
Kharax Fireshield |

And nevermind
Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
Kharax carefully moves through the grease to get behind Alpha, shouting, "Crap, crap, crap!" while trying to heal the android's injuries.
Hex CLW @ Alpha: 1d8 + 4 ⇒ (7) + 4 = 11

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Lewdon moves too quickly through the pile of grease and falls flat on his back. Richard fires his autograpnal at Marrow. The spiked bolt easily pierces her armor as the barbs take hold, crushing a portion of her rib cage.
Alpha's metal frame seems to intensify the electrical charge from the lightning bolt as it splashes over him. Kharax rushes in and repairs the android as best as he can.
Marrow steps back lets loose three missiles of magical energy at Alpha.
Magic Missile: 3d4 + 3 ⇒ (4, 2, 1) + 3 = 10
One by one the missiles slam into the thick armor, denting it in further.
You will never leave here alive! The hobgoblin screeches.
Round 7
------------------------------
Marrow (-18)
-----------------------------
Lewdon (Prone)
Richard
Alpha (4/35)
Kharax

Kharax Fireshield |

Kharax steps to the side and, seeing an opening, throws a handful of electricity at Marrow!
RTA reach shocking grasp @ Marrow: 1d20 + 3 + 3 ⇒ (19) + 3 + 3 = 25
Electrical Damage on hit: 4d6 ⇒ (3, 6, 4, 2) = 15

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Lwedon scrambles through the thick grease as he finally finds his footing while Richard works on Alpha's circuitry.
Alpha swings back and bashes his shield right into the side of the hobgoblin's head, causing her ear to begin bleeding. Kharax hurls electricity at the necromancer. She screams in pain as the elctricity finally stops.
Marrows' robes smolder. You will pay for that... She steps to the side and attempts to cast defensively.
DC 17 Concentration: 1d20 + 8 ⇒ (6) + 8 = 14
With the blood running down her face and muscles still twiching from the electricity Marrow loses her concentration.
Round 8
------------------------------
Marrow (-45)
-----------------------------
Lewdon
Richard
Alpha (13/35)
Kharax

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Finally seeing seeing a good opening Lewdon steps in and swings his new club.
greatclub/power att: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d10 + 11 ⇒ (6) + 11 = 17

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The hobgoblin necromancer falls quickly to the onslaught of blows. On her possession is:
- Potion of CMW
- Wand of Ray of Exhaustion (18 charges)
- Wand of Ray of Enfeeblement (34 charges)
- Wand of Scorching Ray (16 charges)
- Gas grenades (2)
- Soothe (4 doses)
- Dagger
- Cloak of Resistance +1
- 48 gp (12 gp ea)
This chamber combines the comforts of a cozy bedroom with the horrors of a necromantic laboratory with several large metal cabinets. It's difficult to tell which pieces of furniture here are meant for relaxation and which ones are intended for torture.

Richard Mithril |

"Bloody rust, was that a lightning bolt?!" Richard looks at Alpha's scorched frame. "Let's get you healed up."
Lets make sure Kharax uses the wand to heal up Alpha.
Searching through Marrow's possessions, he holds up the three wands. "Scorching ray and enfeeblement could be useful. The exhaustion one though, I think maybe we sell. His cloak is protective, and I think one of you should take it. Anyway, let's give this place a quick search and keep moving. We still need to find Wiskifiss."
After searching Marrow's room, he heads over to the western door back in the rust risen's chamber and cracks it open.

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Richard searches through Marrows' bedchamber / laboratory. Opening the large metal cabinet he finds a few items of use.
- Batteries (7)
- Silverdisks (22)
- Fire Opals (12)(100 gp ea)
- Large Garnets (3)(300 gp ea)
- Vials of Soothe (14)
- Gas Grenades (3)
- Scroll of Animate Dead (2)
- Scroll of Command Undead
- Scroll of Technomancy
- Suit of Studded Leather Armor
- Shortsword
- +1 Light Crossbow

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Well over a dozen large glass tanks sit against the walls of this oval shaped chamber. The tanks themselves are semiopaque with condensation, grit and filth, but several of them seem to contain some sort of figure within. Each tank has a metal-rimmed door on its front allowing the contents to be accessed, and one tank to the north has been wrapped with several coils of rope.

Richard Mithril |

"This looks like the last area in this structure." Richard comments as he moves about the room. "Wiskifiss!?" He calls as he checks each tank, first by rubbing away the condensation, then tapping on the glass to see if anything moves. He leaves the roped up tank for last.
Take 20 on perception + Veemod bonus = 32

Kharax Fireshield |

"Torracha tells me that dem magics ain't its thing.", Kharax then suggesting the party sells the scrolls later. "Hope Wiskifiss is alright; may not look good on our part, although know what them tanks are for, Richard?"

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Richard slowly begins to work his way around the room. As he wipes his hand across the glass to the north he does indeed find The glass tank that’s bound in coils of rope does not contain a lobotomite. Instead, it contains the latest prisoner the Smilers have capture: a ratfolk. This ratfolk isn’t merely a soldier snatched from Redtooth’s territory—he’s that gang’s beloved monster trainer and the brother of Redtooth herself, Whiskifiss.
This chamber was once used to keep larger specimens in storage or suspended animation, pending future treatment or vivisection. The containers have not functioned in this capacity for thousands of years. Today they contain some of Marrow’s more nauseating and disturbing projects—surgically altered slaves she calls her “lobotomites.” Marrow has perfected a procedure to tame unruly Smilers and prisoners “lucky” enough to be spared from becoming dinner.
Before Richard is able to crack open Whiskifiss' container the drooling thugs crack open the glass chambers, roarong in anger as they lurch towards the party, surrounding all in the room, weilding greatclubs of bent scrap metal.
Alpha Prime: 1d20 + 3 ⇒ (9) + 3 = 12
Kharax: 1d20 + 1 ⇒ (8) + 1 = 9
Lewdon: 1d20 + 2 ⇒ (3) + 2 = 5
Richard: 1d20 + 3 ⇒ (9) + 3 = 12
Lobotomites: 1d20 + 3 ⇒ (1) + 3 = 4
Round 1
Alpha (13/35)
Richard
Kharax
Lewdon
-----------------------------
Lobotomites
-----------------------------

Richard Mithril |

With crazed Smilers scrambling out of containers all around Richard leaps away from Wiskifiss' container and dashes past one before it can get its bearings.
"Back to the doors!"
Aiming his stungun, he fires point-blank at the lobotomite in red pants.
Expend 1 grit (3 remaining) for Focused Aim
Stungun + PBS - DA: 1d20 + 6 ⇒ (11) + 6 = 17 *4 charges remaining
Damage + Focused Aim: 1d8 + 7 ⇒ (1) + 7 = 8
I had mentioned that Alpha needed healing. Could that have happened?

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Yup- You guys can always retcon healing as PbP is a little wonky with that. Sometimes I will tend to push a little faster than a player or two due to real life happenings to where normally you would have just healed in between the fight anyways.

Alpha Prime |

Alpha strikes out at green before stepping back. Activating Arcane Pool to add +1 to my weapon for 1 minute.
Retcon Healing: 4d8 + 4 ⇒ (2, 5, 6, 6) + 4 = 23
Power Attack: 1d20 + 7 ⇒ (7) + 7 = 14
1d4 + 11 ⇒ (1) + 11 = 12

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Lewdon hefts his club once again mumbling "whats with this place"
greatclub,power att,whirlwind att,orange: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d10 + 11 ⇒ (2) + 11 = 13
greatclub,power att,whirlwind att,light blue: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d10 + 11 ⇒ (2) + 11 = 13
.....and then takes a step back twords the door.

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Alpha's shield smashes into the green lobotomite's chest, shoving it back into the broken glass.
Richard fires his stungun directly at the red lobotomite. The pulsing wave cascades through its ears causing them to bleed.
Lewdon becomes a flurry of metal as he whirls the massive gear around in a circle. The gear catches ahold of two the the men's exposed chests, tearing their flesh open.
Round 1
Alpha (35/35)
Richard
Kharax
Lewdon
-----------------------------
Lobotomites (green -12)(Red -8 NL)(Orange -13)(Lt Blue -13)
-----------------------------

Kharax Fireshield |

Concentration vs DC 19: 1d20 + 9 ⇒ (13) + 9 = 22
"These fellas need to cool off", Kharax smirks, concentrating is focus on Torracha before he waves his arm in a wide arc towards the western side of the room, a hail of snowballs smashing into the lobotomites.
30 cone, aiming it to hit yellow, green, light blue, and orange.
Flurry of Snowballs damage: 4d6 ⇒ (5, 5, 1, 4) = 15
DC 17 Reflex save for 1/2 damage

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Kharax sends a flurry of snowballs at the entire western end of the room.
Yellow Reflex: 1d20 + 7 ⇒ (18) + 7 = 25
Green Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Light Blue Reflex: 1d20 + 7 ⇒ (18) + 7 = 25
Orange Reflex: 1d20 + 7 ⇒ (1) + 7 = 8
Three of the lobotimites fall to the onslaught of heavy snow shards. The remainder of the lobotimites converge on the group as they close them into a corner.
Dark red vs Kharax AC 15; flank: 1d20 - 2 + 2 ⇒ (19) - 2 + 2 = 19
Damage: 1d10 + 1 ⇒ (10) + 1 = 11
Purple vs Kharax AC 15; flank: 1d20 - 2 + 2 ⇒ (19) - 2 + 2 = 19
Damage: 1d10 + 1 ⇒ (7) + 1 = 8
Dark Blue vs Lewdon AC 19; flank: 1d20 - 2 + 2 ⇒ (7) - 2 + 2 = 7
Yellow vs Alpha AC 23: 1d20 - 2 + 2 ⇒ (11) - 2 + 2 = 11
Red vs Alpha AC 23: 1d20 - 2 + 2 ⇒ (19) - 2 + 2 = 19
The twisted metal club crash into the wizened witch doctor, knocking him senseless.
Round 2
Alpha (35/35)
Richard
Kharax (19/38)
Lewdon
-----------------------------
Lobotomites (Red -8 NL)(Yellow -7)
-----------------------------

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Lewdon continues his onslaught swinging his new club relentlessly .
great club,whirlwind att,pink: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d10 + 5 ⇒ (8) + 5 = 13
great club,whirlwind att,dark red: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d10 + 5 ⇒ (9) + 5 = 14
great club,whirlwind att,blue: 1d20 + 8 ⇒ (5) + 8 = 13
damage: 1d10 + 5 ⇒ (10) + 5 = 15
btw Lewdon has the feat Flanking foil---: Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is flanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.

Richard Mithril |

Richard stumbles back into the laboratory and takes a shot at the red enemy near Alpha.
Acrobatics to avoid AoO: 1d20 + 9 ⇒ (2) + 9 = 11
Stungun + PBS - DA - Melee (vs Touch AC): 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12 *3 charges remaining
Damage - Nonlethal: 1d8 + 3 ⇒ (1) + 3 = 4

Kharax Fireshield |

Kharax steps back, using Torracha's gifts to heal himself.
Hex heal @ self: 1d8 + 4 ⇒ (4) + 4 = 8
Shouldn't need a concentration since it's a supernatural ability, despite the effect emulating a spell.

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Alpha raises the edge of his shield and slams it down on the yellow lobotimite's neck, breaking it.
Richard tries to stumble back but the red lobotimite grunts in frustration as he swings his hunk of metal.
AoO Greatclub vs Richard AC 18: 1d20 - 2 ⇒ (20) - 2 = 18
Confirm Crit: 1d20 - 2 ⇒ (8) - 2 = 6
Damage: 1d10 + 1 ⇒ (7) + 1 = 8
The jagged metal catches Richard's leg and throws his aim off causing his stun gun to narrowly miss. Kharax heals his wounds while Lewdon's gear of destruction as he smashes it into three the brainless metalheads.
Seeing that Lewdon is a force to be reckoned with all four of the lobotimites surround the man.
Red Greatclub vs Lewdon AC 19; flank: 1d20 - 2 + 2 ⇒ (5) - 2 + 2 = 5
Blue Greatclub vs Lewdon AC 19; flank: 1d20 - 2 + 2 ⇒ (10) - 2 + 2 = 10
Dark Red Greatclub vs Lewdon AC 19; flank: 1d20 - 2 + 2 ⇒ (12) - 2 + 2 = 12
Purple Greatclub vs Lewdon AC 19; flank: 1d20 - 2 + 2 ⇒ (15) - 2 + 2 = 15
The large man repels the smaller hunks of metal.
Round 3
Alpha (35/35)
Richard (28/35)
Kharax (28/38)
Lewdon
-----------------------------
Lobotomites (Red -8 NL)(Purple -13)(Blue -15)(Dark Red -14)
-----------------------------

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With grim determination Lewdon lashes out at each of the abominations while moving to put his back to the wall.
great club,whirlwind att,pink: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d10 + 5 ⇒ (2) + 5 = 7
great club,whirlwind att,dark red: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d10 + 5 ⇒ (6) + 5 = 11
great club,whirlwind att,blue: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d10 + 5 ⇒ (2) + 5 = 7
great club,whirlwind att,red: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d10 + 5 ⇒ (6) + 5 = 11

Richard Mithril |

Whipping out his rapier, Richard jumps back into combat and stabs at the lobotomite in red.
Activating luck - 3/7 remaining.
Rapier + Flanking + Luck: 1d20 + 8 + 2 + 2 ⇒ (8) + 8 + 2 + 2 = 20
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
If Red attacks Richard he will use 1 panache to attempt an Opportune Parry and Riposte.
Parry: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Reposte: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 *Add +2 if still flanking
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Kharax Fireshield |

Kharax steps back and lashes his whip at the dark red lobotomite, hoping to trip him!
Trip @ Dark Red: 1d20 + 3 ⇒ (15) + 3 = 18

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Alpha's shield misses as the mindless men are too close, constricting the androids movements.
Richard leaps into the mess and stabs his rapier into the red lobotimite as Kharax trips another with a deft movement from his whip.
Lewdon swings the large gear around once more. It's beveled surface smashes into all four of the men, breaking each of their necks. They all four fall to the ground simultaneously.
Richard rushes over to the glass tank containing Whiskifiss and frees the young ratfolk from its prison. Inside is the terrified monster training for the Redtooth's tightly bound in rope with his snout tied shut with cords.
Releasing the bonds the ratfolk begins to beg you to take him back to Redtooth and how he will reward you greatly. Looking him over you notice that his breathing is labored and he seems to be grievously wounded and extremely malnourished.
Alpha (35/35)
Richard (28/35)
Kharax (28/38)
Lewdon

Kharax Fireshield |

"I'll do what I can."
First, Kharax calls upon Torracha to offer healing.
Hex heal @ Redtooth: 1d8 + 4 ⇒ (4) + 4 = 8
If that isn't sufficient, he'll also throw in a CLW wand use.
CLW wand @ Redtooth: 1d8 + 1 ⇒ (4) + 1 = 5
Kharax then uses the wand on Richard and himself.
CLW wand @ Richard: 1d8 + 1 ⇒ (6) + 1 = 7
CLW wand @ self: 1d8 + 1 ⇒ (4) + 1 = 5

Richard Mithril |

Richard looks at Lewdon's greatclub handiwork with wide eyes. "I think I saw something like that once in a comedy play called The 3 Cybards."
After Kharax heals his wounds, he nods in thanks and gives the room a full search before suggesting that the group head back to the ratfolk warrens.
Take 20 on perception (for a total of 32) to look for anything else of use in this place, then head out.

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Richard finds little else in the chambers. Giving Whiskifiss a bit of healing allows him to move about with a bit more ease. He checks his joints quick and bends down on all four as he scampers behind all of you. The journey back is a bit easier as the Smiler HQ is decimated.
Once back at the warren Redtooth smiles bigger than ever as the pair hug and cheer. You did it. You save him! She chitters. I don't have much to offer but this Warren is a safe haven for you as long as you need.
She straightens her tunic. If we are to strike back at Hellion we will need more explosives I am afraid. Some of the ones we gathered turned out to be duds. There is an abandoned ship to the far northeast of Scrapwall that may contain more. If you wish to help more and strike back against Hellion that is?

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"More tech ruins? Guess that's next then. Who claims that territory?"
"Only the dead I am afraid. It crashed many years ago and was only littered with the bodies of the dead last we were in there. Redtooth explains.

Richard Mithril |

Richard isn't quite ready to press on into an ancient death ship.
"We have learned quite a bit here, and we have made contact with Dinvaya as Joram Kyte had hoped. He promised a nice reward for doing so, and I find myself in want of a new dragon pistol, which we could easily afford after all the items and tech we have picked up here. Let's return to Torch, report, and resupply."

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@Kharax- IT is a few days journey as it is just a little over 100 miles away.
"We have learned quite a bit here, and we have made contact with Dinvaya as Joram Kyte had hoped. He promised a nice reward for doing so, and I find myself in want of a new dragon pistol, which we could easily afford after all the items and tech we have picked up here. Let's return to Torch, report, and resupply."
Redtooth smiles. That is our specialty here. You get me the gold and I can find what you need here in Scrapwall. My group will scurry out and gather what you want as long as it can be found.