| Korvan Vosh |
Korvan staggers a bit from the debilitating effects of the robot's strike, before continuing to hack away.
Attacking Yellow if it still stands, otherwise attacking Green
Raging, Reckless Abandon, Power Attack +1 Adamantine Greatsword: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d6 + 13 ⇒ (4, 6) + 13 = 23
Raging, Reckless Abandon, Power Attack +1 Adamantine Greatsword: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 2d6 + 13 ⇒ (1, 3) + 13 = 17
| GM_DBH |
Olimpia & Figgy combine to send Green to the floor in a crumpled heap.
Raktar has his chainsaw striking sparks off the metal of Yellow but failing to penetrate.
Korvan swings hard and slams deep into it's workings twice.
Yellow, with the single minded fixation of all robots keeps attacking it's target.
Attack on Raktar (Merciful): 1d20 + 18 ⇒ (20) + 18 = 38
Attack on Raktar (Merciful): 1d20 + 13 ⇒ (8) + 13 = 21
Attack on Raktar (Merciful) Critical confirm?: 1d20 + 18 ⇒ (16) + 18 = 34
damage Critical (Merciful): 3d8 + 27 + 3d6 ⇒ (5, 8, 8) + 27 + (2, 6, 4) = 60
Catching Raktar off balance with a mighty blow.
The party may now act.
| Raktar Garnok |
Wielding a chainsaw in combat requires Raktar to take care with his backswing, and as he momentarily takes his attention away from the robot he feels a colossal strike hit his breastplate. Overcome by fatigue and with a sharp pain in his chest, Raktar slumps to the floor unconscious, the roar of his chainsaw stopping abruptly as it lands on the stone floor.
HP 62/73, 73 non-lethal
AC 28, touch 14 (16 vs rays/beams), flat-footed 27 (+10 armour, +1 Dex, +2 natural armour, +3 shield of faith, +2 hardlight shield)
Speed: 40 ft
Fort: +8 (+4 vs disease), Ref: +6, Will: +9 (+1 vs fear) (+1 to all prayer)
Conditions: bull's strength, lead blades, shield of faith, bless, expanded armour
Melee attack (+2 chainsaw): +12/+7 (+6/+1 BAB, +4 Str, +2 enhancement, +1 bull's strength, +1 bless, -2 Power Attack)
Melee Damage (+1 earthbreaker): 4d6+15 (+6 Str, +2 enhancement, +1 bull's strength, +6 Power Attack)
| Korvan Vosh |
Seeing Raktar go down, Korvan tries to focus through his rage as he continues to take heavy swings at the remaining robot.
Raging, Reckless Abandon, Power Attack +1 Adamantine Greatsword: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d6 + 13 ⇒ (6, 3) + 13 = 22
Raging, Reckless Abandon, Power Attack +1 Adamantine Greatsword: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 2d6 + 13 ⇒ (5, 1) + 13 = 19
| Dilana Hemlock |
With one robit collapsed Dilana can get into the room to at least see what is going on. Seeing the injured barbarian she curses at not having prepared a healing spell today and locks her withering gaze on the yellow robit. Her eyes flash as she tries to make it easier to hit though she is not sure if it will work.
Evil Eye -4 to AC | 9 Rounds DC21 to make 1 round
| Olimpia Beta II |
Olimpai moves to Ratkar and stands over him. Lets get him healed up fast. That ghost could show up anywhere. As she waits she looks around at the room's contents.
Perception: 1d20 + 25 ⇒ (12) + 25 = 37
| Figgy Greasefitter |
Figgy pulls out a syringe from his pack injecting Raktar with it.
Black Hypo Gun: 2d8 + 3 ⇒ (1, 8) + 3 = 12
"That feel better? They seemed to be swatting your senseless and it worked apparently." Figgy says with a smile standing over the laying Raktar.
| Raktar Garnok |
Raktar's eyes snap open as soon as Figgy injects him. He looks around warily before sitting up carefully, avoiding bashing Olimpia in the legs as he does so. "Yeah, a bit better. Thanks Figgy," he says quietly, levering himself off the floor before picking up and checking over his chainsaw. "Is everyone else alright?" he asks, seeing the three robots in pieces on the floor.
HP 73/73, 61 non-lethal
AC 28, touch 14 (16 vs rays/beams), flat-footed 27 (+10 armour, +1 Dex, +2 natural armour, +3 shield of faith, +2 hardlight shield)
Speed: 40 ft
Fort: +8 (+4 vs disease), Ref: +6, Will: +9 (+1 vs fear) (+1 to all prayer)
Conditions: bull's strength, lead blades, shield of faith, bless, expanded armour
Melee attack (+2 chainsaw): +12/+7 (+6/+1 BAB, +4 Str, +2 enhancement, +1 bull's strength, +1 bless, -2 Power Attack)
Melee Damage (+1 earthbreaker): 4d6+15 (+6 Str, +2 enhancement, +1 bull's strength, +6 Power Attack)
| Korvan Vosh |
Kovan says, breathing heavily from post rage fatigue combined with the damage from the robots. "I'm fine...tired, but fine."
| Dilana Hemlock |
If anyone still has non-lethal damage let me know. Dilana will tap once with the wand of CLW, I think any magic healing fixes all non lethal. Of course I could be wrong on that.
| Olimpia Beta II |
No, it does heal both lethal and non-lethal at the same time but its still one for one for the non-lethal damage.
| Dilana Hemlock |
Ahh, not sure where I got that idea from. In that case I will sue the want as people desire/need, just roll and I will count the charges. Not sure how beat up people are.
| GM_DBH |
Raktar is back on his feet, but still feels very weak.
The robots were called Riot suppressors. If using a metal weapon they send an electric charge through it to stun anyone they hit. So it's non-lethal damage. But very effective if you want live specimens.
This room contains entirely mundane stores such as spare furniture, pipes and fittings, and casks of water and wine. Some preserved meats and grains are also stored here, but they have spoiled in the years since living residents abandoned the tower.
You have stairs going up here and at F4.
What are you doing now?
| Raktar Garnok |
Still feeling very groggy, Raktar uses some of his magic to resolve his fatigue.
Feels like a waste using a cure critical wounds on non-lethal damage, but I'm likely to fall over if an enemy so much as looks at me!
cure critical wounds: 4d8 + 8 ⇒ (3, 5, 4, 4) + 8 = 24
The burst of magic washes away some of his pain, then he readies himself at the bottom of the stairs. "Shall we go up?" he asks, his chainsaw readied but not activated in case Olimpia or Figgy want to scout ahead in silence.
AC 28, touch 14 (16 vs rays/beams), flat-footed 27 (+10 armour, +1 Dex, +2 natural armour, +3 shield of faith, +2 hardlight shield)
Speed: 40 ft
Fort: +8 (+4 vs disease), Ref: +6, Will: +9 (+1 vs fear) (+1 to all prayer)
Conditions: bull's strength, lead blades, shield of faith, bless, expanded armour
Melee attack (+2 chainsaw): +12/+7 (+6/+1 BAB, +4 Str, +2 enhancement, +1 bull's strength, +1 bless, -2 Power Attack)
Melee Damage (+1 earthbreaker): 4d6+15 (+6 Str, +2 enhancement, +1 bull's strength, +6 Power Attack)
| Springy |
Springy nods, jumping silently into the air and flying around a bit.
Stealth: 1d20 + 22 ⇒ (11) + 22 = 33
Springy follows after Olimpia, looking around the next floor room that they enter.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
| Korvan Vosh |
"Doesn't seem to be anywhere else to go, so up it is." Korvan says, providing the rear guard.
| Olimpia Beta II |
You need more healing before we proceed. Olimpia says firmly to Raktar. I'll scout after you tend to those bruises. You might not fall down with a single hit but two or three would do it.
Still taking 10 for a 35 on perception Olimpia will stealth up the staircase.
Stealth: 1d20 + 17 ⇒ (19) + 17 = 36
| Raktar Garnok |
Raktar waits patiently at the bottom of the stairs, channelling some more magic at Olimpia's suggestion, aware that he remains relatively fragile in the face of the tower's threats.
cure critical wounds: 4d8 + 8 ⇒ (2, 2, 5, 1) + 8 = 18
Once she returns and reports, Raktar ascends the stairs, his chainsaw held ready. "Did you hear any movement?" he asks Olimpia quietly as he reaches the winding corridor.
HP 73/73, 19 non-lethal
AC 26, touch 14, flat-footed 25 (+10 armour, +1 Dex, +2 natural armour, +3 shield of faith)
Speed: 40 ft
Fort: +8 (+4 vs disease), Ref: +6, Will: +9 (+1 vs fear) (+1 to all prayer)
Conditions: bull's strength, lead blades, shield of faith, bless, expanded armour
Melee attack (+2 chainsaw): +12/+7 (+6/+1 BAB, +4 Str, +2 enhancement, +1 bull's strength, +1 bless, -2 Power Attack)
Melee Damage (+1 earthbreaker): 4d6+15 (+6 Str, +2 enhancement, +1 bull's strength, +6 Power Attack)
| Figgy Greasefitter |
Springy moves over to Figgy telling him what he say.
"Lots of doors, so we should be ready for things to come from all angles." Figgy says.
HP 64/64
Spell-Like Abilities (CL 8th; concentration +9)
1/day—arcane mark , comprehend languages , message, read magic
Alchemist (Tinkerer) Extracts Prepared (CL 8th; concentration +13)
3rd— protection from energy , thorn body APG
2nd—barkskin, bull's strength , cat's grace , cure moderate wounds ,
1st—cure light wounds , enlarge person (DC 16), expeditious retreat , longshot, shield, true strike
Ranged bomb +10 (4d6+5 fire) 10/12
Anointing Uses (6/10) An alchemist can use any of the anointings he knows a total number of times
per day equal to 3 + his alchemist level. Unless an anointing specifies otherwise, all anointings require a standard action to apply (this provokes attacks of opportunity) an
Nanite canister
Black Nanite Hypogun 3/5 (2d8+3, Lesser Resto)
Gas Grenade
Arc Grenade
Frost Grenade
Flechette Grenade
Black Veemod Goggles (10/10 charges, +2 perception)
Trauma Pack Plus 4/5
| Olimpia Beta II |
Olimpai, still stealthing, will make a circuit of the area, looking for threats. She will of course stop if she sees a threat. She will not yet open the closed door. If She sees no threat she will cast Detect Magic and begin to search the rooms starting with the one to the right of her icon.
| GM_DBH |
Olimpia stealthily circles the cramped corridors.
Steath: 1d20 + 24 ⇒ (2) + 24 = 26
Steath: 1d20 + 24 ⇒ (4) + 24 = 28
Steath: 1d20 + 24 ⇒ (2) + 24 = 26
Perception: 1d20 + 12 ⇒ (10) + 12 = 22
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Perception: 1d20 + 12 ⇒ (2) + 12 = 14
Through the ajar doors she notes.
F9. Staff Quarters
Each of these rooms is similar in appearance, with a narrow bed stripped of bedding, a dresser, and an empty clothes rack. All of these abandoned bedrooms once belonged to Furkas's servants and apprentices.
The tower's staff swiftly learned that the domineering wizard would mostly ignore them so long as they discharged their duties efficiently and remained out of sight. When the wizard died, most of his staff packed their meager belongings and fled the tower before things really started going bad, and as a result, these nine rooms have been abandoned for years.
Olimpia also notes three tiny undead floating idly in these quarters.
Gearghost
Grasping arms emerge from a tangled cluster of debris and mechanical parts. A metal skull hovers above the clanging mess.
GEARGHOST
CE Tiny undead
Init +7; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 18, touch 15, flat-footed 17 (+3 Dex, +3 natural, +2 size)
hp 52 (7d8+21)
Fort +5, Ref +7, Will +7
Defensive Abilities channel resistance +4, rejuvenation; DR 5/—; Immune undead traits
OFFENSE
Speed fly 40 ft. (perfect)
Melee 2 slams +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 9th; concentration +12)
At will—detect magic, mending, telekinesis (DC 18)
3/day—make whole
STATISTICS
Str 6, Dex 17, Con —, Int 15, Wis 14, Cha 17
Base Atk +5; CMB +6; CMD 14
Feats Flyby Attack, Improved Initiative, Lightning Reflexes, Skill Focus (Stealth)
Skills Craft (traps) +17, Disable Device +10, Fly +20, Knowledge (engineering) +9, Perception +12, Spellcraft +10, Stealth +24; Racial Modifiers +8 Craft (traps)
Languages Aklo, Common, Undercommon
SQ create trap, resetter
ECOLOGY
Environment any urban or underground
Organization solitary or gang (2–6)
Treasure standard
SPECIAL ABILITIES
Create Trap (Su) Once per week, a gearghost can create a trap of CR 4 or lower regardless of cost, materials, or skill checks. Two or more gearghosts working together on a trap can increase the maximum CR by 2 for each additional gearghost working in concert. For example, three gearghosts working together can create any CR 8 or lower trap in a week. Example traps can be found on page 420 of Pathfinder RPG Core Rulebook.
Rejuvenation (Su) A destroyed gearghost reforms in 2d6 days. To permanently destroy a gearghost, holy water must be poured over its remains within the area of a hallow spell. To complete the destruction, every trap within 100 feet of the remains must be successfully disabled or destroyed before the gearghost is completely destroyed.
Resetter (Ex) A gearghost can reset traps and keep them repaired with supernatural efficiency. A gearghost can reset a trap with a repair or manual reset as a move action. If a trap has an automatic reset that is longer than immediate, a gear ghost can reset that trap as a free action.
Formed from the unquiet soul of a thief wrenched from life by a wicked trap, a gearghost delights in rigging up the same threats and tortures to which it succumbed. Eager to witness the deaths of others, the gearghost prowls the place of its death, constantly maintaining and resetting any traps in that area as it waits for victims to fall into its clutches. A gearghost also has the ability to create and set new traps, and as such its lair is usually choked with perilous new snares, spikes, and pits. A gearghost only keeps treasure as a lure for hapless adventurers, often using such treasure as the trigger for one of its devious creations.
The doors marked with the red lightning are both trapped, linked to slots in the central pillar that will blast the surrounding area with scalding steam if the doors open.
What are you doing now?
| Olimpia Beta II |
I was thinking those doors were already opened, but no problem.
Stealthily heading back down stairs to her group, and well out of earshot of the small undead she reports in quietly. The rooms with open doors are empty of the living and their gear but I did spot three strange tiny undead floating idly in three different rooms. The doors in the northeast are both trapped and I thought it prudent to deal with the undead before disarming the traps. The tiny creatures are spread out and I do not know if the noise of attacking one will summon the others but I believe it will. I have not studied the many and varied undead and do knot know what these things are.
| Figgy Greasefitter |
K. Religion: 1d20 + 6 ⇒ (18) + 6 = 24
Figgy tries to Id the creatures based off of Olimpia's descriptions of them.
"Sounds like a gear ghost, they are hard to kill and keep dead, or well from becoming undead again." Figgy says
| Raktar Garnok |
"We should draw them out then," Raktar suggests. "We can create a bottleneck at the top of the stairs so that the whole group can take down whatever these undead creatures are."
He raises his chainsaw, saying "They're definitely going to hear us once I start this up. Shall we go?"
Once I start my chainsaw I'm going to be looking at rolling Stealth at -13, so we should probably get us as fast as possible. Maybe the stealthy types want to sneak up and lurk in an empty room to ambush the undead from behind as they engage the noisier ones among us?
HP 73/73, 19 non-lethal
AC 26, touch 14, flat-footed 25 (+10 armour, +1 Dex, +2 natural armour, +3 shield of faith)
Speed: 40 ft
Fort: +8 (+4 vs disease), Ref: +6, Will: +9 (+1 vs fear) (+1 to all prayer)
Conditions: bull's strength, lead blades, shield of faith, bless, expanded armour
Melee attack (+2 chainsaw): +12/+7 (+6/+1 BAB, +4 Str, +2 enhancement, +1 bull's strength, +1 bless, -2 Power Attack)
Melee Damage (+1 earthbreaker): 4d6+15 (+6 Str, +2 enhancement, +1 bull's strength, +6 Power Attack)
| Olimpia Beta II |
I'll just spring in, attack one, and spring back out. Olimpia offers. That should pull them to us. I'd rather we not get too spread out.
| Dilana Hemlock |
"I could summon a magical creature up there to try and draw them out. I think that is the safest for you Olimpia. Maybe a Celestial Lion?"
If the others like the idea she will do just that to draw the gear ghosts out.
| Olimpia Beta II |
Lions are large? Might not fit and might block spring attacking if Olimpia cannot get to the enemy. But also might block one passage while we fight on the other. Your call. I recommend not summoning a large creature it here as it will be squeezing a lot.
| Dilana Hemlock |
Good point, you have talked her out of that plan.
| Dilana Hemlock |
Olimpia go in. I will act in order with some summoning if needed.
| Olimpia Beta II |
Need Raktar where I have placed him (if he is ok there.
Buffs can be cast, if any before we move up the stairs.
Olimpia Springs in and attacks blue and then springs back.
+2 cold iron wakizashi: 1d20 + 15 ⇒ (7) + 15 = 221d8 + 8 + 3d6 ⇒ (7) + 8 + (4, 5, 3) = 27
| Raktar Garnok |
As Olimpia powers up the stairs Raktar starts his chainsaw and follows her up, the revving engine of his fearsome weapon reverberating from the stone and metal of the building. He stops at the top and makes space for Olimpia to dart past him and then back again. Three small skulls come floating out into the hallway surrounded by broken gears and shards of metal, and Raktar stands his ground against the unnatural creatures.
I'm assuming Olimpia wants me here to block the corridor pending the arrival of Korvan so I'll take a Standard Action to ready to attack whichever gearghost enters my reach first.
Readied chainsaw attack: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 4d6 + 15 ⇒ (1, 6, 6, 5) + 15 = 33
HP 73/73, 19 non-lethal
AC 26, touch 14, flat-footed 25 (+10 armour, +1 Dex, +2 natural armour, +3 shield of faith)
Speed: 40 ft
Fort: +8 (+4 vs disease), Ref: +6, Will: +9 (+1 vs fear) (+1 to all prayer)
Conditions: bull's strength, lead blades, shield of faith, bless, expanded armour
Melee attack (+2 chainsaw): +12/+7 (+6/+1 BAB, +4 Str, +2 enhancement, +1 bull's strength, +1 bless, -2 Power Attack)
Melee Damage (+1 earthbreaker): 4d6+15 (+6 Str, +2 enhancement, +1 bull's strength, +6 Power Attack)
| Figgy Greasefitter |
Figgy tries to stay in the middle, Springy floating just above his right shoulder so they aren't in the way.
Spell-Like Abilities (CL 8th; concentration +9)
1/day—arcane mark , comprehend languages , message, read magic
Alchemist (Tinkerer) Extracts Prepared (CL 8th; concentration +13)
3rd— protection from energy , thorn body APG
2nd—barkskin, bull's strength , cat's grace , cure moderate wounds ,
1st—cure light wounds , enlarge person (DC 16), expeditious retreat , longshot, shield, true strike
Ranged bomb +10 (4d6+5 fire) 10/12
Anointing Uses (6/10) An alchemist can use any of the anointings he knows a total number of times
per day equal to 3 + his alchemist level. Unless an anointing specifies otherwise, all anointings require a standard action to apply (this provokes attacks of opportunity) an
Nanite canister
Black Nanite Hypogun 3/5 (2d8+3, Lesser Resto)
Gas Grenade
Arc Grenade
Frost Grenade
Flechette Grenade
Black Veemod Goggles (10/10 charges, +2 perception)
Trauma Pack Plus 4/5
| Korvan Vosh |
Korvan comes up the stairs, unsure of where to go with Raktar holding the line.
| Raktar Garnok |
If I know that Korvan is coming up right behind me, then I'd change my action to 5ft step into the gap on the right then attack blue. Using the attack roll above it looks like a miss, but that saves Korvan wasting his time standing around.
| Olimpia Beta II |
Pulling a second blade Olimpia spring attacks blue again, hoping to take it down.
+2 cold iron wakizashi: 1d20 + 15 ⇒ (18) + 15 = 331d8 + 8 + 3d6 ⇒ (8) + 8 + (5, 2, 5) = 28
Confirm?: 1d20 + 15 ⇒ (13) + 15 = 281d8 + 8 ⇒ (2) + 8 = 10
If these things enter your square they should provoke.
| Dilana Hemlock |
Dilana moves up the stairs but just waits for the moment. She cant see much.
| Korvan Vosh |
Given Raktar's change of action...
Korvan moves up to engage the red-hued gear ghost.
Raging, Reckless Abandon, Power Attack +1 Adamantine Greatsword: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 2d6 + 13 ⇒ (3, 5) + 13 = 21
| GM_DBH |
Olimpia darts out again and ends Blue.
Korvan swats Red hard.
Both of the remaining Gearghosts drift back out of weapon reach and blast Raktar & Korvan with the metal shards floating around them.
attack Red vs Korvan: 1d20 + 7 ⇒ (16) + 7 = 23
attack Yellow vs Raktar: 1d20 + 7 ⇒ (18) + 7 = 25
damage on Korvan: 3d4 ⇒ (1, 3, 4) = 8
damage on Raktar: 3d4 ⇒ (4, 1, 3) = 8
The party may now act.
| Raktar Garnok |
The nimble gearghost slips away from Raktar's swing before pelting him with a hail of metal parts from the orbiting cloud of scrap that surrounds it. The gears and bolts bounce off Raktar's adamantine plate as he steps forward and brings his chainsaw around in another attack.
Free Action to 5ft Step, Full Round Action to full attack yellow.
Chainsaw attack: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 4d6 + 15 ⇒ (3, 3, 1, 4) + 15 = 26
Chainsaw attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 4d6 + 15 ⇒ (3, 4, 1, 4) + 15 = 27
HP 73/73, 19 non-lethal
AC 26, touch 14, flat-footed 25 (+10 armour, +1 Dex, +2 natural armour, +3 shield of faith)
Speed: 40 ft
Fort: +8 (+4 vs disease), Ref: +6, Will: +9 (+1 vs fear) (+1 to all prayer)
Conditions: bull's strength, lead blades, shield of faith, bless, expanded armour
Melee attack (+2 chainsaw): +12/+7 (+6/+1 BAB, +4 Str, +2 enhancement, +1 bull's strength, +1 bless, -2 Power Attack)
Melee Damage (+1 earthbreaker): 4d6+15 (+6 Str, +2 enhancement, +1 bull's strength, +6 Power Attack)
| Olimpia Beta II |
Olimpia spring attacks Red but hits the wall instead of her target.
+2 cold iron wakizashi: 1d20 + 15 ⇒ (1) + 15 = 161d8 + 8 + 3d6 ⇒ (4) + 8 + (1, 3, 3) = 19