Dr. Mech Coy |
Dr. Mech Coy checks "Everyone alright?"
I don't think anyone has taken hit point damage.
Then he realizes that Desha has already made an offering to the statue. "Drat, I had a cred stick I was saving for something like that." He pulls out one that shows exactly 6 credits on it. "Datch had left it for us as payment."
Desha Doash |
Desha grabs Datch and drags her along toward the light blue door, ”Yes yes, very clever, come on.”
(Ready and lined up on the new door whenever we’re ready to breach)
Game Master S |
The party checks the door, seems safe. Indeed, it opens only to a new hallway with an unshielded door halfway down, and a shielded door at the end.
Patrick Messier |
*sighs* I presume we will have to check out another unshielded door in order to drop the shields on these doors
Patrick has a look at the shield generators in case some clever engineering can deactivate them.
engineering: 1d20 + 17 ⇒ (12) + 17 = 29
Game Master S |
Patrick is pretty sure that he's right. Datch simply chuckles. Which door now?
Unlocked Shields:
[color=Red]Red[/color]
[color=Blue]Light Blue[/color]
Arratoi |
"I guess we proceed through the unlocked doors with the force shields down?"
With all the blue doors unshielded, I've moved us in marching order towards the center room. We'll follow standard marching procedure for each door, yah? (Trusty and Reaper both check the door. Trusty opens it, using Engineering if required.)
Game Master S |
The door opens without issue, revealing the center hallway. This circular chamber is empty, save for an intricate mosaic on the floor depicts an emaciated rat with red eyes curled in on itself. Sealed metal doors lead outward in all four cardinal directions, with impressive double doors leading east and west, while single doors lead north and south
Dr. Mech Coy |
Looking at the mosaic of the rat, Dr. Mech Coy points out "Everywhere except here where there has been a rat, there has been a shrine. Not sure if going down the obvious path is a good idea here."
Patrick Messier |
Did we not pass through this hallway on the way in here? Patrick observed, looking down at the mosaic after shooting a glare at Datch. The phrase 'rats in a maze' enters his mind but he decides not to voice it - fearing it might be too offensive.
He studies the mosaic in case it's a clue.
perception: 1d20 + 10 ⇒ (12) + 10 = 22
Dr. Mech Coy |
"Yes, entering this death trap was no problem. Now the station is in lockdown."
Game Master S |
You did indeed, to get to the office. Datch, "Seems like a pretty mosaic to me. Not sure what you expect."
Patrick looks over the mosia- click
In less than the blink of an eye, spikes erupt out of the ceiling, arrayed across plates. They slam down like a meat tenderizer.
Versus:
Arratoi: 1d20 + 20 ⇒ (1) + 20 = 21 WIFF
Patrick: 1d20 + 20 ⇒ (7) + 20 = 27 for Piercing: 8d12 ⇒ (11, 8, 12, 2, 11, 6, 6, 3) = 59
Datch ducks at just the right moment, coming away unscathed, "Phew, that might have hurt. Oh my."
Dr. Mech Coy |
The doctor moves forward to try to help Patrick. His treatment is very rushed, not at all up to his normal standards, but good enough to at least help.
Medicine (Treat Dealy Wounds), inspired medic: 1d20 + 13 ⇒ (5) + 13 = 18
Medicine (Treat Deadly Wounds), adding Inspiration dice: 18 + 1d6 + 1 ⇒ 18 + (1) + 1 = 20
Patrick gets 8 hp back.
Trusty Trashbot |
GM, is there a way to disable this trap, now that we have seen it sprung?
Trusty looks at Datch. "Careful. We might try to spring the next one by sending you in first." Trusty looks to Patrick. "Do you need a 10 minute break? We could try to walk around the other end of the circle and see what other doors we can open with the shrines, or we can try to disable this trap now that we know about it."
Dr. Mech Coy |
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“Dang it Patrick, I’m a doctor not a trap smith!”
Dr. Mech Coy retreats back to the outer hallway where there are no rat symbols.
“Be quick if you are going to check, I wouldn’t be surprised if the trap can reset itself.”
Game Master S |
An Engineering check can give you that information.
Trusty Trashbot |
Engineering: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29
Trusty pulls tools out of his trashcan. "Yeah, yeah. You're a doctor. I'm a talking trashcan. But someone's gotta clean up these hazards!" He looks it over without stepping back in the trap.
Dr. Mech Coy |
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Dr. Mech Coy replies "Yes, you are very good at trash talking, Trusty. Excellent cleaner as well."
Arratoi |
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Arratoi's eyes widen as he quickly pulls out a personal audio recording device and paraphrases into it, "'Trusty the Trashbot is good at trash talking.' Most excellent... Will have to work that into my next novel. But in the meantime, let me help with that..."
Arratoi auto aids Trusty with the engineering check.
Game Master S |
The Trusty Trashbot determines that the trap requires a manual reset, but he's confident that he can disable it, ensuring Datch doesn't play tricky with anything else up her sleeve.
Dr. Mech Coy |
“Do we go through the center or around the outside? We still have the southern side to explore for a way out.”
Arratoi |
"Thanks to trusty Trusty, the trap is disabled. Buuuut let's go around the outside to that other red door...yah?"
I've moved our tokens to the other red door, forming us up in marching order. Shall we follow standard door SOP?
Dr. Mech Coy |
Yes, that is why we put it together.
Dr. Mech Coy follows along to the other side of the complex.
Trusty Trashbot |
Once the trap is disabled, Trusty travels to the other Red door. "Eyes open and weapons out!"
Game Master S |
Partial concrete walls divide this large office into several cubicle workstations. A statue in the southwest corner is the room’s most prominent feature: a brass rat holding a curved dagger in its teeth. The statue is speckled with dried blood. Unlike the first two, this shrine has no pile of offerings.
T10=28
Arratoi: 1d20 + 10 ⇒ (1) + 10 = 11
Desha: 1d20 + 16 ⇒ (9) + 16 = 25 (Infra)
Dr. Mech Coy: 1d20 + 7 ⇒ (3) + 7 = 10 (+1 Visual)
Trusty Trashbot: 1d20 + 15 ⇒ (10) + 15 = 25
Patrick: 1d20 + 9 ⇒ (6) + 9 = 15
Reaper ∑: 1d20 + 15 ⇒ (19) + 15 = 34
Dr. Mech Coy |
“Well, that is certainly a gruesome sight.” Dr. Mech Coy says when he sees the statue.
Game Master S |
Your progress bolsters your confidence too. Despite Datch's machinations, you feel like you're going to come out on top. Regain SP as if you had spent 10 minutes resting, do not spend RP.
Reaper Sigma |
"Most offices don't have concrete dividers for their cubicles."
Reaper flies into the room and lands on the desk closest to the statue.
"Perhaps the blood is the offering."
Game Master S |
Just as Reaper Sigma flies in, the android catches movement. He spoils an ambush on account of quick vision! A trio of small creatures Mysticism with large jaws come out of the shadows to attack!
Round 1:
Arratoi: Go
Reaper: Go
Patrick: Go
Desha: Go
Trashbot: Go
Hostiles: TBD
Dr. Mech Coy: TBD
Hostiles: 1d20 + 5 ⇒ (10) + 5 = 15
Arratoi: 1d20 + 7 ⇒ (19) + 7 = 26
Desha: 1d20 + 4 ⇒ (16) + 4 = 20 (Infra)
Dr. Mech Coy: 1d20 + 3 ⇒ (4) + 3 = 7
Trusty Trashbot: 1d20 + 9 ⇒ (7) + 9 = 16
Patrick: 1d20 + 2 ⇒ (20) + 2 = 22
Reaper ∑: 1d20 + 8 ⇒ (17) + 8 = 25
Dr. Mech Coy |
Mysticism, trained: 1d20 + 1 ⇒ (2) + 1 = 3
“What are those?”
Trusty Trashbot |
"If Datch left them, they're bad news. Just treat them as another thing to shoot, Doc." Trusty enters, takes cover behind a desk and shoots around the desk at Blue, making it flat-footed to anyone else who's willing to enter this room and shoot at the corner.
Bluff Trick Attack: 10 + 21 = 31
Boom (Thunderstrike Sonic Pistol): 1d20 + 12 ⇒ (6) + 12 = 18
Sonic Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Trick Attack: 4d8 ⇒ (6, 1, 4, 7) = 18
"You know, if we have to offer blood to the shrine, does anyone have a problem with the blood coming from Datch's pets?"
Dr. Mech Coy |
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“Likely to work better than anything we have, Trusty.”
Patrick Messier |
mysticism: 1d20 + 15 ⇒ (14) + 15 = 29
A volley of missiles flies out from Patrick and into Blue
mm: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8
And he'll use his Magic Hack (-1 RP) to debug the weaker missile
mm reroll 1: 1d4 ⇒ 1
Reaper Sigma |
Auto Aid to identify or Mysticism: 1d20 + 12 ⇒ (2) + 12 = 14
Reaper attacks red.
Trick Attack: target is flat-footed
Stealth: 1d20 + 19 + 1 ⇒ (1) + 19 + 1 = 21 Damage: 4d8 ⇒ (6, 5, 8, 3) = 22
Fighter Handcoil, ghost killer, holy: get'em
To Hit: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 Electric: 1d10 + 4 ⇒ (6) + 4 = 10
If resistant to electricity but not cold then use Called Sable Shadow pistol (same to hit and damage only it is Cold)
Arratoi |
Patrick, just want to point out that you're currently in the hallway and have no line of sight on the targets. I'll move your token to the doorway as your move action so that you can fire your magic missiles but you'll be limited to two missiles only this round - unless you want to retroactively change your standard action to something else and the GM allows it.
Arratoi moves to the doorway and, seeing the red creature, yells, "Get that clanless puss-filled moth-eaten manure stick!" while firing his pistol at it!
Improved get'em gives everyone +2 to attack on red.
hand cannon vs KAC, get'em: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
P damage, get 'em: 1d12 + 3 ⇒ (5) + 3 = 8
Game Master S |
2 missiles works for me. Arratoi boosts the party and focuses their attention while landing a light shot on the strange creature.
Neither Dr. Mech Coy nor Reaper know what these things are, but it doesn't stop Reaper from shooting it. Before he pulls a gun Patrick shouts that these are daemons, and resistant to most elements and immune to acid.
Patrick follows up with a pair of missiles.
Trusty Trashbot's maneuver pays off, and these things aren't immune to sonic!
Round 1:
Arratoi: Hit
Reaper: Go (The information given may change your whole turn
Patrick: MM
Desha: Go
Trashbot: Hit
Hostiles: TBD
Dr. Mech Coy: TBD
Red: 14
Blue: 25
Game Master S |
Reaper's shot takes the creature by surprise as it reels in pain. It eyes the fusion on the gun with utter contempt!
Round 1:
Arratoi: Hit
Reaper: Antioch
Patrick: MM
Desha: Go
Trashbot: Hit
Hostiles: TBD
Dr. Mech Coy: TBD
Red: 46
Blue: 25
Desha Doash |
Desha rushes into the room, catches sight of the daemons, and fires her rifle at the nearest foe (Red).
Pulse Staccato Rifle: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 Damage (So): 1d10 + 7 ⇒ (1) + 7 = 8
Game Master S |
The sonic seems to do the trick as the strange creature is wounded.
the two wounded creatures close distance and attack with razor sharp teeth:
Red v. : 1d20 + 10 ⇒ (19) + 10 = 29
Blue v. : 1d20 + 10 ⇒ (17) + 10 = 27
the lone one in the back thrusts its mind into Desha's! Mental: 4d10 ⇒ (8, 2, 5, 5) = 20 Will DC 18 for half
Round 1:
Arratoi: Hit
Reaper: Antioch
Patrick: MM
Desha: Hit
Trashbot: Hit
Hostiles: ATK
Dr. Mech Coy: Go
Round 1:
Arratoi: Go
Reaper: Go
Patrick: Go
Desha: Go
Trashbot: Go
Hostiles: TBD
Dr. Mech Coy: TBD
Red: 54
Blue: 25
Dr. Mech Coy |
Mech Coy moves into the room just behind Trusty and fires his Static Arc Pistol at Red. "Drat, didn't think to swap weapons...but at least it is still set for wrecking robots."
Ominous Static Arc Pistol vs EAC: 1d20 + 8 ⇒ (8) + 8 = 16
Lethal Electrical Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Patrick Messier |
Patrick sets up three more magical bolts and fires them at Blue.
mm: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11
One of them doesn't look right so he magic hacks it before launch.
hack: 1d4 ⇒ 4
Much better. The repaired sigil now glows with as much power as the other two. Launching them now yields a total of 14 force damage
Desha Doash |
Will save: 1d20 + 9 ⇒ (7) + 9 = 16
Desha twinges as the daemon reaches into her mind. She shifts her grip on her rifle to grab the bipod on the end of the weapon, then summons a small mote of light to hover near Red, distracting it from defending itself.
Move action to grab my heavy bipod, then standard to cast Wisp Ally, placing the wisp near Red and providing Harrying Fire.
Next attack against Red gets a +2 bonus to hit
Reaper Sigma |
Reaper continues to fire at red.
Trick Attack: target is flat-footed
Stealth: 1d20 + 19 + 1 ⇒ (18) + 19 + 1 = 38 Damage: 4d8 ⇒ (5, 7, 3, 7) = 22
Fighter Handcoil, ghost killer, holy: get'em
To Hit: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24 Electric: 1d10 + 4 ⇒ (1) + 4 = 5