| Vedia Merenda |
Playing James.
James moves into the room and fires his pistol at the flying construct.
Pistol Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 ⇒ 1
Playing Vedia
Vedia reaches out and touches Uronzeer and casts Enlarge Person on him.
| GM Red Box |
Which pistol? He has the electricity one and a regular one.
LOL making me run the enlarged person guy. Making the Gm pay.
Bold may act
James, Vedia, Ivar
Yellow Drone
Elkin, Augar
Medical Drone
Uronzeer, Xander
| Vedia Merenda |
I had planned on the regular one. I forgot he had the electric one.
| GM Red Box |
James fires and connects with the flying orange construct but it does little to no damage as Vedia begins to cast a spell targeting Uronzeer. Ivar steps up and lets his weapon fly, catching the orange construct with a mighty smash. Unfortunatly you feel the force of the blow should have caused more damage then it did.
The orange construct appears to decide that Ivar is the biggest threat and flys forward attempting to slam and grab him.
Slam: 1d20 + 5 ⇒ (2) + 5 = 7 Miss
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Slam: 1d20 + 5 ⇒ (12) + 5 = 17 Miss
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Bold may act
James, Vedia, Ivar
Yellow Drone
Elkin, Augar, Uronzeer, Xander
Medical Drone
| Elkin Stormborn |
Elkin takes a 5' step up to the open doors. Peering inside, he can see his companions struggle to damage the orange construct. He calls upon his stormborn power to weaken the thing; almost immediately he begins to giggle at the knowledge of the flying construct's imminent failure.
5' step S
Standard action to use Misfortune (Will DC 14), duration 1 round
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Move action to Cackle
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
| GM Red Box |
[u] Uronzeer [/u]
The orc blooded barbarian calls upon his anger again to enter into a Rage and steps up to the second construct hoping to takes its wrath on himself.
Raging Greatsword: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15
And delivers a mighty blow clearly damaging the construct.
[u] Construct [/u]
Orange Construct Will Save: 1d20 + 2 ⇒ (6) + 2 = 8 Fail
Bold may act
James, Vedia, Ivar
Yellow Drone
Elkin, Augar, Uronzeer, Xander
Medical Drone
| GM Red Box |
Assuming you are using the whip.
Xanders attempt to trip the creature fails as the fans and gyros keeping it hovering in place quickly compensate.
| GM Red Box |
Xander:
Clearly a more advanced construct or at least sturdier. Unlike the other which had a more flexible covering this one appears to be made of a material similar to the doors of this area. It will be harder to hurt (Hardness 10) then anything else you have seen or faced.
| GM Red Box |
Augars hammer rings off of the orange construct (I assumed that is the one you were after) the strike is solid but beyond a ringing noise it does little to no damage damage.
The medical drone, after being damaged by Uronzeer, lashes back.
Claw + Injection: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
but the attempt fails.
Bold may act
James, Vedia, Ivar
Yellow Drone
Elkin, Augar, Uronzeer, Xander
Medical Drone
Round Two
Ivar swings again with his dorn-dergar but fails to connect.
| Vedia Merenda |
James pulls out the arc pistol as he moves closer to the floating construct. He loads the weapon.
Pull out weapon on a move, and load as a standard action. I didn't see where he has the ability to load as a swift action.
Vedia's spell finishes. She fires a Ray of Frost at the white construct using her ability to rend metal.
Touch Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage Cold: 1d3 + 1 ⇒ (3) + 1 = 4
The +1 is metal rending and done against metal creatures the 1d3 is cold damage.
| GM Red Box |
[u] James [/u]
Since the pistol works off a battery I am going to give him a shot, no loading is required.
Arch Pistol: 1d20 + 4 ⇒ (20) + 4 = 24 Damn it thats what I get for being a nice gm
Electric Damage: 1d8 ⇒ 3
Arch Pistol Crit Confirm: 1d20 + 4 ⇒ (9) + 4 = 13
Electric Damage: 3d8 ⇒ (1, 1, 6) = 8
[u] GM [/u]
Vedia's shot goes wide but James scores his second major shot with his new weapon. The electricity hits the orange construct hard but no so hard as to disable it. It is clearly damaged for the first time in the encounter.
The drone responds by once again attacking Ivar.
Integrated Stun Gun: 1d20 + 5 ⇒ (16) + 5 = 21
Non-lethal damage: 1d8 ⇒ 2
Bold may act
James, Vedia, Ivar
Yellow Drone
Elkin, Augar, Uronzeer, Xander
Medical Drone
| GM Red Box |
[u] Uronzeer [/u]
While in a rage Uronzeer feels his body start to swell. At first unsure what is happening he realizes has has gained even further in power. Fortunately the growth stops just as his head brushes the ceiling. I will make it a tall room
A single word escapes his lips in a very deep voice as he swings his now large sword. "Parda"
Raging Large Greatsword: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage: 3d6 + 6 ⇒ (1, 3, 6) + 6 = 16
The vertical swing bisects the construct and it falls in two pieces.
Bold may act
James, Vedia, Ivar
Yellow Drone
Elkin, Augar, Uronzeer, Xander
Medical Drone
| Elkin Stormborn |
Shouldn't the drone's attack on Ivar be subject to Misfortune?
Elkin steps into the room, and shifts his eldritch attention to the construct at the back. He again brings his will to bear on this other drone, minimizing the chance that it can harm his friends. His giggle never stops, instead rising in both volume and tone.
5' step SW
Standard action to use Misfortune (Will DC 14), duration 1 round
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Move action to Cackle
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
| GM Red Box |
Yes, it should I forgot.
Stun Gun Misfortune: 1d20 + 5 ⇒ (13) + 5 = 18 vs Touch at Ivar
| GM Red Box |
Sorry when the medical drown was killed I did not think that Have those of you at the top of the order act. Please do.
Bold may act
James, Vedia, Ivar
Yellow Drone
Elkin, Augar, Uronzeer, Xander
| GM Red Box |
Ivar swings again but the attack goes wide.
Giving Vedia / James some time.
| GM Red Box |
Well this is brutal on the GM. Lets hope V is back soon.
[u] Vedia [/u]
Vedia knows there is little to nothing she can do to such a heavily armored foe. Taking a step further back she launches another small shard of ice.
Ray of Frost: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d3 ⇒ 1
[u] James [/u]
James fires again with his fancy electrical pistol.
Ranged Touch: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 ⇒ 2
| GM Red Box |
Still functioning but wounded again by James gun the construct retaliates at Uronzeer.
Slam 1 roll 1: 1d20 + 5 ⇒ (3) + 5 = 8 Miss
Slam 1 roll 2: 1d20 + 5 ⇒ (14) + 5 = 19
Slam 2 roll 1: 1d20 + 5 ⇒ (11) + 5 = 16
Slam 2 roll 2: 1d20 + 5 ⇒ (8) + 5 = 13 Miss
The party is up.
| GM Red Box |
Well I am on a roll
[u] Uronzeer [/u]
Raging Large Greatsword: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Damage: 3d6 + 6 ⇒ (5, 3, 6) + 6 = 20
The construct falls after a second might swing from a panting, frothing, giant half-orc.
Combat Over
In the immediate aftermath of battle the room is extremely quiet. As the final construct falls destroyed you hear a muffled cry coming from inside the pod.
Treasure: A search of the desks against the north wall uncovers several interesting technological devices— most of which are obviously broken but your search reveals several (4 or 5) apparently functioning devices. All of Khonnir’s gear is strewn among these items as well.
The pod seems to unlatch now that its protectors are destroyed and the door rises. As the pod opens you find Khonnir stripped of his gear and in very bad shape. It appears he recognizes that you are here to help but does not recognize any of you. As he attempt to move out of the pod he falls forward onto the floor babbling incoherently. Two words come through to you “val….. Joram”
It appears Khonnir has suffered massive temporary damage to DEX and INT.
I will get to the devices once some knowledge checks take place, if you want to take the time now that is.
| Xandar Coulsong |
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Heal: 1d20 ⇒ 17
Xandar doesn't see anything that Ivar didn't notice, so he tries to focus on Khonnir. "Without being medical trained I'd say he has suffered some damage on his body and mind. Mr. Khonnir are you alright?"
| Elkin Stormborn |
Elkin never knew Knonnir before the mission, but suspects that any human found in here would have been Khonnir. He lights up when others confirm the man's identity.
"We have to get you back to Torch, Khonnir. You need healing, and it looks to be a desperate need. How badly are you hurt; can you move?"
| James Quintik |
"How is he? Alive, at least!"
Knowledge, Engineering: 1d20 + 10 + 1d6 ⇒ (20) + 10 + (1) = 31
Once Khomnir is established as not in any immediate danger, James collects up the more interesting items quickly for later tinkering.
"Yes, let's get him back to Torch for help. We can return to explore later."
| Vedia Merenda |
Vedia tries to help the man up while the others search the room. "Let's get you back to town quickly. What did you mean by Joram? Does anyone know what that might mean?"
| GM Red Box |
31!? LOL so much for mystery.
Inspecting the items as they are gathered James feels he has a pretty good idea as to what the three primary items are. The first is a device used to detect energy that can be harmful to living creatures ( radiation detector ). The next two both appear to be devices that can be used to inject potions into someone ( Medilance and Hypogun ). Each of these injectors has two cylinders that will fit into them but it would take someone with more experience to tell exactly what they would do.
Items added to loot sheet and equipment info sheets
Khomnir is clearly in rough shape and not able to support himself on his own. He will need to be supported if you move with him.
| Xandar Coulsong |
Khonnir is in no shape to be moving. We should maybe look around and see if we can find something to easily carry him out of here. A medical center must have someway to move patients between rooms." Xandar says taking a look around.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
| Elkin Stormborn |
Elkin assists Xandar in trying to find something to help transport Khonnir. "I'll never be able to help carry him, best to see if there's some tech that could help instead."
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
"You know," he says to all, "once we get him back to Torch, we might want to keep quiet about what we've found here. At least until we've been able to talk to Khonnir with a clear mind."
| GM Red Box |
Uronzeer also offers to help make sure he is taken out safely and slips an arm under his to help steady him as preparations are made to move.
Xander you do a very comprehensive search of the room but don't fine much that will help. It is possible that the constructs had some means of moving him that is either not readily apparent or simply wouldn't make sense to you.
I did not provide an inventory of Khonnir's gear as I am assuming you are going to return it to him.
| Vedia Merenda |
I vote for returning the gear to him.
"I agree with Elkin. Let's keep quiet about this until we have a chance to speak with Khonnir. We'll send for the cleric as soon as we get out of the cave."
Augar Battlehammer
|
Heal: 1d20 + 7 ⇒ (20) + 7 = 27
Augar looked at the others and scratched his bearded chin.
Preception: 1d20 + 4 ⇒ (9) + 4 = 13
Intelligence to determine what exactly transpired: 1d20 + 2 ⇒ (11) + 2 = 13
| GM Red Box |
Augar you can see what look like injection sites on Khonnir's arms other then that you are fairly sure that Khonnir will be able to hold his breath just fine for the swim out. At this point it is doubtful that the water will make him any sicker.
| GM Red Box |
I am assuming you are retracing your path to get him out as you know it should be fairly safe at this point.
You get back to the room inhabited by the Skulks and find their leader 'Sef' pacing back and forth.
"Up worlders another of you kind, tall one she gestures to Xander not a short hairy one like some of you, has been here. We hid at start but it looked at the passage a long time so we came out. It drew it's sword and disappeared, invisible. I think it left."
"You said you might be able to help us so we help you. Tell what we saw."
| James Quintik |
"Great. Someone sneaking in behind us."
James turns back to the Skulk. "Our friend is sick. Do you have a means to help him?"
As much as I hate to leave someone behind us, James will be wanting to get Khonnir home to his daughter first and foremost.
| Xandar Coulsong |
"Thanks alot Sef, so someone els is looking for something down here?" He starts talking to himself, before adding "Are your people alright? Have the gremlins returned to harass you?"
| GM Red Box |
"You found the big one." she nods At least someone had success in these cursed caves. We have no healers. Our leader was but, dead.
We are all right, we are good at hiding and the gremlins seem to be gone. Will you be back? We have no place to go but can watch if you bring us supplies. No fighting, just watching."
| Elkin Stormborn |
"We do plan to be back." Elkin replies. "We have found much that interests us in the big desert inside. What supplies do you need? You have been a big help to us, and we would be glad to repay you in any way we can."
| Xandar Coulsong |
"Good, we'll be back to have another look around here, we still need to find a few of overlanders that came down with him. What kind of supplies would you need to stay and help us watch over this area?"
Augar Battlehammer
|
"Yes I believe we can give you supplies, and if any are willing I can instruct a willing participant on healing with out magic, and for the few that feel inclined I might be able to teach you the secrets of divine healing." He says in a stern baritone trying to be compelling as the Skulks have shown that they honor their word, and wish to keep their community safe and prosper.
Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26
Granted he is earnest about it he would love to aid such honorable allies and try to Torag. If not Torag than one of his allies.