Spindlelock Servant

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17 posts. Alias of Agent Eclipse.


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Elfa eyes the device as the others rush up the ramp to the center platform. Knowing the creatures can be vicious she instead runs along with them.

"Perhaps the devices could use inspection after this...they seem rather focused on them." she says trying to keep up with the group.

Double Move.


Ah crap, forgot that Healing Touch is a 10 minute activity so she won't be able to heal Whiskey. Changing action to continue climbing.

Elfa (Last Round) Athletics: 1d20 + 2 ⇒ (11) + 2 = 13

Elfa Athletics: 1d20 + 2 ⇒ (20) + 2 = 22
Elfa Athletics: 1d20 + 2 ⇒ (17) + 2 = 19

Elfa finally reaches the peak of the current platform.


Elfa Athletics: 1d20 + 2 ⇒ (4) + 2 = 6

Elfa slipping again down instead turns to run to Whiskey.

Roddy 2nd Athletics: 1d20 + 5 ⇒ (12) + 5 = 17


Elfa begins to attempt her climb alongside Roddy.

Elfa Athletics 1: 1d20 + 2 ⇒ (4) + 2 = 6
Elfa Athletics 2: 1d20 + 2 ⇒ (13) + 2 = 15


Elfa finishes her ritual as the Jinsuls shadow comes to life, lashing out at it with cold tendrils.

Touch: 1d20 + 5 ⇒ (9) + 5 = 14
Cold Damage: 1d6 + 3 ⇒ (2) + 3 = 5

She then moves up towards the others.


Elfa Mysticism: 1d20 + 8 ⇒ (5) + 8 = 13

Elfa just shakes her head.

"That monstrosity is unlike anything I have ever seen."

Will, delay her with you if you want to wait till El'zar possibly snags something useful.


Forgot to Bot Elfa.

Round 1 & 2: Scrying.
Mysticism: 1d20 + 8 ⇒ (11) + 8 = 19
Mysticism: 1d20 + 8 ⇒ (13) + 8 = 21
Elfa opens her mind to the currents of space and gets a read on the ship.

"It appears to be called a Barb. It is fast and deadly but also fragile, similar in many ways to our Drake. Hold on...I am getting more information and sharing to your screens." she says gathering a great deal of information on the systems of the ship. She continues to scan the ship for more information.

Jinsul Barb:
Tiny Fighter only crewed by a Pilot and Engineer
Speed: 8
Maneuverability: Good (Turn 1)
AC/TL: 14
HP: 35/35


Elfa Stealth: 1d20 + 4 ⇒ (3) + 4 = 7
Elzar Intimidate: 1d20 + 1 ⇒ (11) + 1 = 12
Lexicor Stealth: 1d20 + 2 ⇒ (10) + 2 = 12
Roddy Intimidate: 1d20 + 1 ⇒ (9) + 1 = 10

The group all tries to maneuver their way into position before the attack but they all fumble their attempts. Elzar and Roddy both call out talking over each other as Elfa trips over a discarded wastebin and Lexicor's comm unit rings out on speaker mode when Celita hacks the comm systems.


Botting their actions to move us forward and going to send them some pings.

Elfa is able to climb up enough for the others to pull her the rest of the way but WB8K has weaker servos, instead he rears back and attempts to leap up towards them.

WB8K Acrobatics: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Damage: 1d4 ⇒ 2
WB8K Reflex: 1d20 + 3 ⇒ (5) + 3 = 8 1 Damage.

WB8K Acrobatics: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19

He struggles landing clumsily into a pile the first time but corrects his trajectory the second...and takes a shot of liquid courage.

---

With the group all gathered on the above platform, they know they are close to their target. Those with a sneakier bend can attempt to ambush her likely position or those with a little more bravado can attempt to distract her in an ambush.

The group members can each attempt a difficult Stealth check or difficult Intimidate check, if successful they will get a surprise round in the upcoming combat.


Agent Bot loading systems; Alchemist, Slyph. (Will contact Frostwind to see if they are withdrawing but for now will let them help.)

Round 1 Actions:

Frostwind works to catch up with the group, sneaking through the waters.

Stealth: 1d20 + 4 ⇒ (16) + 4 = 20
Stealth: 1d20 + 4 ⇒ (8) + 4 = 12

She manages to reach the 2nd island but suffers a bite, as her rushing stirs the waters.

Fortitude: 1d20 + 4 ⇒ (17) + 4 = 21

The venom isn't able to take hold in her veins.

Round 2 Actions:

Knowledge (Nature): 1d20 + 8 ⇒ (5) + 8 = 13

Round 3 Actions:

Appraise: 1d20 + 8 ⇒ (5) + 8 = 13

While on the 2nd island she struggles to make sense of the composition or value of the plinths, as they work.


Agent Bot loading systems; Alchemist, Slyph.

Frostwind moves past the dinosaur to join the others.


Requested to Bot Liluth.

Liluth heaves up her lance and runs through the shallow river to the other side, sliding to a stop against the far cavern wall.


The construct begins to shift in appearance, taking on the looks of Bahta, Beke, and Everon.

Bahta-bot, unable to get a good shot on the zombies, begins to channel his divine connection with Gozreh. Starting Summon Nature's Ally I.

Beke-bot, without orders from his master, continues attempting to take down the zombie Liluth first attacked.

Bite: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 ⇒ 5

Talon: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 ⇒ 4

Talon: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 ⇒ 5
Critical Confirm: 1d20 + 5 ⇒ (10) + 5 = 15
Critical Damage: 1d6 ⇒ 1

---

Seeing his previous effort not able to badly damage the undead, Everon-bot steps up and pulls out his dagger, tossing it towards the purple skinned creature.

Dagger (Thrown) w/ Luck: 1d20 + 3 + 2 - 4 ⇒ (19) + 3 + 2 - 4 = 20
Damage w/ Luck: 1d6 + 2 ⇒ (3) + 2 = 5
Critical Confirm: 1d20 + 3 + 2 - 4 ⇒ (15) + 3 + 2 - 4 = 16
Critical Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Assuming Bahta Identity

Survival: 1d20 + 7 ⇒ (9) + 7 = 16

"This pit is many moons old, a year. Perhaps, it is to keep out that horned beast." he says looking it over.

He looks through his bags but does not have any rope either.

"I have no rope, does someone ? Or we can try to climb?" he asks the group.


Sorry, spells are new to me and was just using the link to AoN on her profile. Wasn't sure what heightened meant exactly but I get it now.

Heal: 3d8 + 24 ⇒ (1, 6, 3) + 24 = 34


Kyra seeeing Merisiel taking on heavy damage moves up a short distance before unleashing a bolt of healing energy towards her.

Move.
Heal (2 Action).
Heal: 1d8 + 8 ⇒ (3) + 8 = 11


Ezren quickly moves up to assist the group before they are overrun by slimes.

"This is getting out of hand!" he says as electricity jumps from his fingers to both of the enemies.

Move.
Electric Arc. Targets get a Basic Reflex Save.

Damage: 3d4 + 4 ⇒ (3, 4, 3) + 4 = 14
Damage: 3d4 + 4 ⇒ (2, 4, 3) + 4 = 13

If either are still standing he will call upon his bond to fire an acid arrow at them.

Arcane Bond. Cast Acid Arrow.
Acid Arrow: 1d20 + 11 ⇒ (3) + 11 = 14
Acid Damage: 3d8 ⇒ (5, 8, 3) = 16 +1d6 Persistent Acid Damage.