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158 posts. Alias of Reckless.


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oop missed one... claws at Jaxel

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claw 1d20 + 4 ⇒ (8) + 4 = 12 for 1d6 + 3 ⇒ (3) + 3 = 6
claw 1d20 + 4 ⇒ (2) + 4 = 6 for 1d6 + 3 ⇒ (3) + 3 = 6

missing


Sorry, I haven't figured out how to move tokens from one map to another, so those were new tokens not set for player control. You should be able to move them now.

The Matriarch bites again
1d20 + 7 ⇒ (11) + 7 = 18 for 1d8 + 7 ⇒ (1) + 7 = 8 plus poison and grab 1d20 + 9 ⇒ (10) + 9 = 19

Then the children move forward to join her
bite 1d20 + 5 ⇒ (17) + 5 = 22 for 1d6 + 3 ⇒ (5) + 3 = 8 plus poison
bite 1d20 + 5 ⇒ (7) + 5 = 12 miss

Andretta steps up and attempts to put a couple of the Klaven to sleep. Will 1d20 + 1 ⇒ (11) + 1 = 12;Will 1d20 + 1 ⇒ (20) + 1 = 21;Will 1d20 + 1 ⇒ (11) + 1 = 12 Two fall asleep

Then the Tauslek Matriarch clenches her mandibles around the one she has grappled 1d20 + 13 ⇒ (1) + 13 = 14 but it slips out of her mouth.

That Klaven drops his gun and attacks the matriarch with its claws
claw 1d20 + 4 ⇒ (8) + 4 = 12 miss
claw 1d20 + 4 ⇒ (2) + 4 = 6 miss

The other standing one does the same with the nearby baby
claw 1d20 + 4 ⇒ (16) + 4 = 20 for 1d6 + 3 ⇒ (6) + 3 = 9
claw 1d20 + 4 ⇒ (18) + 4 = 22 for 1d6 + 3 ⇒ (5) + 3 = 8

and the baby monster screeches and shudders, falling to the ground. The Matriarch screams angrily.

You're up. Ones marked with "S" are sleeping.


As the Tauslek Matriarch rounds the corner, several Klaven Guards who were readied fire their weapons.

1d20 + 1 ⇒ (5) + 1 = 6 for 1d6 ⇒ 6
1d20 + 1 ⇒ (20) + 1 = 21 for 1d6 ⇒ 2 confirm 1d20 + 1 ⇒ (15) + 1 = 16 for extra 1d6 ⇒ 4
1d20 + 1 ⇒ (11) + 1 = 12 for 1d6 ⇒ 5
1d20 + 1 ⇒ (12) + 1 = 13 for 1d6 ⇒ 1
1d20 + 1 ⇒ (14) + 1 = 15 for 1d6 ⇒ 6
1d20 + 1 ⇒ (12) + 1 = 13 for 1d6 ⇒ 5

2 + 4 + 5 + 1 + 6 + 5 = 23

The Matriarch screeches in pain as she is hit several times, charging forward to bite one of the Klavens.

1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 for 1d8 + 7 ⇒ (7) + 7 = 14 plus poison and grab 1d20 + 9 ⇒ (14) + 9 = 23

Her bite nearly cleaves the Klaven in two and she shakes its unconscious body in her mandibles.

Initiative:
Matriarch
PCs
Klaven
Matriarch's 2nd turn plus Tauslek babies and Bahgra and Andretta

You're up

Roll 20 For Maps


"Knowledge we have absorbed of where the captors are. This way." the Matriarch says, heading westward around the elevator.


Artirian does not detect anything magical in the corridor.

A few minutes later, the Matriarch returns with her children. She says "You honest, we repay you with an alliance. We go destroy the captors together."


"Yes." it says, scuttling past. "Will return with children to kill the keepers." and moves down into the shaft at great speed.


Thanks for the info.


"They live?" The matriarch chitters in excitement. "Let me pass, verify. You speak truth, together we escape."


Just a Friendly reminder since there was a big lag in the game: you did see two of them in that pit below the see through floor.


Climbing up another 20', you reach the top of the elevator shaft, and, perhaps, the top floor. Opening the doors, you see a variety of passages.

Directly ahead, to the east, a passage leads to a door some 25' away with narrow passages leading north and south just before the door.

To the north, another door also about 25' away, with wider passages leading east and west before it.

To the west- you'd have to go around the elevator shaft to see what's there.

To the south, a longer hall with both narrow and wide passages leading east and west from the corridor.

Here, just outside the door, the Tauslek Matriarch clings to the ceiling. "The children... gone." it says angrily.


There is nothing that detects as magical in the room, except the easily identifiable continual flame on the plate on the ceiling.


The next (and last) room on this level is as follows:

This room has a light source in the form of a metal plate in the ceiling which glows with enough light to see clearly. Several glass cages stand on the floor, all of the smashed partially open. The remains of plants, rocks, and feeding dishes clutter the bottom of the cages, suggesting that they once housed living specimens. A long table lines the southern wall from the eastern corner. A large door centered in the eastern wall provides the only entry or exit to the room. The table has several small glass jars with insects (presumably food for the previous inhabitants of the cages) on one end, with a silver-tinted trident resting on the other half of the table closer to the door.


I'm borrowing my neighbor's internet for a few minutes (with permission) to post that my internet is down until my isp sends me a new modem/router.
I'll be a few more days without the ability to post, sorry.


I will be travelling for Gen Con over the next week. Likely I will get something posted tonight at the hotel on the way and maybe tomorrow before the start of the Con, after that it will be radio silence until Monday or Tuesday.


Fort 1d20 ⇒ 16

The little robot, apparently already having been damaged by something, is easily destroyed under Fraejia's icy blast and Aurexil's mighty blow, leaving little for Jaxel to fetch for his master.

The room grows quiet again, though you can see the case is full of tiny bubble-like globules of sickly green ooze, like someone boiled a green slime.


Initiative:
Aefpakka 1d20 + 3 ⇒ (6) + 3 = 9
Artirian 1d20 + 4 ⇒ (17) + 4 = 21
Aurexil 1d20 + 3 ⇒ (4) + 3 = 7
Fraejia 1d20 + 3 ⇒ (17) + 3 = 20
Neve 1d20 + 3 ⇒ (13) + 3 = 16
BR-N3R 1d20 + 3 ⇒ (1) + 3 = 4

With Neve's shout, everyone is free to react before BR-N3R may complete his action (including Neve.)


The diagrams seem biological studies of oozes. One is labelled "Xoraphond" and illustrates the nature of a translucent slime with two protruding pseudopods. It indicates the is a small, amorphous aberration with anesthetizing properties, resistant to piercing and slashing, with several ooze-like properties and an immunity to cold. The second shows a grey-green, roughly square and backpack-sized glob of sludge with twisting fungal growths labelled a "mindslave harness model 3" and indicates its use as a mind-control device by the personnel here.

Something scuttles under the workbench, its four metallic legs clacking against the floor. A scorpion-like robot labelled "BR-N3R" makes a move towards one of the glass cases, seemingly intent on smashing it open.

Neve may react before it does so.


You pull yourselves from the room, the effects of whatever it was doing no further damage to Aurexil (Fraejia takes 1 point of Con Damage and must make another Fort Save)

The room to the south is an octagonal chamber with several glass cases, each big enough to hold a large dog or Halfling. A solitary workbench sits near the southern wall, two large diagrams looming over it with strange symbols and formulae covering them.


Aurexil takes 1 point of Con Damage and must make another Fort save.

Fraejia finds enough to work out a healer's kit. Most of the rest of the equipment is more chemistry set/alchemically orientated.

gm notes:

Fraejia Perception 1d20 + 4 ⇒ (9) + 4 = 13

Fraejia also seems to be getting a bit light-headed. Fort Save, please Fraejia


Are Neve and Fraejia still about & around?


Aurexil looks through the book. It seems to be full of alchemical formulae and notations. Of note, there seems to be some pages dedicated to a "field study trial" on a number of new planets. The names of these planets translate before your eyes to those of your home worlds, and that of the Bahgra, indicating that these notes were taken shortly before your capture. Noting that "xorophond agent Vuelib reported an initial degree of instability with its prepared assimilation strain due to genetic deviations in the natives" of these worlds. Lomrick's journal indicates that he sent instruction to "adjust accordingly and begin a second trial."

The final entry reveals that this xorophond agent discovered a "critical discovery" and shows that Lomrick requested some "sample" life-forms to confirm the matter, which would then need to be reported to "the Scions of the Celestial Helix" immediately following confirmation.

Artirian detects a magical aura and spends a few rounds narrowing it down to two of the stoppered jars. These contain potions of cure moderate wounds.

As Aurexil looks through the book and Artirian examines the items more closely, they both feel a little light-headed. Fort Saves, please.

GM Notes:

Perception Aurexil 1d20 + 7 ⇒ (5) + 7 = 12
Perception Artirian 1d20 + 2 ⇒ (10) + 2 = 12


There are doors to the Southeast, south, and West. Assuming for expediency that you are continuing clockwise, the southeastern door is locked but opens with a touch of the keys carried by the undead guards on this level.

Inside, the rectangular room contains two work tables, each covered with alchemical gear and medical tools and equipment, including an enormous frame-mounted lens to magnify images, several small, glass dishes, and a number of stoppered glass vials. Among the tools lies a book as well.


Transforming the floor to transparent reveals what appears to be an arena-style pit below. Nothing is in the pit, but there is a ledge around it, and two smaller versions of the Tauslek scurry around this ledge with agitation. Additionally, you can see a room with an open door which was likely their holding pen across from what appears to be the stairs' entrance to the area below.


Faejia examines the booth and panel and determines its function: the booth is meant as an observation booth, looking out into the room you entered from. There is a switch to make the floor clear, and one to remove it entirely, dropping whoever is standing their into the room below.

From this, she can assume that the stairs leading down lead to the area designed to be observed.


(yup. just -4 and vs. touch)

Anyone flipping levers, going anywhere or doing anything? :)


The keys open both doors. The northeastern door leads to a small room or booth with some kind of panel filled with switches a big lever, while the southeastern leads to stairs spiraling downward.


The next door- to the northeast-

This octagonal-shaped room presents a bare stone floor, walls, and ceiling with no discernable function. Two door panels reside in the eastern wall. The wall between the doors is stone from the floor to a height approximately waist high. The rest of the wall is glass, too thick to be easily smashed open.

Also, I see where you asked if the elevator shaft goes up further. It does.


On the Klaven zombie creatures, you do notice that each was wearing studded leather armor, three of them had battleaxes ties to their waists, and four had spur rifles slung over their shoulders *with a total among all of them of 40 spurs), and five of them had keys similar but not exactly the same as the one you found below.

When the door to the north doesn't open, trying one of these keys gets it to.

Four vats sit on the floor of this rectangular room with slanted corners. Each one is four feet in diameter and four feet tall, filled with a thick opaque greenish liquid which bubbles slowly, though no steam rises from the top. Next to each vat is a wooden enclosure filled with glass bottles and alembics connected to a maze of glass pipes. These contraptions appear to create the greenish fluid and slowly pump it into the adjacent vats through four transparent, flexible hoses. The entry is also the only exit.

Along the northern wall are set several more suits of studded leather and battleaxes.


The Bahgra nod solemnly. They ask for one more charge each. The male speaks up "This is not the time or place for proper mourning. Our vengeance against our captors will have to suffice as a substitute, then. Once we are healed, we should get moving again, find our way free. The pack must survive."


Three


A Long, long time ago, in a galaxy, far far away called Recruitiaxus wrote:


Hit Points: Max at first and second levels, 2/3HD after that (d6=4,d8=5,d10=6,d12=8)


I'll say you get your resources back. I don't see anyone resting for 8 hours; we'll blame the residuals of the nano-gas that let you communicate. Once you've escaped the prison, we'll return to a more normal levelling process.


I'd like everyone to level up their characters at this point.


Ken Marable wrote:

Finally getting replacement PC set. Just wanted to double check - should I equip the same like this:

one minor magic item (valued at up to 2500 gp)
one masterwork item
3 other pieces of mundane gear

And I was considering a weapon from the Tech Guide in the range of that magic item price. Still deciding (cuz it's mostly for fun flavor), but would you be open to considering that?

Thanks!

That will all work.


The final zombified Klaven falls, leaving the hall eerily silent except for your breathing and Atirian's quiet activation words. Artirian is only able to save two of the Bahgra, using two charges to return them to consciousness.


Fraejia manages to hit the creature, but it is not enough to take it down. It reacts, striking out at Aurexil once more.

claw 1d20 + 6 ⇒ (5) + 6 = 11 for 1d6 + 5 ⇒ (1) + 5 = 6
claw 1d20 + 6 ⇒ (17) + 6 = 23 for 1d6 + 5 ⇒ (6) + 5 = 11 Hit
tongue 1d20 + 1 ⇒ (11) + 1 = 12 for 1d6 + 2 ⇒ (1) + 2 = 3 and blood drain
extra slam 1d20 + 6 ⇒ (10) + 6 = 16 for 1d6 + 5 ⇒ (6) + 5 = 11


Noice!


Aurexil strikes down yet another of the creatures, leaving only one left for the others in the party.


Aurexil's mighty blow takes out yet another of the creatures.

The last Bahgra moves up, swinging his blade "We almost have them! Well struck, dragon."

Scimitar 1d20 + 3 ⇒ (12) + 3 = 15 for 1d6 + 2 ⇒ (6) + 2 = 8

vs Bahgra
claw 1d20 + 6 ⇒ (15) + 6 = 21 for 1d6 + 5 ⇒ (2) + 5 = 7 Hit
claw 1d20 + 6 ⇒ (17) + 6 = 23 for 1d6 + 5 ⇒ (2) + 5 = 7 Hit
tongue 1d20 + 1 ⇒ (7) + 1 = 8 for 1d6 + 2 ⇒ (4) + 2 = 6 and blood drain
extra 1d20 + 6 ⇒ (8) + 6 = 14 for 1d6 + 5 ⇒ (2) + 5 = 7 Hit
Bahgra Down

vs Aurexil
claw 1d20 + 6 ⇒ (9) + 6 = 15 for 1d6 + 5 ⇒ (3) + 5 = 8
claw 1d20 + 6 ⇒ (15) + 6 = 21 for 1d6 + 5 ⇒ (1) + 5 = 6 Hit
tongue 1d20 + 1 ⇒ (14) + 1 = 15 for 1d6 + 2 ⇒ (4) + 2 = 6 and blood drain
extra 1d20 + 6 ⇒ (5) + 6 = 11 for 1d6 + 5 ⇒ (1) + 5 = 6


Frejia blasts at an approaching klaven, the same one Aurexil hit 1d20 + 4 ⇒ (20) + 4 = 24 for 1d6 ⇒ 3 confirm 1d20 + 4 ⇒ (18) + 4 = 22 for extra 1d6 ⇒ 3 The klaven's movement shatters it into hundreds of meaty frozen chunks.

The Bahgra start climbing towards the battle.

Meanwhile, the other klaven lurch forward, strange tongues lolling, except for the one Jaxel attacked, which returns the favor, its strikes moving at blinding speed.

claw 1d20 + 6 ⇒ (6) + 6 = 12 for 1d6 + 5 ⇒ (4) + 5 = 9

claw 1d20 + 6 ⇒ (1) + 6 = 7 for 1d6 + 5 ⇒ (1) + 5 = 6

tongue 1d20 + 1 ⇒ (5) + 1 = 6 for 1d6 + 2 ⇒ (1) + 2 = 3 and blood drain

extra slam 1d20 + 6 ⇒ (7) + 6 = 13 for 1d6 + 5 ⇒ (6) + 5 = 11

Fortune favors the bold, and Jaxel is both fortunate and bold.

The one Aelfpakka attacked also gets a round of blows against him

claw 1d20 + 6 ⇒ (2) + 6 = 8 for 1d6 + 5 ⇒ (6) + 5 = 11

claw 1d20 + 6 ⇒ (9) + 6 = 15 for 1d6 + 5 ⇒ (1) + 5 = 6

tongue 1d20 + 1 ⇒ (9) + 1 = 10 for 1d6 + 2 ⇒ (4) + 2 = 6 and blood drain

extra slam 1d20 + 6 ⇒ (8) + 6 = 14 for 1d6 + 5 ⇒ (6) + 5 = 11

Karmic protection shields the guru.


Shuffling out of the darkness around the corners, a pack of Klaven move... their steps are out of synch, and there movements disjointed, their mouths slack and strange, elongated tube-like tongues lolling from them.

There are four from the east and two each from the southwest and northwest areas.

Your team has initiative over them.


You climb up to the next opening, cautiously spilling out into the area around the elevator opening.

The Bahgra remain behind to cover the ascent and wait for the all clear before going back into the shaft to climb.

These corridors are dark, and you can hear the shuffling of feet somewhere around the blind corners to the east and west.


Ah, missed that, sorry.

The workbench contains a variety of alchemical/medical equipment for extracting and analyzing bodily fluids and/or organs.

Among them is a bound book, a quick examination of it noting dates, times, and chemical notations, as well as remarks regarding a "female test subject" -the final entry noting "We have removed several of her hatchlings and placed them in the level 2 test bay. I have a new serum I believe will suspend the compound formed in the Tauslek's cranial gland for an indefinite period of time. This could significantly advance our efforts to indefinitely preserve a converted subject's personality matrix. Degradation of these vital fluids and their memories will become a thing of the past. Unfortunately, the subject is less than happy with me for pursuing these bodily violations. I will need to convert a few new Klaven to assist in controlling her and guarding against any outbreak. She's quite intelligent and I don't doubt her ability to grasp such concepts as revenge. --Lomrick"

By the time you've read through this all, the Bahgra is awake and limping along, also ready to climb as best he can.


Let me just be sure, anyone trying to do first aid or anything with the unconscious and bleeding but living Bahgra before you climb up?


The Bahgra's breathing, while shallow and ragged, is there. He is bleeding pretty badly from that wound, though.


As the language barrier is not integral to the plotline at all, and is grinding the game to a halt, I am GM fiating it away with some nanite-like gas to make everyone able to understand one another, at a cost of a couple Bahgra and the matriarch escaping temporarily.

Hopefully that works for everyone.


There is a hissing sound, and gas floods the chamber and elevator shaft. Everyone feels a terrible, overwhelming pain inside their heads. As they are driven to their knees by the pain, the Tauslek desperately scrambles away, up the shaft,screeching in pain as it goes. Two of the Bahgra on the cables loose their grip, falling down the shaft and landing with a crunching sound. One had hit head first, his neck snapping on impact. The other managed to land feet first, breaking a legbone through his skin and falling unconscious.

After what seems to be several minutes of pain, you are able to move again.

One of the Bahgra from above shouts down "Everyone OK?"... it takes a second of clearing your heads to realize everyone can understand him.


Seems no one has posted in about a week. Everyone still about?


The creature responds "Must find children. Two feet not get in way, not be hurt."

Then "I take this talk from that one." indicating the dead Bahgra.


The runes are actually Galactic Common, recognizable by a few among you.

GalCom:
"Danger. Hazardous Specimen."

There also appears to be a book of some kind,, perhaps a journal, on the desk written in the same.