Momo Strawberry
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Where is it? I can't see a thing! For Momo, being unable to see a creature in light, or being unable to see a creature in darkness isn't much of a difference.
Total defense
phaeton_nz
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Both Thrym and Borq miss.
The golem moves through the mist and, since it has ten ft reach, slams ...
Qimok(1), Momo=(2), Jek(3): 1d3 ⇒ 3 for bludgeoning: 2d6 + 12 ⇒ (2, 2) + 12 = 16 damage.
Everyone is up.
Thrym-Who-Speaks-With-Spirits
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Thrym dodges backwards, guided by the spirits, and fires another flare...
Trick - 35. Flat-Footed for 1 round.
Ghost Killer Underwater Dazzler Flare Pistol: 1d20 + 12 ⇒ (20) + 12 = 32, for 2d6 + 6 + 8d8 ⇒ (1, 4) + 6 + (1, 4, 8, 2, 7, 5, 4, 7) = 49 Fire damage.
It is also suffering 1d6 ⇒ 6 Burn (Fire) damage each round.
...hitting something important.
Jekcedo
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Acidic Mist damage: 2d6 ⇒ (1, 1) = 2
Acidic Mist round 2 of 6 DC 14 Fortitude save for 1/2 damage
Jek fights defensively while reconsidering Jek's choices and why they lead to so few options in this situation.
Ears
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Ears is surprised the construct came through the illusion, then light dawns. "Doesn't interact with the EM spectrum, makes you wonder how it could see us ..."
Where is it? I can't see a thing! For Momo, being unable to see a creature in light, or being unable to see a creature in darkness isn't much of a difference.
...
"We can see it in the dark! Take out the lights! Then I'll come help you aim."
Though it is burning. Maybe that's enough to let you aim at it.
Borq, the Skeedish Chef
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"All six, Thrym! That's a good idea, Ears. Or if you want to hit it, Momo, move 5 feet to your left, then it will be diagonally in front of you to the left."
Borq stays where he is, firing at the monster again.
Trick Attack: 1d20 + 16 + 4 ⇒ (6) + 16 + 4 = 26 for Trick Damage: 3d8 ⇒ (3, 4, 1) = 8
Pew pew (subzero hail pistol): 1d20 + 10 ⇒ (6) + 10 = 16 for C&P Damage: 1d4 + 3 ⇒ (2) + 3 = 5
As his shot goes wild again, he whacks the pistol against the table. "Sights must be off. I'm not usually this bad!"
Qimok
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@GM, it looks like you omitted an attack roll for that hit on Jek. It's a golem, so pretty likely to hit anyway, but there's a tiny chance it could whiff. ;)
"Allsix! Allsix!" Qimok cries as he thrusts his pike at the monster.
invigorating tactical pike: 1d20 + 10 ⇒ (14) + 10 = 24, damage (P): 1d8 + 12 ⇒ (3) + 12 = 15 (reach 10 ft.)
Ears
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Missed that we're all up.
Ears steps up behind Qimok while taking out his flashlight. He waits for Qimok to draw the pike back, then taps its butt. "Hit him again! DOn't miss! "
Cast supercharge weapon on the pike. +4d6 of same type to damage next round.
Jekcedo
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Does the The +1 bonus to damage, provided by Tioren applies during this encounter. apply to spells too? not that it would matter on Jeks last roll.
phaeton_nz
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((Golem: -54))
fort: 1d20 + 7 ⇒ (9) + 7 = 16 v DC 14 - acidic mist.
Borq fails to trick or hit
Qimok does hit (-10)
strike on Jek: 1d20 + 18 ⇒ (17) + 18 = 35 v KAC
It burns (-6)
((Golem -71))
will: 1d20 + 4 ⇒ (17) + 4 = 21 v 14
The golem still has three targets in it's reach.
Qimok(1), Momo=(2), Jek(3): 1d3 ⇒ 2
th: 1d20 + 18 ⇒ (8) + 18 = 26 bludgeoning: 2d6 + 12 ⇒ (3, 3) + 12 = 18
Everyone is up.
Thrym-Who-Speaks-With-Spirits
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A slightly faraway look in his eyes, Thrym blasts the golem with another flare.
Trick - 35. Flat-Footed for 1 round.
Ghost Killer Underwater Dazzler Flare Pistol (EAC): 1d20 + 12 ⇒ (6) + 12 = 18, for 1d6 + 3 + 4d8 ⇒ (1) + 3 + (1, 2, 8, 7) = 22 Fire damage.
Burn: 1d6 ⇒ 4.
Jekcedo
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Acidic Mist damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Acidic Mist round 3 of 6 DC 14 Fortitude save for 1/2 damage
Jek draws and throws a Stickybomb grenade aimed at the North East corner of the golem
Stickybomb grenade MK1: 1d20 + 6 ⇒ (6) + 6 = 12
entangled 2d4 rounds: 2d4 ⇒ (3, 3) = 6
area 10'r Reflex save DC 11
Ears
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Ears decides to see how things go before casting again. He draws his slug thrower and fires past Qimok at the golem.
semi-auto pistol, tactical v KAC : 1d20 + 8 ⇒ (9) + 8 = 17 ... damage: 1d6 + 3 ⇒ (1) + 3 = 4 critical -; Analog)
Source Alien Archive 4 pg. 153, Alien Archive 3 pg. 150, Alien Archive 2 pg. 149, Alien Archive pg. 153
Constructs are immune to the following effects, unless the effect specifies that it works against constructs.
Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stun.
Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.
Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).
Momo Strawberry
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Momo lets out an Aargh in E-flat just as Ears finishes telling her where the monster is It found me! I know where it is now... I think...
She steps in and takes a wild swing...
Move: guarded step
Blade vs Monster, concealment (high is good): 1d100 ⇒ 131d20 + 8 ⇒ (8) + 8 = 161d10 + 8 ⇒ (7) + 8 = 15 Nope
I lost it... where is it again?
Qimok
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I forgot the +1 to damage last round. I will include it (and Ears's supercharge weapon) this time.
Qimok starts loudly haranging the golem to try to draw its attention away from his nufriends. "You want a fight, you big ugly brute? Then fight me!" As he continues in this vein, he strikes with his pike again.
invigorating tactical pike: 1d20 + 10 ⇒ (11) + 10 = 21, damage (P): 1d8 + 12 + 1 + 4d6 ⇒ (4) + 12 + 1 + (3, 2, 4, 1) = 27 (reach 10 ft.)
Ears
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"There! where I shot it. Oooh just watch QImok's spear."
Apparently forgetting that Momo can't see in the dark.
phaeton_nz
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Thrym misses
Jek: fort: 1d20 + 7 ⇒ (17) + 7 = 24 ref: 1d20 + 7 ⇒ (15) + 7 = 22 ((-4))
Ears misses
Momo misses
Qimok hits (-22)
Borq to go.
Golem at -97
Borq, the Skeedish Chef
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UGH, my previous post got eaten.
Trick Attack: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35 for Trick Damage: 3d8 ⇒ (7, 2, 1) = 10
Pew pew (subzero hail pistol): 1d20 + 10 ⇒ (18) + 10 = 28 for C&P Damage: 1d4 + 3 ⇒ (4) + 3 = 7
phaeton_nz
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And that is enough to deactivate the golem.
Aside from the empty weapons racks and the cleared table, shelves, and storage containers, this room is completely empty.
Jekcedo
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"The Golem doesn't look destroyed, but deactivated is a good option! On the other handsome of these grenades I have left over from my first mission should get deactivated and replaced."
Perception: 1d20 + 13 ⇒ (6) + 13 = 19
Ears
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"Nice work, colleagues. And interesting. How and why is the golem here? Were the scavengers able to avoid it somehow?"
Jekcedo
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"Well-trained scavengers suggest two options: pirates or treasure hunters. There is a third option could have been some yoski, they do have a natural talant as scavengers and survivors. Glitch gremlems would have left a bigger mess, so I don't think thats an option.
Borq, the Skeedish Chef
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"I hope it's not glitch gremlins. We had an infestation once and it was unbelievably bad!"
Borq pokes the golem with a toe. "I'm guessing they either fled or managed not to trigger it. If we were trying to sneak, that might have been easier."
Perception: 1d20 + 18 ⇒ (14) + 18 = 32
"Rasheen was known to be a...um...professional acquirer of things, so it wouldn't surprise me if it was cleared out by her team."
Borq sneaks carefully forward towards the corner of the hallway and peeks around.
Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
Ears
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"You're likely right about Rasheen, but maybe the goblinoids cleaned it out when they left. They might have had the time to be so thorough."
As a test, Ears shines his flashlight on the golem. He wants to see if it still turns invisible when inactive.
phaeton_nz
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You find a storage room
Shelves line the walls, some with surviving labels indicating they held staple grains, dehydrated fruits and vegetables, and other dry goods. This otherwise empty room contains five gray plastic cube-shaped crates, each about eight feet tall and wide. One crate is damaged at the lower corner
And Ears discovers it does still turn invisible.
Momo Strawberry
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Is it gone? I still can't see it... Even when Ears shines a light, Momo is unconvinced.
Ears
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Ears taps his lighted flashlight against the golem. "It's right here. It's just not moving any more. Speaking of moving, we should follow the others. I'm not sure whether it can reactivate."
Jekcedo
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"That's a good question, Ears."
Jek tries to recall knowledge about Golems reactivating
Mysticism: 1d20 + 15 ⇒ (1) + 15 = 16
Borq, the Skeedish Chef
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"I would prefer never to see one of those again." Borq whispers as he follows to team away. With nothing more dangerous than boxes, Borq pulls out a scanner to see if anything *else* might be lurking.
Perception, broad-spectrum scanner: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25
phaeton_nz
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Borq spots movement - there is something lurking down here.
Borq, the Skeedish Chef
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"I see something back there." Borq goes into Stealth mode...
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
...and creeps forward to hide behind the closest box.
phaeton_nz
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As you get closer, you see most of the storage containers are intact, except one, which has organic material spilling out of it. These containers are made from heavy collapsible plastic designed to be weather proof but not against weapons fire.
Thrym also spots movement between two of the furthest crates.
It's rather dark in here. Are you using Darkvision or light sources or both?
Ears
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"Hang on, I'll go fetch Qimok and Momo." Ears whispers before he trots back to get the two lagging party members.
"Borq's found something lurking in the next room."
Borq, the Skeedish Chef
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Darkvision
Borq continues creeping closer to the movement, hoping to see what they're up against.
Stealth: 1d20 + 10 ⇒ (8) + 10 = 18
Momo Strawberry
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Momo has this natural yellowish glow about her when she's nervous, but she can suppress it if needed. She'd need some guide for move in the dark.
Qimok
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Qimok goes to the entrance of the large storage area, pausing just past the lit area to assess the situation.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9 (darkvision 60 ft. from infrared sensors)
phaeton_nz
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Initiatives:
Borq: 1d20 + 8 ⇒ (19) + 8 = 27
Ears: 1d20 + 7 ⇒ (15) + 7 = 22
Jakcedo: 1d20 + 2 ⇒ (15) + 2 = 17
Momo: 1d20 + 3 ⇒ (17) + 3 = 20
Qimok: 1d20 + 7 ⇒ (2) + 7 = 9
Thrym: 1d20 + 12 ⇒ (5) + 12 = 17
red: 1d20 + 5 ⇒ (19) + 5 = 24
blue: 1d20 + 5 ⇒ (9) + 5 = 14
green: 1d20 + 5 ⇒ (17) + 5 = 22
yellow: 1d20 + 5 ⇒ (18) + 5 = 23
They're in the dark so 50% concealment applies unless you have darkvision or a light source. Momo's solarian weapon should count once in melee
Borq goes first.
Ears
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Now Ears remembers that Momo can't see in the dark. He switches his flashlight on for her benefit. "Let's catch up to the others."
UNless they can phase through the wall to attack Momo and me, my actions will be the same. TO save time in case I get hung up, Ears will double move to the position shown on the map.
Borq, the Skeedish Chef
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"Well, that's not what I was expecting here..." Borq aims and pegs the red one.
Trick Attack: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40 for Trick Damage: 3d8 ⇒ (5, 3, 4) = 12
Pew pew (single-valve plasma ring): 1d20 + 10 ⇒ (3) + 10 = 13 for E&F Damage: 1d4 + 3 ⇒ (3) + 3 = 6 with crit wound
phaeton_nz
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There is no evidence that they can phase through walls.
You also realise you have to be careful in here. It would probably not be a good idea to damage a crate.
Borq does a really impressive trick, but that's not a hit.
Red and Yellow double moves. So does Ears. Green also double moves ending up near Borq.
Momo, Jakcedo, and Thrym are up.
Thrym-Who-Speaks-With-Spirits
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Thrym hustles forward, and fires a flare at Red.
Trick - 35. Flat-Footed for 1 round.
Ghost Killer Underwater Dazzler Flare Pistol (EAC): 1d20 + 12 ⇒ (3) + 12 = 15, for 1d6 + 3 + 4d8 ⇒ (4) + 3 + (6, 1, 4, 5) = 23 Fire damage.
phaeton_nz
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Thrym also misses.
Jekcedo
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Jek moves, drawing a cover seed, then activates the cover seed to block the creatures from sneaking up behind us.
cover seed in unnatural surfaces last 5 round, round 1/5
Telepathically, Jek communicates to the team.
"This will slow them down coming at us from the south hall for a while."
Ears
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Ears rounds the corner, sees Jek's gardening, and nods appreciatively. It's good to forestall a flanking attack, especially when Ear's flank is likely to be closest to the attack.