6 arcane reservoir to cast summon monster 6. Thanks to Augment Summoning it has +4 str/con for 133 HP and 29 str. It's skin is particularly tough due to Evolved Summon Monster giving it +2 AC for AC 19.
Claw: Black: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36Damage: 2d4 + 8 + 2 ⇒ (2, 2) + 8 + 2 = 14
Claw: Black: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29Damage: 2d4 + 8 + 2 ⇒ (2, 2) + 8 + 2 = 14
Bite: Black: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31Damage: 2d6 + 8 + 2 ⇒ (6, 4) + 8 + 2 = 20 If black dies it will switch to purple.
Seventeen then withdraws, trusting to her invisibly to protect her from the rending claws of the beasts!
Spell slots used: 1st: 2/6, 2nd: 1/6, 3rd: 0/6, 4th: 0/5, 5th: 0/4, 6th: 0/0, 7th: 0/0, 8th: 0/0, 9th: 0/0
Buffs: Mage Armor (10 hours), Invisibility (1 hour)
Resources used: Nanite Surge: 0/1, Consume Spells: 0/1, Arcane Reservoir: 6/14, Hero Point: 0/2, Technomancy wand: 11/50, Saltpeter : 4/10, Screaming Bolts: 0/2, Alcemimist's Fire: 0/2, Tanglefoot Bag: 1/1, Wand Ray of Exaustion DC 14: 39/50, Wand of Grease: 44/50, Wand of Gust of Wind: 4/18, Wand of Wind Wall: 2/32, Scroll of Make Whole: 1/2, Scroll of Animate Dead: 0/1, Scroll of Haste (CL6): 3/3, Scroll of Heroism (CL 6): 16/16, Scroll of Improved Invis (CL 7): 2/4, Scroll of See Invisible (CL 9): 2/2, Scroll of Resist Energy, Communal (CL 9): 1/2, Augury (1/day): 0/1, Contact other plane (1/week): 0/1

Guaire |

Guaire grabs his flail and steps into a flank with the dire feline.
Vs yellow spider.
Adamantine heavy Flail, FE, flank: 1d20 + 13 + 6 + 2 ⇒ (6) + 13 + 6 + 2 = 27 Dmg, FE: 1d10 + 3 + 6 ⇒ (1) + 3 + 6 = 10

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"So much for blending in"
Knives flashing multicolored as the jellyfish reflect on their blades, JArreck lays into the black spider first, before moving onto the next should black fall.
+2 Sicatte knife: 1d20 + 12 ⇒ (12) + 12 = 24
damage: 1d4 + 6 ⇒ (4) + 6 = 10
+1 Keen Adamantine knife: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 1d4 + 5 ⇒ (4) + 5 = 9
Iterative attacks
+2 Sicatte knife: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d4 + 6 ⇒ (1) + 6 = 7
+1 Keen Adamantine knife: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d4 + 5 ⇒ (1) + 5 = 6
Additional +1 to attack&damage rolls if cyborgs are considered robots
However most of it is more flash than slash.

GM Niles Iron Gods |

Dear gods. This week has been crazy.
Round 1
Isuma doesn't waste any time. She unloads with the Sonic Pistol on the nearest creature.
Rapid SemiAuto1: 1d20 + 6 ⇒ (7) + 6 = 13
Rapid SemiAuto2: 1d20 + 6 ⇒ (3) + 6 = 9
Rapid SemiAuto3: 1d20 + 6 ⇒ (13) + 6 = 19 hit 1d8 + 7 ⇒ (8) + 7 = 15
Rapid SemiAuto4: 1d20 + 1 ⇒ (2) + 1 = 3
The Sonic attacks seem to have an effect, but she misses most of her shots.
Ugothokra shake themselves awake, you can tell they are drowsy from their abrupt awakening. Four surround Jarreck, the other three move towards Seven and Isuma.
Jarreck slashes and hacks into the Ugothokra. DC20: 1d20 + 9 ⇒ (3) + 9 = 12
Guaire smashes one of the gross creatures with his flail.
Seven summons a Dire Lion which shreds into an ugothokra.
Peytr summons a small bit of ball lightning and hurls it at a creature 1d20 + 10 ⇒ (18) + 10 = 28 1d20 + 5 ⇒ (18) + 5 = 23 2d6 + 6 - 5 ⇒ (2, 4) + 6 - 5 = 7 2d6 + 6 - 5 ⇒ (2, 2) + 6 - 5 = 5 one of the small creatures looks very damaged.
Round 2
Isuma unloads into the nearby Dominion creatures
Rapid SemiAuto1: 1d20 + 6 ⇒ (20) + 6 = 26 1d8 + 7 ⇒ (3) + 7 = 10
Rapid SemiAuto2: 1d20 + 6 ⇒ (9) + 6 = 15
Rapid SemiAuto3: 1d20 + 6 ⇒ (1) + 6 = 7
Rapid SemiAuto4: 1d20 + 1 ⇒ (7) + 1 = 8
Confirm: 1d20 + 6 ⇒ (1) + 6 = 7
again, most of her shots miss. But one scores a hit and drops an Ugothokra.
Ugothokra: Four of them swarm Jarreck.
Bite: 1d20 + 9 ⇒ (3) + 9 = 12 miss
Flechette 1: 1d20 + 13 ⇒ (8) + 13 = 21 miss
Flechette 2: 1d20 + 13 ⇒ (5) + 13 = 18 miss
Flechette 3: 1d20 + 13 ⇒ (13) + 13 = 26 hit 1d4 + 1 ⇒ (2) + 1 = 3
Flechette 4: 1d20 + 13 ⇒ (4) + 13 = 17 miss
Flechette 5: 1d20 + 13 ⇒ (17) + 13 = 30 hit 1d4 + 1 ⇒ (4) + 1 = 5
Flechette 6: 1d20 + 13 ⇒ (10) + 13 = 23 miss
Bite: 1d20 + 9 ⇒ (3) + 9 = 12 miss
Flechette 1: 1d20 + 13 ⇒ (16) + 13 = 29 hit 1d4 + 1 ⇒ (4) + 1 = 5
Flechette 2: 1d20 + 13 ⇒ (9) + 13 = 22 hit 1d4 + 1 ⇒ (4) + 1 = 5
Flechette 3: 1d20 + 13 ⇒ (19) + 13 = 32 hit 1d4 + 1 ⇒ (3) + 1 = 4
Flechette 4: 1d20 + 13 ⇒ (4) + 13 = 17 miss
Flechette 5: 1d20 + 13 ⇒ (16) + 13 = 29 hit 1d4 + 1 ⇒ (3) + 1 = 4
Flechette 6: 1d20 + 13 ⇒ (16) + 13 = 29 hit 1d4 + 1 ⇒ (3) + 1 = 4
Bite: 1d20 + 9 ⇒ (1) + 9 = 10 miss
Flechette 1: 1d20 + 13 ⇒ (11) + 13 = 24 hit 1d4 + 1 ⇒ (2) + 1 = 3
Flechette 2: 1d20 + 13 ⇒ (12) + 13 = 25 hit 1d4 + 1 ⇒ (2) + 1 = 3
Flechette 3: 1d20 + 13 ⇒ (2) + 13 = 15 miss
Flechette 4: 1d20 + 13 ⇒ (7) + 13 = 20 miss
Flechette 5: 1d20 + 13 ⇒ (16) + 13 = 29 hit 1d4 + 1 ⇒ (2) + 1 = 3
Flechette 6: 1d20 + 13 ⇒ (10) + 13 = 23 hit 1d4 + 1 ⇒ (1) + 1 = 2
Bite: 1d20 + 9 ⇒ (13) + 9 = 22 hit 1d4 + 1 ⇒ (2) + 1 = 3
Flechette 1: 1d20 + 13 ⇒ (20) + 13 = 33 hit 1d4 + 1 ⇒ (4) + 1 = 5
Flechette 2: 1d20 + 13 ⇒ (1) + 13 = 14miss
Flechette 3: 1d20 + 13 ⇒ (14) + 13 = 27 hit 1d4 + 1 ⇒ (4) + 1 = 5
Flechette 4: 1d20 + 13 ⇒ (12) + 13 = 25 hit 1d4 + 1 ⇒ (3) + 1 = 4
Flechette 5: 1d20 + 13 ⇒ (4) + 13 = 17 miss
Flechette 6: 1d20 + 13 ⇒ (14) + 13 = 27 hit 1d4 + 1 ⇒ (2) + 1 = 3
The bites and bone flechettes ricochet off of Jarreck's stoneskin enchantment, saving him from dozens of minor cuts. It's like the creatures try to wound instead of causing real harm....like they are trying to pass some virulence to Jarreck.
Two of the creatures turn on the Dire Lion
Bite: 1d20 + 9 ⇒ (18) + 9 = 27 hit 1d4 + 1 ⇒ (2) + 1 = 3
Flechette 1: 1d20 + 13 ⇒ (19) + 13 = 32 hit 1d4 + 1 ⇒ (3) + 1 = 4
Flechette 2: 1d20 + 13 ⇒ (10) + 13 = 23 hit 1d4 + 1 ⇒ (1) + 1 = 2
Flechette 3: 1d20 + 13 ⇒ (11) + 13 = 24 hit 1d4 + 1 ⇒ (1) + 1 = 2
Flechette 4: 1d20 + 13 ⇒ (3) + 13 = 16
Flechette 5: 1d20 + 13 ⇒ (14) + 13 = 27 hit 1d4 + 1 ⇒ (2) + 1 = 3
Flechette 6: 1d20 + 13 ⇒ (12) + 13 = 25 hit 1d4 + 1 ⇒ (4) + 1 = 5
Bite: 1d20 + 9 ⇒ (18) + 9 = 27 hit 1d4 + 1 ⇒ (2) + 1 = 3
Flechette 1: 1d20 + 13 ⇒ (9) + 13 = 22 hit 1d4 + 1 ⇒ (1) + 1 = 2
Flechette 2: 1d20 + 13 ⇒ (16) + 13 = 29 hit 1d4 + 1 ⇒ (2) + 1 = 3
Flechette 3: 1d20 + 13 ⇒ (7) + 13 = 20 hit 1d4 + 1 ⇒ (3) + 1 = 4
Flechette 4: 1d20 + 13 ⇒ (11) + 13 = 24 hit 1d4 + 1 ⇒ (2) + 1 = 3
Flechette 5: 1d20 + 13 ⇒ (13) + 13 = 26 hit 1d4 + 1 ⇒ (4) + 1 = 5
Flechette 6: 1d20 + 13 ⇒ (16) + 13 = 29 hit 1d4 + 1 ⇒ (4) + 1 = 5
The Lion looks wounded, it bleeds from dozens of cuts.
Jarreck
Guaire
Seven
Peytr
Just noticed I miscalculated Jarreck's AC, I added 7HP to his stoneskin. Good guys are up.

Seven.teen |

From under the cover of invisibility Seventeen chants a powerful spell shouting, "Crescere!" Suddenly the already large lion gets even larger and it's roar as it tears into it's attackers is near deafening!
She cast Animal growth on it. That stacks to give it +12 str +8 con for 117/161hp and 38 str. It looses 2 dex but gains 2 natural armor for AC 20.
Claw: Pink: 1d20 + 22 ⇒ (3) + 22 = 25Damage: 2d4 + 12 ⇒ (3, 4) + 12 = 19
Claw: Pink: 1d20 + 22 ⇒ (1) + 22 = 23Damage: 2d4 + 12 ⇒ (4, 2) + 12 = 18
Bite: Pink: 1d20 + 22 ⇒ (20) + 22 = 42Damage: 2d6 + 12 ⇒ (6, 5) + 12 = 23
Confirm crit?: 1d20 + 22 ⇒ (16) + 22 = 38Crit Damage: 2d6 + 12 ⇒ (4, 6) + 12 = 22
If Pink dies, the tiger will switch to the other one. NB I can't remember why it had 8+2 static damage, I think that was an error. The +2 to hit was probably flank.
Spell slots used: 1st: 2/6, 2nd: 1/6, 3rd: 0/6, 4th: 0/5, 5th: 1/4, 6th: 0/0, 7th: 0/0, 8th: 0/0, 9th: 0/0
Buffs: Mage Armor (10 hours), Invisibility (1 hour), Summon Monster (10 minutes), Animal Growth (11 minutes)
Resources used: Nanite Surge: 0/1, Consume Spells: 0/1, Arcane Reservoir: 6/14, Hero Point: 0/2, Technomancy wand: 11/50, Saltpeter : 4/10, Screaming Bolts: 0/2, Alcemimist's Fire: 0/2, Tanglefoot Bag: 1/1, Wand Ray of Exaustion DC 14: 39/50, Wand of Grease: 44/50, Wand of Gust of Wind: 4/18, Wand of Wind Wall: 2/32, Scroll of Make Whole: 1/2, Scroll of Animate Dead: 0/1, Scroll of Haste (CL6): 3/3, Scroll of Heroism (CL 6): 16/16, Scroll of Improved Invis (CL 7): 2/4, Scroll of See Invisible (CL 9): 2/2, Scroll of Resist Energy, Communal (CL 9): 1/2, Augury (1/day): 0/1, Contact other plane (1/week): 0/1

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AC - 24 from Barkskin, Robot's Bane, Reckless Abandon
Jarreck feels like he is in the central vortex of a hail storm with all of the flechettes pinging off of the barrier Petyr laid on him, continuing to lay about with the knives he tries to lessen the storm. First against black and then the next one to his left in line, if needed.
+2 Sicatte knife: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 1d4 + 6 ⇒ (4) + 6 = 10
+1 Keen Adamantine knife: 1d20 + 11 ⇒ (15) + 11 = 26
damage: 1d4 + 5 ⇒ (1) + 5 = 6
Iterative attacks
+2 Sicatte knife: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d4 + 6 ⇒ (1) + 6 = 7
+1 Keen Adamantine knife: 1d20 + 6 ⇒ (17) + 6 = 23 Crit?
damage: 1d4 + 5 ⇒ (3) + 5 = 8
+1 Keen Adamantine knife(confirm): 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d4 + 5 ⇒ (4) + 5 = 9