
CyberMephit |

that would be Finesse
The wire is attached to a cleverly counterweighted jagged spike made of a heavy grey metal.
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Baleiro |

Baleiro nods, standing and carefully moving past the trap. "Understood. Logging threat location."

GM CyberMephit |

You carefully step over the tripwire into the narrow tunnel, stooping to pass under a 5-ft ceiling. In the next small cavern, you encounter a 2-feet tall grey-skinned creature, gnawing on a yellowed humanoid fingerbone. Grimacing like a maniac, this lean little bat-eared horror displays a mouth full of needle-like teeth and glowing, orange eyes.
You recall that gremlins are hard to damage with weapons not made out of a special material called Cold Iron, and also difficult to affect with spells.
Init (Baleiro): 1d20 + 3 ⇒ (4) + 3 = 7
Init (Fifteen) 19
Init (Rur) 6
Init (Gremlin): 1d20 + 4 ⇒ (15) + 4 = 19
The creature runs up to Baleiro with amazing speed before anyone can mount up a defense, jumps up and tries to stick what looks like a shiv made of a stolen kitchen knife right up where it hurts the most!
Sneak Attack!: 1d20 + 6 ⇒ (5) + 6 = 11
But Baleiro's armor protects him well and the pest wails in disappointment.
Action order: Gremlin, Fifteen, Baleiro, Rur

Baleiro |

Baleiro will pull his Nodachi free from its scabbard and swipes hard with it, trying to scissor the gremlin between his blade and Fifteen's machete.
Power Attack: 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19
Damage: 1d10 + 6 ⇒ (3) + 6 = 9

GM CyberMephit |

Wait, Nodachi is not a reach weapon? not how I pictured it from my TW:Shogun sessions
Baleiro finishes off the creature, which dies with a loud shriek.
1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 16 ⇒ (7) + 16 = 23
1d20 + 4 ⇒ (17) + 4 = 21
1d20 + 16 ⇒ (14) + 16 = 30
You're still in the initiative count, but you don't see anybody within range. Where to now?

Rur Capek |

Rur heads to the intersection to the east (moved on map), peering at the bend to the north. He doesn't want anything fallowing them as the group continues on.
If nothing's there, he'll continue south and check out the easternmost chamber.

Baleiro |

Baleiro will keep his sensors tuned high, and moves forward in 5 foot increments.
Searching for additional targets.
perception: 1d20 + 6 ⇒ (3) + 6 = 9
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GM CyberMephit |

Perception (Rur): 1d20 + 7 ⇒ (3) + 7 = 10
Perception (Fifteen): 1d20 + 7 ⇒ (16) + 7 = 23
Just as Rur peers north, he hears scuttling at his feet to the left!
Sneak attack: 1d20 + 6 ⇒ (8) + 6 = 14
But the stealthy creature's tiny weapon fails to pierce the scales of his armored shins.
Action order: Gremlin, Fifteen, ?, Baleiro, Rur

Fifteen |

"Rur, another approaches from the right!" Fifteen sets herself between Rur and the gremlin, keeping a few feet back from the tripwire as she tries to identify the trap, and watch the small creature sneaking up on her at the same time.
Map hasn't been updated so I haven't moved.

GM CyberMephit |

The other gremlin skips over the northern tripwire and throws himself onto Rur.
AOO (Fifteen): 1d20 + 5 ⇒ (15) + 5 = 20
Dmg: 1d6 + 1 ⇒ (4) + 1 = 5
Fifteen's energy weapons leave barely a scratch across its face, and it manages to attack Rur from the side:
Sneak Attack: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Dmg: 1d3 + 1d6 - 4 ⇒ (2) + (6) - 4 = 4
Its tiny sword manages to find a painful spot to strike.
Action order: West Gremlin, Fifteen, North Gremlin, Baleiro, Rur

Baleiro |

Baleiro sees the creature injure his ally and retaliates as hard as he can. His attack vector is faulty, however.
power attack: 1d20 + 2 ⇒ (9) + 2 = 11
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CyberMephit |

Baleiro and Rur both miss; the gremlins gleefully continue harassing Rur, meddling underfoot and even trying to climb up his armor when he's distracted.
West Gremlin
Sneak attack: 1d20 + 8 ⇒ (17) + 8 = 25
Dmg: 1d3 + 1d6 - 4 ⇒ (1) + (4) - 4 = 1
North Gremlin if still alive after Fifteen's turn
Sneak attack: 1d20 + 8 ⇒ (11) + 8 = 19
Dmg: 1d3 + 1d6 - 4 ⇒ (2) + (2) - 4 = 0
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GM CyberMephit |

Your attack modifier in the profile is +5, here you used +4 - a typo or something changed? The outcome is the same this time.
Fifteen's fearsome blow spells certain doom for the gremlin, but it manages to dodge it at the last moment and the energy blade passes within an inch of its head.
West Gremlin, Fifteen, North Gremlin, Baleiro, Rur

Baleiro |

I'm back. Had to disconnect from the net for a few days. Super stressed out recently. I'll have a post up soon.
Baleiro will move closer to try to see how he can help. He stays on guard in case any new enemies show up.
I'm not seeing any way I could attack them right now, from how the map is laid out. Sorry.

GM CyberMephit |
1 person marked this as a favorite. |

The gremlins relentlessly attempt to turn Rur into a polymer pin cushion, their agitated screams getting louder.
West Gremlin
Sneak attack: 1d20 + 8 ⇒ (20) + 8 = 28
Dmg: 1d3 + 1d6 - 4 ⇒ (1) + (5) - 4 = 2
Crit?: 1d20 + 8 ⇒ (20) + 8 = 28
Crit Dmg: 1d3 - 4 ⇒ (1) - 4 = -3 Minimum 0
North Gremlin if still alive after Fifteen's turn
Sneak attack: 1d20 + 8 ⇒ (9) + 8 = 17
Dmg: 1d3 + 1d6 - 4 ⇒ (3) + (4) - 4 = 3
OMG two nat 20s in a row... for the least spectacular crit ever :D

Fifteen |

Fifteen, trying hard not to contribute to the Rur pincushion, strikes at the gremlin again.
Attack: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 Damage: 1d6 + 1d6 + 1 ⇒ (5) + (2) + 1 = 8
This time she catches the small creature from a blind spot, and lands a solid blow.

CyberMephit |

The gremlin squeals in pain and attempts to flee back into the north corridor, allowing Rur and Fifteen to strike parting blows.
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Baleiro |

Athletics: 1d20 + 5 ⇒ (19) + 5 = 24
Baleiro finishes calculating his trajectories, and vaults over both Rur and the gremlin by pushing off the rough walls and flipping in a tight roll to avoid the ceiling. Landing on the other side, he takes a stab at the gremlin.
Power attack, flanking
attack: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
crit confirm: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Damage with crit: 2d10 + 6 ⇒ (4, 10) + 6 = 20

CyberMephit |

This should have been an Acrobatics checks (moving through enemy space). With this roll you would likely have passed DC 14 anyway. Baleiro somersaults past the combatants and in one fluid movement cuts the other gremlin in half with a mathematical precision, his blade passing within an inch from Rur's body.
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Baleiro |

My apologies! This is the only game I have that uses consolidated skills so I got mixed up. Thanks for letting me know.
"Execution complete. Scanning." he says blandly, looking around for any additional targets.

Fifteen |

"We must be careful," Fifteen says, seemingly unimpressed by Baleiro's demonstration of skill. "Letting one of us be caught between these creatures is foolish. I suggest we proceed that way" She indicates the direction the gremlin attempted to flee in. "It would likely have run back to its lair. That is where we need to be."

GM CyberMephit |

You circle around the trapped tunnel and find another north-bound passageway. After a short walk it opens up into a narrow ledge overlooking a rubble-filled cavern. The far wall is made of a smooth, dark gray metal. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble.
Inside the cave, another, slightly larger gremlin with a makeshift crown on its head is diligently sharpening up a long shard of metal. Upon seeing you, it makes an excited noise and gets ready for battle.
Init(Baleiro): 1d20 + 3 ⇒ (14) + 3 = 17
Init(Fifteen): 1d20 + 6 ⇒ (4) + 6 = 10
Init(Rur): 1d20 + 3 ⇒ (18) + 3 = 21
Init(Gremlin): 1d20 + 6 ⇒ (15) + 6 = 21
Clambering through the debris with inhuman speed, the tiny horror rushes towards Baleiro, uses the momentum to run up the ledge and tries to pin Baleiro's foot to the cave floor with the metal shard.
Sneak Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Dmg: 1d3 + 1d6 - 2 ⇒ (3) + (4) - 2 = 5
Before Baleiro can react, he feels sharp pain in his foot as the jagged metal shard pierces it.

Fifteen |

Assuming we can all post since the gremlin acted.
Fifteen circles around her companions to strike at the capering beast from behind, Wherever gets me a flank. before striking at the gremlin's legs - hoping to hobble it.
Attack: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 Damage: 1d6 + 1d6 + 1 ⇒ (1) + (1) + 1 = 3
Yay for massive damage... :P

Baleiro |

Damage received. Unit under attack! Overdrive activating...
"Internal safeties disabled!" Baleiro's voice comes out fast and clipped, like an automated message more than a statement under his will. His tattoos change color, glowing a violent red as he starts heating up.
Entering Rage!
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
His first swing cutting through the air over the gremlin's head.

CyberMephit |

The gremlin keeps attacking Baleiro with impunity: Attack: 1d20 + 8 ⇒ (11) + 8 = 19 Dmg: 1d3 - 2 ⇒ (2) - 2 = 0
But without the element of surprise, it has trouble doing any harm. Realizing this, it attempts to hide in the nearby side chamber.
Provoking AOOs from those in melee
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Baleiro |

AoO: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d10 + 6 ⇒ (6) + 6 = 12
Baleiros combat subroutines wouldn't let his target escape.
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CyberMephit |

The gremlin nearly made it, but it didn't account for Baleiro having the higher ground. Baleiro's powerful strike sent it tumbling through the jagged debris littering the cave floor. The gremlin lost its 'crown' in the process, but it was not dead yet. When it got up, it was not capering any more. Instead, it clapped its tiny hands and stepped into a small dimensional portal that appeared at its command and vanished after it was gone.
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Baleiro |

"Combat protocols suspended. Entering cooldown." Baliero's system reports. His focus turns from battle to the here and now. His tattoos start to shift from red to blue, as heat radiates from him in a brief burst. Not worried about fatigue, but need to keep my rage rounds short in case he comes back.

GM CyberMephit |

You do not detect any magic except for a faint trace of conjuration where the gremlin's portal was.
You spend some time searching for anything of value in the cave, but fail to turn up anything that hasn't been scavenged or broken yet.
The dark gray metal wall on the far end of the cave is solid and smooth, save for a circular door slightly above the rubble level, that is tightly shut. Any attempts to force it open fail and there is no visible lock. No sounds are coming from behind it.
Picking the remains of the gremlin crown, you return to the skulks' huts. Sef takes the crown from you and inspects it for a while, then suddenly spits on it and stomps it into the ground. She asks you to wait while she fetches your reward and disappears behind a curtain, only to return with a jingling pouch in her head and several pieces of slightly flexible material with brown stripes on them.
"We no like strangers. Strangers take away our home and our things that we took from them. But you give us home. Thank you, strangers. We can have honor too. You can pass freely, but the pink hair woman closed the door behind her. You will have to take the other door to the east of our cave.
Take the silverdisks and also these brown things. The pink hair woman asked us if we had any but we didn't. Now we found some behind the wall, but she never return to collect. And the bones with four arms would not let us follow her. Give them to her if you find her - this is our gift for letting you through. Ask her not to harm us."
The pouch contains 49 silverdisks, and you each get a brown-striped card made of a strange slightly flexible material