Alpha Prime |
Alpha moves up, calling upon his reserves of magic and his shield glows for a moment before he bashes the robot with it.
Activating arcane pool to enchant my shield to +1.
1d20 + 4 ⇒ (3) + 4 = 7
1d4 + 4 ⇒ (3) + 4 = 7
Richard Mithril |
Richard assumes a defensive posture as the robot activates and stays on its flank to give the Cobbler a better target to hit.
Fighting Defensively - AC 19
Rapier with Flanking: 1d20 + 3 + 2 - 4 ⇒ (17) + 3 + 2 - 4 = 18
Damage: 1d6 ⇒ 2
GM Tektite |
Alpha moves up and attacks, but misses!
Maruf follows Alpha's example!
Richard goes on the defensive, and scratches the robots exterior with his rapier!
As the robot strikes back, you all see the scratch Richard made begin to mends itself!
Attack vs Richard: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
The robot tries to slam an arm into Richard, but his defensive stance pays off as the robot misses!
Party up!
Maruf the Cobbler |
Maruf lets out a guttural howl and claws away!
claw: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d4 + 2 ⇒ (4) + 2 = 6
GM Tektite |
Kharax tries to trip the robot, but has no luck.
Alpha attacks, but misses!
Maruf strikes twice, making a tear in the hard metal casing!
Richard pokes with his rapier, but it is deflected by the metal!
Attack vs Maruf: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d4 + 6 ⇒ (4) + 6 = 10
The robot retaliates against Maruf, even as some more of its damage self repairs, but it misses the alchemist!
Party up!
Maruf the Cobbler |
"F$@%ing robot!"
claw: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 1d4 + 2 ⇒ (3) + 2 = 5
Richard Mithril |
Richard thrusts his rapier at the robot, hoping for a lucky strike.
Back to normal AC. Swift action to activate Archaeologist Luck for 1 round.
Rapier with Archaeologist Luck + flanking: 1d20 + 2 + 5 ⇒ (15) + 2 + 5 = 22
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Richard is flanking with the Cobbler, so don't forget to add +2 to his attack rolls
GM Tektite |
Maruf strikes the robot twice!
Alpha swings and connects!
Richard stabs and tears a rent in the robot!
Kharax Attack: 1d20 + 1 ⇒ (11) + 1 = 12
Kharax tries to trip the robot again, but misses!
Attack vs Richard: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
The robot tries to hit Richard, but misses! Once more, some of the damage repairs itself!
Party up!
Maruf the Cobbler |
claw: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d4 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d4 + 2 ⇒ (1) + 2 = 3
The Cobbler continues to claw at the canister!
Richard Mithril |
Richard dodges the robot's attack and counters with another thrust of his blade. This time, however, his lucky streak doesn't hold.
Rapier + luck + flanking: 1d20 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
GM Tektite |
Coverging on the robot, the party takes it down with a series of blows!
Out of Combat!
Looking around, you find little of interest in this room. Moving through the huge double doors, you enter another squarish chamber with doors to the south east and northeast.
The northern wall of this otherwise empty metal room is a tangle of what look to have once been strange cages of some sort. Tangled amid the metal ribs of these cages are ribs of a more organic nature—the ancient bones of some sort of alien creature. Smaller mounds of rubble lie against the opposite wall.
Richard Mithril |
No injuries this time. So far so good. Richard takes his time sifting through the rubble and examining the bones. It seems this place has stood undisturbed for many years and though his primary goal is to find Khonnir, he can't help but be curious about the ancient history of those that once occupied it. And of course there was the original reason the city officials were interested in exploring it.
"This structure." Richard says to his companions, gesturing to the walls. "Do you suppose it has anything to do with the fires? If some kind of alien machine down here is responsible for keeping them going, then perhaps Khonnir, or that woman the skulks saw, accidentally flipped a switch or pulled a plug."
Take 20 on perception = 26
Bardic Knowledge (if needed): 1d20 + 2 ⇒ (2) + 2 = 4
If nothing of interest is found here, I suggest we go through the south door, after checking it for traps, etc.
Maruf the Cobbler |
"Nyyyyyehhhh! Let's hope so, I came here to make a living off the fire, not to delve for lost wizards!" Maruf yanks open the door.
Kharax Fireshield |
"Well, Mr. Cobbla, think it's the same thing we're after if the lost wizard can figure things out.", Kharax reminds the mad tiefling.
"Let's press on and hope our luck continues.", heading to the south door.
GM Tektite |
Searching carefully, Richard finds three strange items in the rubble, a short handled object with points on the end, a tool of some sort that looks like blacksmith tongs, and two disks that look very much like silverdisks.
The DC 14 can be made automatically if you have the Technolgist feat.
Alpha Prime |
"The gripper as its named suggests can be locked into place to hold things. The e-pick is used to bypass access panels and the batteries are used to power technological devices."
Maruf the Cobbler |
"Well since we need the wizard to light the fire, let's go find this bastard!" Maruf continues to push forward.
Richard Mithril |
"Some of these items may be useful or valuable. Particularly the charged silverdisks. Let's not rush through every room until we've given them a good search through." The last comment is meant as a subtle suggestion for the Cobbler, though Richard doesn't exactly expect him to catch it. Despite his caution, he grins as he readies his rapier again and follows the mad alchemist through the next door.
Looks like south.
GM Tektite |
Checking the south door, you see the far wall of this chamber is a twisted mass of metal and rubble, leading nowhere.
Going through the eastern doors, you see two strange machines sit to the north and south against the walls here, their faces appear similar to coils of metal tubes with several nozzle-like protrusions pointing into the room itself. In the east wall is another set of doors.
Richard Mithril |
"Well this looks suspicious." Richard peers into the small chamber but doesn't enter. "I think we should throw the robot in first and see what happens." Considering his words he points to the remains of the robot they just defeated, "I mean that one."
Maruf the Cobbler |
"Nyyyyeaaahhhhhh! I think it's a great idea, Alpha! Just an old hunk of metal now." Maruf grabs the robot and tosses it ahead of the party.
Kharax Fireshield |
"Well, at the very least, I'd rather see something other than us set off whatever mechanical nasties may be in there.", supporting the Cobbler's actions only moments before he hurls the metallic remains.
Richard Mithril |
Richard shrugs as if to say "no harm done" and enters the chamber, examining the walls, then far door carefully.
Take 20 on perception = 26
Regadring the e-pick we found - do we have any idea what an access panel is? If so, is there an access panel anywhere in sight?
GM Tektite |
No access panels visible at this time. You'll know it when you see it?
Richard moves through the next set of doors into a short stone tunnel that curves north before opening into a vast sand-filled cavern.
R: 1d20 + 3 ⇒ (1) + 3 = 4
A: 1d20 + 3 ⇒ (13) + 3 = 16
K: 1d20 + 1 ⇒ (10) + 1 = 11
M: 1d20 + 3 ⇒ (3) + 3 = 6
G: 1d20 + 6 ⇒ (16) + 6 = 22
Suddenly, Richard sees purple tentacles emerge from a white, coral-like rock formation, tracing whirled patterns in the surrounding sand. The strange thing begins moving toward the party!
Richard and anyone else who can make a Perception DC 18 has a surprise round.
Initiative:
Creature
Alpha
Kharax
Maruf
Richard
Richard Mithril |
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Bardic Knowledge to Identify creature (defenses/special abilities): 1d20 + 2 ⇒ (11) + 2 = 13
"Look out!" Richard warns his companions before the creature can get the drop on them. He then steps left around the creature and raises his rapier in a defensive stance.
5' step to the NW and assume full defense. AC 21.
GM Tektite |
KN: dungeoneering
Maruf Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Richard quickly steps further in and prepares to defend himself!
Everyone notices a grotesgue fluid seep out from under the creature, extending about ten feet in all directions!
Richard, Alpha and Maruf need to make a DC 14 Reflex or become entrapped for 1d8 ⇒ 6 rounds.
Party up!
Alpha Prime |
Flex: 1d20 + 3 ⇒ (1) + 3 = 4
And do you mean entangled?
Alpha tries to cast a spell on his shield since he is rendered immobile by the gross bag of meat. "I heavily despise meatbags."
Concentration DC16: 1d20 + 6 ⇒ (20) + 6 = 26
Returning Weapon on throwing shield.
GM Tektite |
No, entrapped, as per the entrap sp. attack.
On mobile and don't have the hardness, hp stats. Break DC should be 14, I think.
Maruf the Cobbler |
Ref: 1d20 + 5 ⇒ (4) + 5 = 9
Str: 1d20 + 2 ⇒ (3) + 2 = 5
"I'm trying! This f+$&ing thing has me stuck!"
Kharax Fireshield |
With his longsword, Kharax tries to cut away at the sticky stuff holding back Maruf.
Not sure if I need an attack roll for this.
Longsword at sticky?: 1d20 + 1 ⇒ (3) + 1 = 4
Damage on hit: 1d8 + 1 ⇒ (1) + 1 = 2
Throws away his dice.