OP-1
|
OP-1 looks at Arratoi and nods it's head in the direction of the last statue with one eye brow raised almost if asking "this one?"
Delaying till after Arratoi in case get 'em goes up
After getting conformation OP-1 uses his body to hide the movement of his pistol and pulls the trigger when the statue least expects it
Trick shot using stealth: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21 (dc 20+target's CR)
To hit EAC (vs flatfooted if trick shot worked): 1d20 + 8 ⇒ (16) + 8 = 24
Elec damage if hit: 1d6 + 2 ⇒ (1) + 2 = 3
Extra trick shot damage: 1d8 ⇒ 3
I'll make it flatfooted if trick attack worked
Ideally we shuffle initiative within the party around a bit with advanced communication and tactics skills so it's Arratoi first if he want's to put get'em on it, then M'shak, then me so one of us can hopefully make it flatfooted ..then everyone else
LA64397F
|
Ella yelps as the axe cuts her arm. She fires on the remaining statue to bring it down.
EAC Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Arratoi
|
Arratoi moves a bit closer to get a clear shot at the remaining target while taking cover behind the counter and fires of a shot yelling, "Get that dim-witted prattling toe-biting bug-chewing kobold-spawn!!"
arc pistol vs EAC: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Electric Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Improved get 'em gives everyone +2 to hit on green.
-------------------
Later, after combat....
"Alrighty M'Shak, lets trigger those temperature controls before you start any hacking. That should make the hack easier..."
Arratoi sets the thermostat to the highest possible temperature.
"And I'll give you a hand with the hack..."
Arratoi auto-aids Computer (or Engineering) rolls.
| GMParty |
Working as a group you disable the last of the constructs, before it can cause any more harm
M'shak is also able to easily bypass the three firewalls and turn up the temperature in the data core chamber.
Everyone can view.
Arratoi
|
"Well done! The trap info will come in handy. We KNEW there would be traps everywhere and this will make things a bit easier.
"I wonder what they use that second smaller room for now... Probably more of these data guardians who will spring to life I bet!!"
Arratoi will also be sure to record a copy of the magical crafting process. "The Society will definitely need this info to counteract the Dataphile identification ability. Looks like a major security risk... Who are these people?!?"
[ooc]I've lined up our tokens at the next door for when we're ready to move on.
| GMParty |
Before you move on, this room looks like a good place for a 10 minute rest, if anyone needs one.
Opening the door out of the room, you find a 10 ft. wide, 10 ft. high hallway with calm grey and blue steel panels on the walls that are clean enough to reflect your images. Just as you are about to step into the hallway, M'shak halts you and notes that there are some strange nozzles discretely hidden in the ceiling. It probably would be a good idea to do something about them. Engineering to disable the trap.
LA64397F
|
If anyone else is taking the 10 minute rest, Ella will too. She's only down 10 stamina, though, she could push forward.
M'shak
|
Same here, M'shak will rest
After a short rest, M'shak continues and it seems her vision's accuracy has improved as this time, she notices something!
Stop! There, something is wrong. There is a 97.9% that a trap is activated. See these strange Nozzles?
She draws her tools and starts working.
Engineering (+tools): 1d20 + 16 + 4 ⇒ (9) + 16 + 4 = 29
OP-1
|
Seeing everyone else relax and sit down for a bit OP-1 join in as to not feel left out
I'm down a bit of SP but like Ella I could have pressed on, but since we are taking the 10 minutes anyway I'll go back to full stamina as well
| GMParty |
As you move through the hallway, the door slams shut behind you and locks. The hallway warms pleasantly, but with the nozzles successfully plugged, you continue safely through and are not incinerated. Reaching the far end, you find another door that unlocks when you arrive.
The door opens to an irregularly shaped room appears to lack a clearly defined purpose. A large stone plinth occupies the center, while disconnected power cables are strewn on the floor to the west. A massive pair of white painted steel doors occupy the west wall, closed and mounted on a track that feeds into the north and south walls.This room matches the description of the room originally planned to be the data core chamber found behind the firewall.
You are free to move in and line up at the door to the north for the next chamber. I'll get that uploaded tonight, and we can move to the final area.
| GMParty |
You see a secret door that leads from the room that leads to an alternate corridor back the way you came, without heading through the office or incineration tunnel.
The other doors off of the room are 20 ft. wide metal blast doors the split down the middle. They are locked by an obvious key card mechanism, that can be bypassed with a Computers or Engineering check.
The lights are on, and there is a lighting lighting control on the northern alcove wall.
The pyramid-like structures are not yet visible, but from the information you learned earlier, you suspect they are the locations of the traps and will appear when you step out of the alcove.
Arratoi
|
"Aw rats!! Guess we missed the secret room shortcut, eh??"
Arratoi will again (auto)assist those more skilled than he in bypassing the door lock.
Once we've bypassed the door, Arratoi will say, "So... First order of business is to disable those traps, yah?"
If anyone proceeds with disabling traps before I have a chance to next post, then Arratoi will also auto-assist those disable trap rolls.
| GMParty |
If you go forward with the trap disarming plan, indicate which one you're starting with and move yourself next to it.
| GMParty |
Note that with the information you found behind the firewalls, anyone can disable one of the traps as a move action with no roll.
LA64397F
|
"We can all move to disable these traps nearly simultaneously. It will take us a second to get into place. Or we can just disable them as quickly as possible."
Ella prepares to move in and disable one of the traps.
| GMParty |
Is that a DC 24 Computers or Engineering? And did anyone roll for it?
Correct, and apparently not.
M'shak
|
M'Shak works on the door to open it.
Engineering: 1d20 + 16 + 4 ⇒ (11) + 16 + 4 = 31
Once done, she moves inside, weapon drawn. Lets get ready. I think there is 98.96% chance that another type of guardian is here.
As she moves, she scans the room Perception: 1d20 + 12 ⇒ (3) + 12 = 15
| GMParty |
As M'shak enters, panels in the floor slide open revealing 4 ft. tall gleaming metallic implements that resemble chess pawns. She doesn't see anything else, but we'll move to initiative.
Bold are up.
Initiative
Sarangari
M'shak
LA64397F
T
Arratoi
OP-1
R
JackojareInitiative:
Jackojare: 1d20 + 5 ⇒ (1) + 5 = 6
M'shak: 1d20 + 8 ⇒ (12) + 8 = 20
Arratoi: 1d20 + 7 ⇒ (7) + 7 = 14
OP-1: 1d20 + 7 ⇒ (3) + 7 = 10
Sarangari: 1d20 + 5 ⇒ (18) + 5 = 23
LA64397F: 1d20 + 3 ⇒ (14) + 3 = 17
R: 1d20 + 3 ⇒ (5) + 3 = 8
E: 1d20 + 7 ⇒ (8) + 7 = 15
| GMParty |
As M'Shak is next to one of the "tower" she's ready to disables it.
ready action: when one of the pyramid tower appears, M'shak will disable it
With a simple input of the code, you disable the trap nearest you.
To clarify, when you walked in all 4 traps appeared. You also need to be adjacent to a trap to disarm it. You can choose to use your standard action for something else.
| GMParty |
As M'shak moves further into the room, she catches sight of a large robot standing behind the data core.
Initiative
Sarangari
LA64397F
T
Arratoi
OP-1
R
Jackojare
M'shak
| GMParty |
M'shak disables one of the devices, while Sarangari and Ella move into the room. Just before Ella can type in the code to disable the trap, electricity arcs from the metal rod into her.
Ella, please make a Fort save as the electricity courses through you.
Attack vs. EAC: 1d20 + 15 ⇒ (11) + 15 = 26
Electricity Damage: 2d6 + 2 ⇒ (6, 3) + 2 = 11
Arratoi and OP-1 are up.
Initiative
Arratoi
OP-1
R
Jackojare
Sarangari
M'shak
LA64397F, dmg 11
T
LA64397F
|
Fort save: 1d20 + 2 ⇒ (4) + 2 = 6
As she shakes from the electricity coursing through her body, the android looks down to find her laser rifle completely dead.
OP-1
|
Assuming the entire door is open - I think I can run in a straight line to end up adjacent next to one of the pillars. Straight is a bit odd with a map filled with squares so if you don't agree I'll double move instead to the square south of Steelscales
OP-1 puts it's leg pistons to use and runs straight across the area
| GMParty |
Arratoi and OP-1 move quickly into the room, as they do so, the large blast doors slam shut behind them. DC 24 Engineering to open.
The robot focuses its gaze at M'shak, and fires a blast of electricity past her into the wall.
Attack vs. EAC: 1d20 + 14 ⇒ (6) + 14 = 20
Sorry Jackojare, I was hoping for a better initiative roll, so that I could have trapped more of your friends with you. Bold are up.
Initiative
Jackojare
Sarangari
M'shak
LA64397F, dmg 11
Traps
Arratoi
OP-1
Robot
Sarangari Steelscales
|
Steelscales moves around the contraption to see where that shot came from. Once he sees the robot he moves up next to it to try and keep the big sucker's attention on him. He shouts, "Get those traps, I'll distract this guy!" Then he punches at the robot.
Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Bludgeon Damage: 1d10 + 9 ⇒ (6) + 9 = 15
| GMParty |
M'shak disables another trap, while Sarangari's punch connects, drawing the robot's attention.
Initiative
Jackojare
LA64397F, dmg 11
Traps
Arratoi
OP-1
Robot, dmg 15
Sarangari
M'shak
| GMParty |
Ella disables another trap, while the remaining functional trap arcs electricity into OP-1. OP-1, please make a Fort save as the electricity courses through you.
Attack vs. EAC: 1d20 + 15 ⇒ (15) + 15 = 30
Electricity Damage: 2d6 + 2 ⇒ (3, 4) + 2 = 9
Initiative
Jackojare
Arratoi
OP-1
Robot, dmg 15
Sarangari
M'shak
LA64397F, dmg 11
Traps
OP-1
|
Fort save: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 (+1 from slotted boon)
As the electricity surges through it's body OP-1 is jolted.
He then inputs the disable code into the pillar before aiming his pistol and taking a shot at the drone
To hit EAC: 1d20 + 8 ⇒ (10) + 8 = 18
Elec damage if hit: 1d6 + 2 ⇒ (4) + 2 = 6
| GMParty |
Arratoi moves to help Jackojare enter the fray, while OP-1 strikes true with his shot.
The robot focuses its attention on Sarangari, clawing at him twice, but its blows are easily stopped by Sarangari's armor.
Attack: 1d20 + 17 - 4 ⇒ (6) + 17 - 4 = 19
Attack: 1d20 + 17 - 4 ⇒ (7) + 17 - 4 = 20
Initiative
Sarangari
M'shak
LA64397F, dmg 11
Traps
Jackojare
Arratoi
OP-1
Robot, dmg 21
M'shak
|
M'shak moves and tries to trick the robot with some engineering before shooting at it.
Trick (engineering): 1d20 + 16 + 4 ⇒ (16) + 16 + 4 = 36
Sonic Pistol vs EAC: 1d20 + 11 ⇒ (17) + 11 = 28 if hit, the robot is flat-footed until the end of my turn
Damages, So: 1d8 + 3 + 3d8 ⇒ (5) + 3 + (6, 7, 2) = 23
Sarangari Steelscales
|
Steelscales engages the servo motors in his battle harness' arms and gives the robot a one-two punch of his own.
Full Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d10 + 9 ⇒ (4) + 9 = 13
Full Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d10 + 9 ⇒ (4) + 9 = 13