Zero's Cosmic Birthday

Game Master Super Zero

RPG Chronicles
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Wayfinders

Female Pouncer Pathtra Brutaris player Precog Witchwarper 1 AC 17|HP 16/16|hp 1/1|Fort +4, Ref +5, Will +5| Perc: +3 Speed 30 ft |Spells: 1st 3/3| Spell DC 16 Attack +6 |Focus Points 1/1 | ◆◆◆ ◇ ↺ exploration: Avoid Notice

Fengsai sustains her quantum field and targets Purple again with injury echo
◆ Sustain WARP REALITY
◆◆ Injury Echo Basic will save DC 16
Injury Echo Damage P: 1d6 ⇒ 2


Pathfinder Provisions ◆◇↺

Half of the robot's head is inexplicably crushed, but it doesn't seem to have been using that half for much of anything.
Purple Will: 1d20 + 2 ⇒ (20) + 2 = 22

Jazz's turn.
Initiative:
Purple Maintenance Robot (2/8, AC 14-16, Exigency used)
Zashodu (AC 15; 17/20)
Jazz (AC 18; 11/17)
Fengsai (AC 17; 16/16)
Blue Maintenance Robot (8/8, AC 14-16, Exigency)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)

Sovereign Court

Male Warrior Android Analyst Witchwarper: Spd:25, AC:18, HP:17/17, Fort:4(Constructed), Ref:6, Will:5, Perc:5, Darkvision, 1/1 Focus Point

Fire 3 times at purple, goes to blue if purple dies hit: 1d20 + 6 ⇒ (14) + 6 = 20 dmg: 1d8 ⇒ 4 piercing
hit: 1d20 - 5 + 6 ⇒ (4) - 5 + 6 = 5 dmg: 1d8 ⇒ 4 piercing
hit: 1d20 - 10 + 6 ⇒ (13) - 10 + 6 = 9 dmg: 1d8 ⇒ 8 piercing


Pathfinder Provisions ◆◇↺

Jazz blows apart the damaged robot.

Is it with a touch of hesitancy that the last one bellows "IT IS AWAKE!" or does its shouting merely sound lonely devoid of its chorus?
Regardless, it continues the same tactics. It focuses on Zashodu, and even hits him once.
◆ Strike F/Z: 1d2 ⇒ 2 Welding Torch: 1d20 + 5 ⇒ (14) + 5 = 19 hits for fire damage: 1d4 + 1 ⇒ (3) + 1 = 4, ◆ Strike F/Z: 1d2 ⇒ 2 welding torch: 1d20 + 5 - 5 ⇒ (7) + 5 - 5 = 7, ◆ Strike F/Z: 1d2 ⇒ 2 welding torch: 1d20 + 5 - 10 ⇒ (6) + 5 - 10 = 1

It is with a perhaps forlorn "IT IS AWAKE!" that it awaits its inevitable destruction at the hands of the entire party.

All PCs' turns.
Initiative:
Zashodu (AC 15; 13/20)
Jazz (AC 18; 11/17)
Fengsai (AC 17; 16/16)
Blue Maintenance Robot (8/8, AC 14-16, Exigency used)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)

Sovereign Court

Male Warrior Android Analyst Witchwarper: Spd:25, AC:18, HP:17/17, Fort:4(Constructed), Ref:6, Will:5, Perc:5, Darkvision, 1/1 Focus Point

3 shots at blue hit: 1d20 + 6 ⇒ (20) + 6 = 26 dmg: 1d8 ⇒ 2 piercing, so 4 dmg
hit: 1d20 + 6 - 5 ⇒ (13) + 6 - 5 = 14 dmg: 1d8 ⇒ 7 piercing
hit: 1d20 + 6 - 10 ⇒ (4) + 6 - 10 = 0 dmg: 1d8 ⇒ 4 piercing


Pathfinder Provisions ◆◇↺

"IT IS A--" With another pair of shots, the last one collapses into a heap of crumpled metal.

Sovereign Court

Male Warrior Android Analyst Witchwarper: Spd:25, AC:18, HP:17/17, Fort:4(Constructed), Ref:6, Will:5, Perc:5, Darkvision, 1/1 Focus Point

Now that combat is over, Jazz reloads.


Human (Scavenger) Street Rat Envoy (Guns Blazing) 1
Stats:
⛨ 18 | ♥️ 16 | Saves (3*/8**/7**) | Perception (5*) w/ Incredible Initiative (+2c) | Speed 25
☘️ □ | ✋✋ Rotolaser | ⚕ none | clip♣️ (☑☑☑☑☑☑☑/□□□) | frag♠️ (☑/□□) | Explore: Search

Laurel searches the downed robots for more ammo...

"Doncha start wigglin' again now. Hol' still!"

Wayfinders

Female Pouncer Pathtra Brutaris player Precog Witchwarper 1 AC 17|HP 16/16|hp 1/1|Fort +4, Ref +5, Will +5| Perc: +3 Speed 30 ft |Spells: 1st 3/3| Spell DC 16 Attack +6 |Focus Points 1/1 | ◆◆◆ ◇ ↺ exploration: Avoid Notice

"Looks like we can't use the elevator to get out of here, maybe there's a stairway around here I'll look for that."

Still shaken up by the gravity, the elevator, and getting attacked by robots, Fengsai draws her pistol, before stealthily looking for a stairway or any signs of other danger, making quick dashes between cover and shadows, trying to hide from anything and everything.

Stealth: 1d20 + 6 ⇒ (9) + 6 = 15
Perception: 1d20 + 3 ⇒ (18) + 3 = 21 Dark vision

Wayfinders

shirren scientist mystic 1 | ♥️20 | ⛨15 | F+5 R+4 W+9 | Perc +7 | speed 25ft | Mystic Spells: 1st☐☐☐ | Focus☐ | Exploration: Search | Active Conditions: none

Ow, ow! You can't repair me with that!

Zashodu screams mentally as the last robot puts a welding torch to him. He knows it can't hear his thought projections, but he says it all the same.

He gets out his burn cream and med kit...

Treat wounds attack, tread wounds damage: 1d20 + 7 ⇒ (5) + 7 = 12

Hmm... these must be the akitonian instructions. It's not working.

Frustrated he throws the kit down for now and joins Fengsai in searching for stairs, or anything noteworthy.

Search (Perception): 1d20 + 7 ⇒ (18) + 7 = 25


ysoki doctor mystic 1 | ♥️15 | ⛨17 | F+4T R+6T W+8E | Perc +6T | speed 25ft | Mystic Spells: 1st☐☐☐ (+6/DC 16)| Exploration: Investigate | Does anyone need an IV?

Ah, good thing you brought that med kit, otherwise we'd have had to improvise something with those torches, to cauterize the wounds. This way we probably don't have to resort to amputation. That's always a plus isn't it? It's not like you're a barathy where there things grow back easily.

The doctor looks at Jazz and Grizzi, and almost eagerly says Oh my, those might fester if not treated quickly. Let's just start with an IV, shall we? Sani takes out that gross-looking needle again.


Pathfinder Provisions ◆◇↺

The intersection filled with broken robot parts has hallways branching in all directions. Behind the party, the hallway disappears into darkness... wasn't there an elevator back there?

The catwalks are also strange, crossing the hallways overhead and disappearing into the walls. There's a ladder up ahead that leads up to it, though it's old and rickety enough that one would have to be careful climbing. (Difficult enough that it technically requires an Athletics check to climb, easy enough that nobody can critically fail outside of a natural 1.)

Ahead the hallways seems to disappear in this direction as well...

Though if the adventurers wanted to examine the robots, they're no longer resisting. Now that they're broken open, it's trivial to see that the robots’ cores are blackened and nonfunctional, with obvious damage similar to what would be caused by a massive surge of electricity.

Computers DC 15:
It's no surprise they weren't operating correctly, though inexplicable that they were operating at all! All the
robots’ internal code has been overwritten with a repeating line of text in common programming language: “IT IS AWAKE.”

Sovereign Court

Male Warrior Android Analyst Witchwarper: Spd:25, AC:18, HP:17/17, Fort:4(Constructed), Ref:6, Will:5, Perc:5, Darkvision, 1/1 Focus Point

Jazz will try computers: 1d20 + 7 ⇒ (6) + 7 = 13


Human (Scavenger) Street Rat Envoy (Guns Blazing) 1
Stats:
⛨ 18 | ♥️ 16 | Saves (3*/8**/7**) | Perception (5*) w/ Incredible Initiative (+2c) | Speed 25
☘️ □ | ✋✋ Rotolaser | ⚕ none | clip♣️ (☑☑☑☑☑☑☑/□□□) | frag♠️ (☑/□□) | Explore: Search

Laurel looks around.

"Who knows how to talk to this thing?"

He kicks it because sometimes that works.


Grizzi | Skittermander operative 1 | AC 18 | HP 14/14 Fort +3; Ref +9; Will +5 |Speed 30 feet, climb 30 feet | Perception +5; low-light vision
Skills:
Acrobatics +7, Athletics +3, Computers +6, Crafting +6, Diplomacy +5, Infosphere Lore +6, Piloting +7, Society +6, Stealth +7

Computers: 1d20 + 6 ⇒ (14) + 6 = 20

"Let me help you with that, Nufriend Jazz," Grizzi insists.

After examining the robots, he concludes, "Ah! I see the problem. It turns out that these robots weren't supposed to attack us at all. They were malfunctioning!"

"It was a coding error. The initial internal code has been overwritten with a repeating line of text in common programming language." Grizzi explains. "If one wants to reprogram robots, I would suggest overwriting to the code with a different line of text. Perhaps, an instruction or, at the least, a cheerful greeting. That would be more helpful than, 'IT IS AWAKE'. Of course, overwriting with that code the robots are unlikely to function properly. I am surprised that they were able to function at all."

Wayfinders

shirren scientist mystic 1 | ♥️20 | ⛨15 | F+5 R+4 W+9 | Perc +7 | speed 25ft | Mystic Spells: 1st☐☐☐ | Focus☐ | Exploration: Search | Active Conditions: none

Oh, oh, forgive me! There are others injured.

He visits Jazz, and Grizzi in turn...

Treat wounds, Jazz (DC15 Medicine): 1d20 + 7 ⇒ (20) + 7 = 274d8 ⇒ (7, 3, 5, 6) = 21
Treat wounds, Grizzi (DC15 Medicine): 1d20 + 7 ⇒ (18) + 7 = 254d8 ⇒ (4, 6, 8, 6) = 24

Listening to the skittermander as he works on their wounds.

Perhaps, but someone before us certain meant to leave this message behind.

Wayfinders

Female Pouncer Pathtra Brutaris player Precog Witchwarper 1 AC 17|HP 16/16|hp 1/1|Fort +4, Ref +5, Will +5| Perc: +3 Speed 30 ft |Spells: 1st 3/3| Spell DC 16 Attack +6 |Focus Points 1/1 | ◆◆◆ ◇ ↺ exploration: Avoid Notice

"Are my eyes playing tricks on me too? Wasen't the elevator this way?"
Fengsai points to where the elevator should be.


Pathfinder Provisions ◆◇↺

I've cleared up the map a little so you can see what's visible from the intersection.
Honestly, if you'd rather just see the map go ahead and clear those off--it's not like you know what's in the rooms just by looking at the map. I use them partially because it helps mark where you haven't been yet and partially because I know one player who hates being able to see the map if her character hasn't seen the area yet. I covered my Malevolence flipmat in yellow sticky notes for her.

Nothing bothers the party as Zashodu works. This entire area seems odd, a little vague around the edges like there's something you just can't quite make out just at the edge of your vision--only all the time. The sounds are pretty normal, the buzz of overhead lighting, the occasional drip of moisture, the sound of a large crowd of people milling about a clearly-empty hallway--nothing too odd. The elevator is visible from the intersection just around the corner, which isn't quite where the party left it. Did it shift? (Did the GM misread the map? Who can say.)

To the northwest, the hallway leads past the elevator and ends in a mechanical door--the kind that should open automatically when someone moves towards it, unless it's locked. All the doors looks like standard autodoors.
The northern hallway branches. Due north, it ends in another door. To the left is some kind of shrine, and to the right looks like an open supply room with crates and shelves.
To the northwest, the hallways looks long and empty before ending in a door--but that's where the noise like a crowded tram station is coming from.
The three southern hallways all end in closed doors.
To the east is the rickety ladder leading up to a platform over the wall. It's out of sight, but presumably connects to the catwalks.


Human (Scavenger) Street Rat Envoy (Guns Blazing) 1
Stats:
⛨ 18 | ♥️ 16 | Saves (3*/8**/7**) | Perception (5*) w/ Incredible Initiative (+2c) | Speed 25
☘️ □ | ✋✋ Rotolaser | ⚕ none | clip♣️ (☑☑☑☑☑☑☑/□□□) | frag♠️ (☑/□□) | Explore: Search

Short on ammo, Laurel examines the crates and shelves for clips...

"Dunna gone run outta ammo now, since we locked down here in this spooky dungeon"

Wayfinders

shirren scientist mystic 1 | ♥️20 | ⛨15 | F+5 R+4 W+9 | Perc +7 | speed 25ft | Mystic Spells: 1st☐☐☐ | Focus☐ | Exploration: Search | Active Conditions: none

Once they are done searching the crates, Zashodu is drawn to the hallway that emits the ghostly crowd noises.

He conducts both a physical search Perception+7 and a mystical one Arcana +6, Occultism +6.

Clear, this is no ordinary place he remarks over the thoughtwaves as he searches for clues.


Pathfinder Provisions ◆◇↺

Whoops, I said northwest twice. The second one should be northeast. But first...

Laurel sees that the crates have clearly been there for a good, long while. Anything perishable in them is certainly long spoiled. He also sees movement, as something on one of the shelves unfolds itself. Another robot.

The good news is this time there's only one, and it's a little smaller. The bad news is that this one looks like a security drone, actually built for combat. The good news is that Laurel spots a couple of fresh batteries. The bad news is that they're currently inserted into the robot's integrated weapon. The good news is that this one doesn't seem to be jerky or erratic (it was sitting there silently on a shelf after all, until someone approached), and is probably following its intended programming. The bad news is that as a security robot, that programming might not be friendly to people who enter the area it was guarding. "Intruder identified," it says, "Surrender and be destroyed."
Well, mostly following its original programming.

GM Dice: Initiative:
security drone: 1d20 + 10 ⇒ (9) + 10 = 19
Sanity: 1d20 + 6 ⇒ (12) + 6 = 18
Laurel: 1d20 + 7 ⇒ (3) + 7 = 10
Fensai: 1d20 + 6 ⇒ (12) + 6 = 18
Zashodu: 1d20 + 7 ⇒ (5) + 7 = 12
Grizzi: 1d20 + 7 ⇒ (2) + 7 = 9
Jazz: 1d20 + 5 ⇒ (3) + 5 = 8

Before Laurel (or anybody else) can react, the robot hovers off of its shelf, scattering some dust. It levels its weapon arm at Laurel and fires two pulses of electricity. He ducks, which apparently it wasn't expecting.
◆ Fly, ◆ Strike pulsecaster: 1d20 + 8 ⇒ (3) + 8 = 11, ◆ Strike pulsecaster: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14

All PCs' turns.
Security Drone (five feet up)
Sanity (AC 17; 15/15)
Fengsai (AC 17; 16/16)
Zashodu (AC 15; 20/20)
Laurel (AC 18; 16/16)
Grizzi (AC 18; 14/14)
Jazz (AC 18; 17/17)

Wayfinders

Female Pouncer Pathtra Brutaris player Precog Witchwarper 1 AC 17|HP 16/16|hp 1/1|Fort +4, Ref +5, Will +5| Perc: +3 Speed 30 ft |Spells: 1st 3/3| Spell DC 16 Attack +6 |Focus Points 1/1 | ◆◆◆ ◇ ↺ exploration: Avoid Notice

"I'll try to slow it down."

↺ Quantum Pulse to Warp Reality as a free action when rolling initiative.
Quantum Field: enemy creature t–5-foot status penalty allies +5
◆ Moves next to Laurel then cast adhere on the ground (red box on map)
◆ ADHERE: If you instead touch one unoccupied 5-foot square, that
surface becomes charged with adhering magic. That space
becomes greater difficult terrain. Duration 1 minute.

◆ Moves to take cover out of sight of the robot.


Human (Scavenger) Street Rat Envoy (Guns Blazing) 1
Stats:
⛨ 18 | ♥️ 16 | Saves (3*/8**/7**) | Perception (5*) w/ Incredible Initiative (+2c) | Speed 25
☘️ □ | ✋✋ Rotolaser | ⚕ none | clip♣️ (☑☑☑☑☑☑☑/□□□) | frag♠️ (☑/□□) | Explore: Search

Laurel feels reality warp around him protectively "Cooool!" he almost forgets that he is "in" combat "Oh yeah!"

And "Nuther 'bot - let's show 'em how we take 'em out!" he calls valiantly, following words with fire and ducking for cover.

Silent Rotolaser (Fire, 2h, 1r, 1e, 30-feet; automatic, tech) w/ Get Em (+1) vs Robot (AC -1 Get Em): 1d20 + 6 ⇒ (20) + 6 = 261d8 + 1 ⇒ (8) + 1 = 9

◆) Get 'Em (Robot -1 AC, party +1 damage)
◆) Strike
◆) Step

Get 'Em:

DIRECTIVE ENVOY VISUAL
You single out an enemy for you and your allies to focus your attacks on. This concentrated assault weakens that enemy’s defenses. Select a creature within 60 feet that you can see. That creature takes a –1 circumstance penalty to AC until the beginning of your next turn.

Lead by Example: If you attack the target you select before the end of your turn, you reveal a weak point in your foe’s defenses. You and your allies gain a +1 circumstance bonus to damage rolls against the target


ysoki doctor mystic 1 | ♥️15 | ⛨17 | F+4T R+6T W+8E | Perc +6T | speed 25ft | Mystic Spells: 1st☐☐☐ (+6/DC 16)| Exploration: Investigate | Does anyone need an IV?

This one doesn't seem to have any neurological-equivalent issues. I think we have to sedate it all the same, though

Stride
◆◆Casts Ricochet

Force Damage: 2d4 ⇒ (1, 2) = 3 DC 16 basic reflex for half


Pathfinder Provisions ◆◇↺

With a grinding sound, the robot overclocks itself and tries to twitch out of the way--in exactly the wrong direction, as Laurel's laser pierces it dead-center.
It does also have the ↺ Exigency reaction to add +2 to its AC against the first attack against it... but that natural 20 renders that pretty pointless. That bloodies (reduces to half HP or less) it.

Dr. Sani finishes it off, slicing it in two with a disc of force.
Reflex: 1d2 + 10 ⇒ (2) + 10 = 12
It actually would have been down on a success, too. You didn't add the +1 bonus from Get 'Em, and half of 4 would have been enough...

With that situation quickly resolved, the party is able to determine that the content of the crates is largely too old to be of any use (and a lot of has rotted), but they find 10 feet of tactical cable line and a emergency beacon.

The robot's weapon is built-in, but the two commercial batteries are removable. One of them only has four charges left, but the other is still full at 10 (there's a helpful display in the form of a glowing line down the side). The weapon seems to be the equivalent of a pulsecaster pistol, an incapacitating weapon. The robot may have had difficulty actually carrying out its threat to "destroy" anyone.


Human (Scavenger) Street Rat Envoy (Guns Blazing) 1
Stats:
⛨ 18 | ♥️ 16 | Saves (3*/8**/7**) | Perception (5*) w/ Incredible Initiative (+2c) | Speed 25
☘️ □ | ✋✋ Rotolaser | ⚕ none | clip♣️ (☑☑☑☑☑☑☑/□□□) | frag♠️ (☑/□□) | Explore: Search

”Ha!” the boy gloats, taking all the credit ”See’s I’m right. Jus’ you stay with ol’ Laurel and no trouble comin’ yer way. Les’ git outta here!”

He grabs the full clip, and stows it in a pocket.

Wayfinders

Female Pouncer Pathtra Brutaris player Precog Witchwarper 1 AC 17|HP 16/16|hp 1/1|Fort +4, Ref +5, Will +5| Perc: +3 Speed 30 ft |Spells: 1st 3/3| Spell DC 16 Attack +6 |Focus Points 1/1 | ◆◆◆ ◇ ↺ exploration: Avoid Notice

Fengsai picks up the battery with only 4 charges
"Might as well grab this one too just in case one of us runs low. Does anyone need a half-used battery?"

Wayfinders

shirren scientist mystic 1 | ♥️20 | ⛨15 | F+5 R+4 W+9 | Perc +7 | speed 25ft | Mystic Spells: 1st☐☐☐ | Focus☐ | Exploration: Search | Active Conditions: none

That was quite the rollercoaster with good-bad-good-bad-good-bad-news :P

Meanwhile Zashodu is still in the other corridor looking for the source of the ghostly voices.

Did one of you say something over there? I thought I heard a brief commotion...

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