[AP] Iron Gods by GM Rutseg

Game Master Balacertar

Chapter 4 - VALLEY OF THE BRAIN COLLECTORS

Current map
Treasure sheet
Old treasure sheet

Iron Gods Player's Guide
Torch's Gazetteer - Torch's map - Numeria's map

Goals:
* Learn more about Unity
✔️ Locate Casandalee's neurocam and AI core devices
✔️ Reunite with Baine and Meyanda
* Find allies to depose the rule of the Technic League
✔️ Fight the Dominion of the Black


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Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Not sure if that leaves us in position where we're all up in Round 2 after the robot's hesitation in Round 1, but if so Ruha will Advice for +3/+3 for everyone and head 6 spaces west. If not I suppose we'll see what happens...

Seeing Yambul is ready to rush in, Ruha goes to provide supportive advice and starts heading around to maybe distract the massive thing.


Iron Gods: Iron maps;

The group takes profit of the robot's indulgence, striking through with his chainsaw, the adamantine cutting through with ease!

Rūha starts her advice, while Rhoreen jinxes the metallic creature.

Hyrsek stubs through the metallic plates with his rapier, trying to cut some vital cables.
Rapier: 1d20 + 19 + 3 ⇒ (20) + 19 + 3 = 422d6 + 4 + 3 + 3d6 ⇒ (2, 5) + 4 + 3 + (2, 6, 5) = 27
Rapier: 1d20 + 14 + 3 ⇒ (5) + 14 + 3 = 222d6 + 4 + 3 + 3d6 ⇒ (6, 2) + 4 + 3 + (1, 5, 5) = 26
Rapier: 1d20 + 9 + 3 ⇒ (11) + 9 + 3 = 232d6 + 4 + 3 + 3d6 ⇒ (3, 6) + 4 + 3 + (2, 6, 2) = 26
The robot is hard, but some damage is done.

Robot: 50 damage, slightly damaged
Rhoreen: +17 hp, flying 10', mage armor 22 h, heroism 220 min, overland flight 11 h, filter mask
Rūha: mage armor 22 h, heroism 220 min, barkskin 220 min
Yambul: heroism 220 min, barkskin 220 min
Round 1: Hyrsek, Chaance, Yambul, Zzvkgrogk, Rhoreen, Rūha, Robot


Elf Huntress 11

Round 2

Analytics:

AC = 18
HP = 70/70
Weapon Equipped = Einior
Condition(s) = None

Apologies- no home interwebs connexion, moving from one house to another...

Chaance produces her scant adamantine arrows, and allows Einior to be Einior, for several metallic jabs against the annilator's hull.

Einior, Adamantine Arrows: 1d20 + 18 + 1 + 2 + 4 - 2 - 3 ⇒ (18) + 18 + 1 + 2 + 4 - 2 - 3 = 38 for 1d8 + 4 + 1 + 2d6 + 4 + 6 ⇒ (4) + 4 + 1 + (5, 1) + 4 + 6 = 25 piercing, magical damage with special material arrows

Einior, Adamantine Arrows: 1d20 + 13 + 1 + 2 + 4 - 2 - 3 ⇒ (17) + 13 + 1 + 2 + 4 - 2 - 3 = 32 for 1d8 + 4 + 1 + 2d6 + 4 + 6 ⇒ (5) + 4 + 1 + (1, 6) + 4 + 6 = 27 piercing, magical damage with special material arrows and Favored Enemy

Einior, Adamantine Arrows: 1d20 + 8 + 1 + 2 + 4 - 2 - 3 ⇒ (5) + 8 + 1 + 2 + 4 - 2 - 3 = 15 for 1d8 + 4 + 1 + 2d6 + 4 + 6 ⇒ (2) + 4 + 1 + (3, 1) + 4 + 6 = 21 piercing, magical damage with special material arrows and Favored Enemy

Einior, Adamantine Arrows: 1d20 + 18 + 1 + 2 + 4 - 2 - 3 ⇒ (11) + 18 + 1 + 2 + 4 - 2 - 3 = 31 for 1d8 + 4 + 1 + 2d6 + 4 + 6 ⇒ (6) + 4 + 1 + (1, 3) + 4 + 6 = 25 piercing, magical damage with special material arrows and Favored Enemy


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

”Aw, Brigh! So it has to be this way, does it?!” Zzvkgrogk laments, drawing his arc pistol. He steps south and west and shoots between the various Big Folk limbs in front of him.
Zzzot!
Arc Pistol++: 1d20 + 17 - 4 ⇒ (14) + 17 - 4 = 27 Touch, Cover
For Dam: 1d6 + 1 + 5d6 + 4 ⇒ (4) + 1 + (6, 1, 2, 6, 3) + 4 = 27 Electricity, Zzvkgrogk Special

Spells, Mutagen:

6 first, 5 Second, 4 Third, 2 Fourth
(1st) Shield (Yambul)
(1st) True Strike
(1st) Heightened Awareness
(1st) Shield
(1st) Longshot
(1st) Detect Secret Doors
(2nd) Barkskin
(2nd) Heroism
(2nd) Investigative Mind
(2nd) See Invisiblity
(2nd) Extreme Flexibility
(3rd) Animal Aspect. Greater
(3rd) Heroism
(3rd) Haste
(3rd) Fly
{4th) Air Walk
(4th) Greater Inviso
Mutagen: (+4 Dex, 2 Wiz)

Ratus:

Can use craft (alchemy) to identify potions as if using Detect Magic
Inspirational Pool: (Feat Amateur Investigator): 4
Hits: 53/53 +10
AC Current: 29/21/23 mutagen, Belt, +4 Barkskin, +4Shield
AC: 19 / 15 / 15 (Normal/Touch/Flatfooted)
Wand of Cure Light Wounds: 52/50
Radiation Detector (3/10 charges)
Laser Pistol (Charges): 6/10
Arc Pistol (Charges}: 7/10
Batteries Charged): 10/20
Empty Battieries: 10 /20
Zzvkgrogk Special (Alchemical Ordinance): 8/13
Hero: 3/3


Iron Gods: Iron maps;

Chaance's adamantine arrows pierce through the hull with ease, three of them causing considerable damage.

Zzvkgrogk blasts for good afterwards, but finds a safeproof on the the annihilator that protects it from sudden shock and there is no damage left. resist electricity 30

Forgot Will DC 22 vs jinx: 1d20 + 7 ⇒ (9) + 7 = 16

The annihilator opens fire with the integrated chain guns on its back that start a barrage of bullets all over the entrance to the room "** Beep ** Beep ** Beep **"
Chain gun: suppressing fire vs Yambul: 1d20 + 19 ⇒ (14) + 19 = 33 All attacks resolve vs touch AC without missfires
Chain gun: suppressing fire vs Yambul: 1d20 + 19 ⇒ (8) + 19 = 27
Firearm B/P damage: 8d6 ⇒ (6, 3, 1, 6, 2, 3, 6, 1) = 28

Chain gun: suppressing fire vs Rhoreen: 1d20 + 19 ⇒ (20) + 19 = 39
Chain gun: suppressing fire vs Rhoreen: 1d20 + 19 ⇒ (3) + 19 = 22
Firearm B/P damage: 8d6 ⇒ (2, 3, 6, 5, 1, 3, 3, 4) = 27

Chain gun: suppressing fire vs Rūha: 1d20 + 19 ⇒ (10) + 19 = 29
Chain gun: suppressing fire vs Rūha: 1d20 + 19 ⇒ (6) + 19 = 25
Firearm B/P damage: 8d6 ⇒ (6, 4, 3, 4, 5, 4, 5, 6) = 37

Chain gun: suppressing fire vs Zzvkgrogk : 1d20 + 19 ⇒ (18) + 19 = 37
Chain gun: suppressing fire vs Zzvkgrogk : 1d20 + 19 ⇒ (8) + 19 = 27
Firearm B/P damage: 8d6 ⇒ (5, 6, 6, 5, 3, 4, 2, 1) = 32

Chain gun: suppressing fire vs Chaance: 1d20 + 19 ⇒ (8) + 19 = 27
Chain gun: suppressing fire vs Chaance: 1d20 + 19 ⇒ (2) + 19 = 21
Firearm B/P damage: 8d6 ⇒ (6, 3, 4, 3, 2, 6, 1, 6) = 31

Please confirm touch AC, but I think everyone is hit by a bullet

Robot: 127 damage, badly damaged, jinxed r3
Rhoreen: +17 hp, flying 10', mage armor 22 h, heroism 220 min, overland flight 11 h, filter mask
Rūha: mage armor 22 h, heroism 220 min, barkskin 220 min
Yambul: heroism 220 min, barkskin 220 min
Round 2: Hyrsek, Chaance, Yambul, Zzvkgrogk, Rhoreen, Rūha, Robot


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

The attack misses Rūha (just barely) thanks to her newly acquired Robots Bane feat giving her +2 AC vs. attacks from robots.

Rūha maintains her advice and takes a moment to add "Follow the barrel nearest you, its movement is slow enough to anticipate the angle... and keep moving!" Spending 1 ki to give everyone +4 dodge bonus to AC for 1 round, which'll apply to touch as well.

She tries to recall what else it might be resistant to as she dashes in to support Yambul.
KN Engineering: 1d20 + 15 ⇒ (6) + 15 = 21

She follows by aiding his next attack. (Auto success for +2 to hit on Yambul's next swing. Looks like you already have flank from Hyrsek)


Human (Kellid) He/Him

Status:
HP: 97/125 AC: 30 (t18, f23) (included: barkskin, Rüha bonus) CMD: 26 Hero Points: 3
Weapon Equipped = Chainsaw (60m)
Conditions = Barkskin (+4, 100m), Heroism (+2, 220m)
Chainsaw: Att: 11/6/1 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 6/10
Falchion: Att: 11/6/1 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine
Long bow: Att: 11/6/1 BAB +2 Dex +1 Magic Dam: +6 Str +1 Magic Crit: 20x3 DR: cold iron/silver
Chef’s knife: Att: 11/6/1 BAB +1 magic +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) +1 magic Crit: 19-20x2 DR: magic Rng: 10’
Studied: (Hyrsek scorpion) (mv|sw|im; +3 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival)
Improved Iron Will (1/1d, reroll will save)
Spells: (1/1d, st, Magic Missile, cl 3) (1/1d, st, Prestidigitation, cl1) (1/1d, st, Shield, cl9)
Veggies: Apple (+4 radiation 24h) x2, Carrot (+4 perception 24h), Mushroom (+4 stealth 1h), Peppers (+2 init/reflex open alien doors 1h) x2
- - -

Yambul’s touch AC is 14 - and so was hit!

Yambul takes a 5’ step north to get flank with (sigh) Hyrsek. And he tries to carve himself a piece of robot!

Rüha, I think you still need to roll to hit. You could fumble, in which case I wouldn’t get the +2. The attack below assumes you do not fumble.

Chainsaw: 1d20 + 18 + 12 ⇒ (9) + 18 + 12 = 39 (hero, studied, advice, flank, Rüha)
damage S: 3d6 + 19 + 6 + 3d6 ⇒ (4, 1, 5) + 19 + 6 + (2, 2, 2) = 41 (studied, advice, sneak)

Chainsaw: 1d20 + 10 + 10 ⇒ (8) + 10 + 10 = 28 (hero, studied, advice, flank)
damage S: 3d6 + 19 + 6 + 3d6 ⇒ (1, 1, 3) + 19 + 6 + (4, 2, 5) = 41 (studied, advice, sneak)

Chainsaw: 1d20 + 5 + 10 ⇒ (5) + 5 + 10 = 20 (hero, studied, advice, flank)
damage S: 3d6 + 19 + 6 + 3d6 ⇒ (3, 2, 1) + 19 + 6 + (6, 1, 4) = 42 (studied, advice, sneak)

Meh. One hit at least I think.


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Fumble check: 1d20 ⇒ 9


Iron Gods: Iron maps;

Yambul manages to strike with a single attack, but what attack it is! The adamantine tears through the metal cutting down the annihilator robot's leg!

With the rest of the team, coming after, the little remaining is done, arrows and lasers finish off the robot with a big burst!

Combat is over!

The door to the north is unusual, it looks like a tightly sealed fleshy pucker.

K. dungeoneering DC 20 (alien):

You think this flesh valve will open at a touch to a Dominion agent, but it must be tricked or forced into opening for any invader.

A flesh valve has hardness 10, 20 hp, and a Break DC of 24.

A severed limb harvested from a neh-thalggu, intellect devourer, or ugothokra can be used as a key of sorts to open one of these doors with a touch.

DC >=30

Spoiler:

Your studies of the alien makes you think that you could trick being a Dominion being, by applying any form of magical cold to cause the door to open immediately.

Another thing that might help are the peppers grown by Mad Paeytr. The hot spicy will cause a flesh valve to open and remain open for 24 hours—valves opened in other ways close automatically after 1 minute.


The exit to the south is not blocked by any obstacle.

It still had 8 hp but I think we can move on here!


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

”Great job, Zzvkith! For a minute there I was worried that I would have to get it into a choke hold.”

He examines the sphincter door.
Know Dungeon: 1d20 + 2 + 10 ⇒ (19) + 2 + 10 = 31

Zzvkgrogk, pauses in thought then tries to explain. ”It would seem that we need to be an agent of the Dominion in order to open this door by touch. Though… if I recall correctly from my studies we could fool it into thinking that we are agents off the Dominion with magical cold — like the siccatite dagger maybe — but the hot spicy pepper from Mad Paeytr will irritate it to where it will stay open longer. Such a waste of pepper though…”

He partakes of the CLW wand as he speaks.

CLW: 6d8 + 6 ⇒ (8, 1, 2, 7, 2, 6) + 6 = 32

”Failing that, Yambul could probably make quick work of it with the chainsaw.”


Human (Kellid) He/Him

Status:
HP: 123/125 AC: 26 (t14, f23) (included: barkskin) CMD: 26 Hero Points: 3
Weapon Equipped = Chainsaw (60m)
Conditions = Barkskin (+4, 100m), Heroism (+2, 220m)
Chainsaw: Att: 11/6/1 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 6/10
Falchion: Att: 11/6/1 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine
Long bow: Att: 11/6/1 BAB +2 Dex +1 Magic Dam: +6 Str +1 Magic Crit: 20x3 DR: cold iron/silver
Chef’s knife: Att: 11/6/1 BAB +1 magic +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) +1 magic Crit: 19-20x2 DR: magic Rng: 10’
Studied: (Hyrsek scorpion) (mv|sw|im; +3 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival)
Improved Iron Will (1/1d, reroll will save)
Spells: (1/1d, st, Magic Missile, cl 3) (1/1d, st, Prestidigitation, cl1) (1/1d, st, Shield, cl9)
Veggies: Apple (+4 radiation 24h) x2, Carrot (+4 perception 24h), Mushroom (+4 stealth 1h), Peppers (+2 init/reflex open alien doors 1h) x2
- - -

Yambul does in fact heal himself too.
CLW: 5d8 + 5 ⇒ (4, 8, 3, 3, 3) + 5 = 26

Yambul laughs at the image of their fair, but small, leader grappling anything, let alone something that large, "You get it! You never know what can be accomplished until you try."

He pulls the dagger from storage and hands it off to the leader for door opening duty. Still, he suggests, "Let's go south first. Hold off on the door until the open passage is checked."

He moves south...


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F Half-elf Craftsperson

Rhoreen was absolutely jacked by the bullet, piercing both her skin and her self-inflated delusions of perfection. When given a chance, she will heal. While it strips away most of her falsely acquired life, she is miffed to have to heal a bit of damage.

1d8 + 1 ⇒ (6) + 1 = 7 CLW

"Wow, that thing is messy. I'm glad we didn't have to fight a fully functioning one."

1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36 Know (Engineering)

Zzvkgrogk III wrote:
”It would seem that we need to be an agent of the Dominion in order to open this door by touch. Though… if I recall correctly from my studies we could fool it into thinking that we are agents off the Dominion with magical cold — like the siccatite dagger maybe —”

Rhoreen nods at Zzvkgrogk's assessment, thinking it's largely correct and hoping to find a good source of cold, outside the reaches of Chaance's electronic dead heart.

"I don't have anything supremely cold at the moment, but I bet we can scavenge up something..." Rhoreen thinks and looks at the party.

And then she will follow Yambul down the other passage.


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Wow, the combined assault worked wonders! Glad it didn't get another round.

"Zzvk, I would LOVE to see you get it into a chokehold. Maybe on the next one." Rūha's eyes crinkle as she smiles at the ysoki. When he explains the door she adds "We've fought many Dominion agents already, but the thought of carrying one of their claws along with us doesn't make me too enthusiastic. And tearing through it will surely draw attention. Maybe the pepper would be easiest, though if there are more like this elsewhere it wouldn't be a reliable solution either."

@GM: Does it consume the pepper, or is the pepper used more like a reusable key that we definitely don't want to eat afterward?


Iron Gods: Iron maps;

The pepper would be consumed, but you should have enough for at least 10 doors

"If you need cold, I might be able to help" Hyrsek shows his rapier which shimmers with a layer of true coldness.

M2. Stasis Tubes
Several tubes made of a pink material sit on rugose leathery stands in this room—five in intact condition, and three that have been shattered. All bear scorch marks on their surfaces and have small windows in their upper sections.

K. engineering DC 20*:

These are stasis tubes from a crash site of one of Divinity’s fragments. They must have been found by the Dominion.

It seems the Dominion accidentally destroyed two of them before they mastered the technique of opening the tubes without killing their occupants.

The tubes themselves are no longer operational.


F Half-elf Craftsperson

1d20 + 22 + 2 ⇒ (2) + 22 + 2 = 26 Know (Engineering)

"Most of these statis tubes are borked. Someone didn't know how to open them, it's like they used Yambul's chainsaw to open them, not pushing the big 'press to open' button right here," Rhoreen demonstrates the correct way to open the tubes.

She will cast about with Detect Magic and then be ready to move on though Zzvkgrogks fiery pepper *bam!* door.

1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21 Perception


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Ruha inspects the stasis tubes and tries to guess what kind of creatures they might have once held...

KN Engineering?: 1d20 + 17 ⇒ (5) + 17 = 22

"Odd they were so lacking in care. With how much they like their brains, I would have expected a little more forethought." Ruha furrows her brow at the broken tubes, unsure what to make of them. She returns to the northern exit and fishes out a pepper in case there's an adverse reaction to Hyrsek's frosty rapier.

She listens to try to judge if there's anything approaching or on the other side.

Perception: 1d20 + 21 ⇒ (2) + 21 = 23


Human (Kellid) He/Him

Having already handed a cold siccatite dagger +2 to Zzvkgrogk, Yambul is very confused by Rhoreen and Rüha babbling on about using expendables to open the door. Chuckle.

He lines up though, once this room is done, and prepares himself for fresh new horrors on the other side.


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Iron Gods: Iron maps;

Rūha finds she fits perfectly on the stasis pots. There is even a nice place for her four arms.

The group moves to the northern area, and when applying the pepper, the membrane quickly recedes to avoid the spicy component, opening the way. The corridor is not straight, but after a couple of corners you find another membrane that opens as well to the pepper contact.

M3. Incubator
The walls of this chamber are plated in swaths of what looks like crocodilian hide. An immense sculpture, or perhaps a machine, that looks something like an insectile cephalopod built from fleshy leather and strips of dull red chitin looms against the northern wall, its seven tentacles splayed out into the room, each arm ending in a bulbous pucker the size of a curled-up halfling.

As soon as you enter the room, the strange machine's arms thrash and then peel back on themselves to unleash the content of their bulges: partially mechanical, partially organic spiders that move with a skittering lurch. A single crystalline eye glares from their hideous faces.

K. dungeoneering DC 17 (alien):

You do recognize these robotic aliens as Ugothokra. They are dangerous carriers of disease, and should be attacked with care, as all but bludgeoning weapons will spray their infecting blood.

Initiative:

Chaance: 1d20 + 4 ⇒ (20) + 4 = 24
Rhoreen: 1d20 + 2 ⇒ (2) + 2 = 4
Rūha: 1d20 + 3 ⇒ (11) + 3 = 14
Yambul: 1d20 + 2 ⇒ (4) + 2 = 6
Zzvkgrogk (+2 more Mutagen): 1d20 + 4 + 6 ⇒ (6) + 4 + 6 = 16
Hyrsek: 1d20 + 9 ⇒ (18) + 9 = 27
Aliens: 1d20 + 9 ⇒ (12) + 9 = 21

Chaance: 31 damage
Rhoreen: 3 damage, flying 10', mage armor 22 h, heroism 220 min, overland flight 11 h, filter mask
Rūha: mage armor 22 h, heroism 220 min, barkskin 220 min
Yambul: 2 damage, heroism 220 min, barkskin 220 min
Round 1: Hyrsek, Chaance, Aliens, Zzvkgrogk, Rūha, Yambul, Rhoreen


F Half-elf Craftsperson

Rhoreen takes a gander and will explain what she thinks when she has a moment.

1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 Know (Dungeoneering)

Immune cold, resist acid/electricity.


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

As functional as opening the doors with frost is, using the spicy pepper is just way funnier!

KN Dungeoneering: 1d20 + 5 ⇒ (1) + 5 = 6

Rūha trusts Rhor's judgement on this one, but her moment of indecisive pondering costs her a moment of action.


Iron Gods: Iron maps;

Hyrsek is quick to move and sink his rapier on the first alien monster "Let's see if your swarm can spread faster than my blade!"
Rapier vital strike (flatfooted): 1d20 + 19 + 3 ⇒ (13) + 19 + 3 = 352d6 + 4 + 1d6 + 3d6 + 3 ⇒ (2, 3) + 4 + (4) + (1, 4, 4) + 3 = 25
Ref DC 20: 1d20 + 15 ⇒ (3) + 15 = 18
Fort DC 20: 1d20 + 12 + 4 ⇒ (14) + 12 + 4 = 30
There is a spray of blood as the blade pierces through, which surprises Hyrsek, unable to put his buckler in the middle in time, but nothing bad seems to apparently happen.

Chaance shots at the same time, her arrows barraging through the room with incredible precision!
Einior+PB+FE-DA: 1d20 + 18 + 1 + 4 - 2 ⇒ (3) + 18 + 1 + 4 - 2 = 241d8 + 4 + 1 + 4 + 6 ⇒ (4) + 4 + 1 + 4 + 6 = 19 Manyshot extra damage: 1d8 + 4 + 4 + 6 ⇒ (6) + 4 + 4 + 6 = 20
Einior+PB+FE-DA: 1d20 + 13 + 1 + 4 - 2 ⇒ (15) + 13 + 1 + 4 - 2 = 311d8 + 4 + 1 + 4 + 6 ⇒ (8) + 4 + 1 + 4 + 6 = 23
Einior+PB+FE-DA: 1d20 + 8 + 1 + 4 - 2 ⇒ (6) + 8 + 1 + 4 - 2 = 171d8 + 4 + 1 + 4 + 6 ⇒ (6) + 4 + 1 + 4 + 6 = 21
RS: Einior+PB+FE-DA: 1d20 + 18 + 1 + 4 - 2 ⇒ (20) + 18 + 1 + 4 - 2 = 411d8 + 4 + 1 + 4 + 6 ⇒ (5) + 4 + 1 + 4 + 6 = 20
Critical?: 1d20 + 18 + 1 + 4 - 2 ⇒ (15) + 18 + 1 + 4 - 2 = 362d8 + 8 + 2 + 8 + 12 ⇒ (2, 3) + 8 + 2 + 8 + 12 = 35
The first two hit ensemble at the cyan tainted one, with the third one dropping it completely. The fourth sticks to the one behind Hyrsek, but it is the last arrow which impacts straight on one of the eyes, piercing through the brain to cause massive damage and leaving it barely standing.

The closer monsters swarm over Hyrsek, a strange viscous product spraying from the appendages of the alien creatures!
Flechette spray: 1d20 + 13 ⇒ (2) + 13 = 151d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (15) + 13 = 281d4 + 1 ⇒ (1) + 1 = 2
Flechette spray: 1d20 + 13 ⇒ (3) + 13 = 161d4 + 1 ⇒ (3) + 1 = 4
Flechette spray: 1d20 + 13 ⇒ (1) + 13 = 141d4 + 1 ⇒ (1) + 1 = 2
Flechette spray: 1d20 + 13 ⇒ (13) + 13 = 261d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (15) + 13 = 281d4 + 1 ⇒ (3) + 1 = 4
Bite: 1d20 + 9 ⇒ (20) + 9 = 291d4 + 1 ⇒ (2) + 1 = 3

Critical?: 1d20 + 9 ⇒ (1) + 9 = 101d4 + 1 ⇒ (2) + 1 = 3

Flechette spray: 1d20 + 13 ⇒ (8) + 13 = 211d4 + 1 ⇒ (1) + 1 = 2
Flechette spray: 1d20 + 13 ⇒ (10) + 13 = 231d4 + 1 ⇒ (3) + 1 = 4
Flechette spray: 1d20 + 13 ⇒ (10) + 13 = 231d4 + 1 ⇒ (1) + 1 = 2
Flechette spray: 1d20 + 13 ⇒ (12) + 13 = 251d4 + 1 ⇒ (4) + 1 = 5
Flechette spray: 1d20 + 13 ⇒ (11) + 13 = 241d4 + 1 ⇒ (1) + 1 = 2
Flechette spray: 1d20 + 13 ⇒ (10) + 13 = 231d4 + 1 ⇒ (2) + 1 = 3
Bite: 1d20 + 9 ⇒ (7) + 9 = 161d4 + 1 ⇒ (4) + 1 = 5

Flechette spray: 1d20 + 13 ⇒ (16) + 13 = 291d4 + 1 ⇒ (4) + 1 = 5
Flechette spray: 1d20 + 13 ⇒ (19) + 13 = 321d4 + 1 ⇒ (3) + 1 = 4
Flechette spray: 1d20 + 13 ⇒ (15) + 13 = 281d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (13) + 13 = 261d4 + 1 ⇒ (3) + 1 = 4
Flechette spray: 1d20 + 13 ⇒ (16) + 13 = 291d4 + 1 ⇒ (1) + 1 = 2

Flechette spray: 1d20 + 13 ⇒ (7) + 13 = 201d4 + 1 ⇒ (4) + 1 = 5

Bite: 1d20 + 9 ⇒ (20) + 9 = 291d4 + 1 ⇒ (1) + 1 = 2
Critical: 1d20 + 9 ⇒ (16) + 9 = 251d4 + 1 ⇒ (2) + 1 = 3
Hyrsek manages to dodge most of the attacks, but his bitten by two different aliens, and some of the spray inevitably falls over him.

Hyrsek save rolls:

Fort DC 19: 1d20 + 12 ⇒ (13) + 12 = 25
Fort DC 19: 1d20 + 12 ⇒ (13) + 12 = 25
Fort DC 19: 1d20 + 12 ⇒ (17) + 12 = 29

Fort DC 19: 1d20 + 12 ⇒ (1) + 12 = 13 1d2 ⇒ 1
Fort DC 19: 1d20 + 12 ⇒ (12) + 12 = 24
Fort DC 19: 1d20 + 12 ⇒ (16) + 12 = 28

Fort DC 19: 1d20 + 12 ⇒ (2) + 12 = 14 1d2 ⇒ 21d2 ⇒ 2
Fort DC 19: 1d20 + 12 ⇒ (1) + 12 = 13 1d2 ⇒ 2
Fort DC 19: 1d20 + 12 ⇒ (18) + 12 = 30

Fort DC 20: 1d20 + 12 ⇒ (17) + 12 = 29
Fort DC 20: 1d20 + 12 ⇒ (17) + 12 = 29


The tiefling suddenly turns pale and looks slightly disoriented.

The two remaining aliens turn towards the next in line, Yambul.
Flechette spray (flatfooted): 1d20 + 13 ⇒ (7) + 13 = 201d4 + 1 ⇒ (3) + 1 = 4
Flechette spray (flatfooted): 1d20 + 13 ⇒ (18) + 13 = 311d4 + 1 ⇒ (3) + 1 = 4
Flechette spray (flatfooted): 1d20 + 13 ⇒ (6) + 13 = 191d4 + 1 ⇒ (4) + 1 = 5
Flechette spray (flatfooted): 1d20 + 13 ⇒ (5) + 13 = 181d4 + 1 ⇒ (1) + 1 = 2
Flechette spray (flatfooted): 1d20 + 13 ⇒ (5) + 13 = 181d4 + 1 ⇒ (1) + 1 = 2
Flechette spray (flatfooted): 1d20 + 13 ⇒ (6) + 13 = 191d4 + 1 ⇒ (2) + 1 = 3

Flechette spray (flatfooted): 1d20 + 13 ⇒ (11) + 13 = 241d4 + 1 ⇒ (3) + 1 = 4
Flechette spray (flatfooted): 1d20 + 13 ⇒ (3) + 13 = 161d4 + 1 ⇒ (2) + 1 = 3
Flechette spray (flatfooted): 1d20 + 13 ⇒ (14) + 13 = 271d4 + 1 ⇒ (1) + 1 = 2
Flechette spray (flatfooted): 1d20 + 13 ⇒ (18) + 13 = 311d4 + 1 ⇒ (4) + 1 = 5
Flechette spray (flatfooted): 1d20 + 13 ⇒ (13) + 13 = 261d4 + 1 ⇒ (4) + 1 = 5
Flechette spray (flatfooted): 1d20 + 13 ⇒ (17) + 13 = 301d4 + 1 ⇒ (2) + 1 = 3

Fortunately for Yambul, his barkskin protects him from some of the spray penetrating into his skin, but still he gets hurt from other sprays.
Yambul will need 6 Fort DC 19 saves checks (disease)

Cyan: 87 damage, unconscious, dying
Red: 76 damage, badly wounded
Chaance: 31 damage
Rhoreen: 3 damage, flying 10', mage armor 22 h, heroism 220 min, overland flight 11 h, filter mask
Rūha: mage armor 22 h, heroism 220 min, barkskin 220 min
Yambul: 43 damage, heroism 220 min, barkskin 220 min
Hyrsek: 40 damage, 3 Wis drain, 2 Con drain, 1 Con drain
Round 1: Zzvkgrogk, Rūha, Yambul, Rhoreen Round 2: Hyrsek, Chaance, Aliens


Human (Kellid) He/Him

Status:
HP: 100/125 AC: 30 (t18, f23) (included: barkskin, Rüha bonus) CMD: 26 Hero Points: 3
Weapon Equipped = Chainsaw (60m)
Conditions = Barkskin (+4, 100m), Heroism (+2, 220m)
Chainsaw: Att: 11/6/1 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 6/10
Falchion: Att: 11/6/1 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine
Long bow: Att: 11/6/1 BAB +2 Dex +1 Magic Dam: +6 Str +1 Magic Crit: 20x3 DR: cold iron/silver
Chef’s knife: Att: 11/6/1 BAB +1 magic +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) +1 magic Crit: 19-20x2 DR: magic Rng: 10’
Studied: (Hyrsek, black) (mv|sw|im; +3 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival)
Improved Iron Will (1/1d, reroll will save)
Spells: (1/1d, st, Magic Missile, cl 3) (1/1d, st, Prestidigitation, cl1) (1/1d, st, Shield, cl9)
Veggies: Apple (+4 radiation 24h) x2, Carrot (+4 perception 24h), Mushroom (+4 stealth 1h), Peppers (+2 init/reflex open alien doors 1h) x2
- - -

Fort: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 (heroism) vs DC 19
Fort: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 (heroism) vs DC 19
Fort: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 (heroism) vs DC 19

Fort: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27 (heroism) vs DC 19
Fort: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 (heroism) vs DC 19
Fort: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 (heroism) vs DC 19 (fail!)

He made it all the way to the end before his constitution gives up to the disease flow.

Yambul studies black, steps up, and swings!

Chainsaw: 1d20 + 18 + 5 ⇒ (6) + 18 + 5 = 29 (hero, studied)
damage S: 3d6 + 19 + 3 ⇒ (1, 1, 4) + 19 + 3 = 28 (studied)

Chainsaw: 1d20 + 10 + 5 ⇒ (20) + 10 + 5 = 35 (hero, studied)
damage S: 3d6 + 19 + 3 ⇒ (2, 2, 5) + 19 + 3 = 31 (studied)
critthreat Chainsaw: 1d20 + 10 + 5 ⇒ (1) + 10 + 5 = 16 (hero, studied)
damage S: 3d6 + 19 + 3 ⇒ (5, 5, 2) + 19 + 3 = 34 (studied)

Chainsaw: 1d20 + 5 + 5 ⇒ (12) + 5 + 5 = 22 (hero, studied)
damage S: 3d6 + 19 + 3 ⇒ (6, 5, 1) + 19 + 3 = 34 (studied)


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)
GmRutseg wrote:
Rūha finds she fits perfectly on the stasis pots. There is even a nice place for her four arms.

”Wow, Rūha! I think maybe they found your species threatening and yet useful.”

~~~
He shrieks when the Ugothokra are released. ”Aaah! MORE Bugs!!!” He fires his laser pistol automatically and instinctively..

rtchrtchrtchrtchrtchrtch!
Laser++: 1d20 + 18 - 6 - 4 ⇒ (13) + 18 - 6 - 4 = 21 Touch, -DeadlyAim, -SemiAuto, -Cover
for Damage: 1d6 + 5d6 + 4 + 2 ⇒ (5) + (1, 1, 1, 6, 3) + 4 + 2 = 23 Zzvkgrogk Special, Deadly Aim

LaserPistol+: 1d20 + 18 - 6 - 4 ⇒ (5) + 18 - 6 - 4 = 13 Touch, -DeadlyAim, -SemiAuto, -Cover
for Damage: 1d6 + 6 ⇒ (6) + 6 = 12 Deadly Aim, Fire

LaserPistol+: 1d20 + 12 - 6 - 4 ⇒ (4) + 12 - 6 - 4 = 6 Touch, -DeadlyAim, -SemiAuto, -Cover
for Damage: 1d6 + 6 ⇒ (1) + 6 = 7 Deadly Aim, Fire

Spells, Mutagen:

6 first, 5 Second, 4 Third, 2 Fourth
(1st) Shield (Yambul)
(1st) True Strike
(1st) Heightened Awareness
(1st) Shield
(1st) Longshot
(1st) Detect Secret Doors
(2nd) Barkskin
(2nd) Bullet Shield
(2nd) Investigative Mind
(2nd) See Invisiblity
(2nd) Extreme Flexibility
(3rd) Animal Aspect. Greater
(3rd) Heroism
(3rd) Haste
(3rd) Fly
{4th) Air Walk
(4th) Greater Inviso
Mutagen: (+4 Dex, 2 Wiz)

Ratus:

Can use craft (alchemy) to identify potions as if using Detect Magic
Inspirational Pool: (Feat Amateur Investigator): 4
Hits: 53/53 +10
AC Current: 25n/17/19 mutagen, Belt, +4 Barkskin
AC: 19 / 15 / 15 (Normal/Touch/Flatfooted)
Wand of Cure Light Wounds: 41/50
Radiation Detector (3/10 charges)
Laser Pistol (Charges): 3/10
Arc Pistol (Charges}: 7/10
Batteries Charged): 10/20
Empty Battieries: 10 /20
Zzvkgrogk Special (Alchemical Ordinance): 7/13
Hero: 3/3


F Half-elf Craftsperson

Round 1

Rhoreen focuses her quantum energies at the red spider thing. She not getting any closer.

Skymetal Omen: The subject of this omen is jinxed with the unquantifiable nature of skymetal. When the target makes an attack or saving throw during the next 2 rounds, it must roll twice and take the worse result. A DC 22 Will save negates this effect. 15/50.

Rhor & Lore:

HP: 68/68 + temp
AC: 12/12/10  (+4 w/Mage Armor)
F+5, R+6, W+9

Open spell slots:
Left Hand: nothing
Right Hand: Ember Staff (8/9 charges)
Ring of Forcefangs (7/9 charges)

Lighten Up: 0/1 used
Rod of Extend, lesser: 3/3 used (heroism, mage armors (herself & Ruha))
Rod of Extend, lesser: 1/3 used (heroism,
PoP 1: 0/2 used
PoP 2: 0/1 used

[ dice]1d20+7[/dice] ranged to hit;
[ dice]1d4-1[/dice] blunt damage

Phasing: The drinker gains the ability to become incorporeal for 1d4 rounds as a swift action, but takes 1 point of Con damage when he does so. Phasing can be extended as a free action by taking 1 additional point of Con damage. Coming out of phase inside a solid object is instantly fatal.

New usual morning magical protections: False Life 1d10 + 10 ⇒ (9) + 10 = 19 temp hp, extended Mage Armor (herself & Ruha, 22 hours), when we suspect trouble/dungeoneering extended Heroisms (herself, Yambul, & Ruha for 220 minutes), Overland Flight (11 hours). Rhor will don her filter mask when exploring when there is a chance at combat (dungeons and like), and keep it off when in town and among people.

Skymetal Omen: The subject of this omen is jinxed with the unquantifiable nature of skymetal. When the target makes an attack or saving throw during the next 2 rounds, it must roll twice and take the worse result. A DC 22 Will save negates this effect. 15/50.

Skymetal's Onus: The subject of this onus is infused with the unquantifiable nature of skymetal. The target can choose one attack or one saving throw during the next 2 rounds, it may roll twice and take the better result (choose before rolling).  43/50.

”I can do it myself!!”
[ dice]1d8+1[/dice] CLW
0/50 charges left.

"zzvkgrogk!"
2d4 + 2 ⇒ (4, 4) + 2 = 10 force damage (9/50 left)

Haste 1/10: You realize that you might be the unknowing recipient of some unkind thoughts from someone very much like Rhoreen if you don’t get your ass in gear and kill the people who are annoying Rhor. You get +1 to your attacks, a bit more speed, and an extra angry attack if you do such things. You know the deal: don’t disappoint Rhor.

Delay Pain is actually: Drain Construct

2nd—magic missile;
4th—knock;
6th—fireball;
8th—restoration;
10th—maximized scorching ray;
12th—mass bull’s strength;
14th—greater restoration;
16th—empowered and maximized fireball;
18th—empowered and maximized fire shield.

Rhoreen focuses the irascible energies of her skymetal rod at the least wounded plant foe. She focuses taking the heat from around the creature, trying to leave it frozen and alone.

3d8 ⇒ (8, 7, 5) = 20 cold damage, DC 22 Fort for half.  If the target fails, it is paralyzed & unconscious while the ice lasts. (20 hp) If the target is broken free, it is staggered for 1d4 rounds.


Iron Gods: Iron maps;

Yambul feels the disease to take hold on him incredibly fast.
Con drain: 1d2 ⇒ 1
Int drain: 1d2 ⇒ 2

The Kellid then steps forward slaughtering one of the aliens over Hyrsek but sawing through three different limbs, freeing the tifling from it.

Zzvkgrogk, due to the cover, only manages one precise shot, but what a shot, it burns down the red ugothokra, who perishes on the spot!

Rhoreen chimes in, her power over the metallic nature of the ugothokra taking one of them.
Will DC 22: 1d20 + 10 ⇒ (9) + 10 = 19 Redirecting the effect to white as red went down

Hyrsek, pretty pressed by his wounds, strikes at green before stepping back.
Rapier: 1d20 + 19 + 3 ⇒ (14) + 19 + 3 = 361d6 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Rapier: 1d20 + 14 + 3 ⇒ (6) + 14 + 3 = 231d6 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Rapier: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 241d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8
The attacks all strike, but on this position, he does not manage any vital spot.

Black: 93 damage, dead
Red: 99 damage, dead
Green: 24 damage, slightly wounded
White: jinxed, r4
Chaance: 31 damage
Rhoreen: 3 damage, flying 10', mage armor 22 h, heroism 220 min, overland flight 11 h, filter mask
Rūha: mage armor 22 h, heroism 220 min, barkskin 220 min
Yambul: 43 damage, heroism 220 min, barkskin 220 min, 2 Con drain, 1 Int drain
Hyrsek: 40 damage, 3 Wis drain, 2 Con drain, 1 Con drain
Round 1: Zzvkgrogk, Rūha, Yambul, Rhoreen Round 2: Hyrsek, Chaance, Aliens

Rūha and Chaance to go!


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

"Not precisely bugs, I think. Something more complicated than that." Rūha comments, adding "But not something we can let get out of here either." She begins offering Advice (+3/+3) and then chooses to send a barrage of burning red beams at green to hopefully take it down before it can fire off any more flechettes.

(1 ki for a scorching ray)

Scorching Ray vs. touch: 1d20 + 11 + 4 ⇒ (19) + 11 + 4 = 34 Damage (F): 4d6 + 4 ⇒ (3, 3, 5, 4) + 4 = 19
Scorching Ray vs. touch: 1d20 + 11 + 4 ⇒ (16) + 11 + 4 = 31 Damage (F): 4d6 + 4 ⇒ (2, 5, 2, 1) + 4 = 14
Scorching Ray vs. touch: 1d20 + 11 + 4 ⇒ (14) + 11 + 4 = 29 Damage (F): 4d6 + 4 ⇒ (4, 6, 3, 2) + 4 = 19

I'd guess based on the other ones already downed, that's not quite enough.


Iron Gods: Iron maps;

Rūha's fire mortally scorches the green ugothokra.

Chaance does something heroic, most likely finishing off Rūha's work!

The closest alien uses its spray over Yambul once more, stepping closer to try to bite him too!
Jinx: 2d20 ⇒ (8, 2) = 10
Flechette spray: 2 + 13 = 151d4 + 1 ⇒ (4) + 1 = 5
Jinx: 2d20 ⇒ (16, 18) = 34
Flechette spray: 16 + 13 = 291d4 + 1 ⇒ (2) + 1 = 3
Jinx: 2d20 ⇒ (2, 8) = 10
Flechette spray: 2 + 13 = 151d4 + 1 ⇒ (4) + 1 = 5
Jinx: 2d20 ⇒ (14, 19) = 33
Flechette spray: 14 + 13 = 271d4 + 1 ⇒ (4) + 1 = 5
Jinx: 2d20 ⇒ (13, 12) = 25
Flechette spray: 12 + 13 = 251d4 + 1 ⇒ (2) + 1 = 3
Jinx: 2d20 ⇒ (16, 8) = 24
Flechette spray: 8 + 13 = 211d4 + 1 ⇒ (1) + 1 = 2
Jinx: 2d20 ⇒ (20, 12) = 32
Bite: 12 + 9 = 211d4 + 1 ⇒ (4) + 1 = 5
The cook has a hard time, but fortunately the bad fortune helps him, with all the droplets falling harmlessly around!

The pink one sprays Yambul as well.
Flechette spray: 1d20 + 13 ⇒ (11) + 13 = 241d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (17) + 13 = 301d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (16) + 13 = 291d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (14) + 13 = 271d4 + 1 ⇒ (4) + 1 = 5
Flechette spray: 1d20 + 13 ⇒ (4) + 13 = 171d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (4) + 13 = 171d4 + 1 ⇒ (1) + 1 = 2
But Yambul is ready to dodge and only some spray falls over him.
Fort DC 19 (disease)

While the last one steps out of cover to face Rūha.
Flechette spray: 1d20 + 13 ⇒ (10) + 13 = 231d4 + 1 ⇒ (1) + 1 = 2
Flechette spray: 1d20 + 13 ⇒ (16) + 13 = 291d4 + 1 ⇒ (1) + 1 = 2
Flechette spray: 1d20 + 13 ⇒ (8) + 13 = 211d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (15) + 13 = 281d4 + 1 ⇒ (1) + 1 = 2
Flechette spray: 1d20 + 13 ⇒ (2) + 13 = 151d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (4) + 13 = 171d4 + 1 ⇒ (2) + 1 = 3
And the well trained Kasatha avoids all the harm!

Green: 76 damage, slightly wounded <-- will count it as finished by Chaance
White: jinxed, r4
Chaance: 31 damage
Rhoreen: 3 damage, flying 10', mage armor 22 h, heroism 220 min, overland flight 11 h, filter mask
Rūha: mage armor 22 h, heroism 220 min, barkskin 220 min
Yambul: 46 damage, heroism 220 min, barkskin 220 min, 2 Con drain, 1 Int drain
Hyrsek: 40 damage, 3 Wis drain, 2 Con drain, 1 Con drain
Round 2: Zzvkgrogk, Rūha, Yambul, Rhoreen Round 3: Hyrsek, Chaance (x2), Aliens

Everyone can go!


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)
Rūha wrote:
"Not precisely bugs, I think. Something more complicated than that.” Rūha comments, adding "But not something we can let get out of here either."

”They are similar enough to the six legged-blood sucking abominations we all know and loath that they might has well themselves be bugs

”Aaah!! Get off our cook!” He shoots at white (or whatever is left) in the tight space and hopes for the best, carving out his friends from harm.

rtchrtchrtchrtchrtchrtch!
Laser++: 1d20 + 18 - 6 - 4 + 3 ⇒ (13) + 18 - 6 - 4 + 3 = 24 Touch, -DeadlyAim, -SemiAuto, -Cover, + Rūha
for Damage: 1d6 + 5d6 + 4 + 2 + 3 ⇒ (3) + (5, 3, 3, 6, 5) + 4 + 2 + 3 = 34 Zzvkgrogk Special, Deadly Aim, + Rūha, Exploding Bullet
and Damage: 6 = 6 to adjacent targets if any.

LaserPistol+: 1d20 + 18 - 6 - 4 + 3 ⇒ (13) + 18 - 6 - 4 + 3 = 24 Touch, -DeadlyAim, -SemiAuto, -Cover, + Rūha
for Damage: 1d6 + 6 + 3 ⇒ (1) + 6 + 3 = 10 Deadly Aim, Fire, + Rūha

LaserPistol+: 1d20 + 12 - 6 - 4 + 3 ⇒ (11) + 12 - 6 - 4 + 3 = 16 Touch, -DeadlyAim, -SemiAuto, -Cover, + Rūha
for Damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11 Deadly Aim, Fire, + Rūha

C'mon Blaze, you're just warming up, right?!

The empty cartridge shatters to the floor as he hastily reloads the laser pistol.

schhhhhtick!

Spells, Mutagen:

6 first, 5 Second, 4 Third, 2 Fourth
(1st) Shield (Yambul)
(1st) True Strike
(1st) Heightened Awareness
(1st) Shield
(1st) Longshot
(1st) Detect Secret Doors
(2nd) Barkskin
(2nd) Bullet Shield
(2nd) Investigative Mind
(2nd) See Invisiblity
(2nd) Extreme Flexibility
(3rd) Animal Aspect. Greater
(3rd) Heroism
(3rd) Haste
(3rd) Fly
{4th) Air Walk
(4th) Greater Inviso
Mutagen: (+4 Dex, 2 Wiz)

Ratus:

Can use craft (alchemy) to identify potions as if using Detect Magic
Inspirational Pool: (Feat Amateur Investigator): 4
Hits: 53/53 +10
AC Current: 25n/17/19 mutagen, Belt, +4 Barkskin
AC: 19 / 15 / 15 (Normal/Touch/Flatfooted)
Wand of Cure Light Wounds: 41/50
Radiation Detector (3/10 charges)
Laser Pistol (Charges): 10/10
Arc Pistol (Charges}: 7/10
Batteries Charged): 10/20
Empty Battieries: 10 /20
Zzvkgrogk Special (Alchemical Ordinance): 7/13
Hero: 3/3


Human (Kellid) He/Him

Status:
HP: 97/125 AC: 30 (t18, f23) (included: barkskin, Rüha bonus) CMD: 26 Hero Points: 3
Weapon Equipped = Chainsaw (60m)
Conditions = Barkskin (+4, 100m), Heroism (+2, 220m), Diseased (-1 con, -2 int (drain))
Chainsaw: Att: 11/6/1 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 6/10
Falchion: Att: 11/6/1 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine
Long bow: Att: 11/6/1 BAB +2 Dex +1 Magic Dam: +6 Str +1 Magic Crit: 20x3 DR: cold iron/silver
Chef’s knife: Att: 11/6/1 BAB +1 magic +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) +1 magic Crit: 19-20x2 DR: magic Rng: 10’
Studied: (Hyrsek, white) (mv|sw|im; +3 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival)
Improved Iron Will (1/1d, reroll will save)
Spells: (1/1d, st, Magic Missile, cl 3) (1/1d, st, Prestidigitation, cl1) (1/1d, st, Shield, cl9)
Veggies: Apple (+4 radiation 24h) x2, Carrot (+4 perception 24h), Mushroom (+4 stealth 1h), Peppers (+2 init/reflex open alien doors 1h) x2
- - -

Yambul doesn’t like disease and is fairly unfamiliar with it with his normally strong constitution. He keeps from being nauseated as it hits him, but he does not like it. Not one little bit.

Fort: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 (heroism) vs DC 19

Yambul manages to resist this one, for which he is grateful. Not so grateful as to stop trying to kill them though…

He focuses on white, studying it, stepping deeper into the room (5’ step) and attacking!

Chainsaw: 1d20 + 18 + 8 ⇒ (2) + 18 + 8 = 28 (hero, studied, advice)
damage S: 3d6 + 19 + 6 ⇒ (3, 5, 2) + 19 + 6 = 35 (studied, advice)

Chainsaw: 1d20 + 10 + 8 ⇒ (1) + 10 + 8 = 19 (hero, studied, advice)
damage S: 3d6 + 19 + 6 ⇒ (5, 3, 5) + 19 + 6 = 38 (studied, advice)

Chainsaw: 1d20 + 5 + 8 ⇒ (14) + 5 + 8 = 27 (hero, studied, advice)
damage S: 3d6 + 19 + 6 ⇒ (6, 3, 4) + 19 + 6 = 38 (studied, advice)

If opponent dropped:
If Yambul drops his opponent all enemies within 30’ may be, possibly, demoralized (link).
Intimidate: 1d20 + 14 + 4 ⇒ (5) + 14 + 4 = 23 (chainsaw, hero)
- - -

GM Rutseg - in your notes you have 2 con and 1 int drain for me. However, you rolled the other way around, so I'm dumber, but still have my hp for now...


F Half-elf Craftsperson

Round 2

Rhoreen focuses her quantum energies at least wounded bad thing.

Skymetal Omen: The subject of this omen is jinxed with the unquantifiable nature of skymetal. When the target makes an attack or saving throw during the next 2 rounds, it must roll twice and take the worse result. A DC 22 Will save negates this effect. 16/50.

Rhor & Lore:

HP: 68/68 + temp
AC: 12/12/10  (+4 w/Mage Armor)
F+5, R+6, W+9

Open spell slots:
Left Hand: nothing
Right Hand: Ember Staff (8/9 charges)
Ring of Forcefangs (7/9 charges)

Lighten Up: 0/1 used
Rod of Extend, lesser: 3/3 used (heroism, mage armors (herself & Ruha))
Rod of Extend, lesser: 1/3 used (heroism,
PoP 1: 0/2 used
PoP 2: 0/1 used

[ dice]1d20+7[/dice] ranged to hit;
[ dice]1d4-1[/dice] blunt damage

Phasing: The drinker gains the ability to become incorporeal for 1d4 rounds as a swift action, but takes 1 point of Con damage when he does so. Phasing can be extended as a free action by taking 1 additional point of Con damage. Coming out of phase inside a solid object is instantly fatal.

New usual morning magical protections: False Life 1d10 + 10 ⇒ (5) + 10 = 15 temp hp, extended Mage Armor (herself & Ruha, 22 hours), when we suspect trouble/dungeoneering extended Heroisms (herself, Yambul, & Ruha for 220 minutes), Overland Flight (11 hours). Rhor will don her filter mask when exploring when there is a chance at combat (dungeons and like), and keep it off when in town and among people.

Skymetal Omen: The subject of this omen is jinxed with the unquantifiable nature of skymetal. When the target makes an attack or saving throw during the next 2 rounds, it must roll twice and take the worse result. A DC 22 Will save negates this effect. 15/50.

Skymetal's Onus: The subject of this onus is infused with the unquantifiable nature of skymetal. The target can choose one attack or one saving throw during the next 2 rounds, it may roll twice and take the better result (choose before rolling).  43/50.

”I can do it myself!!”
[ dice]1d8+1[/dice] CLW
0/50 charges left.

"zzvkgrogk!"
2d4 + 2 ⇒ (1, 1) + 2 = 4 force damage (9/50 left)

Haste 1/10: You realize that you might be the unknowing recipient of some unkind thoughts from someone very much like Rhoreen if you don’t get your ass in gear and kill the people who are annoying Rhor. You get +1 to your attacks, a bit more speed, and an extra angry attack if you do such things. You know the deal: don’t disappoint Rhor.

Delay Pain is actually: Drain Construct

2nd—magic missile;
4th—knock;
6th—fireball;
8th—restoration;
10th—maximized scorching ray;
12th—mass bull’s strength;
14th—greater restoration;
16th—empowered and maximized fireball;
18th—empowered and maximized fire shield.

Rhoreen focuses the irascible energies of her skymetal rod at the least wounded plant foe. She focuses taking the heat from around the creature, trying to leave it frozen and alone.

3d8 ⇒ (2, 2, 4) = 8 cold damage, DC 22 Fort for half.  If the target fails, it is paralyzed & unconscious while the ice lasts. (20 hp) If the target is broken free, it is staggered for 1d4 rounds.


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Seeing the tide turning against the little monsters, Rūha follows in as well, moving in to provide a flank to Yambul to take out either white (if its still kicking) or pink. She maintains her advice as she does.

Acrobatics to tumble past AoOs: 1d20 + 24 ⇒ (15) + 24 = 39

Her second move action will be readied - she'll move around to the other side of pink once white falls.


Iron Gods: Iron maps;
Yambul wrote:
GM Rutseg - in your notes you have 2 con and 1 int drain for me. However, you rolled the other way around, so I'm dumber, but still have my hp for now...

Soory, I might have messed with Hyrsek stats line. Fixed!

Zzvkgrogk finds the alien twice with his gun, burning it badly!

That is enough for Yambul to finish it off with a tremendous couple of saw cut-throughs that leave a dismembered thing on the floor. The blood menaces to spill over his body though.
2x Ref DC 20, on a fail Fort DC 19 vs disease but with +4 bonus

Yellow Will DC 22: 1d20 + 10 ⇒ (11) + 10 = 21
Rhoreen's curse is strong and leaves one of the remaining ones with pretty bad luck!

Rūha quickly surrounds the last one, with Hyrsek profiting the opening to come in and strike hard on the monster's head.
Rapier vital strike+flank: 1d20 + 19 + 3 + 2 ⇒ (5) + 19 + 3 + 2 = 292d6 + 4 + 1d6 + 3d6 + 3 ⇒ (2, 4) + 4 + (4) + (6, 3, 3) + 3 = 29
Ref DC 20: 1d20 + 15 ⇒ (3) + 15 = 18
Fort DC 19: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35
The rapier sinks deep, but the tiefling is splashed once again with the diseased blood.

Chaance does something heroic!

The pink alien gives back to Hyrsek.
Jinx: 2d20 ⇒ (12, 20) = 32
Flechette spray: 12 + 13 = 251d4 + 1 ⇒ (2) + 1 = 3
Jinx: 2d20 ⇒ (14, 18) = 32
Flechette spray: 14 + 13 = 271d4 + 1 ⇒ (4) + 1 = 5
Jinx: 2d20 ⇒ (18, 5) = 23
Flechette spray: 5 + 13 = 181d4 + 1 ⇒ (3) + 1 = 4
Jinx: 2d20 ⇒ (7, 5) = 12
Flechette spray: 5 + 13 = 181d4 + 1 ⇒ (1) + 1 = 2
Jinx: 2d20 ⇒ (11, 19) = 30
Flechette spray: 11 + 13 = 241d4 + 1 ⇒ (1) + 1 = 2
Jinx: 2d20 ⇒ (17, 4) = 21
Flechette spray: 4 + 13 = 171d4 + 1 ⇒ (1) + 1 = 2
Jinx: 2d20 ⇒ (4, 2) = 6
Bite: 2 + 9 = 111d4 + 1 ⇒ (1) + 1 = 2
The tiefling does not look good when a couple of the sprays fall over him.
Fort DC 19: 1d20 + 12 ⇒ (16) + 12 = 28
Fort DC 19: 1d20 + 12 ⇒ (1) + 12 = 13 Con drain: 1d3 ⇒ 3

The last one goes for Rūha.
Flechette spray: 1d20 + 13 ⇒ (12) + 13 = 251d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (13) + 13 = 261d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (17) + 13 = 301d4 + 1 ⇒ (2) + 1 = 3
Flechette spray: 1d20 + 13 ⇒ (11) + 13 = 241d4 + 1 ⇒ (1) + 1 = 2
Flechette spray: 1d20 + 13 ⇒ (8) + 13 = 211d4 + 1 ⇒ (3) + 1 = 4
Flechette spray: 1d20 + 13 ⇒ (8) + 13 = 211d4 + 1 ⇒ (4) + 1 = 5
Bite: 1d20 + 9 ⇒ (3) + 9 = 121d4 + 1 ⇒ (3) + 1 = 4
But with great style and a bit of luck, she manages to get out of trouble unscathed!

White: 117 damage, dead
Pink: 29 damage
Yellow: jinxed r5
Chaance: 31 damage
Rhoreen: 3 damage, flying 10', mage armor 22 h, heroism 220 min, overland flight 11 h, filter mask
Rūha: mage armor 22 h, heroism 220 min, barkskin 220 min
Yambul: 46 damage, heroism 220 min, barkskin 220 min, 1 Con drain, 2 Int drain
Hyrsek: 48 damage, 3 Wis drain, 5 Con drain, 1 Int drain
Round 3: Zzvkgrogk, Rūha, Yambul, Rhoreen Round 4: Hyrsek, Chaance (x2), Aliens


F Half-elf Craftsperson

Rhoreen delays slightly, thinking the foes will be felled and no more of her magics are needed. She wishes she had acted more quickly and that she had the chance to lob a few nasty balls of fire into the spider nest before her friends got in there.


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Zzvkgrogk bravely steps forward and shoots around the open sphincter, again carving out his friends.

rtchrtchrtchrtchrtchrtch!
Laser++: 1d20 + 18 - 6 - 4 + 3 ⇒ (8) + 18 - 6 - 4 + 3 = 19 Touch, -DeadlyAim, -SemiAuto, -Cover, + Rūha
for Damage: 1d6 + 5d6 + 4 + 2 + 3 ⇒ (4) + (1, 2, 1, 1, 1) + 4 + 2 + 3 = 19 Zzvkgrogk Special, Deadly Aim, + Rūha, Exploding Bullet
and Damage: 6 = 6 to adjacent targets

LaserPistol+: 1d20 + 18 - 6 - 4 + 3 ⇒ (11) + 18 - 6 - 4 + 3 = 22 Touch, -DeadlyAim, -SemiAuto, -Cover, + Rūha
for Damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11 Deadly Aim, Fire, + Rūha

LaserPistol+: 1d20 + 12 - 6 - 4 + 3 ⇒ (4) + 12 - 6 - 4 + 3 = 9 Touch, -DeadlyAim, -SemiAuto, -Cover, + Rūha
for Damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11 Deadly Aim, Fire, + Rūha

Spells, Mutagen:

6 first, 5 Second, 4 Third, 2 Fourth
(1st) Shield (Yambul)
(1st) True Strike
(1st) Heightened Awareness
(1st) Shield
(1st) Longshot
(1st) Detect Secret Doors
(2nd) Barkskin
(2nd) Bullet Shield
(2nd) Investigative Mind
(2nd) See Invisiblity
(2nd) Extreme Flexibility
(3rd) Animal Aspect. Greater
(3rd) Heroism
(3rd) Haste
(3rd) Fly
{4th) Air Walk
(4th) Greater Inviso
Mutagen: (+4 Dex, 2 Wiz)

Ratus:

Can use craft (alchemy) to identify potions as if using Detect Magic
Inspirational Pool: (Feat Amateur Investigator): 4
Hits: 53/53 +10
AC Current: 25n/17/19 mutagen, Belt, +4 Barkskin
AC: 19 / 15 / 15 (Normal/Touch/Flatfooted)
Wand of Cure Light Wounds: 41/50
Radiation Detector (3/10 charges)
Laser Pistol (Charges): 7/10
Arc Pistol (Charges}: 7/10
Batteries Charged): 10/20
Empty Battieries: 10 /20
Zzvkgrogk Special (Alchemical Ordinance): 7/13
Hero: 3/3


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Rūha strikes once each against pink and yellow, fingers jabbing for the most vulnerable spot she can size up. She makes the first strike in particular count, trying to stun the skittering monster. (First attack is against pink. On hit Stunning Fist DC23 Fort or stunned 1rd. Second attack against yellow.)

Unarmed Strike: 1d20 + 14 + 3 + 2 ⇒ (1) + 14 + 3 + 2 = 20 Damage (B, cold iron, silver, lawful): 1d10 + 3 ⇒ (1) + 3 = 4
Unarmed Strike: 1d20 + 14 + 3 + 2 ⇒ (10) + 14 + 3 + 2 = 29 Damage (B, cold iron, silver, lawful): 1d10 + 3 ⇒ (4) + 3 = 7

Bah, well, at least there's a potential flank against yellow for Yambul.


Human (Kellid) He/Him

Status:
HP: 97/125 AC: 30 (t18, f23) (included: barkskin, Rüha bonus) CMD: 26 Hero Points: 3
Weapon Equipped = Chainsaw (60m)
Conditions = Barkskin (+4, 100m), Heroism (+2, 220m), Diseased (-1 con, -2 int (drain))
Chainsaw: Att: 11/6/1 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 6/10
Falchion: Att: 11/6/1 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine
Long bow: Att: 11/6/1 BAB +2 Dex +1 Magic Dam: +6 Str +1 Magic Crit: 20x3 DR: cold iron/silver
Chef’s knife: Att: 11/6/1 BAB +1 magic +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) +1 magic Crit: 19-20x2 DR: magic Rng: 10’
Studied: (Hyrsek, yellow) (mv|sw|im; +3 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival)
Improved Iron Will (1/1d, reroll will save)
Spells: (1/1d, st, Magic Missile, cl 3) (1/1d, st, Prestidigitation, cl1) (1/1d, st, Shield, cl9)
Veggies: Apple (+4 radiation 24h) x2, Carrot (+4 perception 24h), Mushroom (+4 stealth 1h), Peppers (+2 init/reflex open alien doors 1h) x2
- - -

The gore splashes Yambul…
Reflex: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 (heroism) vs DC 20
Reflex: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18 (heroism) vs DC 20

Fort: 1d20 + 11 + 6 ⇒ (2) + 11 + 6 = 19 (bonus, heroism) vs DC 19

Yambul 5’ steps and lays into yellow, hoping to fell another one. He studies his target and attacks!
Chainsaw: 1d20 + 18 + 10 ⇒ (3) + 18 + 10 = 31 (hero, studied, advice)
damage S: 3d6 + 19 + 6 + 3d6 ⇒ (5, 4, 3) + 19 + 6 + (3, 4, 5) = 49 (studied, advice)

Chainsaw: 1d20 + 10 + 10 ⇒ (7) + 10 + 10 = 27 (hero, studied, advice)
damage S: 3d6 + 19 + 6 + 3d6 ⇒ (1, 2, 5) + 19 + 6 + (5, 2, 6) = 46 (studied, advice)

Chainsaw: 1d20 + 5 + 10 ⇒ (7) + 5 + 10 = 22 (hero, studied, advice)
damage S: 3d6 + 19 + 6 + 3d6 ⇒ (2, 2, 6) + 19 + 6 + (3, 5, 2) = 45 (studied, advice)

If Yambul drops his opponent:
All enemies within 30’ might be demoralized (link).
Intimidate: 1d20 + 14 + 4 ⇒ (3) + 14 + 4 = 21 (chainsaw, hero)
- - -

If Yambul drops yellow and has attacks remaining, he swings on pink at -5/-3 -3d6 for lack of studying lack of flank.

Oh, as Zzvkgrogk goes before Yambul, I think he has a straight shot at yellow without cover.


Iron Gods: Iron maps;

Rhoreen, well knowing the prowess of her companions, just savvy, contemplates as the action develops.

Zzvkgrogk burns pink badly with a sudden burst of his special alchemy, and while Rūha fails her first attack, she smacks enough for Yambul to be able to finish the yellow one in two swings, leaving the last one to complete the task by sawing down the badly injured pink and badly scorched pink!

Combat is over!

Pink: 59 damage
Yellow: 7 damage, jinxed r5
Chaance: 31 damage
Rhoreen: 3 damage, flying 10', mage armor 22 h, heroism 220 min, overland flight 11 h, filter mask
Rūha: mage armor 22 h, heroism 220 min, barkskin 220 min
Yambul: 46 damage, heroism 220 min, barkskin 220 min, 1 Con drain, 2 Int drain
Hyrsek: 48 damage, 3 Wis drain, 5 Con drain, 1 Int drain

With the ugothokras dead, you can take a closer look at the machine from they spawned which seems to be working on creating one.

K. engineering DC 30:

At the pace it is working, you can tell the machine spawns ugothokras at a rate of 1 per day, maybe faster if pressed to. It seems well reinforced and difficult to break.
(hardness 15; hp 600; Break DC 50; Disable Device DC 40)


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Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

KnowEng: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27 Heightened Awareness
KnowEng: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36 Investigative Mind 9/10

Zzvkgrogk goes to investigate the machine.

"Aawg, Brigh!: he cries. "The bug dispensing machine -- I will name it BEZ™ -- dispenses one bug per day. There's some switches here to kick it into high gear for more but it looks risky."

DisableDevice: 1d20 + 24 ⇒ (4) + 24 = 28 Epicks

"Ha! That ought to do it..."

He passes around healing for any who need it.

Spells, Mutagen:

6 first, 5 Second, 4 Third, 2 Fourth
(1st) Shield (Yambul)
(1st) True Strike
(1st) Heightened Awareness
(1st) Shield
(1st) Longshot
(1st) Detect Secret Doors
(2nd) Barkskin
(2nd) Bullet Shield
(2nd) Investigative Mind
(2nd) See Invisiblity
(2nd) Extreme Flexibility
(3rd) Animal Aspect. Greater
(3rd) Heroism
(3rd) Haste
(3rd) Fly
{4th) Air Walk
(4th) Greater Inviso
Mutagen: (+4 Dex, 2 Wiz)

Ratus:

Can use craft (alchemy) to identify potions as if using Detect Magic
Inspirational Pool: (Feat Amateur Investigator): 4
Hits: 53/53 +10
AC Current: 25n/17/19 mutagen, Belt, +4 Barkskin
AC: 19 / 15 / 15 (Normal/Touch/Flatfooted)
Wand of Cure Light Wounds: 41/50
Radiation Detector (3/10 charges)
Laser Pistol (Charges): 10/10
Arc Pistol (Charges}: 7/10
Batteries Charged): 10/20
Empty Battieries: 10 /20
Zzvkgrogk Special (Alchemical Ordinance): 7/13
Hero: 3/3


Human (Kellid) He/Him

Status:
HP: 124/125 AC: 26 (t14, f23) (included: barkskin) CMD: 26 Hero Points: 3
Weapon Equipped = Chainsaw (55m)
Conditions = Barkskin (+4, 95m), Heroism (+2, 215m), Diseased (-1 con, -2 int (drain))
Chainsaw: Att: 11/6/1 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 6/10
Falchion: Att: 11/6/1 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine
Long bow: Att: 11/6/1 BAB +2 Dex +1 Magic Dam: +6 Str +1 Magic Crit: 20x3 DR: cold iron/silver
Chef’s knife: Att: 11/6/1 BAB +1 magic +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) +1 magic Crit: 19-20x2 DR: magic Rng: 10’
Studied: (Hyrsek) (mv|sw|im; +3 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival)
Improved Iron Will (1/1d, reroll will save)
Spells: (1/1d, st, Magic Missile, cl 3) (1/1d, st, Prestidigitation, cl1) (1/1d, st, Shield, cl9)
Veggies: Apple (+4 radiation 24h) x2, Carrot (+4 perception 24h), Mushroom (+4 stealth 1h), Peppers (+2 init/reflex open alien doors 1h) x2
- - -

Yambul wipes more of the gore from himself, ”Ugh, those were gross. We certainly don’t want more of those.”

He’ll top up with the wand a bit.

CLW: 9d8 + 9 ⇒ (1, 2, 3, 5, 5, 6, 3, 4, 7) + 9 = 45

He will also, begrudgingly, help heal Hyrsek if he doesn’t have his own healing. Also, ”Does the group have anything for this disease? I worry it’s going to get worse before it gets better, and Hyrsek here is pretty battered. I’m not all that peachy myself for that matter.”

I don't think we have any restorations, do we?


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

”Oh, right.” Zzvkgrogk sighs deflated. ”Now why did you have to go and get diseased? I didn’t prepare the elixir that fixes that!” Zzvkgrogk grumbles, looking first to Yambul then Hyrsek.

”I can nonetheless help you fend from the disease should we face more– though it will involve brewing tea. Anyone interested? I can do the extracts tomorrow. ”

Zzvkgrogk has several doses of bloodrush thorns to make a somewhat useful tea.

If anyone wants tea:
Survival: 1d20 + 6 ⇒ (10) + 6 = 16

Spells, Mutagen:

6 first, 5 Second, 4 Third, 2 Fourth
(1st) Shield (Yambul)
(1st) True Strike
(1st) Heightened Awareness
(1st) Shield
(1st) Longshot
(1st) Detect Secret Doors
(2nd) Barkskin
(2nd) Bullet Shield
(2nd) Investigative Mind
(2nd) See Invisiblity
(2nd) Extreme Flexibility
(3rd) Animal Aspect. Greater
(3rd) Heroism
(3rd) Haste
(3rd) Fly
{4th) Air Walk
(4th) Greater Inviso
Mutagen: (+4 Dex, 2 Wiz)

Ratus:

Can use craft (alchemy) to identify potions as if using Detect Magic
Inspirational Pool: (Feat Amateur Investigator): 4
Hits: 53/53 +10
AC Current: 25n/17/19 mutagen, Belt, +4 Barkskin
AC: 19 / 15 / 15 (Normal/Touch/Flatfooted)
Wand of Cure Light Wounds: 32/50
Radiation Detector (3/10 charges)
Laser Pistol (Charges): 10/10
Arc Pistol (Charges}: 7/10
Batteries Charged): 10/20
Empty Battieries: 10 /20
Zzvkgrogk Special (Alchemical Ordinance): 7/13
Hero: 3/3


Elf Huntress 11
Zzvkgrogk wrote:
"It would seem that we need to be an agent of the Dominion in order to open this door by touch. Though… if I recall correctly from my studies we could fool it into thinking that we are agents off the Dominion with magical cold — like the siccatite dagger maybe — but the hot spicy pepper from Mad Paeytr will irritate it to where it will stay open longer. Such a waste of pepper though…”

"Very astute, Zzvkgrogk. I think the mad man would find it a very noble purpose, his pepper being put to such use. Still, the organic nature of the membranes... it's offputting."

Rhoreen wrote:
"Most of these statis tubes are borked. Someone didn't know how to open them, it's like they used Yambul's chainsaw to open them, not pushing the big 'press to open' button right here."

Something akin to a smile passes across Chaance's mouth, while she studies the devices herself. Then the spiders catch her attention...

Knowledge(Dungeoneering) v DC 17: 1d20 + 15 ⇒ (9) + 15 = 24

She enjoys the marksmanship initially, but the rest becomes something of a blur of metal and mucus, as the two sides trade injuries until her side has once again emerged victorious, though the worse for the battle.

She remembers herself and her previous injuries, so seeks out the curatives among the party.

CLW Wand: 5d8 + 5 ⇒ (3, 7, 3, 5, 7) + 5 = 30 5 charges, please

When the BEZ dispenser is aptly named, the elfdroid decides to try her hand at disabling it alongside the ysoki. Automatic Aid Another for +2 to the Disable Device check


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Rūha draws out several alchemical vials with some chagrin. "I'd bought these with the exact thought that we might be wading into a hostile area with all sorts of vile dangers, and didn't think to offer them before. Well, they may still help..."

She offers antiplagues and antitoxins to anyone who needs one.

As a sensei monk, I can actually spend a ki point to grant someone else immunity to disease for 1 round. I'm not sure if that would clear your disease or just suppress it for an irrelevant moment.


F Half-elf Craftsperson

1d20 + 22 + 2 ⇒ (8) + 22 + 2 = 32 Know (Engineering)

”Yeah, we’ll probably want to take this machine out of working order. It’s just going to be a blight on this area and this region until we do.” Rhoreen notes, agreeing with Zzvkgrogk’s efforts.

She waits for others to deal with their diseases, she has no interest in contracting something herself.

She will help Zzvkgrogk should they attempt another disable check.

1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 Disable Device to aid vs. DC 10


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Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

"What do you mean, Callopie -- that it's not disabled?!"

He takes another look.

DisableDev: 1d20 + 24 ⇒ (19) + 24 = 43 Plus two more with all the aid

"Wait, what's that?" he asks, pointing to an innocuous looking bundle of fleshy muscular tubes behind and connected to the BEZ™ dispenser. He twists and tugs on them to pop them out of the fleshy wall. He then cuts off the ends in such a way that they can not merely be reinserted.

"What the heck... power whips! Good catch, Zzvkith!"


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Iron Gods: Iron maps;

With the help of his companions and friends, Zzvkgrogk notices what went wrong on his first attempt and dismantles the bug producing machine, aka BEZ™.

"Oh, I am fine enough as soon as we find a doctor after we get out of this hive" Hyrsek says but looks down at the pale skin where the blood made contact with him "Therrace must be close, we should find him"

The group heals up and patches. The disease does not seem to have a large impact as yet.

Yambul pushes to the western corridor, finding two valves like the one you applied the pepper before. One goes further west, while the other goes south.


Human (Kellid) He/Him

Yambul, if still diseased (see chat) will totally take an antiplague. He’ll quaff it before sleeping to gain the save against ongoing disease benefit...

"Zzvkgrogk, if you made some antiplagues and antivenom, I'd totally buy them from you. You know, in your spare time." he grins.

Chainsaw out and going, he’ll move up to the southern door. He’ll wait for cold or, sigh, pepper, to be applied to the door before leaping through.


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

"You're very convinced Therrace will be here, aren't you." Ruha raises an eyebrow at Hyrsek before stepping away from the group to imbibe an antiplague and antivenom in privacy. She returns in time (and with a pepper in hand) to join Yambul at the next door and open the way forth.

She first listens to see if she can judge what may be behind it.

Perception: 1d20 + 19 ⇒ (1) + 19 = 20


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F Half-elf Craftsperson

Rhoreen smugs happily after pointing out Zzvkgrogk’s errors and her own work in getting the job done.

”Oh, it’s nothing <*sound*>” Rhoreen says, making a sound like a dozen spiders shoot flechette spray into a gas drum. ”I’m just trying to make sure we do things right, like I always do.”

With a smile on her face, she flies up to back up Yambul as he moves on.


Iron Gods: Iron maps;

Rūha's mystic powers kick in just on time to preserve Yambul from the nasty disease.

Hyrsek has few healing, but still some potions on his hands.
CSW: 3d8 + 5 ⇒ (4, 5, 8) + 5 = 22
CSW: 3d8 + 5 ⇒ (4, 4, 3) + 5 = 16

Once the pepper is applied, the southern valve opens just by itself.

M5. Hive Power Stations
This long room consists of three octagonal chambers connected by a fifteen-foot-wide tube. The walls are covered with crocodilian hide and are swarming with tiny points of light that flit back and forth between two slowly pulsing pillars of strange metal at the chamber’s eastern and western extremes. Dozens of pale green spheres sit on these pillars, each containing a bubbling pale green fluid in which bobs a humanoid brain. When the points of light touch a pillar, their color grows brighter, and when that point of light flies back to the walls, the color dims once again.

The tiny points of light are more of the small jellyfish-like creatures like the ones on the walls. They seem to be siphoning bits of thought from the trapped brains and transferring the psychic energy to the walls.

What takes your attention though is the quartet of what appear to be kasathas armed with short swords. They look at you and start walking in your direction, blades at the ready.

Initiative:

Chaance: 1d20 + 4 ⇒ (20) + 4 = 24
Rhoreen: 1d20 + 2 ⇒ (17) + 2 = 19
Rūha: 1d20 + 3 ⇒ (12) + 3 = 15
Yambul: 1d20 + 2 ⇒ (8) + 2 = 10
Zzvkgrogk (+2 more Mutagen): 1d20 + 4 + 6 ⇒ (14) + 4 + 6 = 24
Hyrsek: 1d20 + 9 ⇒ (18) + 9 = 27
Kasathas: 1d20 + 2 ⇒ (13) + 2 = 15

Chaance: 1 damage
Rhoreen: 3 damage, flying 10', mage armor 22 h, heroism 220 min, overland flight 11 h, filter mask
Rūha: mage armor 22 h, heroism 220 min, barkskin 220 min
Yambul: 1 damage, heroism 220 min, barkskin 220 min, 1 Con drain, 2 Int drain
Hyrsek: 10 damage, 3 Wis drain, 5 Con drain, 1 Int drain
Round 1: Hyrsek, Zzvkgrogk, Chaance, Rhoreen, Rūha, Kasathas, Yambul


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Rūha immediately speaks up in kasathan. After the pods earlier, she'd had the slightest thought that this may be possible. "Be at peace. We are not here as enemies but to free you from the Dominion." Knowing that her kasathan may be too "modern" for this group, she repeats her message in Androffan. Even as she speaks though, she can help but wonder - are these the same abductees from old Kasath, kept in stasis until now? Or are they something else entirely? Worse, had they maybe joined the Dominion? There would be no way of knowing without a dialogue...

I don't have any meaningful diplomacy (+0), but I hope the language connection will at least open the door for others to speak up and Rūha to act as an intermediary and translate.

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Iron Gods: Iron maps;

Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a non identified object from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizard has risen to power in these hidden technological halls. The Iron Gods are ready to make their presence known, and if they are not opposed by the region’s newest heroes, a scourge unlike any the Inner Sea has seen will arise!

Welcome to the Iron Gods AP! Welcome to Numeria, Land of Fallen Stars!

Published between August 2014 and January 2015, Iron Gods was the 15th AP published under the Pathfinder monthly seal, and the first one to feature technological gear becoming the germ for Starfinder.

Not being a lover of sci-fi in my epic fantasy games, playing Iron Gods in these boards has been an absolute blast for the last 5 years.

Now, I present my intention to run the full campaign for a group of 5 valiant players under the Pathfinder rules.

And because such an epic goal requires epic meddlers, rascals, scavengers, mercenaries, adventurers, heroes, I summon to this thread you, the Called Ones.

This will be a trip I hope we will not forget, in the good sense, and I expect it will bring fun, grandeur and respite from the constraints of our daily lives.

Some resources for your reference:
- Iron Gods Player's Guide, the official starting point for you adventurers.
- Iron Gods Player's Guide Extension where you can find the Creation Rules, Houserules and Expectations, the Technology Crash Guide, and a brief introduction to Numeria's History.
- Torch's Gazetteer includes all you need to know about Torch.

If you have problems coming up with a background or personality for your character, I can recommend Ash’s Guide to RPG Personality & Background. It is often rewarding to discover your character organically, but you can find really good material in that web page.

As you know, we have a Slack channel for more direct back and forth chat, but if you want to discuss something that requires more in-depth writing, or you need to share some information that should stand the pass of time, or if you simply cannot reach to the chat, please feel free to write here whatever pleases you. At the least we will use this thread to post level advancement information.

^Up, at the top of the page, you will find links to the current map, the treasure sheet and whatever other information it might be important for the current chapter.

Without more preamble, lights on! Have fun! Be Heroes! Or not! But enjoy our time together! :)


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Human (Kellid) He/Him

I've setup a tracking sheet for us, which you can see linked at the top of the page. It's not quite fully done yet, and I don't know how much we're going to use of it.

We'll track loot at the very least and I'm offering to handle that unless one of you wants to take on that task. Happy to give it up, though I am going to need those hero points it brings I fear...

I'll finalize the sheet once everyone has posted and I have all the character names for the tracking.


Iron Gods: Iron maps;
Rūha wrote:
Not sure if this is one of those "one success and you're immune for a time" saves, so I rolled with the less favorable assumption.

Unfortunately gaze attacks general rule says a success does not save you against next rounds attacks, and there is nothing specific in the monster to overrule this.


Human (Kellid) He/Him

NEXT LEVEL: 2:
Slayer (2)
+9HP (6 class +1 favored +2 con) (total 22)
+1 BAB (CMD/CMB) (2)
+1 Fort & Reflex Saves (3/3/0)
+9 skills (6 class +1 human +2 background†): Acrobatics, Bluff, Craft jewelry†, Heal, Profession cook†, Ride, Sense Motive, Survival, Swim
Slayer Talent
Ranger Combat Style (Ex): The slayer selects a ranger combat style (two-handed weapon) and gains a combat feat from the first feat list of that style (power attack). He can choose feats from his selected combat style, even if he does not have the normal prerequisites.


F Half-elf Craftsperson

Lyin's Rhor 2:

+1 smug-gler
+6 hp

+moar spells

+6 skillz, mad:
------------
+1 Know (Arcana)
+1 Know (Nature)
+1 Perception
+1 Spellcraft
+1 Fly
+1 Know (Planes)

+2 skillz, normal:
------------
+1 Know (History)
+1 Know (Engineering)


Elf Huntress 11

Two Can Play at that Game...:

Level 2 Ranger
+6 HP
+1 BAB
+1 Fort
+1 Ref

Combat Style(Archery): Precise Shot

Skills(9)
+1 Climb
+1 Disable Device
+1 Knowledge(Arcana)
+1 Knowledge(Dungeoneering)
+1 Knowledge(Local)
+1 Knowledge(Nature)
+1 Perception
+1 Stealth
+1 Survival

+1 Knowledge(Engineering)
+1 Linguistics(Undercommon)

+1 Hero Point


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Level 2 Go!:
2nd level monk:
BAB +1
HP +6
Saves All +1
Uses/day bumps to stuff.

Insightful Strike feature from archetype: You use your wisdom in place of str or dex for unarmed/monk attack rolls and CMB.

Skills:
+1 ranks to Acrobatics, Dungeoneering, Engineering, Perception, Sense Motive, Stealth
+1 background ranks to Lore (Future Mysticism), Perform Oratory


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Lvl2^:

Lvl2 ^
1+ Know Engineering
1+ Disable Device
1+ Appraise
1+ Profession Merchant
1+ Spellcraft
1+ Perception
1+ Craft firearm
1+ Craft alchemy
1+ Know Arcana
1+ Heal

Discovery:
Cartridge Savant
Poison Use

Stats
BAB: +1
Fort Save: +1
Ref. Save: +1
1+ Spell ???
4+ hits


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Lvl2:

+ Discovery Infusion
+ Heightened Awareness

Also, poison use is a class feature at this level, not a Discovery.


Iron Gods: Iron maps;
Yambul wrote:
Also, can anyone use a wand of cure light wounds in this group? I’d like to buy one as the nano-guns are really expensive, if someone can use it. If not, we’ll have to get a another tech thing if we can even find one. GM - what’s the availability of either a wand of CLW or a brown nanogun healing thingy.

Sure! The temple of Brigh has one on stock and can craft more, that and hypoguns, once they finish their important job on new containers for waste disposal, that is.


F Half-elf Craftsperson

Rhor has plenty of UMD (and more coming) and can activate a wand of CLW.


F Half-elf Craftsperson

...0 gp leftover starting monies
+108 gp first payout
-------
.108 gp to spend


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Last of the Big Time Spenders:

SpellcraftEnlargePerson: 1d20 + 7 ⇒ (19) + 7 = 26
SpellcraftIdentify: 1d20 + 7 ⇒ (9) + 7 = 16

Zzvkgrogk picks up two new 1st lvl spells!

43+108=151
151-20=131


F Half-elf Craftsperson
Rhoreen Calliope wrote:
.108 gp to spend

.108 gp

-.90 gp getting spellcrafty
-------
..18 gp to spend


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Two mage armor scrolls for me! So +108 gp - 50 gp = 58 gp


F Half-elf Craftsperson
GM Rutseg wrote:
If you accept, you will be directed to an armory at the lower floor of the manor. It is well stocked with masterwork versions of all basic martial and simple weapons "Please, pick one each of you."

Would like a masterwork composite longbow of +3 strength. Is that possible?


Iron Gods: Iron maps;

Oh you half-elf know to push the limits eh!

There are no such bows in the armory, but there are masterwok composite longbows and I do allow to use craft to improve the pull of an already existing composite bow adding +Str with the usual costs.


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F Half-elf Craftsperson

Yes, that's fine. Will take a normal masterwork composite longbow. That'll be great.


F Half-elf Craftsperson
Rhoreen Calliope wrote:
..18 gp to spend

...18 gp to spend

+1274 gp distribution
---------
.1292 gp to spend


F Half-elf Craftsperson
Rhoreen Calliope wrote:
.1292 gp to spend

.1292 gp to spend

-..20 gp 2*acid flask
-----
.1272 to spend


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Iron Gods: Iron maps;
Zzvkgrogk III wrote:
@DmRutSeg how long to prepare an Alkali Flask ?

By the craft skill rules it would take a week at the least unless you have instant alchemy or a similar ability. I think that does not even have much sense, I would say it should follow similar rules to magic items crafting, so 8 hours per each 1000 gp, and only 2 hours for items worth less than 250 golds. Well armor and other bulky objects probably should need more, realistically, so let's add an extra 8 hours work for each 10 lbs weight.

I have added such rule to the list of campaign houserules in the Player Guide Extension.


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Thank you!


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F Half-elf Craftsperson

Gimme Rhor 3:

+1 smug-gler
+6 hp

+feat technologist

+moar spells

+6 skillz, mad:
------------
+1 Know (Arcana)
+1 Know (Nature)
+1 Know (Planes)
+1 Perception
+1 Spellcraft
+1 Fly

+2 skillz, normal:
------------
+1 Know (Geography)
+1 Know (Nobility)


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

I'm currently on the road, but should be able to get leveled up tomorrow.


F Half-elf Craftsperson
Rhoreen Calliope wrote:

.1292 gp to spend

-..20 gp 2*acid flask
-----
.1272 to spend

.1272.0 to spend

.1577.0 divy lvl 3
--------
.2849.0
-..52.5 upgrade to masterwork tools
-2250.0 wand of MagMis lvl 3
--------
..546.5 to spend


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Human (Kellid) He/Him

NEXT LEVEL: 3:
Slayer (3)
+9HP (6 class +1 favored +2 con) (total 31)
+1 BAB (CMD/CMB) (3)
+1 Will Saves (3/3/1)
+9 skills (6 class +1 human +2 background†): Acrobatics, Bluff, Climb, Craft jewelry†, Knowledge Local, Profession cook†, Sense Motive, Stealth, Survival)
+1 feat: Dodge
Sneak Attack: The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter (1d6). Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.


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Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Level up to 3:
Quiggong Sensei Monk 3
+6 HP
+1 BAB
+6 Skills (+2 background): Heal x2, KN Eng, Perception, Sense Motive, Stealth
Feat: Mantis Style
Class Features: Still Mind (+2 saves vs. enchantment), Maneuver Training (use monk level in place of BAB for CMB)

Very much looking forward to getting to the point where I can use Advice/inspire without having to ration it carefully, though that's still a while off. In the mean time, my support presence is going to rely on stunning fist, flanking, and being a warm body that dodges attacks that could hit other people.


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Elf Huntress 11

Third Time's a Chaarm:

Level 3 Ranger
+6 HP
+1 BAB
+1 Will

Feat: Rapid Shot

Skills(9)
+1 Disable Device
+2 Intimidate
+1 Knowledge(Arcana)
+1 Knowledge(Nature)
+1 Perception
+1 Sense Motive
+1 Stealth
+1 Survival

+1 Profession(Gambler)
+1 Linguistics(Kasatha)

+1 Hero Point


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Elf Huntress 11

With sloth-like reflexes, Chaance is reaching back into the recent divvy to resurrect the Masterwork Chain Shirt, and place it squarely on her inventory, deducting the appropriate pre-market resale amount from her coinage, please and thank you... :)


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Third time pays for all:

Know Eng +1
DisableDev +1
Appraise +1
Profession (Herbalist)* +1
Know Nature +2
Sleight of Hand +2
Stealth +2

Discovery:
Other Features:Alchemical Ordinance: 2d6, 6x/day

swift alchemy
Stats
BAB: +1
Will +1
Spell +1: (TBA, Pending)

Feat: Point Blank Range

From Before, Forgot to Post
Darkleaf Cloth -750
Reagent paper x20 -20
Battery Recharge -10
Newly Acquired Spells -20

Total Funds: 330+1577 = 1907


Iron Gods: Iron maps;

I believe Yambul's falchion is not enchanted, but correct me if I am wrong.


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Human (Kellid) He/Him

Unenchanted...you told me we had time for adamantine and such.:)


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Elf Huntress 11

Wanted to acknowledge our magnanimous GM Rutseg for an amazing run of the Shackled City campaign, begun January 2016, finishing this month :) He's been our constant well of creativity, and I consider us all highly fortunate for him to helm Iron Gods for us. Some things go without saying, but here, I say well done, GM :)


2 people marked this as a favorite.
Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Wow six and a half years! That's amazing.


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Iron Gods: Iron maps;

Owww, thanks for the words, it is a hard work sometimes and it feels good knowing it is appreciated. I have learnt a lot on these boards, including tricks and ways from some of the best GMs here.

It was a collective success as well, I just put the strings there, you gathered them, chewed them and gave me back something very special while creating memorable characters. Some of their conversations, and specially the feeling they left, will stick there for a long time. Special mention to certain black ratcatcher grown a dwarven hero with a strong personality and a sharp axe ;)

I am confident to have here a similar positive shared experience!


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Iron Gods: Iron maps;

Rūha for the save there, very well thought, even better executed :)


Iron Gods: Iron maps;
Rhoreen Calliope wrote:

Rhoreen cheers Ruha and blasts Izzkvitgrk with her wand.

”Yeah! Take that Izzkvitgrk!”

Only... Izzkvitgrk is no where to be seen by Rhoreen! Shall I assume she is confusing some of the other ratfolks for the goggled gunrat? :)


F Half-elf Craftsperson
GM Rutseg wrote:


Cyan ratfolk: 9 damage, mortally wounded
Black ratfolk: 10 damage, mortally wounded
Yellow ratfolk: 2 damage, slightly wounded
Pink: 11 damage, disabled, staggered
Izzkvitgrk: 29 damage, badly wounded
Meyanda: df r14, sof 5 min, bstr 5 min
Yambul: 7 damage, shield r36
Rhoreen: 12 damage
Rūha: 4 damage, mage armor 95 min
Zzvkgrogk: 5 damage

Sorry, trying to find a good target and assumed that was red rat on the map. Who is red rat if not Izzy?

If not, happy to target Meyanda then.


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Iron Gods: Iron maps;

No problem! I think that one is Skivvkn, Izzkvitgrk has a unique image token.

Meyanda it is then!


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

FWIW, I'd also like to be in the running for a ranged tech firearm. Ruha's got no good ranged options to speak of, and even untrained hitting touch AC is doable.


F Half-elf Craftsperson
Rūha wrote:
FWIW, I'd also like to be in the running for a ranged tech firearm. Ruha's got no good ranged options to speak of, and even untrained hitting touch AC is doable.

Oh, take the Inferno pistol. Rhor was just going to use it to blow off a few fingers (maybe even those of some foes if lucky).

It's yours.


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

Cool, thanks!


Iron Gods: Iron maps;

You are welcome to use laser guns, it is part of the fun of playing this adventure after all, but remember without the Exotic Weapon Proficiency (firearms) or a similar class feature you take a -4 on the attacks! Also some feats like Deadly Aim will be needed to maintain the amount of damage meaningful as we go up in level :)


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Iron Gods: Iron maps;

So summarizing what has been going on:

Damaged when the habitat module crashed during the Rain of Stars, the reactor’s core slowly degraded over the course of the passing centuries. In 4602 AR, after nearly 9,000 years of slow decay, the reactor’s automatic venting systems finally activated as a fail-safe against an explosion, blasting a lance of violet plasma up through the stone above and out of the top of the hill. Once the vents opened, they remained lit from that point on, forming the torch that would give the town its name. Whenever the reactor grew too unstable, it vented again (these being the sudden, periodic flare-ups of fire that lance high into the sky above the town), and in this way, it has remained relatively stable for the past century or so.

Unfortunately for Meyanda, this fail-safe prevented transmission of power to remote locations, so the android was forced to override it. Doing so, she knew, would extinguish the torch and eventually cause the reactor to explode, but she wasn’t worried about that—the time it would take for the reactor to reach this critical state would be more than enough for her power needs to be satisfied. Of a more immediate concern to the android was the fact that taking this step would alert the entire town that something was afoot. She took steps to secure her defenses before flipping the switch, so that when she finally disengaged the fail-safe and extinguished the vents, her cult was ready to defend her and the relay for the months it would take to transmit the power back home.

Remember to write down here the most relevant decisions you take during your level up to 4!


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F Half-elf Craftsperson

Rhor is pleased that she has learnt so much about technology for the last few days. Rhor always knew that she was wicked smart, but how quickly she's adapted to technology has been nice.

In addition, she was thrilled to be able to craft the right gizmo to make the elevator work, and has put more points into mechanical crafting in hopes of getting more use out of it.

Last Level: May 15, 2022.

With a robotic yell, She cried Rhor Rhor Rhor 4:

+1 smug-gler
+6 hp
+1 Int

+moar spells

+6 skillz, mad:
------------
+1 Know (Arcana)
+1 Know (Nature)
+1 Know (Planes)
+1 Perception
+1 Spellcraft
+1 Fly

+2 skillz, normal:
------------
+1 Know (Engineering)
+1 Craft (Mechanical)


Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

RUHA: MONK Lv4 (SENSEI QINGGONG)
HP +6
BAB+1 / ALL SAVES+1
WIS+1
FCB to skillpt

UnarmedStrike damage -> d8
Ki Pool (6 points)
Ki Power (Scorching Ray, replacing slow fall)

Skills: Acrobatics, Engineering, Local, Religion, Perception, Sense Motive

Background skills: Lore (redacted), Linguistics

+Language (Androffan - I assume given the exposure and possibility for downtime, we can now pick this up?)


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Iron Gods: Iron maps;
Rūha wrote:
+Language (Androffan - I assume given the exposure and possibility for downtime, we can now pick this up?)

Yes, I assume you will spend some time researching what you have found in the habitat module and asking Chaance teaching on the language :)


Human (Kellid) He/Him

NEXT LEVEL: 4:
Slayer (4)
+13HP (6 class +1 favored +2 con +1 toughness) (+3 one time, toughness) (total 44)
+1 Strength (carrying capacity)
+1 Fort & Reflex Saves (4/4/1)
+1 BAB (CMD/CMB) (4)
+9 skills (6 class +1 human +2 background†): Acrobatics, Craft jewelry†, Heal, Intimidate x2, Profession cook†, Sense Motive, Survival, Swim
+1 Tracking (2)
Slayer Talent
Feat (Ex): Toughness


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Female Kasatha Monk 13 | AC 37 T 27 FF 30 | CMD 38 | HP 101/101 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled; SR 23 | Init +4 | Perc +23 | Advice 9/20 SF 8/14 ToS 11/13 Ki 8/13 | Active Status: MA, Bark

I'm out camping this weekend, and unfortunately don't have reliable data at the site. I'll be back on Monday. Please bot me if needed before then.


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

SchemingRatIV:

Lvl4 ^
Know Eng +1
DisableDev +1
Appraise +1
Profession (Herbalist)* +2
1+ Craft alchemy
SpellCraft +3
1+ Craft Firearm

Discovery:
Exploding Bullet

Stats
Bab +1
Fort +1
Ref +1
lvl-2 spells (2), Discovery
Hits, +5
Int, +1

Spells
Animal Aspect, Barkskin

I probably missed something.

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