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As green takes aim with his rifle, Rahdokhama plays dumb and surprised, but as the shot tacks onto his armor, he takes a swing of opportunity with his reach weapon.
Tactical Pike + Photon At.: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 7 ⇒ (4) + 7 = 11
"I told you to lower your weapons, kid. Hmph!"

GM Ietsuna |

Rahdokama's strike seems to have been anticipated as the drow guard avoids the strike.
Blue also avoids Cesar's shop.
Blue fires back to Cesar.
azimuth laser rifle: 1d20 + 8 ⇒ (7) + 8 = 15 Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Yellow draws a taclash and swings at Rahdokama.
taclash: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Combat Round 3 - Bold May Act
Yellow
Blue -14
Radokama
Navasi
Analog Affair
Green
Cesar

Navasi - Eijel |

Navasi tries her gambit once more, looking at change the outcome.
Bluff + expertise: 1d20 + 9 + 1d6 ⇒ (19) + 9 + (5) = 33
Semi-auto pistol: 1d20 + 5 ⇒ (13) + 5 = 18
P damage: 1d6 + 2 ⇒ (2) + 2 = 4

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"THE GREY LADY IS WAITING FOR YOU, YOU TURD-BURGER!" shouts The Analog Affair, aiming his squad machine gun at Ellendail, the blue-ringed drow.
Squad m gun: 1d20 + 6 ⇒ (3) + 6 = 9 dmg: 1d10 + 4 ⇒ (3) + 4 = 7

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The vesk step forward to strike at green, "Are you going to lower your weapon, or not! HMPH!"
Tactical Pike + Photon At.: 1d20 + 7 ⇒ (11) + 7 = 181d8 + 7 ⇒ (1) + 7 = 8

GM Ietsuna |

Navasi and Rahdokama both connect with their attacks. The Analog Affair-12 has less luck and cannot hit the blue drow. Nevertheless the blue Drow falls down to the ground.
Green backs back into a room Provokes from Rahdokama
Combat Round 3 - Bold May Act
Yellow
Rahdokama
Navasi
Analog Affair
Green -8
Cesar

GM Ietsuna |

Yellow swings its taclash at Rahdokama.
taclash: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Combat Round 4 - Bold May Act
Yellow
Rahdokama
Navasi
Analog Affair
Green -8
Cesar

Navasi - Eijel |

Hearing more sounds of combat, Navasi quickly moves into to corridor and beyond, stopping behind Cesar to get her bearings.
Double move
Perception: 1d20 + 7 ⇒ (9) + 7 = 16

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The Analog Affair rushes past the team, and the drow guard, until he sees Ellendail (green) in the doorway to the north.
"OH, NUH-UH! YOU AIN'T GETTIN' AWAY, YOU F&*&WIT! I'VE STILL GOT A BULLET OR TEN FOR YOU!"
Double move. I'm assuming green hasn't closed that door.

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Rahdo makes a passing comment as AA comes around the corner, "You are a loud one..."
As the green drow moves away from him, the vesk follows, knowing full well what happens when he turns his back to an enemy. "Where do you think you're going?" He throws another swing towards green.
Tactical Pike + Photon At.: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 7 ⇒ (4) + 7 = 11
Special! Allies who shoot the target Rahdokama is in melee with, gain +1 to hit!

GM Ietsuna |

Green has not closed the door, no.
Combat Round 4 - Bold May Act
Yellow
Rahdokama
Navasi
Analog Affair
Green -8
Cesar

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Cesar gets right up in the nearby drow's grill and casts a spell.
to hit for Jolting Surge: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 4d6 ⇒ (4, 4, 4, 1) = 13
Jolting Surge does NOT provoke an AoO

GM Ietsuna |

Not quite Rahdokama
Yellow swings at Rahdokama as he moves to attack Green.
Taclash: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Cesar tries at hit Yellow with his spell, but the drow is too nimble.
Yellow then takes a swipe at Cesar.
Taclash: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Combat Round 5 - Bold May Act
Yellow
Rahdokama
Navasi
Analog Affair
Green -19
Cesar

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Rahdokama smiles, feints with his weapon missing green and steps back. He turns to AA and shouts, "GET OUT OF HERE ANALOG! THIS CRAZY VESK IS GONNA SELF DESTRUCT!". He notions to him to take a step back, as the large vesk begins to glow brighter and brighter until a burning light explodes from his body.
Assuming I will wait for after Analog and Cesar to take a 5ft step away, so he is not within 10 ft from Rahdo. Also, assuming that based on how I run AOEs, I am still able to hit yellow with this blast. If not, then eh, ill do it anyway.
Photon Mode, Supernova: 4d6 ⇒ (6, 3, 3, 6) = 18 - Reflex DC 13 for half.

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The Analog Affair steps away from Rahdo. After the vesk explodes, the android trains his squad machine gun on green.
"OH, JUST DIE, YOU T~$!!"
squad machine gun: 1d20 + 6 ⇒ (7) + 6 = 13 dmg: 1d10 + 4 ⇒ (4) + 4 = 8

Navasi - Eijel |

Navasi calls to her crew, "Hey guys! Let's take care of this yellow garbed fool before going to far in. Don't want him to double back to the control room." Then she fires at the guard herself, however, with her line of sight slightly obscured by Cesar, she hits nothing but wall.
Get 'Em!
Pistol: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
P damage: 1d6 + 2 ⇒ (2) + 2 = 4

GM Ietsuna |

I'll delay you until after Cesar's turn Rahdokama.
Green swings its taclash at Rahdokama
Taclash: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Combat Round 5 - Bold May Act
Yellow
Navasi
Analog Affair
Green -19
Cesar
Rahdokama (Exploding)

GM Ietsuna |

Rahdokama goes off and explodes. Green drops on teh spot, taken out by the energy blast and Yellow tries to avoid the worst of it.
Yellow Reflex: 1d20 + 1 ⇒ (20) + 1 = 21
He manages to escape some of the damage with a deft dive to the side.
Yellow swings his taclash at Cesar
Taclash: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Combat Round 6 - Bold May Act
Yellow -9
Navasi
Analog Affair
Cesar
Rahdokama

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"OOPS! THERE GOES ANOTHER ONE. OFF TO THE SPIRE!" laughs The Analog Affair. He targets the remaining drow with his squad machine gun.
Squad m gun: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 dmg: 1d10 + 4 ⇒ (8) + 4 = 12
"WHEN YOU SEE THE GRAY B@*%@, YOU TELL HER 'THE BLACK' SENT YOU! WOOOHOOO!"

Navasi - Eijel |

"We've only got this one then we can get to finding those weapons. Make these hits count!" She fires one well aimed shot at the drow from her current vantage point.
Get 'Em on yellow
Pistol: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
P damage: 1d6 + 2 ⇒ (5) + 2 = 7

GM Ietsuna |

The Analog Affair-12, Rahdokama and Navasi all attack Yellow, but onely Navasi hits with her pistol.
Combat Round 6 - Bold May Act
Yellow -16
Navasi
Analog Affair
Cesar
Rahdokama

GM Ietsuna |

Cesar misses.
Yellow swings a taclash at Cesar.
Taclash: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Combat Round 7 - Bold May Act
Yellow -16
Navasi
Analog Affair
Cesar (Take 5 damage please)
Rahdokama

Navasi - Eijel |

"We've got him on the ropes. Keep at it and we're home free!
Get 'Em
Pistol + Get 'Em: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
P damage: 1d6 + 2 ⇒ (4) + 2 = 6

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"F~+$! WHY WON'T YOU DIE?" screams The Analog Affair as he unloads his squad machine gun at him again.
Squad m gun: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 dmg: 1d10 + 4 ⇒ (4) + 4 = 8
The dice hate me.

GM Ietsuna |

Navasi drops Yellow with a well placed shot.
Combat Over
A quick search of the bodies reveals that each carries an access card, like would be used for a computer terminal or the like.

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"SAY 'HI' TO HER FOR ME," says The Analog Affair to the body of the fallen drow guard. He kneels close to the body, poking the muzzle of his machine gun into the spreading red pool. The drow's lifeblood sizzzzzzles on the overheated muzzle of the squad machine gun.
The Analog Affair shakes his head, looking at the gun for a moment, before standing.
"GODSDAMNIT, WHY COULDN'T I HIT ANYTHING WITH THIS GUN?" he grimaces. "It's like it wouldn't work. Or was broken. Or... malfunction-"
0001001000111010111ajfkkiwuctgd system override override cancel malfunctioning protocols purge purge purge anomalous protocols 00110001111010101010
"-ing. Malfuntioning. Uhh. Forgive me. I fear my subroutines have malfunctioned. I have rebooted them," says a newly calm Analog Affair. "What are these cards? We should use them on the computers to find our missing cargo."

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"I recommend using the access cards to check the computer network for details, first. Then we take the elevator. And yes, it is wise to 'give this level a once over.'"
The Analog Affair uses one card to access a terminal and search for relevant details. Plans, manifests, shipping details, etc. Anything to discover where our goods are.
Computers: 1d20 + 3 ⇒ (18) + 3 = 21

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Rahdo gives a heavy pat on the back to AA, "Hmph! Those were some crazy subroutines there, AA! You sure know how to give bad guys a good lippin'!"
He smiles as he picks up an access card, "You can check out the rest of the facility, but I have a feeling we need to go down into the belly of the beast to find those missing weapons." He takes his weapons and puts them away, moving back to the elevator to scan the card.

GM Ietsuna |

Through process of elimination Rahdokama finds that only one of the cards works on the elevator, but it does cause the doors to open.
Ok, so there are a few rooms here on this level. I don't really want to just dump the descriptions in one wall of text post so if you want to explore then we can move through them, otherwise post your actions.

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"I recommend using the access cards to check the computer network for details, first. Then we take the elevator. And yes, it is wise to 'give this level a once over.'"
The Analog Affair uses one card to access a terminal and search for relevant details. Plans, manifests, shipping details, etc. Anything to discover where our goods are.
[dice=Computers]1d20+3
Did the Analog Affair's computer check reveal any useful information?

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Rahdo grunts in frustration. First he uses his strength to put all of the bodies of the drow in one of the rooms. He thn will accompany his team to search the rooms, sticking to the back, providing backup if they need it.

GM Ietsuna |

The Analog Affair finds a computer terminal in the Control room. It seems to be fairly mundane and there is no references to weapons or anything else of the like.

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The Analog Affair begins searching rooms, as well. No reason to leave before a full investigation is done.

GM Ietsuna |

Ok. I am putting numbers on the rooms on the map. these numbers relate to the below spoilers for the rooms.
An advertisement plays on a large screen mounted on the wall opposite the entrance. A thorny blue tree planted in a large steel-gray pot stands in the center of the room, and a purple sofa has been placed below green-tinged windows on the south end of the spacious lobby entrance.
DC15 Culture Check on the advertisements on the screen
The desks and computers in this large, open-plan office are covered in a faint layer of dust.
DC20 Survival
This is the computer room you have already been into with your access cards.
Radial walls divide this circular space into five rooms that surround a round central room. There is a computer in each of these rooms.
5a: The middle room adjacent to the lobby belongs to Ellandail, one of Villyth’s enforcers.
5b: The southwest room is Beidnach’s, who is Villyth’s
system administrator.
5c: The northwest room is Villyth Zeizerer’s office. Next to the
computer, there is a large black spider plush toy. The plush
toy has “Abysshead” written in Abyssal along the bottom of its
abdomen.
5d: The northeast room is Malindeil’s office. There is a credstick
next to Malindeil’s computer.
5e: The southeast room belongs to Raimsael, who is Villyth’s weaponsmith.
Tools, drone parts, dismantled weapons, and miscellaneous junk lie scattered on three tables in this workshop.
DC 15 Engineering or DC 20 Perception
The drow store food items, tools, and other miscellaneous equipment here, some of which looks brand new.
A wall-mounted holographic projector on the east wall shows a map of Nightarch. A mesmerizing silvery glow highlights the buildings and districts against an otherwise black background. Several locations on the map are marked with pulsating red dots. Six deco chairs surround a long table in the center of the room.
DC 20 Culture check on the map
This laboratory is filled with all manner of technological innovations. Scents both sweet and acrid pour forth from cylindrical glass containers on two long tables. The containers bubble in a rainbow of varying colors. A limb that looks like a giant scorpion’s claw twitches idly on the floor at the north end of the room. Villyth’s drow use the laboratory to study items they have stolen and to manufacture synthesized chemicals.
DC20 Life Science on the claw
There are two toilets and a cleansing unit in this area.

Navasi - Eijel |

Navasi starts her own exploration at the front door. She looks upon the screen to try to understand what the office is all about.
Culture;DC 15: 1d20 + 9 ⇒ (8) + 9 = 17

GM Ietsuna |


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The Analog Affair checks the workshop, going over the miscellaneous parts stored there.
Engineering DC15: 1d20 + 6 ⇒ (19) + 6 = 25

GM Ietsuna |
