GM Nomadical's 6-04 Secrets Long Submerged (Inactive)

Game Master Nomadical

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Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Grump works using his Darkvision.

Mysticism: 1d20 + 18 ⇒ (12) + 18 = 30

"Adamantine - impressive. And warded against deterioration and electrical disruptions."

He's also an explorer at heart & slowly moves toward the eel-corpse.
But only after calling on the power of Angaard to grant him the use of See Invisibility.
(Good for 100 minutes)

(No situational bonuses, aside from his broad-spectrum scanner)

scanning Perception: 1d20 + 21 + 4 ⇒ (4) + 21 + 4 = 29

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Physical Science: 1d20 + 13 ⇒ (12) + 13 = 25

"Agreed Grump....the doors being made of adamantine alloy isn't that surprising. Though those mystical runes are a bit more unusual. I am willing to bet the electrical disruptions might be to help with accidental--or considering what we saw, maybe not-so-accidental--storm engine discharges getting past."

Seeing that Grump turns towards the corpse, Azzirm moves that way also....the longsword in one hand, the other he is keeping free for the auto-rifle.

Perception: 1d20 + 15 ⇒ (15) + 15 = 30

Darkvision and See Invisibility (constant) on

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"Huh...big doors," Azara adds the only thing to the conversation about them that he can.

He joins the others in approaching the-hopefully-really-dead-and-not-about-to-be-undead giant eel, activating the infrared sensors in his armor but also pulling down a bulky visor over his eyes. Every few feet, he pauses to press a button on it, activating a built in motion detector.

Ralsheen's Visor-works as a motion detector and x-ray visor. Also looks like Cyclops' visor in my head.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

map is just a big golden vault door for me.

Yith sees complete darkness ahead and casts Darkvision on herself.
"Anyone else need a way to see?"

mysticism: 1d20 + 17 ⇒ (3) + 17 = 20
"Interesting..."

perception: 1d20 + 15 ⇒ (4) + 15 = 19

Yeah, let's get those low single digit rolls out of the way now!

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Forgot my perception check...

Perception: 1d20 + 12 ⇒ (6) + 12 = 18

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

Perception: 1d20 + 16 ⇒ (3) + 16 = 19

Kōlēfō has low-light vision and a beacon (50 ft radius light).

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Tari follows along after folks, weapon drawn and keeping an eye out behind just in case. She checks over the doors as the group passes them.

Perception: 1d20 + 13 ⇒ (11) + 13 = 24

Darkvision augmentation, intercepting ears

Acquisitives

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Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

((I went ahead & moved everyone onto the map))

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Can see the map now. Thanks!

Grand Lodge

Enough is Enough slides

Talgradur (now with pictures!)

You correctly identify the interesting and unusual construction of the doors and cautiously move down the long dark hallway towards the not-yet-undead eel. With various systems and magical augmentations to your senses in place, you approach the creature. It’s about 15 feet long, and about 4 feet in diameter and lays sprawled across the wide, giant-sized corridor.

Before you get a chance to examine the corpse, it springs to life! (Just kidding, Azara; it’s just regular-dead.).

Before you get a chance to examine the corpse, you hear a high-pitched sound, building in intensity and rising in pitch. Almost like an electrical device about to reach full capacitance. Huh. Now what could that possibly be, down here in the centuries old wreckage?

Without the ability to detect the source, you’re caught off guard when the hallway fills with a sonic blast from small speaker-nozzles in the ceiling some 30+ feet above you.

Sonic Blast: 12d12 ⇒ (12, 2, 8, 11, 9, 1, 6, 7, 4, 1, 10, 5) = 76
Reflex DC 20 for half

Once your ears stop ringing, a quick assessment tells the more engineering-inclined among you that you’ve probably got enough time to shut it down before it fires again. If nothing else, it took about 6 seconds for the charge to build up, so you’d have a bit of warning before the next blast. But you’d have to be able to swim up to the nozzles to access them, or figure out where the triggering sensors are. Or just get out of the corridor, which would require opening one of the massive doors.

Trap: FWIW, the Perception DC was 38, and you’d have to hit that to find the trigger. If you can locate the triggers, it’s a DC 34 Computers check to Hack the system. Otherwise it’s an DC 32 Engineering check to “disable (the) nozzles in the ceiling.”

Doors: All the doors are closed and wedged shut. Opening a door requires a DC 20 Athletics check or a DC 22 Engineering check. The team can work together on these checks given the size of the doors.

Alternatively, those not inclined to work on the trap or open a door to run away can examine the eel’s remains.

DC 20 Medicine check:
You can tell that the eel-like creature died from sonic damage within the last hour!

DC 23 Life Science check:
This is a sea serpent unique to Pholskar. Despite being 15 feet long and 4 feet in diameter, this was a juvenile Pholskar serpent. They’re sure to grow much bigger….

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

Reflex save: 1d20 + 15 ⇒ (19) + 15 = 34
Improved evasion, so no damage.

Kōlēfō helps open the doors.

Athletics or Engineering (same mod), Aid Another: 1d20 + 7 ⇒ (6) + 7 = 13

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Reflex save: 1d20 + 5 ⇒ (15) + 5 = 20

Somehow, Grunp manages to shrug off a significant chuck of the sonic wails.

Looking for Traps: 1d20 + 21 ⇒ (5) + 21 = 26

Expecting that the team's pseud-giant can neutralize the nozzles, (& since he can't spot the trigger), Grump opts to examine the dead (not undead) eel.

Life Science: 1d20 + 10 ⇒ (1) + 10 = 11
Medicine: 1d20 + 7 ⇒ (15) + 7 = 22

He shakes his head to try clearing some of the sonic effects, then calls over the party's comms, saying

"The eel also got blasted by the sonics. sometime in the last hour."

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Reflex save: 1d20 + 12 ⇒ (10) + 12 = 22

One thing his armor is NOT resistant to is sonic.....though it is a large rigid structure, so it rebuffs some of that power getting into the flesh inside...but it still hurt.

DC 38 to spot....the numbers are not there to see that for me....even with +15 I can't get that....

Quickly looking around and only seeing the nozzles 40 ft above...Azzirm over comms "Guys....this Armor CAN NOT swim up there....if everybody gets back, I can pop my seals and swim up there."

I do have Second Skin also equipped (can only be in light armor inside of power armor, and it doesn't help with AC, so never upgraded). And no Armor upgrades on it. But I can swim when out. Note entering or exiting Power Armor is a full round action....so if we move back, I might be able to do this in time....

I will wait to see if we all pull back....

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

refl: 1d20 + 6 ⇒ (5) + 6 = 11
Yith reels from the sonic attack. She shakes her head and tries to open the nearest door.

athletics: 1d20 + 8 ⇒ (3) + 8 = 11
But is still feeling the effects of the blast and gets nowhere...
Hello again Dicebot.. Well, Yith is fried if no one else can open the door or stop the trap. :)

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Refl: 1d20 + 6 ⇒ (18) + 6 = 24

Azara manages to avoid the worst of the sonic blast, though his ears are still ringing and it feels like the inside of one of his teeth is still vibrating.

"I don't want to be here when THAT happens again!" he declares and moves to one of the doors.

Athletics: 1d20 + 15 ⇒ (2) + 15 = 17

But, apparently, he is also still weak from the muscle pulsing sonic blast.

The hidden #1 perpetrator of TPK's - Dicebot.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

"Or we can act like space-goblins and try to get out of the hallway as fast as possible...." Azzrim mutters....hoping that this isn't going to open a bigger can of Eoxian Worms.

Figuring that to get everybody inside fast...he better barrel into the doors....playing with the electronics could take longer.

Atheletics: 1d20 + 17 ⇒ (16) + 17 = 33

I guess that if we survive this....and can take a rest...Azzirm will pop back out to go disable this thing eventually....

Well...RNG did one thing right....one thing. Yellow X is where I am forcing the door open. This does not include any bonuses for aiding.

Grand Lodge

Enough is Enough slides

This room has two sets of large double doors on its southern wall, one of which Azzirm just came through. Inside the room are multiple workstations, all bolted to the floor and with built-in computer consoles. Chairs, trash, and other debris are scattered throughout the room, jolted into disarray by Talgradur’s fall. On the north end of the room is a massive electrical engine surrounded by a catwalk. The engine extends forty feet up before it disappears into the strangely shimmering ceiling of the room, with the catwalk roughly halfway up the visible portion of the engine. The east wall is transparent, and through this wall two large tanks are visible, connected with cables and tubes. The clear dome on the top of the southern tank reveals the decomposed body of an adult storm giant. The northern tank holds the body of an eel-like creature, similarly decomposed.

As Azzirm takes stock of the strange room, he hears another, new sound, one that he recognizes but which again seems oddly out of place - the sound of a very big, very beefy security robot booting up and leaving its docking cradle. Wait, no, make that two of them.

Who Goes First:

Azara: 1d20 + 3 ⇒ (10) + 3 = 13
Azzirm: 1d20 + 5 ⇒ (18) + 5 = 23
Grump: 1d20 + 2 ⇒ (11) + 2 = 13
Kōlēfō: 1d20 + 10 ⇒ (14) + 10 = 24
Tarifa: 1d20 + 5 ⇒ (2) + 5 = 7
Yith: 1d20 + 8 ⇒ (7) + 8 = 15

Blue: 1d20 + 5 ⇒ (7) + 5 = 12
Red: 1d20 + 5 ⇒ (2) + 5 = 7

Tarifa vs Red: 2d6 ⇒ (5, 5) = 10
Tarifa vs Red, second try: 2d6 ⇒ (3, 4) = 7

The one with Blue algae on its armor swivels its head towards you and makes an announcement in the Giant tongue then repeats it in Common. ”Halt. Unauthorized personnel may not enter. Test subjects may not depart. Termination protocol activated to ensure compliance and security.”

Round 1
BOLD may act!
Map: Out of the Frying Pan,….

Active Conditions: Underwater Combat rules
Environmental Conditions: Underwater. If you choose to swim above the floor, then the large rectangular conference table does not block movement.

Kōlēfō (botting)
Azzirm
Yith
Azara
Grump

Blue robot
Red robot

Tarifa

Engineering to know about them. Reminder, in this system it’s a free action to Recall Knowledge.

They’re on the far bottom (western) side of the map.

Kōlēfō swims into the room and takes a shot at the one closest to the door (Red).

Trick Attack ≤ CR: 10 + 18 + 4 - 20 = 12 plus debilitating trick
Ranged Attack, second increment: 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16
Acid Damage: 3d4 + 5 ⇒ (1, 1, 3) + 5 = 10
Trick Damage: 4d8 ⇒ (2, 2, 4, 4) = 12

But the unfamiliarity of fighting underwater throws his aim off.

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Grump slowly tromps into the room, spending his time moving to a location behind the chair at the end of the table.

Engineering: 1d20 + 8 ⇒ (6) + 8 = 14

'The water's too murky to make out details.' he thinks, as he gets ready to employ his seismic pick once the security bots move closer.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm busts through the door...spilling in as quick as he can to allow others to get into here so they don't have to deal with the sonic trap (again).

Doing that slight slow wind-milling to keep his balance, he hears the whir of automation starting....and knows that for a fact they went from in the frying pan into the fire....and just sighs.

"I knew it...."

Quickly catching is balance, he moves forward--slowly as the power armor has to push it's way through the water--he pulls the underwater longsword he was given, and decides to see if he knows about these kind of robots.

Engineering: 1d20 + 21 ⇒ (3) + 21 = 24

It is likely the algae on them is messing with his identification.
Thank you RNG....

Looking at the range, he decides to 'try' the desperation cannon--it's name is apt--on the Red algae bot....

Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing): 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26 To hit, cannon has a 100 ft range
Damage (Electrical and Fire): 1d12 + 9 ⇒ (12) + 9 = 21 Electrical 11, Fire 10-->5

By convention (that Nomadical has seen before), I always do damage by the 1st letter of the damage getting the extra point, i.e. A>B>C>E>F>P>Sl>So>

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Azara activates his hydrojets, feeling them give a nice boost to his kicks as he swims. He can hear the chaos in the next room before he sees it and draws his stellar mote down from between his antennae, the tiny piece of star energy turning into his ankh shaped solar weapon. A new rune dances in the fire of it where the trailblazer rune interacts with it.

With danger evident, he taps into the underlying cycle of the universe, knowing from last time to focus on the portion that focuses on drawing in rather than pushing out.

Gravity attuned 1

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Reflex: 1d20 + 11 ⇒ (8) + 11 = 19 Reroll!!
Reflex, novas: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26

OW, at 33 SP

Tari swims up after everyone else and is very sad to find Even More Robots. "Dammit! Why is is always robots?" She reviews what she remembers to see if these are a type she's seen before.

Engineering: 1d20 + 10 ⇒ (16) + 10 = 26

If they are affected by mental effects, she will Clever Attack. If not she will curse fluently and then shoot them anyways. Also weaknesses are a good thing to know.

Clever Attack, DC 15+1.5 CR: 1d20 + 22 + 1d16 + 2 ⇒ (2) + 22 + (4) + 2 = 30 If success, flat footed to everyone's attack, otherwise just to me.
Kalo Shredder, Cascade-Class: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29 for slashing: 2d6 ⇒ (2, 1) = 3

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith will also happily leave the area of certain death and enter the area of only 'possible' death.
She will raise her rifle and take a shot as well.
peww (Disintigrator rifle): 1d20 + 11 ⇒ (5) + 11 = 16
Acid: 1d20 + 11 ⇒ (16) + 11 = 27

Grand Lodge

Enough is Enough slides

Recognizing that Tarifa posted early, per post in discussion, her actions happen after the robots’ turn. And I’m just going to label the rounds based on the majority of the party.

Everyone scrambles to get out of the corridor and finds themselves locked in combat with two large security droids. Grump and Azzirm can’t quite make out what kind of robot they are, and Kōlēfō Eng : 1d20 + 7 ⇒ (9) + 7 = 16 can’t tell anything either.

Azzirm goes ahead and takes a shot and is pleasantly surprised to find that it just barely hits! Even more surprising, it seems to burn a little more than he expected even accounting for being underwater and the nifty trailblazer fusion. Vulnerable to Fire. For what that’s worth underwater.

Azara atunes to the cosmic dance, and Yith tries shooting but is still reeling so badly from the sonic blast that she can’t see straight to aim.

Blue moves up to the edge of the table and fires at the closest target - Grump.
Integrated Needler Rifle: 1d20 + 20 - 2 ⇒ (3) + 20 - 2 = 21
But it misses the dwarf, as it too seems to be unfamiliar with being underwater.

Red slides between the conference table and the massive doors and closes relentlessly on Azzirm. Based on how it moves, it was clearly not designed for underwater operations, so it really can’t do anything else once it reaches the big man. Double move at half speed for underwater.

Tarifa finally recovers from the sonic blast and gets into the fight. Initially dismayed to see more robots, she’s then happily surprised to find that she can indeed fake them out with a little juke and boogey. She’s even happier when her shot hits!

As she studies the robot, she’s pretty sure she read about similar ones used by giants on this planet in the past. In addition to being vulnerable to fire, these constructs would of course have normal construct immunities. Tarifa recalls that they were also designed with built-in hardware acceleration capabilities.

Hardware Acceleration (Ex):
Once per day as a swift action, a neutralizer-class security robot can overclock its processors to gain greater speed for a number of rounds equal to half its CR (5 rounds). This extra speed has several benefits: when making a full attack, the robot can also take a separate move action in order to move. This movement can occur before, after, or between the attacks from the full attack, but all movement must occur at the same time. In addition, the robot’s land speed increases to 90 feet. This ability functions as a haste effect.

Having seen how it moved, she’s pretty sure that Red has not yet overclocked itself. Yet.

@Tarifa: For reference, the DC of your Clever Attack against them is exactly 30.

Kōlēfō opts to get out of the team’s “fireball-formation” and focuses fire on the nearest threat. Silently thanking Tarifa for making it flat-footed already, and recognizing that he can’t disarm it of its integrated weapons, he chooses to make it off-target instead.

Trick Attack ≤ CR: 10 + 18 + 4 - 20 = 12
Ranged Attack vs FF: 1d20 + 15 ⇒ (14) + 15 = 29
Acid Damage: 3d4 + 5 ⇒ (4, 1, 4) + 5 = 14 and Trick Damage: 4d8 ⇒ (8, 2, 6, 2) = 18

Round 2
BOLD may act!
Map: Out of the Frying Pan,….

Active Conditions: Underwater Combat rules
Environmental Conditions: Underwater. If you choose to swim above the floor, then the large rectangular conference table does not provide block movement. Swimming in a 3d environment above the floor surface may also remove cover penalties.

Kōlēfō (botting)
Azzirm (-38 SP)
Yith (0 SP / -12 HP
Azara (-38 SP)
Grump (-38 SP)

Blue robot
Red robot (-51, FF to everyone, off-target)

Tarifa (-38 SP)

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Grump shuffles forward, around the chair, such that he can bring his pick to bear vs the Reddish security bot.

Sonic Pick vs FF AC: 1d20 + 15 ⇒ (19) + 15 = 34
Sonic damage: 4d6 + 16 ⇒ (2, 1, 2, 1) + 16 = 22

(Note that the pick either ignores 9 hardness or half a target's hardness, whichever is better)

His pick slams into the bot's leg.

"Stay here & fight!" he yells at Red.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm sees that the fire did a bit more damage...but thinks it is likely not worth it to switch over, moves forward cautiously (as possible) and attacks with this new underwater thin sword.

Can't 5' step...so move action to move 5 ft (difficult terrain). So the red algae one can take an AoO if it wants...I get +4 to AC because of Mobility (so EAC 34/KAC 35) for that attack

Azzirm feels a bit weird swinging this razor thin (in both meanings) sword at the robot, but he does anyway.....

Dueling Sword, Ultrathin (underwater) KAC: 1d20 + 13 ⇒ (9) + 13 = 22
Damage (slashing): 3d6 + 13 ⇒ (3, 1, 2) + 13 = 19

The weapon definitely feels a bit off in Azzirm's hands...probably because he prefers the feel of modern powered weapons.

"I should have it's attention if you can get a good line of sight to shoot it, so it should make it easier to be hit!

I have Coordinated Shot...so as long as I am not blocking your shot (i.e. give it cover), you get a +1 to hit from me with ranged weapons

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Azara gets in close on red to back Azzirm up and, hopefully, finish one of the bots fast.

Solar Weapon: 1d20 + 14 ⇒ (2) + 14 = 16
Slashing: 3d6 + 1d6 + 18 ⇒ (4, 5, 4) + (5) + 18 = 36

The steady hum of gravity continues to pulse through his body as though he's a part of a string that stretches across the galaxy.

Gravity Attuned 2

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith swaps weapons to her Doshko and moves over to Red.

Doshko, underwater: 1d20 + 9 ⇒ (8) + 9 = 17
Piercing Damage: 2d12 + 11 ⇒ (6, 1) + 11 = 18

Grand Lodge

Enough is Enough slides

Botting Kōlēfō per request. I’ll only bot Tarifa if it becomes necessary.

Grump slams his pick home into the giant-sized-but-not-a-Giant’s knee. He doesn’t notice any special resistance as it sinks into the soft cabling behind the joint. No Hardness or DR.

Azzirm moves into melee expecting the robot to take a swing, but it’s so distracted by Tarifa’s fake-out that it doesn’t even notice the Big Man. FF to everyone. No reactions or AOs. Thank the Envoy. But his own swing still just barely misses.

Azara and Yith follow suit, focusing fire on Red. Though neither are able to actually bring the fire to the fight - both miss by a wide margin.

Blue is still target locked on the dwarf.
Integrated Needler Rifle, Full attack, underwater: 1d20 + 20 - 2 - 4 ⇒ (18) + 20 - 2 - 4 = 32
Damage, P, -DR: 4d6 + 10 - 2 ⇒ (6, 5, 4, 4) + 10 - 2 = 27 Halved for Ranged Piercing = 13
Plus tier 3 sedative, Non-lethal: 4d4 ⇒ (1, 2, 1, 1) = 5
It appears that there’s no Save DC for Medicinals; they just do bonus NL damage.

Integrated Needler Rifle, Full attack, underwater: 1d20 + 20 - 2 - 4 ⇒ (15) + 20 - 2 - 4 = 29
Damage, P, -DR: 4d6 + 10 - 2 ⇒ (3, 6, 4, 3) + 10 - 2 = 24 Halved for Ranged Piercing = 12
Plus tier 3 sedative, Non-lethal: 4d4 ⇒ (4, 4, 2, 3) = 13

Fwip, fwip. Two needles full of sedative hit Grump in the neck.

Red runs some rapid calculations. ”Non-threat. Non-threat,” it states in a monotone that isn’t meant to be judgey, but still probably feels that way to Azara and Yith respectively. ”Secondary threat,” it labels Azzirm before facing Grump and that sonic pick. ”Focus fire on Primary proximate threat,” it calls out to Blue.

Integrated ripper spined blade, Full attack, off-target: 1d20 + 23 - 4 - 2 ⇒ (19) + 23 - 4 - 2 = 36
Damage, P, -DR: 2d10 + 18 - 2 ⇒ (3, 5) + 18 - 2 = 24
Plus tier 3 sedative, Non-lethal: 4d4 ⇒ (4, 2, 1, 4) = 11

Integrated ripper spined blade, Full attack, off-target: 1d20 + 23 - 4 - 2 ⇒ (10) + 23 - 4 - 2 = 27
Damage, P, -DR: 2d10 + 18 - 2 ⇒ (1, 1) + 18 - 2 = 18
Plus tier 3 sedative, Non-lethal: 4d4 ⇒ (3, 4, 4, 1) = 12

Both attacks hit, nearly putting the dwarf down.

Kōlēfō swims straight up to get a better vantage point over the crowd surrounding Red.

Trick Attack ≤ CR: 10 + 18 + 4 - 20 = 12
Ranged Attack, Azzirm, EAC vs FF: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
Acid Damage: 3d4 + 5 ⇒ (3, 2, 1) + 5 = 11 and Trick Damage: 4d8 ⇒ (1, 4, 7, 3) = 15

He pings the robot for more damage and continues to get its attention even though it can’t reach him. Yet.
”Revised assessment. Non-threat,” it relabels the Mechanic then looks up to where Kōlēfō is hovering in the water. ”Capture Secondary Threat creature for experimentation.”

Round 3
BOLD may act!
Map: Out of the Frying Pan,….

Active Conditions: Underwater Combat rules
Environmental Conditions: Underwater. If you choose to swim above the floor, then the large rectangular conference table does not provide block movement. Swimming in a 3d environment above the floor surface may also remove cover penalties.

Kōlēfō (botting)
Azzirm (-38 SP)
Yith (0 SP / -12 HP
Azara (-38 SP)
Grump (0 SP / -46 of 66 HP)

Blue robot
Red robot (-104, FF to everyone*, off-target)

Tarifa (-38 SP)
@Tarifa: For reference, the DC of your Clever Attack against them is exactly 30.

* FF to everyone until the end of Tarifa’s Round 3 turn.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith takes a step back touches Grump.
Mystic cure III

healing: 5d8 + 4 ⇒ (8, 8, 6, 2, 3) + 4 = 31

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"Hey!" Azara shouts when he realizes what the bot is saying.

"I am filled with star power.
The son of the sun
I'll show you who's not a threat."

He's angry enough that he just starts swinging wildly with his solar weapon.

Solar Weapon (Flashing Strikes): 1d20 + 14 - 3 ⇒ (20) + 14 - 3 = 31
Slashing: 3d6 + 1d6 + 18 ⇒ (5, 1, 5) + (4) + 18 = 33

Solar Weapon (Flashing Strikes): 1d20 + 14 - 3 ⇒ (12) + 14 - 3 = 23
Slashing: 3d6 + 1d6 + 18 ⇒ (1, 2, 5) + (3) + 18 = 29

Slashing (Crit): 3d6 + 1d6 + 18 ⇒ (1, 1, 4) + (4) + 18 = 28

I've got the Trailblazer Fusion in so full damage.

Graviton Attuned 3

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm hears his classification....and sighs. This longsword is just not working for him, but he will try one more time.

He swings at the red algae one...
Dueling Sword, Ultrathin (underwater) KAC[/dice: 1d20 + 13 ⇒ (8) + 13 = 21
Damage (slashing)[/dice: 3d6 + 13 ⇒ (3, 4, 3) + 13 = 23

Just to keep the bot there...he activates his armor's defenses

Move action to calibrate defenses....So +2 to EA/KAC to the next attack from Red

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

With a nod of thanks to Yith for the much-needed healing, Grump lays into the very damaged Red robot. (On the off chance that Azara's crit already dropped Red, Grump Charges to engage Blue instead, skirting under the cover of the table to avoid Blue's AoO)

Sonic Pick vs Red: 1d20 + 15 ⇒ (14) + 15 = 29
Sonic damage: 4d6 + 16 ⇒ (5, 3, 1, 1) + 16 = 26

Grand Lodge

Enough is Enough slides

Quick update. I’ll give Tarifa a little longer to post given her schedule.

Yith takes advantage of Red’s slowed reactions and gives Grump some much-needed healing.

Azara takes the slight more personally than it was intended. And not only proves the robot wrong, he does so in spades! His first strike finds a weak spot in the robot’s neck armor, hidden behind a clump of that Red algae. The solar weapon slices cleanly through the flaw and comes out the other side. The robot’s head floats off of its body and tumbles slowly upwards through the water. Azara continues punishing the torso just out of spite as the robot voice tries to draw a new conclusion about the threats. ”Reassessinggg-ingggg-ingggg,” its speaker-mouth says before fading into silence.
Azara has discovered that they are also Vulnerable to Crits. I gave you their Hardware Acceleration instead, and didn’t give you that Vulnerability cause you can’t really adjust tactics to take advantage of that in this system - yet!

With Red down, Grump moves to engage Blue by taking advantage of his short stature and rushing forward under the Giant-sized table. His pick again finds that sweet spot behind the robot’s knee-joint.

I didn’t think of it, but yeah, you can totally stand up under the table and attack the robot’s kneecaps. Except Azzirm, obviously.

@Azzirm: You may redo your round. Red was down before you swung.

Round 3
TARIFA & Azzirm may act!
Map: Out of the Frying Pan,….

Active Conditions: Underwater Combat rules
Environmental Conditions: Underwater. If you choose to swim above the floor, then the large rectangular conference table does not provide block movement. Swimming in a 3d environment above the floor surface may also remove cover penalties. Small and Medium sized creatures may stand up under the table and use it for cover.

Kōlēfō (botting)
Azzirm (-38 SP, Action Retcon?)
Yith (0 SP / -12 HP)
Azara (-38 SP)
Grump (0 SP / -15 of 66 HP)

Blue robot (-26)
Red robot

Tarifa (-38 SP)
@Tarifa: For reference, the DC of your Clever Attack against them is exactly 30.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm sees the bot drop...and nods towards Azara, "Nice hit." he says as he slowly trudges forward a little, firing his desperation cannon at the other.

Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing) (EAC): 1d20 + 12 ⇒ (10) + 12 = 22 To hit (negatives figured in[/ooc]
Damage (Electrical and Fire): 1d12 + 9 ⇒ (1) + 9 = 10 = 5 Electrical, Fire 5-->2

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Tari shoots at the remaining robot, continuing to stay out of the way.

Clever Feint: 1d20 + 22 + 1d6 + 2 ⇒ (15) + 22 + (1) + 2 = 40
Kalo Shredder, Cascade-Class: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25 for slashing: 2d6 ⇒ (1, 3) = 4

Grand Lodge

Enough is Enough slides

Azzirm moves forward and aims at Blue, but his shot misses by an Brenneri’s whisker. Tarifa, however has better luck and gets the robot onto its back foot while also doing a bit of damage.

The robot realizes that staying where it is leaves it vulnerable to further kneecapping by his builders’ ancient foe, a foe that will remain protected and hidden under the table like the cowardly dirt-digger that he is. The robot, of course, doesn’t say any of that. Instead it simply steps away from the table, then fires at the next most significant and interesting threat - Kōlēfō.
Only based on damage dealt and conditions imposed, Kōlēfō is the higher threat.
Guarded step, ranged attack.

Integrated Needler Rifle, underwater: 1d20 + 20 - 2 ⇒ (14) + 20 - 2 = 32
Damage, P, -DR: 4d6 + 10 - 2 ⇒ (5, 4, 3, 3) + 10 - 2 = 23 Halved for Ranged Piercing, DR applied = 6
Plus tier 3 sedative, Non-lethal: 4d4 ⇒ (4, 2, 3, 2) = 11

The skittermander replies in kind, giving back more damage than he took.

Trick Attack ≤ CR: 10 + 18 + 4 - 20 = 12
Ranged Attack, Azzirm, EAC vs FF: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
Acid Damage: 3d4 + 5 ⇒ (1, 4, 1) + 5 = 11 and Trick Damage: 4d8 ⇒ (7, 8, 8, 1) = 24

Round 4
EVERYONE may act!
Map: Out of the Frying Pan,….

Active Conditions: Underwater Combat rules
Environmental Conditions: Underwater. If you choose to swim above the floor, then the large rectangular conference table does not provide block movement. Swimming in a 3d environment above the floor surface may also remove cover penalties. Small and Medium sized creatures may stand up under the table and use it for cover.

Kōlēfō (-17 SP, botting)
Azzirm (-38 SP)
Yith (0 SP / -12 HP)
Azara (-38 SP)
Grump (0 SP / -15 of 66 HP)

Blue robot (-65, FF to everyone, Off target)
Red robot

Tarifa (-38 SP)
@Tarifa: For reference, the DC of your Clever Attack against them is exactly 30.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm sighs as his shot goes wide...again. The water must be causing some kind of major drag on the servo's that move the cannon.

Trudging forward a bit more...he hope that since the robot hasn't moved much...nor has he, that maybe the arm mounted rifle can hit better.

Aeon Guard Accelerator Rifle(WM-Arm)(ghost killer, trailblazing, stabilizing) (KAC): 1d20 + 14 ⇒ (10) + 14 = 24 To hit. Should be no negatives

Damage (Piercing): 3d4 + 9 ⇒ (4, 1, 4) + 9 = 18

...servo's...or RNG....sigh....

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Seeing that these robots are tough, Yith changes tactics. She stays where she is and three motes of stars shoot from her into the robot.

Full round cast Shooting Stars (Magic Missile)
force damage: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Azara can't do much more than get closer to the robot. Though with the hydrojets, he can get much closer to the robot. He goes over the table, potentially giving it a different target than that wiz Kolefo.

"The lost city's guardians
Undead and robots
A realm of the unliving."

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

"He steps up to the plate and swings for the fences. Let's see how far that kneecap flies." says the dwarf as he steps out from under the cover of the oversized table.

sonic pick to Blue's other knee: 1d20 + 15 ⇒ (12) + 15 = 27
sonic damage: 4d6 + 16 ⇒ (6, 1, 1, 3) + 16 = 27

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

I am back! Well, not back, but have nothing to do before my cab to the airport.

"Secondary threat? Experimentation? I have a Stitch in my side just thinking of it!"

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"I think you should probably LIe LOw for the moment, Kolefo!" Azara calls out.

Grand Lodge

Enough is Enough slides

Azzirm tries again, and this time he surprises himself by actually hitting. Though it seems the water is still messing with those servos, the robot ducked away from Tarifa’s attack right into Azzirm’s shot. Seems like someone is gonna owe the Envoy a nice gift when this is all over.

Yith fires bolts of energy which strike unerringly, taking a small chunk out of the robot’s armor plating.

Azara takes the high road, and Grump stays low. The dwark’s pick does a good bit of damage, and it looks like the robot could only take a couple more decent hits like that.

Round 5
TARIFA may act!
Map: Out of the Frying Pan,….

Active Conditions: Underwater Combat rules
Environmental Conditions: Underwater. If you choose to swim above the floor, then the large rectangular conference table does not provide block movement. Swimming in a 3d environment above the floor surface may also remove cover penalties. Small and Medium sized creatures may stand up under the table and use it for cover.

Kōlēfō (-17 SP)
Azzirm (-38 SP)
Yith (0 SP / -12 HP)
Azara (-38 SP)
Grump (0 SP / -15 of 66 HP)

Blue robot (-122, FF to everyone, Off target)
Red robot

Tarifa (-38 SP)
@Tarifa: For reference, the DC of your Clever Attack against them is exactly 30.

Grand Lodge

Enough is Enough slides

Botting Tarifa’s previous round to keep us moving. I will not plan to bot Kōlēfō this round.

Clever Feint: 1d20 + 22 + 1d6 + 2 ⇒ (15) + 22 + (4) + 2 = 43
Kalo Shredder, Cascade-Class: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
slashing: 2d6 ⇒ (4, 1) = 5

Tarifa still has the robot’s attention and keeps it off balance, but her shot goes wide.

Round 5
EVERYONE may act!
Map: Out of the Frying Pan,….

Active Conditions: Underwater Combat rules
Environmental Conditions: Underwater. If you choose to swim above the floor, then the large rectangular conference table does not provide block movement. Swimming in a 3d environment above the floor surface may also remove cover penalties. Small and Medium sized creatures may stand up under the table and use it for cover.

Kōlēfō (-17 SP)
Azzirm (-38 SP)
Yith (0 SP / -12 HP)
Azara (-38 SP)
Grump (0 SP / -15 of 66 HP)

Blue robot (-122, FF to everyone)
Red robot

Tarifa (-38 SP)
@Tarifa: For reference, the DC of your Clever Attack against them is exactly 30.

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Per'aps you'll get rebooted after all this is done, but just now you're interferin' with sanctioned Council business. And that JUST WON'T STAND! (& neither will you when we're finished here.)

Another swing with the sonic pick, maybe at the other knee this time.

I've got a bone to pick with you - your kneecap! vs EAC: 1d20 + 15 ⇒ (5) + 15 = 20

Time for the t-shirt reroll...

vs EAC: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21

((sad - so sad))

sonic damage, if it actually hits: 4d6 + 16 ⇒ (5, 2, 2, 1) + 16 = 26

He'll finish up by moving to the other side of Blue, maybe providing a flank later?

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

Kōlēfō moves closer to the robot and shoots a plume of acid through the water at it.

Trick Attack ≤ CR: 10 + 18 + 4 - 20 = 12 plus debilitating trick
Ranged Attack: 1d20 + 15 ⇒ (14) + 15 = 29
Acid Damage: 3d4 + 5 ⇒ (4, 4, 2) + 5 = 15
Trick Damage: 4d8 ⇒ (7, 1, 1, 1) = 10

Since it's already flat-footed, I will make it off-target.

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Azara steps up to the robot and takes a swing with his solar weapon, hoping to finish it off.

Solar Weapon: 1d20 + 14 ⇒ (14) + 14 = 28
Slashing: 3d6 + 1d6 + 18 ⇒ (2, 5, 6) + (6) + 18 = 37

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Sorry about vanishing for a while there. I'm back from conference now and have slept the sleep of the walking dead.

Tari continues trying to distract the creature from her companions.

Clever Feint: 1d20 + 22 + 1d6 + 2 ⇒ (18) + 22 + (6) + 2 = 48
Kalo Shredder, Cascade-Class: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22 for slashing: 2d6 ⇒ (6, 5) = 11

Grand Lodge

Enough is Enough slides

Under the combined assault of acid stream, solar manifestation and flechettes, the last guardian of Talgradur’s secret lab finally falls.

COMBAT OVER
Kōlēfō (-17 SP)
Azzirm (-38 SP)
Yith (0 SP / -12 HP)
Azara (-38 SP)
Grump (0 SP / -15 of 66 HP)
Tarifa (-38 SP)

Oops. In all the botting, I think I failed to have the robot take a final attack. {sigh}

With a little bit of exploration of the room, you first realize that the “shimmering ceiling,” is actually an air pocket trapped above the waters of the lab, though the atmosphere is not breathable due to being submerged for centuries.

A quick perusal of the main computers in this room reveals that all of the computer systems are in low power mode and cannot be accessed, while those on the ends of the room are damaged beyond repair.

Working together, the mystically minded and the Engineer figure out that the engine is an experimental storm engine and that the computer equipment in the center can only be powered via cables connected to the two large tanks, which seem to siphon off the electric aura of test subjects. Due to the extended period it has lain submerged, the siphoning system no longer functions properly and can only handle lower amounts of power without catastrophic failure. A lower energy source, such as an ultra-capacity battery or a recently deceased creature with aura-producing glands (whose mystical energies are gradually waning) would be appropriate.

Examining the subject-containment tanks, you notice that they are connected by a large tube to another part of this level*. It’s also connected to another location on a different level, with a switching system between the two. These tubes appear to have been used to bring test subjects into the tanks, suggesting there may have been subjects brought in from other locations in Talgradur as well. The walls of the tanks are transparent steel making it a challenge to break if you wished to collect the corpse(s).

As you thoroughly search the room, of course, you discover a door that’s slightly ajar behind one of the recessed spots where a security robot was previously stationed. This is an access tunnel that leads … somewhere else….

It’s not clear from the text where that is on the map. It’s not really relevant, as the door leads to a long, giant-sized tunnel. So I’m not marking it. If/When y’all decide to proceed that way, you’ll simply arrive at the next buzz-saw-robots-and-traps gauntlet, no, ha, ha, seriously, you’ll be at "Area B.” For whatever that tells you.

There were several skill checks in this room. But the DC’s are so low, you guys can’t possibly fail any of them. So I’m giving it all to you in exposition. That’s not all there is to do in the room, so please don’t feel like I completely robbed you of your agency.

*It connects to the room on the opposite side of the sonic-blast-trap hallway with the light blue floor and hot-tub. But you haven’t explored that room yet, so you don’t yet know about the underwater hot-tub there, only that it appears to be where the tube leads.

Excavation of Relics:
You uncover 5 bulk of office supplies, computer equipment, laboratory equipment, and tools with 2 hours of work.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"Eh. Tough bots. I say we rest a while. Seems safe enough here."

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