Gregory Leichardt |
Gregory takes his time searching the room, waiting to regain his confidence, and restore his shielding, before heading through the single door to the northwest.
LRE: 1d10 + 1 ⇒ (3) + 1 = 4.
LRE: 1d10 + 1 ⇒ (7) + 1 = 8.
LRE: 1d10 + 1 ⇒ (7) + 1 = 8.
LRE: 1d10 + 1 ⇒ (4) + 1 = 5.
Luke_Parry |
The walls of this chamber are battered and dented, and flickering lights on the ceiling give the room a phantasmagoric cast. A mound of rubble sits heaped to the north, while numerous strange containers lie in haphazard piles throughout the chamber. A pair of desks with chairs are placed to the south.
Three more ratfolk and another half-orc stand in this room, and seem utterly unsurprised by Gregory's appearance.
Initiative:
Gregory: 1d20 + 4 ⇒ (12) + 4 = 16.
Fanatic: 1d20 + 6 ⇒ (2) + 6 = 8.
Scrapper: 1d20 + 7 ⇒ (5) + 7 = 12.
Round 1: Gregory, Scrappers, Fanatic
Gregory Leichardt |
Remembering what happened last time, Gregory makes a bee-line for the ratfolk.
Claw: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12, for 1d8 + 2 ⇒ (4) + 2 = 6 damage.
Claw: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21, for 1d8 + 2 ⇒ (6) + 2 = 8 damage.
Bite: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25, for 1d6 + 2 ⇒ (6) + 2 = 8 damage.
Luke_Parry |
Gregory leaps forward, and drops one of the ratfolk with a quick slash of his claws, and a devastating bite.
The remaining two step back, and fire crossbow bolts...
Crossbow: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26, for 1d3 + 2 ⇒ (3) + 2 = 5 damage.
Crit Confirmation: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13, for 1d3 + 2 ⇒ (1) + 2 = 3 *ADDITIONAL* damage.
Crossbow: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7, for 1d3 + 2 ⇒ (1) + 2 = 3 damage.
...filling the air with the sound of wailing banshees, and incidentally causing a small wound.
Please make two DC 14 Will saves, or become Shaken.
The half-orc then steps forward...
Junk: 1d20 + 4 ⇒ (4) + 4 = 8, for 1d6 + 3 ⇒ (4) + 3 = 7 damage.
...but does not manage to achieve anything, other than cracking the junk he is using as a weapon.
Round 2: Gregory(-5), Scrappers, Fanatic
Gregory Leichardt |
Will: 1d20 + 8 ⇒ (10) + 8 = 18.
Will: 1d20 + 8 ⇒ (8) + 8 = 16.
This time, Gregory manages to ignore the screaming.
He continues to press his attack upon the ratfolk.
Claw: 1d20 + 5 ⇒ (9) + 5 = 14, for 1d8 + 2 ⇒ (1) + 2 = 3 damage.
Claw: 1d20 + 5 ⇒ (14) + 5 = 19, for 1d8 + 2 ⇒ (2) + 2 = 4 damage.
Bite: 1d20 + 5 ⇒ (5) + 5 = 10, for 1d6 + 2 ⇒ (1) + 2 = 3 damage.
Luke_Parry |
Gregory only manages to slightly wound one of the ratfolk.
That one steps back, stoops to pick-up a special bolt from the fallen ratfolk, and then loads it into its crossbow.
The other one moves into a flanking position with the half-orc...
Short Sword: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8, for 1d4 + 1d6 ⇒ (3) + (2) = 5 damage.
Junk: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25, for 1d6 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8 damage.
...providing just enough of a distraction to enable the half-orc to hit.
Round 3: Gregory(-13), Scrappers, Fanatic
Gregory Leichardt |
I'll probably regret this...
Gregory goes after the ratfolk that is flanking him.
Claw: 1d20 + 5 ⇒ (8) + 5 = 13, for 1d8 + 2 ⇒ (8) + 2 = 10 damage.
Claw: 1d20 + 5 ⇒ (9) + 5 = 14, for 1d8 + 2 ⇒ (3) + 2 = 5 damage.
Bite: 1d20 + 5 ⇒ (10) + 5 = 15, for 1d6 + 2 ⇒ (2) + 2 = 4 damage.
Luke_Parry |
The ratfolk dodges agilely out of the way.
The one with the crossbow shoots...
Crossbow: 1d20 + 4 + 2 - 4 ⇒ (19) + 4 + 2 - 4 = 21, for 1d3 + 2 ⇒ (2) + 2 = 4 damage.
...but it bounces harmlessly off Gregory's exoskeleton.
He does, however, still have to roll another Will save...
The others continue their tandem attack.
Short Sword: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11, for 1d4 + 1d6 ⇒ (4) + (4) = 8 damage.
Junk: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16, for 1d6 + 3 + 1d6 ⇒ (1) + 3 + (4) = 8 damage.
...but continue to be ineffective.
Round 4: Gregory(-13), Scrappers, Fanatic
Gregory Leichardt |
Will: 1d20 + 8 ⇒ (20) + 8 = 28.
Once again, Gregory ignores the screaming.
He then savages the ratfolk flanking him.
Claw: 1d20 + 5 ⇒ (17) + 5 = 22, for 1d8 + 2 ⇒ (4) + 2 = 6 damage.
Claw: 1d20 + 5 ⇒ (18) + 5 = 23, for 1d8 + 2 ⇒ (3) + 2 = 5 damage.
Bite: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d6 + 2 ⇒ (5) + 2 = 7 damage.
Luke_Parry |
Horrifically injured, the ratfolk nevertheless manages a final swing...
Short Sword: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4, for 1d4 + 1d6 ⇒ (4) + (6) = 10 damage.
..before falling over.
The remaining ratfolk then moves into the flanking position to aid the half-orc.
Short Sword: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17, for 1d4 + 1d6 ⇒ (4) + (5) = 9 damage.
Junk: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24, for 1d6 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8 damage.
However, neither manages to get through Gregory's defences (although the half-orc comes quite close!).
Round 5: Gregory(-13), Scrappers, Fanatic
Gregory Leichardt |
Gregory tries to finish-off the injured ratfolk.
Claw: 1d20 + 5 ⇒ (11) + 5 = 16, for 1d8 + 2 ⇒ (2) + 2 = 4 damage.
Claw: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d8 + 2 ⇒ (3) + 2 = 5 damage.
Bite: 1d20 + 5 ⇒ (6) + 5 = 11, for 1d6 + 2 ⇒ (4) + 2 = 6 damage.
Luke_Parry |
Gregory manages another light blow to the ratfolk, which continues to grimly fight on, in increasing desperation.
Short Sword: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11, for 1d4 + 1d6 ⇒ (2) + (1) = 3 damage.
Junk: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12, for 1d6 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11 damage.
Round 6: Gregory(-13), Scrappers, Fanatic
Gregory Leichardt |
Gregory continues to press his advantage.
Claw: 1d20 + 5 ⇒ (7) + 5 = 12, for 1d8 + 2 ⇒ (4) + 2 = 6 damage.
Claw: 1d20 + 5 ⇒ (10) + 5 = 15, for 1d8 + 2 ⇒ (6) + 2 = 8 damage.
Bite: 1d20 + 5 ⇒ (5) + 5 = 10, for 1d6 + 2 ⇒ (3) + 2 = 5 damage.
Luke_Parry |
Try as he might, Gregory just can't quite hit the ratfolk!
Short Sword: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8, for 1d4 + 1d6 ⇒ (3) + (3) = 6 damage.
Junk: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9, for 1d6 + 3 + 1d6 ⇒ (4) + 3 + (5) = 12 damage.
However, his foes prove to be similarly incapable of hitting him.
Round 7: Gregory(-13), Scrappers, Fanatic
Gregory Leichardt |
Claw: 1d20 + 5 ⇒ (8) + 5 = 13, for 1d8 + 2 ⇒ (1) + 2 = 3 damage.
Claw: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d8 + 2 ⇒ (1) + 2 = 3 damage.
Bite: 1d20 + 5 ⇒ (7) + 5 = 12, for 1d6 + 2 ⇒ (6) + 2 = 8 damage.
Gregory seems to be quite off his game, utterly incapable of hitting.
Gregory Leichardt |
"Die, damn you!"
Claw: 1d20 + 5 ⇒ (4) + 5 = 9, for 1d8 + 2 ⇒ (3) + 2 = 5 damage.
Claw: 1d20 + 5 ⇒ (13) + 5 = 18, for 1d8 + 2 ⇒ (8) + 2 = 10 damage.
Bite: 1d20 + 5 ⇒ (5) + 5 = 10, for 1d6 + 2 ⇒ (3) + 2 = 5 damage.
Gregory Leichardt |
Free from other distractions, Gregory focuses all of his attention upon the half-orc.
Claw: 1d20 + 5 ⇒ (14) + 5 = 19, for 1d8 + 2 ⇒ (6) + 2 = 8 damage.
Claw: 1d20 + 5 ⇒ (15) + 5 = 20, for 1d8 + 2 ⇒ (7) + 2 = 9 damage.
Bite: 1d20 + 5 ⇒ (3) + 5 = 8, for 1d6 + 2 ⇒ (1) + 2 = 3 damage.
Luke_Parry |
Junk: 1d20 + 4 ⇒ (19) + 4 = 23, for 1d6 + 3 ⇒ (3) + 3 = 6 damage.
The half-orc, empowered by rage, manages to make a final, impotent swing, which clangs off Gregory's armor, before falling unconscious.
Combat over.
A search of this (and the adjoining room, which is also open) turns up the following:
MW Studded Leather, leather armor x3, MW Buckler, hand crossbow x3, bolts x30, short sword x3, Brown Access Card x4, 2 silverdiscs, 16gp
...and a battered locker that the previous occupants of the room were clearly attempting to break open.
Gregory Leichardt |
Gregory restores his shielding...
LRE: 1d10 + 1 ⇒ (9) + 1 = 10.
LRE: 1d10 + 1 ⇒ (10) + 1 = 11.
...and then carefully, taking his time, attempts to pry open the locker.
Disable Device 'Take 20' = 31.
Luke_Parry |
Gregory (barely) manages to coax the container open.
Inside, he finds a few unusual items:
A two-handed gun, with an adamantine spike protruding from the barrel.
A smooth plastic-and-metal sphere, with a button on one side.
A small, pod-shaped device
Two batteries, and 24 silverdisks.
What now?
Gregory Leichardt |
Knowledge(Engineering): 1d20 + 14 ⇒ (11) + 14 = 25.
"Huh. An auto-grapnel."
Knowledge(Engineering): 1d20 + 14 ⇒ (4) + 14 = 18.
Gregory scratches his head.
"No idea what this is. Perhaps Baine will know."
Knowledge(Engineering): 1d20 + 14 ⇒ (17) + 14 = 31.
"Ah, an emergency beacon. It looks a bit dodgy, though..."
Crating up his discoveries, Gregory goes through the single door to the southwest in the room where he first encountered the ratfolk.
Luke_Parry |
That door leads to a 5' by 5' corridor, and another door ;-)
Assuming Gregory opens that door, as well...
A balcony runs around the edges of this domed chamber, the curved walls of which are covered in blinking lights and unidentifiable machinery. A few steps lead down from this balcony in the middle of the room. just north of these steps sits a large machine with a pink glass tabletop-like surface above which float semitransparent images of some sort. The balcony is wider on the south side of the stairs, where a strange statue stands that seems to have been cobbled together from broken machines into
the shape of an upraised claw or talon. A mound of junk lies in a heap before the claw, while two smoking braziers burn softly to each side. To the east looms a pair of immense black metal doors framed by a rotating arch of pulsing red lights.
As soon as the door opens, a horned, winged humanoid, with skin like slate, covered in broken sheets of metal, rears up and extends its wings in an obvious challenge.
Initiative:
Gregory: 1d20 + 4 ⇒ (9) + 4 = 13.
G: 1d20 + 6 ⇒ (13) + 6 = 19.
It then flies through the air, and attempts to gore Gregory!
Gore: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Round 1: G, Gregory(-6)
Gregory Leichardt |
Knowledge(Nature): 1d20 + 6 ⇒ (8) + 6 = 14.
Gregory winces, as he realises that he has no realistic way to harm the creature.
"Whoops! My mistake..."
He then withdraws from the room.
Luke_Parry |
Alright then.
This door opens easily to Gregory's Brown Access Card, and leads to another curving corridor, with a single door at the end.
Assuming that Gregory opens it...
This room buzzes and hums with the sound of machinery. A long track of moving leather-like material rotates along a metal framework in the middle of the room. The eastern end of this device is connected to a looming metal machine fitted with thrashing and twitching armatures and blinking lights. Panels on the wall flash with strange writing and images of metallic constructs. To the west, a second track of leather, this one smeared with blood, churns through an opening in the wall to a room beyond. The entire place has an air of entropy to it-with missing parts, flashing sparks, and periodic discordant sounds of metal scraping against
metal revealing how damaged the room's machinery is.
Two repair drones do their best to repair the damage, but it is clear that fixing this place is beyond them.
Gregory Leichardt |
Relieved that the drones are not immediately hostile, Gregory tries to 'reprogram' them to be slightly more friendly.
Reprogram: 1d20 + 4 + 5 ⇒ (17) + 4 + 5 = 26.
Reprogram: 1d20 + 4 + 5 ⇒ (15) + 4 + 5 = 24.
Gregory Leichardt |
Figuring that the door to the northwest will lead back to the gargoyle, Gregory fixes the deficit in his shielding...
LRE: 1d10 + 1 ⇒ (9) + 1 = 10.
...and then heads through the door to the west.
Luke_Parry |
An immense machine looms to the south in this room, its upper portion obscured by tangles of hanging cables and cords. The device looks something like an enormous oven, its front open with a rotating belt of green leathery material connecting to a wide metal table. Metal desks with flashing lights sit to the east, while a second rotating belt of leather moves through an opening in the east wall Two dead half-orcs lie at the base of this second belt.
Standing over them is an imposing humanoid robot, with a single glowing red eye in the centre of its forehead.
It utters something in the same strange, clipped language that has been present elsewhere in the complex, and then the mace in its right hand starts crackling with electricity.
Initiative:
Gregory: 1d20 + 4 ⇒ (10) + 4 = 14.
G: 1d20 + 1 ⇒ (14) + 1 = 15.
The robot strides forward, and takes a swing at Gregory with its mace.
Mace: 1d20 + 9 ⇒ (15) + 9 = 24, for 1d6 + 5 ⇒ (2) + 5 = 7 damage.
When it hits, Gregory feels slightly disoriented.
DC 12 Fort save or suffer a -1 penalty on attack rolls, skill checks, and Will saves for one round.
Round 1: G, Gregory(-7)
Gregory Leichardt |
Fort: 1d20 + 9 ⇒ (19) + 9 = 28.
Knowledge(Engineering): 1d20 + 14 ⇒ (8) + 14 = 22.
Gregory responds by lashing out as hard as he can...
Claw: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26, for 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12 damage.
Claw: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14, for 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10 damage.
Bite: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18, for 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5 damage.
...but quickly realises that this isn't going to work, when he barely scratches the construct.
Gregory Leichardt |
Gregory continues to attack.
Claw: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19, for 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12 damage.
Claw: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10, for 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7 damage.
Bite: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11, for 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7 damage.
Gregory Leichardt |
Gregory heads back to Torch, to acquire some much-needed equipment.
Specifically, a scroll (or oil) of Greater Magic Fang, and two scrolls of Lesser Evolution Surge (CL 5).
Gregory Leichardt |
Excellent.
Before heading back in to tango with the Gearsman, Gregory rubs the oil over his weapons, and then casts one of the scrolls, causing his body to crackle with electricity.
...as well as topping-up his shields: 1d10 + 1 ⇒ (2) + 1 = 3, 1d10 + 1 ⇒ (6) + 1 = 7.
Luke_Parry |
Initiative:
Gregory: 1d20 + 4 ⇒ (3) + 4 = 7.
Gearsman: 1d20 + 1 ⇒ (16) + 1 = 17.
As soon as Gregory enters the room, the Gearsman charges forward!
Mace: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29, for 1d6 + 5 ⇒ (2) + 5 = 7 damage.
Again, DC 12 Fort save or a -1 penalty on attacks, skill checks, and Will saving throws.
Round 1: Gearsman, Gregory
Gregory Leichardt |
Fort: 1d20 + 9 ⇒ (12) + 9 = 21.
Gregory responds, violently.
Claw: 1d20 + 5 + 1 + 2 ⇒ (13) + 5 + 1 + 2 = 21, for 1d8 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6 damage +1d6 ⇒ 6 Electricity damage.
Claw: 1d20 + 5 + 1 + 2 ⇒ (16) + 5 + 1 + 2 = 24, for 1d8 + 2 + 1 + 2 ⇒ (5) + 2 + 1 + 2 = 10 damage +1d6 ⇒ 2 Electricity damage.
Bite: 1d20 + 5 + 1 + 2 ⇒ (9) + 5 + 1 + 2 = 17, for 1d6 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7 damage +1d6 ⇒ 5 Electricity damage.
Gregory Leichardt |
Feeling much more confident this time around, Gregory continues his attack!
Claw: 1d20 + 5 + 1 + 2 ⇒ (2) + 5 + 1 + 2 = 10, for 1d8 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9 damage +1d6 ⇒ 2 Electricity damage.
Claw: 1d20 + 5 + 1 + 2 ⇒ (14) + 5 + 1 + 2 = 22, for 1d8 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13 damage +1d6 ⇒ 5 Electricity damage.
Bite: 1d20 + 5 + 1 + 2 ⇒ (16) + 5 + 1 + 2 = 24, for 1d6 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9 damage +1d6 ⇒ 2 Electricity damage.
Gregory Leichardt |
"Damnation!"
Gregory attacks in pure frustration.
Claw: 1d20 + 5 + 1 + 2 ⇒ (19) + 5 + 1 + 2 = 27, for 1d8 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6 damage +1d6 ⇒ 5 Electricity damage.
Claw: 1d20 + 5 + 1 + 2 ⇒ (6) + 5 + 1 + 2 = 14, for 1d8 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13 damage +1d6 ⇒ 1 Electricity damage.
Bite: 1d20 + 5 + 1 + 2 ⇒ (10) + 5 + 1 + 2 = 18, for 1d6 + 2 + 1 + 2 ⇒ (5) + 2 + 1 + 2 = 10 damage +1d6 ⇒ 2 Electricity damage.
Gregory Leichardt |
With a sigh, Gregory resigns himself to a long and tedious fight.
Claw: 1d20 + 5 + 1 + 2 ⇒ (1) + 5 + 1 + 2 = 9, for 1d8 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7 damage +1d6 ⇒ 6 Electricity damage.
Claw: 1d20 + 5 + 1 + 2 ⇒ (4) + 5 + 1 + 2 = 12, for 1d8 + 2 + 1 + 2 ⇒ (7) + 2 + 1 + 2 = 12 damage +1d6 ⇒ 6 Electricity damage.
Bite: 1d20 + 5 + 1 + 2 ⇒ (14) + 5 + 1 + 2 = 22, for 1d6 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9 damage +1d6 ⇒ 3 Electricity damage.