Maruf the Cobbler |
Maruf leaps back into the room around Richard (provoking) and runs around the table to slash at the orc from behind!
claw: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d4 + 2 ⇒ (1) + 2 = 3
Richard Mithril |
"Ungh!"
The orc's attack lands solidly into Richard. Thrusting back with his rapier, he sidesteps to the right. "All yours Alpha!"
Dropping luck. Unable to edit position at the moment, but moving 5' NE after aid another check.
Rapier aid Alpha: 1d20 + 5 ⇒ (17) + 5 = 22 +2 to Alpha's next attack!
GM Tektite |
AoO vs Maruf: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Maruf moves into the room and claws the half-orc!
Richard distracts the half-orc long enough for Alpha to smack it with a shield, dropping it!
Out of Combat!
Searching the fallen, on the ratfolk you find they each carried a screaming bolt, leather armor, hand crossbow with 10 bolts, short sword, brown access card, and 2 gp. Each half-orc carried mwk studded leather, mwk buckler, brown access card, 2 silverdisks, and 10 gp.
Richard Mithril |
Holding his wound, Richard looks over the humanoids they just fought.
"What were they doing down here? Looting? Are these are more of Garmen's thugs?" Something doesn't add up. What are we missing. The skulk chieftain said something..." "Wait, remember what the skulk chieftain said? They saw a woman with purple hair enter the Hill around the time Khonnir went missing. We should try to interrogate one of these half-orcs if they are still breathing. See if they know anything."
He moves to check the fallen for signs of life.
HP 8/17
Maruf the Cobbler |
[b]"Interrogate then! But I haven't seen any purple-haired women among this lot of suckers so I'm guessing she's still down here then.
Kharax Fireshield |
CLW @ Richard: 1d8 + 1 ⇒ (1) + 1 = 2
CLW @ Richard: 1d8 + 1 ⇒ (8) + 1 = 9
Kharax heals his friend's wounds, before stabilizing what's left of the other party.
T10 Heal will automatically succeed
"So what's da plan? Good cop, bad Cobbler?"
-Posted with Wayfinder
Maruf the Cobbler |
Intimidate: 1d20 - 3 ⇒ (15) - 3 = 12
Maruf's version of 'bad cop' is just to scream nonsensically in the captive's face.
Richard Mithril |
Regarding good cop/bad cop: can one check be used as an aid another (adding +2) in conjunction with diplomacy to convince a subject to cooperate?
Once one of the enemies is awake, Richard lets the Cobbler scream in their face for a minute before stepping in with a proposal difficult to refuse.
"You have two options."
He holds up his hands and gestures to Maruf with one. "One, I leave you with him." With the other he holds out a silverdisk. "Two, you walk out of here alive and with a coin in your money pouch."
Letting him consider for a moment he asks some questions. "Who is your leader? What are you doing down here? Are you working with Garmen?"
Good Cop Aid ?(diplomacy): 1d20 + 8 ⇒ (5) + 8 = 13
Kharax, this might be up to you.
Black Powder Chocobo RPG Superstar 2015 Top 16 |
"Betta start talkin', this him on a good day!", Kharax thumbing over to the Cobbler.
Diplomacy aid: 1d20 + 2 ⇒ (11) + 2 = 13
-Posted with Wayfinder
Richard Mithril |
Wow, I'm bad at this...
While unusually empathetic for an android, Richard just doesn't seem to have a knack for intimidation. With a sigh, he lets the Cobbler punch out the uncooperative half-orc.
"Let's check these doors." He says, moving to give the right-hand door a cursory glance for traps or other unpleasant surprises.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Maruf the Cobbler |
Maruf gets a little carried away once Richard turns his back and punches the half-orc a few extra times.
After allowing Richard a few seconds of cursory inspection, Maruf throws open the next set of doors.
GM Tektite |
Richard check the southwestern door and finds a narrow corridor that leads back to the entry hall. Opening the northwestern door, you see a rubble filled chamber. The walls of this chamber are battered and dented, and flickering lights on the ceiling give the room a phantasmagoric cast. A mound of rubble sits heaped to the north, while numerous strange containers lie in haphazard piles throughout the chamber. A pair of desks with chairs are placed to the south. Two half-orc appear to be rummaging through the rubble and both look up in surprise as you enter.
K: 1d20 + 1 ⇒ (18) + 1 = 19
M: 1d20 + 3 ⇒ (6) + 3 = 9
R: 1d20 + 3 ⇒ (8) + 3 = 11
S: 1d20 + 6 ⇒ (12) + 6 = 18
Initiative:
Kharax
Half Orcs
Richard
Maruf
Alpha
Kharax is up!
Kharax Fireshield |
Kharax moves up and lashes at the nearby half-orc with his whip, cracking it as he makes his announcement.
"We have you outnumbered! Surrender yourselves so we can talk this out first."
Readying an action to trip the first one that comes up.
Readied action trip: 1d20 + 3 ⇒ (14) + 3 = 17
[ooc]Will drop whip if I fail by more than 10
GM Tektite |
Kharax moves into the room, readying his whip!
The half-orcs grab scraps of metal and move to engage the witch. As the northern one closes, Kharax's whip lashes out, tripping the man!
Attack vs Kharax: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
The other half-orc uses the opening to close on Kharax and bash in the side with piece of plate steel!
Party up!
Richard Mithril |
Dashing into the room, Richard leaps atop the crates, closing in on the half-orc tripped by Kharax's whip and thrusting with his rapier.
Activating Luck 4/7
Acrobatics to jump to crates?: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Mwk Rapier Higher Ground vs Prone: 1d20 + 5 + 4 + 1 + 2 ⇒ (8) + 5 + 4 + 1 + 2 = 20
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Maruf the Cobbler |
Maruf rushes into the room and lets out a wordless snarl as he tries to help Richard.
mwk longspear: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16
damage: 1d8 + 3 + 3 ⇒ (2) + 3 + 3 = 8
Kharax Fireshield |
Kharax steps back and lashes at the other man's legs after taking his wound in stride.
Trip @ Red: 1d20 + 3 ⇒ (1) + 3 = 4
And I'm sure that's a dropped whip.
Kharax then draws his longsword after his poorly aimed trip snags a nearby bolt and gets stuck.
GM Tektite |
Richard and Maruf converge on the prone half-orc, stabbing him!
Alpha and Kharax try to overwhelm the other, but both fail!
Attack vs Alpha: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
The standing half-orc swings at Alpha, but misses!
Attack vs Richard: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
The other half-orc stands (provoking from Richard and Alpha), and swings at Richard.
Party up!
Richard Mithril |
AoO: 1d20 + 5 + 4 + 1 + 2 ⇒ (6) + 5 + 4 + 1 + 2 = 18
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Richard stabs at the half-orc again as it stands, then parries and attempts a repost, but his aim is not so lucky the second time.
Dropping luck - pretty sure Alpha just clobbered this guy.
Regular Stab: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Damage: 1d6 ⇒ 5
Maruf the Cobbler |
Maruf stabs at the orc again!
mwk longspear: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
damage: 1d8 + 3 + 3 ⇒ (5) + 3 + 3 = 11
GM Tektite |
With some time, Richard is able to jimmy open the locker. Inside, he finds a plethora of gear, including some sort of grapnel gun, a suit of sorts, a beacon, two batteries, and 24 silverdisks.
AUTOGRAPNEL
PRICE 4,000 GP
TYPE two-handed ranged PROFICIENCY exotic (firearms)
DMG (M) 1d8+6 pierc. DMG (S) 1d6+6 pierc. CRITICAL ×3
RANGE 30 ft. CAPACITY 20 USAGE 1 charge
SPECIAL grapple, slow-firing WEIGHT 10 lbs.
An autograpnel looks like a rifle with a small adamantine spike protruding from its barrel. When fired, an autograpnel launches the spike with a muffled bang. The spike trails an incredibly strong and thin metal cable behind it. An instant after the spike punches into a solid target, tiny spurs lance out of it, anchoring the spike in place. An autograpnel’s cord is long enough to allow the grapnel to reach its maximum range of 300 feet, and the internal retraction motors are strong enough to hold up to 500 pounds of weight. If the grapnel misses its target, it can be rewound into the gun as a standard action; reattaching the grapnel to the gun barrel is a move action. An autograpnel strikes with an effective Strength score of 22 for the purposes of determining damage. If it strikes a creature, it remains lodged in the target and connected to the rifle and its wielder by the metal cord. This cord has AC 12, hardness 10, and 20 hp. A successful DC 32 Strength check is required to snap the cord. If the wielder retracts the cord while it’s attached to a creature, the autograpnel attempts a pull combat maneuver check with a CMB of +16. If used against objects, an autograpnel can pull an item that weighs 25 pounds or less back to the user as a full-round action, or it can pull a heavier object that weighs no more than 100 pounds back to the user at a speed of 20 feet. When attached to a solid object, the gun’s retraction rate can be set to maintain a taut line while the gun is attached to a harness worn to aid climbing checks. CONSTRUCTION CRAFT DC 20 COST
PANIC SUIT
PRICE 2,000 GP
TYPE medium WEIGHT 2 lbs. AC +2
MAX DEX +2 PENALTY –4 SPELL FAILURE 50%
SPEED (30 FT.) 20 ft. SPEED (20 FT.) 15 ft.
CAPACITY 10 USAGE 1 charge/hour (disposable)
When not being worn, a panic suit is a fist-sized plastic sphere. When activated, it envelops the creature holding it in a full-body protective suit. While activated, it provides immunity to low radiation and resistance 5 against all forms of energy except sonic damage. Its air filters grant a +4 bonus on saving throws against inhaled poisons and diseases. A panic suit is a single-use item. When its charges run out or its wearer deactivates it, it falls apart into useless fragments.
CONSTRUCTION CRAFT DC 30 COST 1,000 GP
Craft Technological Arms and Armor, military lab
EMERGENCY BEACON
PRICE 900 GP
SLOT none WEIGHT 10 lbs.
CAPACITY 30 USAGE 1 charge
An emergency beacon is a small, pod-shaped device that emits a bright red flash from a dome on its top once every 6 seconds when activated. The beacon also transmits its location. Any device capable of receiving signals of any sort can pick up a beacon’s signal, which can then be tracked back to the source with a successful DC 15 Knowledge (engineering) or Survival check. A beacon’s transmissions have a range of 100 miles over flat terrain, but this range is halved in forests or hills, and quartered in mountainous terrain or through water.
CONSTRUCTION CRAFT DC 25 COST 450 GP
Craft Technological Item, production lab
Richard Mithril |
"Well this looks like some sort of gun." Richard picks up the grapnel gun, aims it at a crate across the room, and feels around for a trigger.
Grapnel gun test fire with nonproficiency penalty: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5
Maruf the Cobbler |
"Keep it! We've got a fire to relight!" Maruf moves across the deck to the next set of doors and Cobblers them.
GM Tektite |
Richard picks up the gun and finds it looks like a rifle with a small adamantine spike protruding from its barrel. Pulling the trigger, the spiked head launches through the air with a muffled bang. The spike trails an incredibly strong and thin metal cable behind it. An instant after the spike punches into the crate, tiny spurs lance out of it, anchoring the spike in place. Richard notices a second button near the trigger.
Richard Mithril |
"Hold up a moment Cobbler. This could prove useful." Richard looks at the gun, noticing the button. "Now what does this do?" He presses it.
Adamantine spike? Does this ignore hardness less then 20 like an adamantine weapon?
Richard Mithril |
A grin grows on Richard's face as the crate slides across the room to him. "Yep, I think this will prove to be very useful."
Disengaging the spike and resetting the grapnel for another shot, Richard follows the Cobbler south.
Cant wait to hit next level and pick up the proficiency for these firearms.
GM Tektite |
Maruf leads the way to a door to the south. Opening the door reveals a large oblong room. This room buzzes and hums with the sound of machinery. A long track of moving leather-like material rotates along a metal framework in the middle of the room. The eastern end of this device is connected to a looming metal machine fitted with thrashing and twitching armatures and blinking lights. Panels on the wall flash with strange writing and images of metallic constructs. To the west, a second track of leather, this one smeared with blood, churns through an opening in the wall to a room beyond. The entire place has an air of entropy to it—with missing parts, flashing sparks, and periodic discordant sounds of metal scraping against metal revealing how damaged the room’s machinery is.
Withing the room, you see two robot drones, similar to ones you've fought before. They move to engage as you enter!
K: 1d20 + 1 ⇒ (19) + 1 = 20
M: 1d20 + 3 ⇒ (20) + 3 = 23
R: 1d20 + 3 ⇒ (19) + 3 = 22
D: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative:
Maruf
Richard
Drones
Kharax
Alpha
Maruf and Richard are up!
Maruf the Cobbler |
With a guttural growl Maruf whips his longspear around and stabs at the closest drone!
mwk longspear: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5
damage: 1d8 + 3 + 3 ⇒ (3) + 3 + 3 = 9
Richard Mithril |
With a glance at the thrashing machine, Richard sings a vanish spell and disappears. "I have an idea. When I give the word, step back from one of the robots so I can get a clear shot."
Vanish then move to the far side of the room. Also, if I can, look at the writing and images on the wall - I know Androffan if it makes a difference.
Unable to edit position on the map. Moving 30' south around the machine.
GM Tektite |
Maruf attacks with his spear, but misses!
Richard vanishes and moves around the room. He recognizes some of the writing, but realizes he will need some time to study them. (Linguistics check as well.) Moved you straight south. Not sure if that is what you meant.
Attack vs Maruf: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d4 + 6 ⇒ (4) + 6 = 10
RTA vs Maruf: 1d20 + 4 ⇒ (18) + 4 = 22
The eastern robot moves over and tries to strike Maruf, but misses.
The western robot moves closer, then fires a net at the cobbler, entangling the man in a net!
Party up!
Maruf the Cobbler |
Maruf snarls and tries to tear through the net with his claws.
damage?: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Richard Mithril |
Activating luck 5/7
Linguistics: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Richard squints at he words, but realizes it will take more time, and possibly knowledge, then he currently has. Turning his attention back to the combat, he moves around the far side of the machine and aims his new gun.
"Cobbler, step away!"
I think he can still take a 5' step while entangled, or if he's ripped the net apart. If he can't move, I'll shoot at the other one to avoid melee penalties.
Also, shouldn't Maruf still be enhanced by his mutagen?
Grapnel Gun PBS DA Invis Luck (touch): 1d20 + 4 + 1 + 2 + 2 - 4 ⇒ (10) + 4 + 1 + 2 + 2 - 4 = 15
Damage: 1d8 + 6 + 1 + 2 + 2 ⇒ (7) + 6 + 1 + 2 + 2 = 18
The plan is to drag one of the robots into the machine next round. Would that be possible?
Maruf the Cobbler |
Maruf took his mutagen when we first came to this level and I imagine it has been longer than 20 minutes with all the fighting and searching we have done. Maybe not though.
GM Tektite |
I'd say it has been longer than 20 min. Also, I don't "think" you can five foot when entangled, as you have to move half-speed, so a five foot step would become a 2.5 ft step? Thoughts?
Maruf uses his claws to shred the net, freeing himself!
Richard fires the autograpnel, hitting the robot and piercing its metal shell with the grapnel! I think it is another standard to retract it toward you at 20' round with a CMB check. (+16)
Alpha swings, but misses!
Kharax!
Kharax Fireshield |
Kharax clutches his pearl to recall shocking grasp and casts it, charging his hand with electrical energy.
Move action to get the pearl, standard to cast