GM Tektite |
Once the party agrees, the Council adjourns and wishes you good luck. Redfang approaches you and says. "When Skelton was killed, the council sealed the well with a glyph. When you get there, the password is "Never trust a fool'. Got it? Good luck."
Leaving the council, you are free to make any preparations before heading to Skelton's farm.
Once you head out, you find Skelton's farm is located on the northern edge of the Badwater, and consists of a small cottage and sturdy barn. The yard is badly overgrown with weeds that nearly obscure the well.
Approaching the well, you find the capstone, engraved with the mark of Erastil, has been pushed aside! Peering over the edge, the well looks to be about thirty feet deep with rough sides, likely allowing one to climb down. DC 15 Climb
Kharax Fireshield of Torch |
"Heh, hope this rope can hold ya.", Kharax taking out some silk rope and begins knotting it. That'll make it a DC 5 Climb since there is a wall to work with.
[ooc]Only to about 25', but 30 is close enough I think that it's a safe drop,
Lewdon |
"I'll climb down first and secure the area for yall."
Lewdon grunts as he starts over the edge
"Rope....Didn't any of ya climb trees as a kid"
Before he disappears from the top he asks
"We tryin ta be quiet or ya mind ifin I make some noise when I get down dere?
climb: 1d20 + 17 ⇒ (15) + 17 = 32
Richard Mithril |
”I’ve got rope, plus the autograpnel.” Richard says. ”They should be enough to get us down safely. But first, lets see about the glyph or other traps.”
Detect Magic, then activate veemod and take a good look at the entrance. Take 20 on perception for 35.
GM Tektite |
Kharax: 1d20 + 1 ⇒ (20) + 1 = 21
Lewdon: 1d20 + 2 ⇒ (1) + 2 = 3
Richard: 1d20 + 3 ⇒ (12) + 3 = 15
Selkania: 1d20 + 3 ⇒ (2) + 3 = 5
?: 1d20 + 8 ⇒ (3) + 8 = 11
As Selkania moves into the room and peers around, she notices the air in the back of the room begin to blur and waver as if animated. At the same time she begins to hear a faint buzzing sound!
Initiative:
Kharax
Richard
????
Alpha
Selkania
Lewdon
Kharax and Richard are up!
Lewdon |
knowledge engineering: 1d20 + 12 ⇒ (14) + 12 = 26
"That there,ladys and gents,be trouble.
Lewdon grumbles
"I'll be of no use to ya here. That be nanites. Nasty little buggers and hard to kill. Ya weapons will be of no use and fire does very little.
After a brief pause
"Hope yall have a plan else I suggest a quick retreat"
Richard Mithril |
”Alpha’s swarmbane clasp makes these his expertise, but I’ve got acid that might help too.”
Richard grabs one of his vials and tosses it at the
Activate Luck 1/7
Acid + PBS + Luck: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Kharax Fireshield of Torch |
Kharax climbs down to the area. EDIT: Technically combat has started, so rolling[/oc]
Climb: 1d20 + 1 ⇒ (15) + 1 = 16
[ooc]Single action or double move to climb down?
GM Tektite |
Lewdon gets down on his belly and manages to catch the slightest glimpse of the swarm as it activates, then relays what he knows!
Despite tossing through a noarrow crack and past two allies, Richard just manages to hit the swarm with his flask of acid!
Kharax begins climbing down the rope! It's thirty feet, so double move plus
Swarm vs Selkania: 1d20 + 14 ⇒ (6) + 14 = 20
Nonleathal Damage: 3d6 ⇒ (4, 5, 4) = 13
Str Damage: 1d4 ⇒ 2
The swarm masses forward and attacks Selkania. The tiny robots begins distracting her, and trying to rewire her "circuits"!
@Selkania: 10 pt NL damage, DC 15 Fort to negate distraction and DC 15 Fort to negate STR damamge.
Initiative:
Kharax
Richard
????
Alpha
Selkania
Lewdon
PARTY UP!
Alpha Prime |
Alpha empowers his shield with electricity and slams it down on the swarm as he sees it try to overwhelm Selkania.
Spellstrike, Power Attack: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
1d8 + 6 + 4 ⇒ (8) + 6 + 4 = 18
Shocking Grasp: 5d6 ⇒ (5, 3, 3, 2, 6) = 19
Selkania |
Fortitude (distraction): 1d20 + 7 ⇒ (15) + 7 = 22
Fortitude (strength damages): 1d20 + 7 ⇒ (13) + 7 = 20
Selkania resists to both effect of the swarm and while moving out of the swarm she draws her magical rod.
Once safe she casts Burning hands inside the room but instead of fire it's a burst of electricity!
Burning Hands (electricity damages) Ref DC17 for half: 5d4 ⇒ (2, 1, 4, 2, 2) = 11
GM Tektite |
Alpha swings hard at the swarm of nanaites, but it looks as if he parts a cloud as the swarm evades the strike!
Selkania moves out of the swarm, turns, and releases gouts of electricity from her hands into the swarm!
Ref: 1d20 + 9 ⇒ (11) + 9 = 20
As before, the swarm proves to be quick acting as it avoids most of the static discharge!
Initiative:
Kharax
Richard
Swarm
Alpha
Selkania
Lewdon
Lewdon, Kharax, and Richard are up!
Kharax Fireshield of Torch |
Hearing the sounds of combat, Kharax jumps down the rest of the way.
Acrobatics vs DC 10: 1d20 + 1 ⇒ (9) + 1 = 10
He barely lands safely, then turns and summons a ball of fire in the middle of the electric critter swarm.
Flaming Sphere damage: 3d6 ⇒ (6, 2, 5) = 13
DC 19 Reflex to negate
GM Tektite |
Yes, Alpha missed. Need a 22+
Kharax allows himself to fall the rest of the way, then just manages to land without twisting something. He then evokes a ball of fire and sends it at the swarm!
1d20 ⇒ 20
The nanite cloud parts neatly in two, avoiding the sphere of flames!
Lawson stands at the rim and calls down encouragement!
Nanite follow up coming
Alpha Prime |
Alpha slams his electrified shield into the swarm again.
Spellstrike, Power Attack: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23
1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Shocking Grasp: 5d6 ⇒ (4, 3, 4, 1, 5) = 17
Kharax Fireshield of Torch |
Flaming sphere damage: 3d6 ⇒ (5, 4, 6) = 15
DC 19 to avoid
Waiting to see how Selkania fares; may dump a channel if need be.
Selkania |
Fort (vs Distraction): 1d20 + 7 ⇒ (8) + 7 = 15
Fort (vs Str damages: 1d20 + 7 ⇒ (16) + 7 = 23
Again Selkania resists to the swarm distration and its second effect. But her wounds begins to hurt.
She decides to use her spell again.
Burn!
Burning Hand (electricity): 5d4 ⇒ (3, 3, 2, 4, 3) = 15 Ref DC17 for half
Kharax Fireshield of Torch |
Kharax, seeing Selkania being horribly cut and nicked by the robotic bugs, sends a wave of healing to the party, including her!
Channel Energy: 5d6 ⇒ (1, 3, 6, 1, 2) = 13
Because of Beacon of Hope, everyone gets +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks for 3 rounds
Richard Mithril |
Because of Beacon of Hope, everyone gets +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks for 3 rounds
I believe Kharax goes before Richard in initiative, which might help his attack this round?
GM Tektite |
At last the group begins to work in concert and in a quick few seconds, destroys the swarm of nanites!
Out of combat!
Looking around this room, you see the eastern side of the otherwise metal-walled room is collapsed, revealing a wet, earthen shaft leading upward, the well. The floor is covered withabout three inches of stagnant water. The west wall contains a bank of strange machinery and cracked or partially shattered glass panels.
To the north, an open door beckons into another larger room, but the door's frame sparks periodically with bolts of electricity.
Selkania |
Selkania draws her wand and finishes to heal herself.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Thanks Kharax.
Once healed, she begins to look at the machinery.
Know. (engineering): 1d20 + 13 ⇒ (16) + 13 = 29
Then at the door's frame, trying to understand if she can stop the sparks in any way.
Perception: 1d20 + 15 ⇒ (18) + 15 = 33
Richard Mithril |
”You know your tech.” Richard grins at Selkania. ”Alpha studied under the resident expert in Torch, and I’ve picked up a lot by experience since we first delved the ruins under the town. I think I can handle this, but it would be easier if work together.”
Richard and Selkania are comparable in disable device. Richard’s only edge is that he has the rogue trap sense ability, and next level he will pick up the ability to take 10 on checks and disable magical traps. Regardless of who takes the lead, we should always offer to aid another for an extra bonus.
Disable Device: 1d20 + 18 ⇒ (14) + 18 = 32
Lewdon |
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Lewdon watches as they attempt to rewire the area
"Yall have a different way of doing things thats fer sure. I'd have jus cut threw it with my saw and gotten healed after"
Lewdon |
" Its very logic like. You all can heal. I know knothing about gettin rid of things all delicate like. So I get rid of it with the saw and you heal me."
GM Tektite |
Sorry, work still kicking my butt.
Richard easily disables the sparking the doorway allowing the party to enter the room to the north.
This wide room has a round desk in the center inset with banks of technological equipment. A large set of doors to the northeast are badly mangled and jammed with rocky debris, though they look as if they have been prised open slightly. A single glass panel with a thin metal frame extends from a desk to the south. This panel slowly flashes with a softly pulsating white light. A few inches of standing water cover the southern portion of the room's floor.
Richard Mithril |
Richard grins at the conversation. ”I think that’s called twisted logic Lewdon. Most androids don’t compute that way.”
He enters the next room carefully looking for more dangers, heading to the glowing panel first.
Perception + Veemod: 1d20 + 15 ⇒ (9) + 15 = 24
Kharax Fireshield |
Sorry for the quiet; the boards have been down this week during my posting availability!
"I'd prefer if no one needed healing, meat or metal!", Kharax quips as he follows the others.
Pitiful Perception: 1d20 + 1 ⇒ (20) + 1 = 21