
Baleiro |

He will follow, but he is not very stealthy.
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Baleiro |

Baleiro nods, raising his weapon.
-Posted with Wayfinder

GM CyberMephit |

Fifteen swipes the double doors open.
Metal desks sit to the north and south of this long room, yet the most distinctive features are a pair of odd, bedlike tables flanked by curving panels of blinking, pulsing lights. Moving armatures of metal extend out over the beds, each outfitted with glowing panes of glass and strangely glowing tools. The chamber reeks of blood, with great crimson stains splashed across the device, beds, and floor.
A four-legged construct stands guard in the room. It vaguely resembles the ones you fought in the caverns before, save for an extra leg, shimmering white paint instead of rusty metal, and its eye glowing blue instead of orange. One of its claws ends with several long and sharp needles with tranclucent tubes filled with a blue liquid attached to them.
Init:
Kolsch: 1d20 + 4 ⇒ (7) + 4 = 11
Baleiro: 1d20 + 3 ⇒ (10) + 3 = 13
Fifteen: 1d20 + 6 ⇒ (12) + 6 = 18
Drone: 1d20 + 2 ⇒ (6) + 2 = 8
Action order: Fifteen, Baleiro, Kolsch, Drone

GM CyberMephit |

Sorry for the delay - had an intense week IRL. The next one should be better but then I'm on a trip 25th-29th
You lock up the menacing construct in the bloody room and try the next set of double doors. These ones are unlocked and open at a mere touch.
A row of beds sits along the southern wall of this well-lit room.
Glowing screens and metal desks sit on the opposite walls, and splatters of blood adorn the floor and several of the beds. To the east, a large metal device that is the size of a large bed hums softly.
Perception DC 10:
You hear muffled sounds of agonized screams and feeble thumping from within the metal device - somebody is trapped in there!
The voice sounds quite similar to your father's!
This room houses not one, but two constructs - one same as in the previous room, and the other one is airborne, held aloft by four circular rotors. Its arms end in long spindly metal claws. Both constructs turn to you at the sound of the opened door and make a series of whirring and grinding noises as their bodies activate.
I'll reuse the init rolls from the last post
Init (Flying Robot): 1d20 + 7 ⇒ (3) + 7 = 10
Action Order: Fifteen, Baleiro, Kolsch, Flying Robot, Drone

Fifteen |

Take 10 on Perception
"Father!" Fifteen cries, running towards the source of the noise, barging past Kolsch in the process. Her path takes her straight towards one of the robots she lashes out, determined to pass. Her haste makes her blow careless however.
Attack: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 1d6 + 1d6 + 1 ⇒ (4) + (5) + 1 = 10

Baleiro |

Baleiro will quaff his extract of Shield and move closer to combat, drawing his nodachi.
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Kolsch |

Kolsch will fervor to grant himself divine favor for +1/+1 and close to engage the metal enemy stepping into the flanked position. He will attack the same one as Fifteen to try and take it down quickly.
robot slayer, divine favor
to hit: 1d20 + 9 ⇒ (1) + 9 = 10 damage: 1d6 + 5 ⇒ (2) + 5 = 7 but he proves to be ineffectual
(AC is 19 vs. robots)

GM CyberMephit |

Since you didn't move your tokens I moved you on the map. Fifteen went between the flat-footed robots and is now flanking the flying one with Kolsch; Baleiro is threatening the other one but not flanking.
The flying machine turns on the spot to face Fifteen and reaches out with its multi-jointed claws, attempting to halt her advance:
Atk1: 1d20 + 5 ⇒ (13) + 5 = 18
Atk2: 1d20 + 5 ⇒ (2) + 5 = 7
dmg1: 1d4 + 3 ⇒ (4) + 3 = 7
Grab1: 1d20 + 5 ⇒ (15) + 5 = 20
One of the metal arms painfully grabs Fifteen's shoulder!
The other machine attacks Baleiro:
Atk: 1d20 + 6 ⇒ (1) + 6 = 7 but he deflects the blow with his nodachi, breaking one of the sharp needles in the process.
Action Order: Fifteen (8/20HP, grappled), Baleiro, Kolsch, Flying Robot, Drone

Kolsch |

Kolsch will fervor to activate shield of faith for +2 more to AC and will attack the one holding Fifteen.
obot slayer, divine favor
to hit: 1d20 + 9 ⇒ (1) + 9 = 10 damage: 1d6 + 5 ⇒ (2) + 5 = 7
Ok, the dice gods are out to get me this time.
AC=20

GM CyberMephit |

let's see which side has pleased the dice gods. I'll bot Baleiro for this round.
Baleiro's combat protocols kick in as he attempts to smash the machine in front of him:
Rage, Power Attack, Accurate Stance: 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 27
Confirm?: 1d20 + 7 ⇒ (12) + 7 = 19
Dmg,Crit: 2d10 + 6 + 4 + 6 ⇒ (9, 9) + 6 + 4 + 6 = 34
Fort Save: 1d20 ⇒ 13
Baleiro drives his nodachi right through the machine's single eye, causing a shower of sparks to fly out and immediately destroying it.
Boom!
The flying machine extends a strange metal rod towards Fifteen's arm, piercing it - but Fifteen doesn't feel any pain. When the rod retracts, it leaves a small protrusion under her skin.
You are up again

Baleiro |

Sorry. I had the flu for over a week. And then because of that I got nearly fatally dehydrated and ended up in the hospital.
-Posted with Wayfinder

CyberMephit |

Wow. I hope you're getting all the care you need and wish you a swift recovery!
-Posted with Wayfinder

Fifteen |

Fifteen, still driven more by concern for her father than her own safety, refuses to disengage. Instead she steps sideways to flank with Kolsch.
Attack: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Damage: 1d6 + 1d6 + 1 ⇒ (6) + (2) + 1 = 9
Crit?: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Hardness 10 is going to ruin us unless Baliero gets his rage on!

Baleiro |

Baleiro continues fighting on.
Rage, power attack, accurate stance: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d10 + 9 ⇒ (4) + 9 = 13
TFW your damage rolled is higher than your attack roll...