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Richard continues to concentrate on his illusion as it manifests even more firearms, allowing Lewdon to get another good crack in on the Ogrekin.
Alpha's shield is deflect by the giants wild swings with his greatclub.
Round 3
Alpha
Kharax
----------------------------
Gunshy (-57)
----------------------------
Round 2
Richard (33/35)
Lewdon

Kharax Fireshield |

Kharax summons electricity into his hand and arcs it towards the large man!
RTA shocking grasp @ Gunshy: 1d20 + 4 - 4 + 3 ⇒ (17) + 4 - 4 + 3 = 20
Electricity damage on hit: 4d6 ⇒ (2, 2, 5, 6) = 15

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Kharax grabs ahold of the Ogrekin's moist shoulder. He begins to shudder and convulse as waves of electricity course through his body, dropping him to the ground.
Alpha
Kharax
Richard (33/35)
Lewdon

Richard Mithril |

Once the big gun-slayer goes down Richard drops his illusion and moves to quickly search him. "Quick, search the room while I check the doors."
With no casualties in the party (apart from his poor dragon pistol) he moves to the eastern door, listening for a moment, then checking it for danger.
Perception - western door: 1d20 + 10 ⇒ (6) + 10 = 16
Perception - western door (traps): 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
He then moves to the northern door and does the same.
Perception - northern door: 1d20 + 10 ⇒ (16) + 10 = 26
Perception - northern door (traps): 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
If the way seems clear, Richard will crack open the northern door and try to stealthily peek through.
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
But apparently Smilers aren't fond of greasing their door hinges...

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Alphaonly finds two items on the hoplophobic Ogrekin.
- +1 Hide Armor
- +1 Greatclub
Searching the doors Richard notices two things f interest. First. The doors don't see to be powered any long, the sliding doors once opening by sliding left to right, but without power it looks as if they need to be wrenched open by hand. Each door in this complex is a full round action to open.
Second as Richard peeks through the eastern set of doors he seems to come eye to eye with a Smiler watching you fight Gunshy. As he gets closer to the crack Richard's face is nearly impaled by a dagger as the doors begin to wrench open. There seem to be four Smilers total with three of them holding pistols.
You tink you ca' break in here and not be punished?
The air in this room smells of burnt meat and smoke. A crude stove made of a metal barrel resting atop blocks of stone sits in the middle of an open area, while numerous doors line the walls. This looks to be some form of a barracks.
Alpha Prime: 1d20 + 3 ⇒ (16) + 3 = 19
Kharax: 1d20 + 1 ⇒ (7) + 1 = 8
Lewdon: 1d20 + 2 ⇒ (15) + 2 = 17
Richard: 1d20 + 3 ⇒ (1) + 3 = 4
Smilers: 1d20 + 3 ⇒ (15) + 3 = 18
Round 1
Alpha
----------------------------
Smilers
---------------------------
Lewdon
Kharax
Richard

Alpha Prime |

After I search the body I'll use my Pearl of Power to recall shocking grasp.
Alpha moves up and bashes the adjacent smiler.
Power Attack: 1d20 + 6 ⇒ (4) + 6 = 10
1d4 + 10 ⇒ (1) + 10 = 11

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Sounds good!
Alpha rushes in and swings his shield at the Smiler opening the door. His aim is a bit too wide as the wall deflects the shield just short of the Smiler who chuckles at the androids misfortune.
Two of the smilers take aim at Richard as the the remaining Smiler fires his pistol at Alpha.
Yellow Gunslinger Pistol vs Ricard AC 13; PBS; cover; melee: 1d20 + 5 + 1 - 4 - 4 ⇒ (16) + 5 + 1 - 4 - 4 = 14
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Sneak Attack Damage: 1d6 ⇒ 4
Green Gunslinger Pistol vs Ricard AC 13; PBS; cover; melee: 1d20 + 5 + 1 - 4 - 4 ⇒ (2) + 5 + 1 - 4 - 4 = 0
Red Dagger vs Richard AC 13: 1d20 + 2 ⇒ (8) + 2 = 10
Purple Gunslinger Pistol vs Alpha AC 14; PBS; cover; melee: 1d20 + 5 + 1 - 4 - 4 ⇒ (11) + 5 + 1 - 4 - 4 = 9
Only one of the bullets is able to tear through Richard's armor as tinnitus overtakes everyone in the room.
Round 1
Alpha
----------------------------
Smilers
---------------------------
Round 1
Lewdon
Kharax
Richard (26/35)

Richard Mithril |

Richard has uncanny dodge, so I think he avoids the extra damage from sneak attack.
Grunting from the flesh wound, and thanking fate that was all he suffered, Richard steps back and whips out his stungun to take a shot at one of the Smilers in the doorway.
Activating Luck 2/7
Stungun (6 charges left) + PBS + Luck - DA - Melee: 1d20 + 6 + 1 + 2 - 4 ⇒ (15) + 6 + 1 + 2 - 4 = 20
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
If Lewdon was deferring there is room to step up and attack now. :)

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That he would. Thanks!
Lewdon grasps the gear-like greatclub and moves in behind Richard. Richard steps back, quickly drawing his Stun gun and fires it at the lead Smiler. A wave of high frequency waves pulse out at the Smiler, causing his ears to bleed.
Round 1
Alpha
----------------------------
Smilers (Red -13 NL)
---------------------------
Round 1
Lewdon
Kharax
Richard (30/35)

Kharax Fireshield |

"Lezzee if they'll be smilin' 'bout this!", Kharax moving up behind Lewdon and blasting the majority of the Smilers with a barrage of sparkles.
Glitterdust, DC 17 Will save or blinded; can make a new save at the end of each round to remove the blind condition... and they're sparkly. Managed to get all but Red.

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Alpha steps in and slams his shield into the red Smiler's chest, knocking the wind from him and also knocking him to the ground unconscious.
Kharax fills the hallway with magical glitter that sticks to everything. The orc has flare!
Green DC 17 Will: 1d20 + 1 ⇒ (7) + 1 = 8
Yellow DC 17 Will: 1d20 + 1 ⇒ (12) + 1 = 13
Purple DC 17 Will: 1d20 + 1 ⇒ (2) + 1 = 3
Each of them lowers their weapons as they claw at their eyes. They attempt to reload their pistols as their shaky hands grasp around for their ammunition belt. Green and Yellow provoke from Alpha
Green DC 17 Will: 1d20 + 1 ⇒ (15) + 1 = 16
Yellow DC 17 Will: 1d20 + 1 ⇒ (17) + 1 = 18
Purple DC 17 Will: 1d20 + 1 ⇒ (8) + 1 = 9
The yellow Smiler is able to rub enough glitter from his eyes to be able to somewhat see once again.
Round 3
Alpha
----------------------------
Smilers (Green-Blind)(Purple-Blind)
---------------------------
Round 2
Lewdon
Kharax
Richard (30/35)

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Lewdon grasps the new weapon in both hands testing its weight as he steps into combat smiling. "Always enjoy the feel of a new weapon"
greatclub/power att: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d10 + 11 ⇒ (10) + 11 = 21

Richard Mithril |

I'll defer until after Alpha, hoping he and Lewdon take down Yellow, then attempt the following.
Richard dives past Alpha, trying to roll past the blinded Smilers and come up behind them.
Lingering Performance for Luck 1/2
Burn 1 grit for Focused Aim to add Cha to damage.
Acrobatics (if needed to avoid an AoO or get past the blinded ones): 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Stungun + Luck + PBS - DA: 1d20 + 6 + 2 + 1 - 1 ⇒ (16) + 6 + 2 + 1 - 1 = 24
Damage: 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10

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Lewdon squeezes in beside Alpha and brings the massive gear smashing down into the yellow smiler's face. He is only able to regain his sight from the glitter for but a moment as the last thing he sees is a gear grinding into the middle of his face.
Alpha continues to slam his shield through the masses and quickly drops the green smiler. Richard rolls underneath the congested hallway and sends a pulse of sonic sound at the remaining blind man. The group easily brings him unconcious.
Calling it as you easily have him.
The air in this room smells of burnt meat and smoke. A crude stove made of a metal barrel resting atop blocks of stone sits in the middle of an open area, while numerous doors line the walls. This looks to be some form of a barracks.
Alpha
Lewdon
Kharax
Richard (30/35)

Richard Mithril |

"Good work with that spell." Richard nods to Kharax after the fight. Before pressing on he searches the Smilers and takes their weapons, then gets out a scroll and casts a healing spell over the bullet wound he received.
Scroll of Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
"These scrolls are sucking. I want my money back."
Perception + Veemod: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 Also using detect music just in case.
In the next room he almost immediately finds a secret door, which he points out to his companions. After searching the side rooms for any useful items he approaches it with his stungun at the ready.

Kharax Fireshield |

"Hey, Richard, slow down a sec.", Kharax using a wand against the android.
CLW Wand @ Richard: 1d8 + 1 ⇒ (4) + 1 = 5
"That outta take care of that scratch." At Richard's discovery, the half-orc nods. "Good eye there, bet there's something interestin' down there."

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This large chamber contains several metal tables adorned with tangles of strange devices sporting metallic, articulated arms, many of which end in blades, needles, saws, or other implements of surgery. The whole area reeks of blood and old guts, and telltale rusty brown stains besmirch the floor and walls. Lighting is provided by several burning skulls sitting here and there throughout the room.
Three bodies shakily rise as Richard enters the room. Miscellaneous bits of rusted machinery are fused to the body of this shambling corpse to include metal affixed in the form of jaws and large drills imbedded in their arms for hands. One has moving saw blades withing its chest and another as a cutting torch fixed into its shoulder.
Alpha Prime: 1d20 + 3 ⇒ (4) + 3 = 7
Kharax: 1d20 + 1 ⇒ (5) + 1 = 6
Lewdon: 1d20 + 2 ⇒ (19) + 2 = 21
Richard: 1d20 + 3 ⇒ (14) + 3 = 17
Rust Risen: 1d20 + 5 ⇒ (16) + 5 = 21
Round 1
------------------------------
Rust Risen (Blue-Arm drill)(Red- Cutting arm)(Yellow- Eviscerate)
-----------------------------
Lewdon
Richard
Alpha
Kharax

Richard Mithril |

Knowledge Religion: 1d20 + 6 ⇒ (4) + 6 = 10
"Uhh.. What the heck are these?" Richard asks.
They don't look alive. At least, I hope they aren't...
Stepping to his left, Richard drops his stungun and pulls the autograpnel from his haversack. Taking aim at the yellow creature, he fires the adamantine spike.
Autograpnel + PBS - DA: 1d20 + 6 + 1 - 1 ⇒ (11) + 6 + 1 - 1 = 17 *14 charges left
Damage (adamantine): 1d8 + 9 ⇒ (5) + 9 = 14

Kharax Fireshield |

"If you don't know, I won't have a clue!"
Still, seeing the bodies rise, Kharax tries to send them back with Milani's will.
Channel Energy to harm undead: 2d6 ⇒ (4, 4) = 8
DC Will 15 save for 1/2 damage

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"What da hells dees smilin idiots workin with round here? Lewdon asks stepping into the room and closeing on the first creature he can.
greatclub/powerattack: 1d20 + 6 ⇒ (19) + 6 = 25
dmage: 1d10 + 11 ⇒ (8) + 11 = 19

Alpha Prime |

"Abominations." Alpha rushes towards yellow and charges his shield with electricity.
Concentration DC17: 1d20 + 8 ⇒ (7) + 8 = 15
Power Attack, Spellstrike, Arcane Accuracy vs Metal: 1d20 + 6 + 3 + 3 ⇒ (6) + 6 + 3 + 3 = 18
1d4 + 10 ⇒ (1) + 10 = 11
Electric Damage: 4d6 ⇒ (1, 3, 3, 3) = 10

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The group rushes into the room and Lewdon brings his greatclub crashing down in top of the rustic body, cracking it wide open.
Setting his autograpnel in place Richard fires the adamantine spike into it's undead metal form.
Charging his shield with his battery reserve Alpha slams it into the yellow rust-risen. Though he makes contact it doesn't seem to have the effect he hoped. The electricity seems to course through the undead, reinvigorating it. +2 Temp Hp
Kharax releases a wave of purely positive energy at the undead.
Yellow Will: 1d20 + 4 ⇒ (14) + 4 = 18
Blue Will: 1d20 + 4 ⇒ (9) + 4 = 13
The undead lurch and moan as the energy burns away through their looses flesh.
The rust risen retaliate against the fresh mortals that entered their chamber.
Red Cutting arm vs Alpha Tch AC 14: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d10 ⇒ 9
A bright flame jets out from the red rust risen's arm and begins to cut right through Alpha's body.
The yellow rust risen slams it's drill arm into Alpha and bites at him with a rusty metal jaw.
Drill arm vs Alpha AC 23: 1d20 + 5 ⇒ (3) + 5 = 8
Metal Jaw vs Alpha AC 23: 1d20 + 5 ⇒ (11) + 5 = 16
The drill and jaw create a flurry of sparks that fly all about the room.
The blue rust risen also tries to shove a gigantic drill into Lewdon as it bites at him.
Drill arm vs Lewdon AC 21: 1d20 + 5 ⇒ (12) + 5 = 17
Metal Jaw vs Lewdon AC 21: 1d20 + 5 ⇒ (10) + 5 = 15
The cybernetic soldier easily bats them away with his greatclub.
The door to the south lurches open with the noise. Inside this chamber seems to combine the comforts of a cozy bedroom with the horrors of a necromantic laboratory- it's difficult to tell which pieces of furniture here are meant for relaxation and which ones are intended for torture.
A hobgoblin necromancer backs away from the doorway. You bastards think you can come in here and live! You will be my next snack....
Replacing Marrow in the doorframe are four humanoid zombies that looked to once be smilers. It seems Marrow has been chewing on their flesh and using them as personal snacks.
Round 2
------------------------------
Rust Risen (Blue -27; Arm drill)(Red- Cutting arm)(Yellow-27; Eviscerate; grappled)
Marrow
Zombies
-----------------------------
Lewdon
Richard
Alpha (26/35)
Kharax

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Lewdon hefts his Club once more swinging it at the foe in front of him before taking a step back. "Should we move back into da hall so we do na get surrounded"
greatclub/power att: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d10 + 11 ⇒ (1) + 11 = 12

Kharax Fireshield |

Another channel energy, moving into position to hit as many as possible.
Channel energy: 2d6 ⇒ (6, 3) = 9
-Posted with Wayfinder

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Lewdon tries to slam his greatclub into the rust risen one more time but only ends up putting a small dent in it's metal plating.
Richard quickly drops a small pool of grease in front of the doorway while Alpha slams his shield back at the red Rust Risen. His shield cuts deep into its neck causing it to flop about loosely.
Kharax releases another wave of positive energy into the room.
Rust Risen Red Will save DC 15: 1d20 + 4 ⇒ (1) + 4 = 5
Rust Risen Yellow Will save DC 15: 1d20 + 4 ⇒ (3) + 4 = 7
Rust Risen Blue Will save DC 15: 1d20 + 4 ⇒ (9) + 4 = 13
Zombie Red Will save DC 15: 1d20 + 3 ⇒ (2) + 3 = 5
Two of the rust risen let out a horrific scream as the positive energy washes over them. The fall to the floor not to move again.
The remaining Rust risen's torch continues to cut through Alpha's armor plating and circuitry.
Cutting Arm vs Alpha Tch AC 14: 1d20 + 5 ⇒ (3) + 5 = 8
Alpha is able to push the torch away just enough for a moment of reprieve.
Marrow releases her own overwhelming wave of negative energy to try and save as many of her meals as possible.
Channel Neg Energy to heal undead: 3d6 ⇒ (6, 4, 3) = 13
The zombies mindlessly pile out of the door into the grease.
Red Reflex save DC 11: 1d20 ⇒ 11
Yellow Reflex save DC 11: 1d20 ⇒ 9
Green Reflex save DC 11: 1d20 ⇒ 3
Two of the zombies slip and fall in the oozing mess. The grease adding to their grotesque forms.
GM Roll: 1d100 ⇒ 50
Round 3
------------------------------
Rust Risen (Red-8 Cutting arm)
Marrow
Zombies (Yellow- Prone)(Green-Prone)
-----------------------------
Lewdon
Richard
Alpha (26/35)
Kharax

Richard Mithril |

Stepping back from the greased area, Richard drops his wand, grabs a handaxe from his haversack and sends it spinning at the red-headed zombie still on its feet.
Activating luck (4/7 remaining)
Thrown Mwk Handaxe - Melee - DA + PBS + Luck (at Red): 1d20 + 6 - 4 - 1 + 1 + 2 ⇒ (18) + 6 - 4 - 1 + 1 + 2 = 22
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

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Lewdon and Alpha batter away at the remaining rust risen. Though Alpha's blow is deflected Lewdon's massive gear grinds into the undead's shoulder.
Richard sends a handaxe spinning at the red zombie. It hurtles through the air, finding its mark in the zombie's side.
Kharax releases another massive wave of energy into the horde of undead.
Rust Risen Will save: 1d20 + 4 ⇒ (16) + 4 = 20
Red Zombie: 1d20 + 3 ⇒ (18) + 3 = 21
Yellow Zombie: 1d20 + 3 ⇒ (20) + 3 = 23
Green Zombie: 1d20 + 3 ⇒ (13) + 3 = 16
Purple Zombie: 1d20 + 3 ⇒ (2) + 3 = 5
The rust risen turns to ash as the positive energy burns away at it. Marrow follows it up with another wave of negative energy of her own to heal her minions as the yellow and green zombie stand back on their feet, grasping and clawing at every living thing in sight.
Channel Neg Energy to heal undead: 3d6 ⇒ (2, 5, 1) = 8
Purple Reflex for stepping into Grease DC 11: 1d20 ⇒ 16
The two zombies that fell seem to have rolled around and soaked up most of the grease covering the floor. Three of the zombies slam into Alpha, Lewdon and Kharax.
Red Slam vs Alpha AC 23: 1d20 + 4 ⇒ (4) + 4 = 8
Green Slam vs Lewdon AC 21: 1d20 + 4 ⇒ (14) + 4 = 18
Yellow Slam vs Kharax AC 15: 1d20 + 4 ⇒ (10) + 4 = 14
Kharax is able to kick the zombie away from him just at the last moment.
Round 4
------------------------------
Marrow
Zombies (Yellow-; Prone)(Green-; Prone)(Red -3)(Purple -)
-----------------------------
Lewdon
Richard
Alpha (26/35)
Kharax

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Having more than one opponent in range of him Lewdon swings his club wide hoping to hit both his foes while still missing his companions.
greatclub/power att/whirlwind att/red: 1d20 + 6 ⇒ (11) + 6 = 17
damage/red: 1d10 + 11 ⇒ (5) + 11 = 16
greatclub/power att/whirlwind att/green: 1d20 + 6 ⇒ (9) + 6 = 15
damage/green: 1d10 + 11 ⇒ (1) + 11 = 12

Richard Mithril |

"Keep doing what you're doing Kharax!" Richard calls as he reels in the spike to his autograpnel.
Kharax channels again, hoping to outlast the enemy.
Channel Energy - DC 15 for 1/2: 2d6 ⇒ (6, 1) = 7
2 channel energy uses remaining

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Lewdon swings his greatclub in a wide arc. The massive gear on the end crushes into the two zombie's heads, tearing them free from their bodies. Alpha's shield helps to make sure that the gree zombie never rises again.
Richard reels in his autograpnal and Kharax releases another wave of energy to burn away at the many undead.
Purple Will DC 15: 1d20 + 3 ⇒ (13) + 3 = 16
Yellow Will DC 15: 1d20 + 3 ⇒ (14) + 3 = 17
His energy seems to be getting a bit weaker. Marrow grimaces as she watches Lewdon and Alpha making their way through her zombies. She backs away and casts a spell. Her gaze not leaving Lewdon's eyes.
Lewdon- Need to make a DC 15 Will save or you are paralyzed and frozen in place via Hold Person spell.
The zombie's continue to mindlessly assault the intruders.
Purple Slam vs Alpha AC 23: 1d20 + 4 ⇒ (12) + 4 = 16
Yellow slam vs Kharax AC 15: 1d20 + 4 ⇒ (6) + 4 = 10
Round 5
------------------------------
Marrow
Zombies (Yellow-3)(Purple -3)
-----------------------------
Lewdon
Richard
Alpha (26/35)
Kharax

Richard Mithril |

Rochard and Kharax draw axe and sword and hack away at the zombie near them.
Richard activates his Luck again 4/7 remaining.
Richard Mwk Handaxe + Luck: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Kharax Longsword: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

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Yes- Marrow's doors are open
Lewdon resists the tingling feeling in his mind and sends his massive gear-like club sprawling into the zombie before him as Alpha cleaves into its chest with his shield.
Richard and Kharax are able to remove the final zombie much to Marrow's dismay. The hobgoblin draws a wand from her side. Holding her hand out she sends a lightning bolt through the doorway at Alpha.
Lightning Bolt vs Alpha: 6d6 ⇒ (3, 3, 6, 1, 5, 5) = 23 DC 15 Reflex for half
Round 6
------------------------------
Marrow
Zombies (Yellow-3)(Purple -3)
-----------------------------
Lewdon
Richard
Alpha (26/35; pending reflex save)
Kharax

Richard Mithril |

"Whoah!" Richard cries out as lightning blasts through the door.
Can't let him do that again!
"Careful on the grease!" He warns as he drops his axe and steps forward into it himself sliding to the doorway and swinging around the frame to enter the room beyond. Once there he levels his autograpnel and fires the spike.
With his Luck active Richard can't fail the acrobatics check (DC 10) to move through the grease at 1/2 movement.
Maintaining Luck 3/7 remaining.
Expending 1 Grit for Focused Aim to add Charisma to damage.
Autograpnel - DA + PBS + Luck: 1d20 + 6 - 1 + 1 + 2 ⇒ (12) + 6 - 1 + 1 + 2 = 20
Damage + Focused Aim: 1d8 + 15 ⇒ (3) + 15 = 18

Alpha Prime |

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16
Alpha takes the full brunt of the lightning bolt but it does not deter him. He moves across the grease and slams his shield down on the caster.
Power Attack: 1d20 + 7 ⇒ (15) + 7 = 22
1d4 + 11 ⇒ (2) + 11 = 13