GM Niles Iron Gods |
Round 3
Orcs
Blue v Guaire hit for 15
White v Spike miss
Purple v Spike miss
Kulgara appears.....behind here are several servants of Hellion.
Jarreck puts away his daggers and picks up the Grenade launcher
Mort hurls a snowball at Kulgara....
Omo hurls a bomb dealing all kinds of damage... You'd have to cast Detect Magic to check on spells on Kulgara, or someone else would have to do it.
Guaire and Spike combine to knock out both remaining orcs.
Seven hastes her allies.
Round 4
Kulgara and the Hellions
Two Hellion Acolytes heal Kulgara 2d8 + 6 ⇒ (1, 7) + 6 = 14
Kulgara charges the Pilo Charge!: 1d20 + 18 ⇒ (1) + 18 = 19 but I guess the RNG would rather this fight be really easy.
Hellion Appears! but his form is hazy and glitched. Slay them all my servants! rend their flesh and grind their bones!
The remaining Acolytes move up and cast spells on Omo, Guaire and Jarreck Will DC 13 or be Confused for 1 round
Jarreck
Mort
Guaire
Omo
Seven
Good guys are up
Mortimer 'Mort' Burrwaddle |
Mort drops his club, steps out from cover and draws his blowgun, then fires one dart laced with Blood Smear at Kulgara.
Ranged Attack, Haste: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 161 = 1 If a hit she needs a DC 15 Fort save or get 1d2 ⇒ 2 Str damage
Mort's AC is 22 now with DR 5-Piercing
Guaire |
Will: 1d20 + 4 ⇒ (4) + 4 = 8
I'm not surprised...at all :)
1d100 ⇒ 90
Oh...attack thy neighbor.
1 Omo, 2 Spike: 1d2 ⇒ 1
FLail: 1d20 + 9 ⇒ (2) + 9 = 11Dmg: 1d10 + 2 ⇒ (3) + 2 = 5
Spike retaliates on the woman.
Gore, PA: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13Dmg: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Tail slap, PA: 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12Dmg: 1d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Guaire |
If i bash Omo to death now, it's on your head.
Attack 2, hasted: 1d20 + 9 + 1 - 5 ⇒ (11) + 9 + 1 - 5 = 16Dmg: 1d10 + 2 ⇒ (1) + 2 = 3
Extra Attack, hasted: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20Dmg: 1d10 + 2 ⇒ (3) + 2 = 5
Omo Nijj |
Omo throws a bomb at the purple priest to get largest number of enemies, including the scary lady. He makes careful note to see if wards protect her.
Bombs Away (RT): 1d20 + 8 + 1 + 2 + 1 ⇒ (6) + 8 + 1 + 2 + 1 = 18
Electrical Damage: 3d6 + 9 + 1 ⇒ (5, 3, 1) + 9 + 1 = 19
Dazzle: 1d4 ⇒ 1
Splash: 14 DC: 22, Reflex
Oh, before I forget, the will save
Will: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Seven.teen |
Seventeen analyzes the situation, 'Tac Bot: Multiple hostiles in close formation. Recommend fireball, or lightning bolt. Seventeen: Negative Tac Bot, no fireball or lightning bolt available. Tac Bot: Crowd control, take some out of the fight. Seventeen: Affirmative.'
Brandishing the miniature digging tool, her eyes glint with a flash of power as she mimes digging and whispers the spidery ritual words. Suddenly a 30' pit appears underneath three acolytes!
Free action: She used another arcane reservoir point to boost DC by 2.
Standard action: Cast create pit. DC 20 reflex save.
Falling Damage where applicable: 3d6 ⇒ (3, 6, 1) = 10
Jarreck Lightfoot |
will: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13 typical, Niles the hero point I didn't use last night Jarreck is using now to prevent nuking the rest of the crew.
Jarreck aims the grenade launcher at the floor just beyond the hallway to prevent catching his crew in the blast.
grenade launcher: 1d20 + 8 ⇒ (12) + 8 = 20
Dmg (electrical): 5d6 ⇒ (3, 3, 3, 2, 4) = 15
Dropping the launcher after firing it Jarreck moves forward to attack Kulgara drawing sword and knife as he goes.
longsword: 1d20 + 9 ⇒ (3) + 9 = 12 z missing in his rush to get there
GM Niles Iron Gods |
Ridiculously busy day at work today
Round 4
Kulgara and the Hellions
Two Hellion Acolytes heal Kulgara
Kulgara charges the Pilo and misses
Hellion Appears! but his form is hazy and glitched. Slay them all my servants! rend their flesh and grind their bones!
The remaining Acolytes move up and cast spells on Omo, Guaire and Jarreck Will DC 13 or be Confused for 1 round
Jarreck succeeds on his Will saving throw without the Hero Point and fires the Grenade launcher Acolytes: 4d20 ⇒ (13, 3, 17, 6) = 39 Kulgara: 1d20 + 4 ⇒ (1) + 4 = 5 and nukes the entire group.
Mort misses with his poisoned dart
Guaire clubs Omo, but misses. Spike also misses.
Omo tosses his grenade, and does a boatload of damage...61 total in fact. He makes low CRed enemies completely irrelevant.
Seven may or may not want to make that pit, since Omo and Jarreck killed all of the mooks in the area.
Round 5
Kulgara and the remaining Mooks
Kulgara attacks Jarreck Chainsaw Power Attack: 1d20 + 12 ⇒ (11) + 12 = 23 hit for 3d6 + 17 ⇒ (2, 2, 3) + 17 = 24 and Chainsaw Power Attack: 1d20 + 7 ⇒ (2) + 7 = 9 miss.
Hellion mooks cast Lesser Confusion on Omo and Jarreck DC Will 14 or be confused for one round.
Hellion booms Death! Death and Destruction to the enemies of the Godclaw! and unleashes an Unholy Blight upon the party Lower CL and Save DC since the image is damaged Good characters take 3d8 ⇒ (2, 3, 8) = 13 and are sickened for 1d4 ⇒ 1 rounds. Neutral chars take half and save for 1/4 evil characters are not affected. Will DC 16
Good guys are up, I'll resolve actions in post order. Remember to make your will saves
Omo Nijj |
Will: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Will: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Omo resists the confusing incantation only to vomit noisily when the bad woman carves into Jarrack and Gem and the Holograms cast their evil magic on the party.
Bombs Away: 1d20 + 8 + 1 + 2 + 1 - 2 ⇒ (9) + 8 + 1 + 2 + 1 - 2 = 19
Damage: 3d6 + 9 + 1 ⇒ (1, 3, 5) + 9 + 1 = 19
Dazzle: 1d4 ⇒ 2
Jarreck Lightfoot |
will(DC14): 1d20 + 2 ⇒ (3) + 2 = 5
will(DC16): 1d20 + 2 ⇒ (16) + 2 = 18 -3hp
confused: 1d100 ⇒ 32 and Jarreck begins to babble, sorry Omo
"Hey Omo did you see what that Kulgara did to me? Man unless that hypo gun is really good this is gonna leave a heckuva scar, I mean really, Oh yeah, I should be attacking her but really look at this thing that 's one wicked weapon she has there you really should stay away from it, kinda like Guaire's flail but faster and sharper so I guess it really isn't like Guaire's flail. Hey maybe it is like Mr Robot's saw you added to him, where is he I thought he liked this fun but maybe he's still guarding the door like you told him last night, he follows orders really well, what was it I'm supposed to be doing again. Maybe Seven can go get him, she doesn't like this fighting stuff anyways maybe it's cause she's a girl, then again she's really fast at digging them holes have you seen her do that, I'm mean man is she fast and with such a tiny shovel, do you think she's using magic when she does that? Omo are you paying attention to me?"
Maybe Kulgara will leave so I will shut up :)
Guaire |
Will: 1d20 + 4 ⇒ (20) + 4 = 24
6 dmg
Really...now comes a nat 20 on my save of all.
"Stay out of my head!"
If Omo hasn't fragged Kulgara, Guaire 5ft steps closer.
Flail, hasted: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19Dmg: 1d10 + 2 ⇒ (10) + 2 = 12
Flail, hasted: 1d20 + 9 + 1 - 5 ⇒ (12) + 9 + 1 - 5 = 17Dmg: 1d10 + 2 ⇒ (6) + 2 = 8
Hasted attack
Flail, hasted: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30Dmg: 1d10 + 2 ⇒ (3) + 2 = 5
Crit?: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21Dmg: 1d10 + 2 ⇒ (3) + 2 = 5
Spike attacks his target, angry it had escaped its wrath before.
Gore, PA: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13DMg: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Tail slap, PA: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21Dmg: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Seven.teen |
Agreed little point in creating a pit anymore.
Will Save: 1d20 + 5 ⇒ (2) + 5 = 7
Seventeen mutters, "Events invalidated plan, cowbell needed." She then gesticulates weirdly and says "MOO!" Suddenly an enraged celestial Auroch appears and attacks Kulgara!
The Auroch uses its 1/day smite to add +2 dmg. The +2 to hit is from flank
Auroch Gore!: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24Damage: 1d8 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Mortimer 'Mort' Burrwaddle |
Will Save: 1d20 + 8 ⇒ (20) + 8 = 28 3 or 4 damage, depending on if we round up or down
Mort's hands radiate a black aura and he moves up besides Jarreck, dropping his blowgun at his new position, then he tries to touch Kulgara.
Melee Touch: 1d20 + 7 ⇒ (6) + 7 = 13 If a hit, Kulgara has 20% miss chance for 3 rounds
"Can somebody shut down that blasted image of that little mewling Hellion?"
GM Niles Iron Gods |
More Cowbell! Jem and the Holograms! I'm in heaven! (My 4 year old daughter actually loves Jem and the Holograms...don't ask me why)
(insert earlier bad guy actions)
Omo nukes Kulgara again...
Jarreck babbles
Spike and Guaire combine for 26
Seven summons an Auroch to smack Kulgara successfully!
Mort clouds Kulgara's eyes
Kulgara is in full orc rage now and not capable of coherent thought 1d5 ⇒ 4 and savagely attacks Jarreck 1d20 + 12 ⇒ (12) + 12 = 24 20%: 1d100 ⇒ 13 missing! Jarreck sees his life flash before his eyes Kulgara continues 1d20 + 7 ⇒ (3) + 7 = 10 Kulgara misses
Acolytes attack the cow 2d20 ⇒ (18, 14) = 32+5 dealing 2d4 + 8 ⇒ (4, 2) + 8 = 14
Hellion unleashes more divine magic in the form of a Chaos Hammer Will DC 16 or Lawful characters take 3d8 ⇒ (7, 5, 3) = 15
Omo Nijj |
Channeling Ripley
"Get away from him you b~@*!!!" Omo squeaks angrily.
Aim for the pink acolyte, Omo releases more electrical wrath on his enemies.
Bombs Away!! (RT): 1d20 + 8 + 1 + 2 + 1 ⇒ (19) + 8 + 1 + 2 + 1 = 31
Electricity damage: 3d6 + 9 + 1 ⇒ (4, 4, 2) + 9 + 1 = 20
Dazzle: 1d4 ⇒ 2
Splash: 14, Reflex 22
Mortimer 'Mort' Burrwaddle |
Mort attempts to aid Jarreck in his defence against Kulgara.
Aid Jarreck?: 1d20 + 7 ⇒ (3) + 7 = 10 If succesful, Jarreck's AC goes up by 2
GM Niles Iron Gods |
Everyone needs to make a Will save against the spell....Lawful characters take full damage, neutral take half Chaotic take 0 Lawful characters are also Slowed as per the spell
Seven.teen |
Will Save: 1d20 + 5 ⇒ (15) + 5 = 20
Seventeen manages to evade the worst of the damage, but a list of exceptions and warnings scrolls up her HUD's TTY, 'Warning! Malware detected. Quarantining affected files. Physical damage detected. Suggest evasive action'
The cow is badly wounded now and is maddened, it thrashes about ineffectually. It's on 14/28 hp
Gore!: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Seventeen tries her luck again with the wand, shooting at Kulgara.
Ranged Touch: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Fire Damage: 4d6 ⇒ (6, 4, 5, 1) = 16 17/50 charges
Finally she moves away from the group in case of another attack from Hellion.
Guaire |
Will: 1d20 + 4 ⇒ (5) + 4 = 9
Mort, pathfinder usually rounds down.
It's 7, unless Niles wants it to be 8.. ^^
Guaire steps 5ft east, to flank with Mort.
"You sure are one persistent and ugly one..."
Flail #1, haste, flank: 1d20 + 9 + 1 + 1 ⇒ (17) + 9 + 1 + 1 = 28Dmg: 1d10 + 2 ⇒ (9) + 2 = 11
*Flail #2, haste, flank: 1d20 + 9 + 1 + 1 - 5 ⇒ (20) + 9 + 1 + 1 - 5 = 26Dmg: 1d10 + 2 ⇒ (8) + 2 = 10
Hasted attack
Flail, haste, flank: 1d20 + 9 + 1 + 1 ⇒ (1) + 9 + 1 + 1 = 12Dmg: 1d10 + 2 ⇒ (4) + 2 = 6
*Crit?: 1d20 + 9 + 1 + 1 - 5 ⇒ (13) + 9 + 1 + 1 - 5 = 19Dmg: 1d10 + 2 ⇒ (2) + 2 = 4
Spike continues zealously.
Gore, PA: 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12Dmg: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Tail slap, PA: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21Dmg: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Could Spike benefit from haste?
Jarreck Lightfoot |
Jarreck snaps back to reality and a smoldering look burns in his eyes. STAY OUT A MY HEAD! he almost scream at the image of Hellion as he takes his frustration out on Kulgara.
bonuses/penalties(flank+rage+haste-TWF) 2+1+1-2=+2
longsword: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Dmg: 1d8 + 3 + 2d6 ⇒ (6) + 3 + (5, 5) = 19
+1 dagger: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Dmg: 1d4 + 2 + 2d6 ⇒ (3) + 2 + (6, 1) = 12
edit forgot haste attack
longsword(haste): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Dmg(haste): 1d8 + 3 + 2d6 ⇒ (6) + 3 + (6, 2) = 17
using dibilitating injury-disoriented if one of the attacks land Kulgara has -2 attack against everyone else and -4 attack against Jarreck for 1 round
will save(DC16): 1d20 + 2 ⇒ (7) + 2 = 9 -7hp
GM Niles Iron Gods |
<Insert enemy actions>
Omo nukes the pink mook into oblivion, 1d20 + 4 ⇒ (1) + 4 = 5 and staggers Kulgara. Seven blasts the Orc with fire while Guaire and Jarreck combine to stab and bash her into death. The final Acolyte is killed by a combo of Cow and Hedgehog, a most ignoble death.
Hellion wordlessly disappears from the hologram projector.
Omo Nijj |
"Oh dear, oh dear, oh dear . . . that weapon really is quite incredible. I can imagine attaching it to Mr. Robot. But you guys are hurt. Let me help."
Omo starts healing people.
Omo
Heal: 2d8 + 3 ⇒ (4, 5) + 3 = 12
Jarreck
Heal: 2d8 + 3 ⇒ (6, 4) + 3 = 13
Heal: 2d8 + 3 ⇒ (3, 6) + 3 = 12
Heal: 2d8 + 3 ⇒ (5, 6) + 3 = 14
Mort
Heal: 2d8 + 3 ⇒ (1, 1) + 3 = 5
Seven
Heal: 2d8 + 3 ⇒ (4, 4) + 3 = 11
Heal: 2d8 + 3 ⇒ (3, 8) + 3 = 14
Guaire
Heal: 2d8 + 3 ⇒ (4, 2) + 3 = 9
Heal: 2d8 + 3 ⇒ (1, 5) + 3 = 9
Heal: 2d8 + 3 ⇒ (5, 5) + 3 = 13
Heal: 2d8 + 3 ⇒ (7, 6) + 3 = 16
Fixed their HP on the Map
"Jarreck please break that projector and lets get going."
After healing and looting, Omo leads them back towards the escavator.
Seven.teen |
In a monotone Seventeen says, "Thank you Omo. I'm coming to believe Guaire's plan of smashing all monitors and projectors may have merit."
She follows Omo.
GM Niles Iron Gods |
Omo leads the party down the stairs, conspicuously absent is the form of Hellion on any of the monitors the party passes. However, as they arrive at the lower level, the power shuts off and the enter area is engulfed in utter darkness once more.
Map updated.
Jarreck Lightfoot |
"Thank you Omo, much better" Looking at the items Kulgara is carrying the green access card captures his attention. "This should get us in that locked doorway below, I hope anyways. handing the grenade launcher back to Guaire can't seem to get the hang of this thing it works fine but my aim seems to be off with it the damage isn't what I'd expect." indicating they should do as Omo suggest Jarreck heads over to finish smashing the projector started on before. Then heads out looking for additional monitors to disable/destroy along the way.
Seven.teen |
Knowing there might be some surprises within, Seventeen pulls out the short stubby metamagic rod and whispers a spell.
She casts Shield with the metamagic rod. It will last 12 mins
If the door opens and there is no immediate threat, she casts detect magic and detect poison and looks around cautiously.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Omo Nijj |
Perception: 1d20 + 11 ⇒ (15) + 11 = 26
"Jarreck, try the locked door first."
Omo keeps a look out as they begin to explore the lower reaches.
Let's explore until we are attacked. In order S3, S2, S5, S6.
Jarreck Lightfoot |
sounds good as S2 was empty before
Bypassing the previously empty room Jarreck stops at the locked doorway listening for movement or voices beyond and trusting the helmet to warn him of movement. If he detects nothing he will swipe the card for access.
Nile, Jarreck would have recharged the helmets battery before leaving the previous area. Question about the epick, is it rechargeable? If so Jarreck recharges it as well"
GM Niles Iron Gods |
It is rechargeable, anything not timeworn (or that uses Nanites) can be recharged.
The walls of this chamber are obscured by banks of mechanical devices, flashing lights, and panels displaying messages in an alien script, images, and mysterious markings that shift and change with astonishing speed. The air is warm and smells slightly metallic, while a high-pitched drone emanates from all corners of the room.
Jarreck Lightfoot |
perception: 1d20 + 11 ⇒ (12) + 11 = 23
kn:Engineering: 1d20 + 7 ⇒ (20) + 7 = 27
"Oh boy... um Omo you need to read this, we are basically in this things original ?brain?"
Omo Nijj |
Omo will take ten on both. After a bit of thinking, Omo responds.
"I think so, I think it may have driven itself mad splitting its mind. I don't think I want it to be digging into the Silver Mountain. Jarreck can you check to see if the terminal is trapped?"
Seven.teen |
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Seventeen silently reads the peculiar log and after a while announces quietly, "Indeed Omo. The Hellion we have dealt with is a pale shadow of what it will be, should it get hold of enough power. If that happens, I believe it will enslave or destroy all biological life. The digging operations must be stopped permanently. Perhaps judicious use of cylex will do that? The inhibitor will be able useful if we find a port."
Jarreck Lightfoot |
"Question would an arc grenade fired/thrown into this room and left to explode sufficiently destroy this part of the system and effectively isolate the second hellion entity to where it was downloaded???" Jarreck understands a good bit of what he is reading but can't quite connect all the dots with it.
Seven.teen |
Seventeen deadpans, "Omo might know the theoretical answer, but sometimes empirical evidence is called for."
Jarreck Lightfoot |
A chuckle and arched eyebrow are all Jarreck does in reply to Seven's comment. Making a thorough pass through the room looking for anything usable he states as he begins to leave "Omo and arc grenade if you please, One less place for the creature Hellion to assault us from the better."
kn:Engineering: 1d20 + 7 ⇒ (2) + 7 = 9 looking for where the grenade would cause the most damage and knock the room out of commission...hmm maybe in the hallway outside the room :/
GM Niles Iron Gods |
Omo figures that a single Arc grenade wouldn't do enough damage to fully destroy the room and its thinking machines...the Cylex though would indeed do the trick.
Seven finds a curiously shaped slot that the Inhibitor Facet looks like it would plug into.
So the party has a choice, destroy the Central Processor denying Hellion access to the Excavator, or Use the Inhibitor Facet and weaken Hellion while he remains connected to the Central Processor.
Omo is also certain that the Inhibitor Facet could also be used to trap Hellion inside one frame so that he could be destroyed permanently or otherwise limited.
Seven.teen |
Seventeen suddenly asks, "Omo what is a 'frame'? Trapping Hellion and disposing of him sounds like the ideal outcome although there is an interface is here..."
GM Niles Iron Gods |
I might have been a little vague so I'll spell it out with a more metagame explanation.
1) You can destroy the Central Processor, this is what allows Hellion to use the Monitors. However, in doing this you won't be able to weaken
Hellion using the inhibitor facet here.
2) You can use the Inhibitor Facet here, Hellion will be weakened, but will still have access to the Monitors.
3) You can use the Inhibitor Facet on Hellion's current Chassis...this will not allow the AI to escape to a new chassis, and you can end Hellion for good.
4) You can "trap" Hellion in a chassis of your choosing(Looking at you Mr. Robot) using the Inhibitor Facet. This would place the AI nominally under your control.
Only 1-2 of those options are available to you depending on what you decide to do.
Seven.teen |
#1 & #3 sound ideal to me assuming it was possible to do both. I'd have trust issues with #4
Jarreck Lightfoot |
I agree with Seven on this, this thing has had plenty of time to rehabilitate and does seem to want rehabilitation. Limit it's options to hurt us followed up by stopping it from causing any further trouble. Granted with a valid reasoning for why option 4 would work Jarreck would listen"