DM Kludde |
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FYI, we're past checkpoint one. You guys were the table that put it over the edge :)
Abistar starts summoning explanar help, while Herno moves quickly to offer a gift of credit to the statue. The statue whirrs and clicks as it reveals a console, which seems to offer access to another set of doors.
Engineering check to activate
The console, unfortunately, offers no access to the robots' operating system.
Spakno has Herno's back, and boosts his defenses.
---
Rahdokama
Herno
Flenn
Spakno
Abistar
---
Robot
Robot
---
Flenn |
I am probably going to regret asking ... but did we ever have consequences for that Will save earlier?
Engineering(Identify Creatures on the robots for weaknesses & such): 1d20 + 13 ⇒ (4) + 13 = 17
Engineering(activate console): 1d20 + 13 ⇒ (13) + 13 = 26
Actually, I rolled these before looking carefully at the map ... I think, even if I activated my jump jets, it would take me a double move to get over to the statues. So I probably won't be able to activate it until next turn ... although I'd like to keep that roll, if possible. ;)
Rahdokama |
"Ah finally! Something so smash!" Rahdokama moves in with his reach weapon, and smashes the blue robot from a distance.
Smash: 1d20 + 8 ⇒ (17) + 8 = 251d10 + 9 ⇒ (3) + 9 = 12
DM Kludde |
Rahdokama cherishes the opportunity to smash stuff, and does so with gusto. The robot reels from the attach, but isn't out of commission yet.
Flenn recognises the robots as construct, and knows they come with a built-in repair mechanism, that can repair damage once per day. This brand of security robot is particularly vulnerable to electrical discharges, which may be why this office doesn't have any carpet.
Rahdokama's opponent takes a guarded step up, then slams into the Vesk
Security, use of lethal force, Rahdo: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 7 ⇒ (4) + 7 = 11
The other robot tries to pacify Herno, but fails
Security, use of lethal force, Herno: 1d20 + 10 ⇒ (3) + 10 = 131d6 + 7 ⇒ (6) + 7 = 13
---
Rahdokama
Herno
Flenn (Confirm if you want to use engineering - if so, you have a move action left)
Spakno
Abistar
---
Robot - Blue (12)
Robot - Red
---
Herno Ivel |
"You got this Flenn! I'll try to keep this bucket of bolts busy!"
Herno says before using acrobatics to move, trying to avoid any strikes from the robot. He puts some distance between them. Having drawn his Handrail pistol while moving, he aims and fires at the construct.
Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
Explorer Handrail vs EAC: 1d20 + 5 ⇒ (6) + 5 = 11
Electric: 1d6 + 3 ⇒ (1) + 3 = 4
Spakno Ivel |
I forgot to state that the Herno's Booster is going to last 4 rounds from when I gave it to him
Spakno will nod to his brother and shoot the Robot next to Flenn with an inibitor.
If the attack is successful he will get a -2 AC and -50% to his speed for 7 rounds
Attack vs KAC: 1d20 + 7 ⇒ (17) + 7 = 24
Dice Piercing: 1d4 + 1 ⇒ (1) + 1 = 2
Biohacks Left: 3/5
Flenn |
The metallic nodes of Flenn's mohawk begin flickering and a purple energy field flows out from them, surrounding him with a faint glowing aura as he tries to activate the console.
Move: Activate Energy Shield class feature. Lasts for 4 minutes game time, so let me know when it runs out. Standard: Engineering check.
Abistar-4 |
Abistar-4 calls a multihued creature with bristling fur and sharp claws to his side. Entering the room with the creature from the first world creature takes a moment to consider the situation as he directs the summoned ally to aid Rahdokama as he does the same with his magic.
The summon rushes in the room and tears its teeth into the metallic guardian.
Summon Attack vs Blue Robot KAC: 1d20 + 9 ⇒ (13) + 9 = 22 If beat KAC by 4 or more, they are grappled
Piercing Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Abistar summons a mote of light to distract the robot, give Rahdokama an advantage to hopefully end the fight even a moment sooner.
Casting Wisp Ally on Blue, causing harrying fire. +2 to the next attack against blue
Short Summon Info: Small Magical Beast; HP 20; EAC 12, KAC 13; Blindsense (scent) 30 ft; Perception +5
Summon Round 1/4
Wisp Ally: Round 1/4
DM Kludde |
Herno makes like a tree, and blast the robot on the way out, unfortunately just hitting the metal armor.
His brother manages to do some minimal damage. Even better, the robot seems to slow down, electronics being scrambled as they are.
Flenn manages to further gain access to some doors. Light blue doors are now accessible. That thing on the far right is a window.
Datch smiles and says you are just too generous, the gods are pleased
Checkpoint 2: success!
Abistar's extraplanar ally is extraordinarily able at impeding artifical ambulance. The blue robot is held in a tight lock.
Nice, you've got a robot at 50% speed and a grappled robot.
---
Rahdokama
Herno
Flenn
Spakno
Abistar
---
Robot - Blue (22, grappled)
Robot - Red (2) (-2 AC, 50% speed)
---
DM Kludde |
Herno and Flenn feel very hungry...
Abistar-4 |
Abistar-4 looks back down the hallway as the battle rages, "if our path is open ahead do we finish this fight or try to force our way forward? It seems dangerous if they continue to attack us from behind."
Flenn |
Can I tell if the robots are immune to to nonlethal? Not sure if my pulsecaster would do anything.
Flenn's nodes flicker again, and his pulsecaster rifle appears in his hands. He lunges, stabbing at the robot with the spear attached by bayonet to his rifle, as telemetry comes up on his cybernetics.
Bayonet Spear attack vs. KAC: 1d20 + 4 ⇒ (5) + 4 = 9
Bayonet Spear damage: 1d6 + 4 ⇒ (6) + 4 = 10 P
Swift: Summon called weapon. Move: Activate combat tracking on red robot. Standard: Attack.
Rahdokama |
Not feeling much of the impact, the vesk smashes the robot again, activating his sheath.
Smash: 1d20 + 8 ⇒ (20) + 8 = 281d10 + 11 ⇒ (3) + 11 = 14
-11 SP
Abistar-4 |
I admit I was proud of the bonuses I was giving to hit, but I can't be disappointed to see Rahdokama crit. If it matters it looks like Rahdokama's Tactical Swoop Hammer has a crit effect of knockdown
DM Kludde |
@Flenn: that's for next round
Rahdokama really hits his stride, and utterly wrecks his target. The robot, still struggling with Abistar's explanar ally, emits a puff of blue smoke.
Datch remarks You managed to destroy corporate equipment. You mother must be so proud of you.
Crit damage: 1d10 + 11 ⇒ (7) + 11 = 18
The other robot is slowed down, but still in flawless condition, and slams into Flenn.
Slam, Flenn: 1d20 + 10 ⇒ (10) + 10 = 201d6 + 7 ⇒ (4) + 7 = 11
Flenn stabs at the slowed robot with a bayonet, but misses.
---
Rahdokama
Herno
Flenn
Spakno
Abistar
---
Robot - Red (2) (-2 AC, 50% speed)
---
Herno Ivel |
Herno fires at the red robot again.
Explorer Handrail vs EAC: 1d20 + 5 ⇒ (10) + 5 = 15
Electric: 1d6 + 3 ⇒ (6) + 3 = 9
Abistar-4 |
"I admit I would show more consideration for the corporate equipment if they were not barring our exit from the exploding complex. If the entire complex was not set to explode, I would be more open to discussion."
Abistar-4 directs the summon to attack the other remaining robot blocking Flenn's exit while helping with his own weapon's fire, although hampered by a significant amount of cover.
Summon Attack vs Red Robot KAC: 1d20 + 9 ⇒ (4) + 9 = 13 If beat KAC by 4 or more, they are grappled
Piercing Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Anchoring azimuth laser pistol vs Red Robot EAC: 1d20 + 4 ⇒ (1) + 4 = 5
Fire Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Neither is incredible successful to say the least, but as he considers how that affects his feelings, he redirects the summoned wisp of light to harry the remaining robot.
Harrying fire. +2 to the next attack against red
Summon: Round 2/4
Wisp Ally: Round 2/4
Rahdokama |
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Rahdo snaps back at Datch, "MUMMY IS VERY PROUD OF ME!" as he wanders up to the other robot to smack it.
Vesk Smack: 1d20 + 9 ⇒ (14) + 9 = 231d10 + 11 ⇒ (9) + 11 = 20
DM Kludde |
All fire is focused on the large robot: Herno is the first to fire a shot, and the impeded robot takes the full force of the hit. A little jab by his brother doesn't help much either. Abistar's ally tries to grapple the robot, but doesn't seem to be able to catch a hold. Rahdokama channels his ancestors, and delivers a smashing blow.
All this is sufficient to badly damage the security patrol, but not enough to take it out. Sparking and buzzing, the robot slams into Rahdokama
Slam, Rahdokama: 1d20 + 10 ⇒ (14) + 10 = 241d6 + 7 ⇒ (3) + 7 = 10
---
Rahdokama
Herno
Flenn
Spakno
Abistar
---
Robot - Red (33) (-2 AC, 50% speed)
---
Abistar-4 |
Watching Rahdokama tear into he robot ponders it for a moment and comes to conclusion, "I also hold an admiration for your talents and candor."
Abistar-4 times the wisps distraction to allow the summoned fey creature to grapple onto the remaining robot.
Summon Attack vs Red Robot KAC, Harrying fire: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 If beat KAC by 4 or more, they are grappled; if it beats KAC by 13 or more, they are pinned
Piercing Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Abistar-4 holds position at the entryway as he tries to score another hit.
Anchoring azimuth laser pistol vs Red Robot EAC with Cover, Coordinated Shot: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Fire Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Summon: Round 3/4
Wisp Ally: Round 3/4
Flenn |
Flenn takes the distraction from the summoned creature to trigger his jump jets to leap across the room. "Let's keep moving ..." He heads back into the hallway, keeping his pulsecaster pointed at Datch.
DM Kludde |
The outsider ally manages to grapple the last remaining robot, while Datch remarks your creature seems to like hugging a lot.
The grapple severely hampers the robot's movement, and Abistar's shot hits the already sluggish machine, causing sparks and weird piezoelectric sounds to emerge from the security robot.
Still up, though
--
Rahdokama
Herno
Flenn
Spakno
Abistar
---
Robot - Red (49) (-2 AC, 50% speed)
---
Herno Ivel |
Explorer Handrail vs EAC: 1d20 + 5 ⇒ (19) + 5 = 24
Electric: 1d6 + 3 ⇒ (1) + 3 = 4
Herno fires at the robot again and starts moving out of the room.
DM Kludde |
Herno hits the robot with an electric shock, and it's enough to send the damaged construct into a complete seizure. The circuits are clearly fried as the blue smoke emerges from the machine.
There might be more Datch says, but I'm sure they're within your ability to count them
Beyond the office, more doors have become accessible. Though a yellowish force-field blocks the door in the corridor ahead, a corridor to the left leads back to the circular chamber halfway down the main 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.
Abistar-4 |
Abistar-4 looks around the room and looks toward the the sealed doors. "Are these pathways sealed? I think I feel apprehensive toward the uncertainty on our next point of escape. Where is the next point to unlock these systems?"
Abistar-4 searches the area starting at the mosaic for some sort of unlocking mechanism. Else the western door for some sign of releasing the seal.
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Just to confirm, are the western double doors locked by force field still?
DM Kludde |
Yes, Yellow and purple doors are still closed. Blue and red are open
Abistar steps into the round room with the mosaic, and just before something terrible happens he notices he's about to step on a pressure plate.
That could have been painful Datch remarks.
Trap, Engineering to disable. Walking around to avoid.
Flenn |
Engineering(disable trap): 1d20 + 13 ⇒ (17) + 13 = 30
Flenn steps forward, moving to disable the pressure plate.
Herno Ivel |
Herno presses onward, careful to avoid the trap, headed towards the hallway to the south. Leary of additional traps, he gives the hallway a good look before continuing.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
DM Kludde |
Thanks, that needed fixing a sarcastic Datch says as Flenn disables the trap.
The doors to the east and west are still firmly on lockdown but the corridor to the south is open, leading to another curved hallway.
Abistar-4 |
"No problem at all. We are happy to aid in workplace safety." Abistar-4 joins at the fore looking for more traps. "We may need to head back down the other hallway. I don't see another way out and we may need to activate another of those shrine's panels. Either the door on the north or the other passage to the south."
I'm not sure what door to go do. I think the red door on the south end might be the point we can explore, but I think it is reasonable to explore any path.
Flenn |
Agreed, the red door looks worth exploring since we.cannof get out.
DM Kludde |
Red door it is
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.
Herno Ivel |
Herno, careful not to remove the dagger, runs his non-dominate paw across the sharp end of the blade, slicing into his flesh. He sprinkles some blood from the fresh wound on the statue.
Rahdokama |
Rando nods and walks into the room to support Herno, "Just let me know if you want me to smash it! Oh, and do you need more blood? MY WOUNDS ARE STILL OPEN! HAHAHAH!"
DM Kludde |
Herno moves to the altar and slices open his finger. Despite the small wound, the pain is unexpectedly strong. Lose 1 SP
It hurts, doesn't it? Datch asks insincerely.
Another console appears in the altar. Engineering check, as always
As the Vlaka stands before the altar, three nasty-looking rat-like abominations come out of hiding, prompting Datch to remark Oh, my. Guess whose side these are on?
init, Abistar-4: 1d20 + 1 ⇒ (1) + 1 = 2
init, Spakno Ivel: 1d20 + 7 ⇒ (18) + 7 = 25
init, Herno: 1d20 + 6 ⇒ (19) + 6 = 25
init, Flenn: 1d20 + 5 ⇒ (3) + 5 = 8
init, Rahdokama: 1d20 + 2 ⇒ (12) + 2 = 14
init, Player 6: 1d20 + 0 ⇒ (5) + 0 = 5
init: 1d20 + 4 ⇒ (13) + 4 = 17
---
Spakno
Herno
---
Blue Rat creature
Red Rat creature
grey Rat creature
--
Rahdokama
Flenn
Abistar-4
---
Herno Ivel |
Herno sacrifices a level 1 spell to reach across the infinite worlds and draw forth a blinding flash of light in a 10 ft radius centered on the Red creature.
DC 14 Fort save from each, or be dazzled 4 rounds, please. Blinded for 1 round, also, on a natural 1.
Flenn |
Did you remember our +4 initiative bonus on this encounter?
DM Kludde |
Corrected init to account for +4. Rahdokama moves up
Fort: 1d20 + 1 ⇒ (3) + 1 = 4
Fort: 1d20 + 1 ⇒ (13) + 1 = 14
Fort: 1d20 + 1 ⇒ (7) + 1 = 8
Herno creates a blinding flash, which causes two of the monsters to flinch, and Spakno to miss his target...
---
Spakno
Herno
Rahdokama
---
Blue Rat creature (dazzled 4 rds)
Red Rat creature
grey Rat creature (dazzled 4 rds)
--
Flenn
Abistar-4
---
DM Kludde |
If you guys want to skip ahead: yellow doors are now open, allowing access to three more corridors.
Abistar-4 |
Yes, I'm fine with skipping ahead if that is an option.
Abistar-4 heads forward, attempting more awareness of traps, opening the door in the now open hallway.