PRP: Choose Your Own Adventure II
The Adventurer's Guild has recieved reports of a small explosion out in the trackless forests and have detailed you three to go and check it out. A bored guildswoman gave you the mission. "A local trapper said that something fell out of the sky and then there was a big boom. I think he was just scared by the Domensional Cannon when it was fired a few days ago and doesn't want to admit it, but someone needs to check. You have your directions, if there's anything interesting bring it back, if it's more than you can handle just get away and tell us. If you find nothing, well, have a nice walk in the woods." She hands you a rough map and sends you on your way.
Now you find yourselves trekking through the woods towards an unknown destination where something happened a week ago, maybe.
Corra left her horse behind, and is enjoying the walk after she gets the map with the others, "I am good in the woods." she offers to them and does have her bow out. She is watching the area and also trying to make sure they are going the right way too.
Hunting down mysteries can't always be glamorous and exciting. Sometimes it is just... walking. A lot of walking. Its one of those things they don't tell you when you sign up to the Guild. Jane and her hat had accepted the mission stoically, merely tugging the brim down to shade her features before setting off with her new erstwhile allies. "Welp." She says to Corra, as she trudges through the woods. "This whole place isn't on fire. I'm gonna go ahead and take that as a good sign." A flashed smile, trying, perhaps, to lighten the mood.
Rhar just recently got back from finding weird fire in the forest. And jerky! She's gnawing on some of it outside the gates when more people walk out. It's always better to walk with others. That makes a pack. Rhar and Gurr like packs. She even hears a little of the talking with the walking and bounds over to the talking walkers. "More fire? Where?"
Corra smiles a little and nods, "Probably a good sign yes, but then again, depends on what kind of thing we are looking for." she says as she moves through the woods with the others, "WE want to be careful." she says and then looks over at Rhar, "No where yet."
Jane unslings the larger rifle from her back, and handles it comfortably. "Goes without saying." She says, cheerfully, as she nods in agreement. "You never know how dangerous a walk in the park is gonna turn out."
The spring woods are alive with the beginnings of new growth and the afternoon sun is warm where it peeks between the trees. The only thing out of the ordinary when you believe you are getting into the right area is a metal box apparently attached to a tree up ahead, about a foot square, with a blinking red light on top. That's not quite as normal.
GAME: Jane rolls spellcraft+2: (7)+9+2: 18
You paged Jane with 'You aren't sure, but it looks like it might be some sort of detection or alarm device. Closer you might tell more, or it might do stuff.'
Jane holds up her hand, "Whoa there." She says, then gestures with the barrel of her gun towards the box attached to the tree. "That's some sort of alarm, I reckon. Not too sure. Might need to get closer, to figure it out an' disable it. You guys might wanna get ready in case it ... alarms."
Corra nods and has her bow out, "Just watch for what it might set off." she says, "Should I try to approach more stealthily?" she asks and then looks around, seeing if she can notice anything that might be waiting to ambush them or something like that, if the alarm goes off.
GAME: Rhar rolls knowledge/nature: (7)+5: 12
<OOC> Rhar tries to identify the blinking metal fruit.
Jane purses her lips at Corra's question, "You any good with snipping mana conduits before they activate?" She asks, "If you wanna take point, I can cover you... otherwise, th' other way around works, but, probably best if we're not both right up next to it if it goes off with a bang."
<OOC> Ssylrath says, "It is definitely not fruit."
Corra cocks her head to the side for a moment, "Move around and avoid it, cause we can do that too, I could shoot it from here, but its a mana conduit? or is it an alarm?"
"No fire good." That's good news. Rhar was worried the weird smoke came back. Or there was more normal fire. Fire fire is still bad. And then there's a big metal thing on a tree. And it's glowing. Rhar and Gurr stop. Both growl. Rhar points. "Trap eat tree?!"
Jane shakes her head, "We don't want to avoid it. It might be valuable, or have something to do with the mission. On the other..." She fades out for a second, and then just sort of, stares at Rhar. "... No, it ain't hurting anything. What I meant was, do you think you could disable it if you got close, without shooting it? I might be able to, but I can't be sure."
Corra shakes her head, "I highly doubt I could disable it, I don't know that much about this sort of thing, I know a few enchantments but that is about it."
Jane nods her head, "Alrighty then, I'll try and get a closer look."
<OOC> Jane will try to sneak up to it and, if it doesn't go off, use disable device.
<OOC> Ssylrath says, "Okay. Do you have Trapfinding?"
<OOC> Jane says, "Had to double check, but no, doesn't look like it."
Corra watches as Jane goes for a closer look, her bow ready should anything jump out at her.
As Jane sneaks up on it, at about the ten foot range, is starts beeping in time with the light. There is no immediate other result.
<OOC> Ssylrath says, "Can I get a Spellcraft from Jane again? Closer inspection?"
GAME: Jane rolls spellcraft+2: (15)+9+2: 26
You paged Jane with 'You are confident it is a perimeter alarm and has tried to alert someone or something. Expect company. You could destroy it but it would take time to disable it without Trapfinding as it's partly magic.'
"It's talking!" Rhar points! Gurr growls. Whatever the box is saying, he doesn' think it's very polie. No, Rhar probably doesn't have much experience with beeping-blinking-metal boxes. Or metal things of most kinds. Like metal armor, weapons, plates, forks, or bathtubs.
Jane curses lightly under her breath, and steps backwards, one hand moving down to produce a glowing pin from the inside of her jacket, which she tucks into the brim of her hat. "Yeah, talking is about right. We're gonna have company in a second, so look alive people!"
GAME: Jane casts Magic Vestment. Caster Level: 3 DC: 14
Corra nods and nocks and arrow and moves her quiver to her belt, for easy access for more arrows. She glances around, watching for where company might be coming from.
GAME: Jane rolls initiative: Roll: 10 + Bonus: 5 = Total: 15
GAME: Corra rolls initiative: Roll: 10 + Bonus: 3 = Total: 13
<OOC> Corra gets a +2 for favored terrain.
GAME: Rhar rolls initiative: Roll: 7 + Bonus: 3 = Total: 10
2GAME: Corra's initiative total changed to 15.
GAME: You roll initiative for Boxes: Roll: 15 + Bonus: 2 = Total: 17
It is now Boxes' turn! Jane is next!
<OOC> Ssylrath says, "There are 6 of them, they wheel forward, two attacking each of you."
GAME: Ssylrath rolls 3 (Jane): (9)+3 (Jane): 12
GAME: Ssylrath rolls 3 (Jane): (2)+3 (Jane): 5
GAME: Ssylrath rolls 3 (Corra): (20)+3 (Corra): 23
GAME: Ssylrath rolls 3 (Corra): (7)+3 (Corra): 10
GAME: Ssylrath rolls 3 (Corra confirm): (6)+3 (Corra confirm): 9
GAME: Ssylrath rolls 3 (Rhar): (11)+3 (Rhar): 14
GAME: Ssylrath rolls 3 (Rhar): (6)+3 (Rhar): 9
GAME: Ssylrath rolls 1d6+1 (Damage Corra): (1)+1 (Damage Corra): 2
GAME: Ssylrath rolls 2 (Trip Corra): (12)+2 (Trip Corra): 14
GAME: You damaged Corra for 2 points. 26 remaining.
The strange devices whiz across the ground and as they approach spring-loaded spikes shoot out of the front of each and then retract almost as quickly. One manages to spike Corra in the leg but the rest all miss and they mill around, humming and beeping, all their lights blinking in sync.
It is now Jane's turn! Corra is next!
GAME: Note Flat-footed on Jane ended.
<OOC> Jane says, "Cool, I'll tanglefoot death ray one of the ones on me."
GAME: Jane rolls 1d20+8: (6)+8: 14
It is now Corra's turn! Rhar is next!
<OOC> Corra says, "5' step back, rapid shot, both shots at the one that spiked me."
GAME: Corra rolls ranged+2+1-2: (9)+6+2+1+-2: 16
GAME: Corra rolls ranged+2+1-2: (15)+6+2+1+-2: 22
Stepping back, Jane raises her gun and thumbs a switch on the side. A slug of compressed, hot glue fires from the end of the rifle... and ricochets off the polished metal surface, splattering across one of the trees instead.
GAME: Corra rolls 1d8+3: (6)+3: 9
GAME: Corra rolls 1d8+3: (8)+3: 11
<OOC> Ssylrath says, "Your arrows both pierce the armor and stick, it starts letting out black smoke and grinding noises."
It is now Rhar's turn! Boxes is next!
Corra cries out a bit as she wasn't expecting to get spiked and moves back a bit. She looks at the one that hit her with the spikes and looses her first arrow at it and then quickly pulls out a second and looses it at it as well. Both arrow pierce the exterior of the box sinking deep. The box starts to smoke and make some weird noises.
<OOC> Rhar says, "BAck up? Nah. Hit it with a stick! Two sticks! Gurr will bite."
GAME: Rhar rolls melee+1-2: (6)+8+1+-2: 13
GAME: Rhar rolls melee-2: (14)+8+-2: 20
GAME: Rhar rolls 1d3+1: (1)+1: 2
GAME: Rhar rolls 1d20+6: (7)+6: 13
It is now Boxes' turn! Jane is next!
<OOC> Ssylrath says, "They all move forward and try again."
GAME: Ssylrath rolls 3 (Corra): (14)+3 (Corra): 17
GAME: Ssylrath rolls 3 (Corra): (1)+3 (Corra): 4
GAME: Ssylrath rolls 3 (Jane): (7)+3 (Jane): 10
GAME: Ssylrath rolls 3 (Jane): (1)+3 (Jane): 4
GAME: Ssylrath rolls 3 (Gurr): (15)+3 (Gurr): 18
GAME: Ssylrath rolls 3 (Gurr): (11)+3 (Gurr): 14
"Augh! Traps move!" Nobody can tell Rhar they're not traps. One just tried to catch her! She tries to smach it with both of her sticks: the long skinny one and the flat wide one. Gurr snaps at it. Only Rhar's shield manages to hit.
The boxes wheel forward, the one Corra shot seems to be having trouble with one track that doesn't want to move. Six visious spears shoot out again, but this time none bite flesh.
It is now Jane's turn! Corra is next!
<OOC> Jane will try again; step back, glue gun.
GAME: Jane rolls 1d20+8: (18)+8: 26
<OOC> Jane says, "Damage is 2d6+4, DC is 16"
GAME: Jane rolls 2d6+4: (7)+4: 11
GAME: Ssylrath rolls 4 (Reflex): (6)+4 (Reflex): 10
Jane glances behind her and, after checking she isn't going to go face down in a ditch or trip over a stump, steps back carefully, trusting to the surprisingly tough coat she's wearing to turn aside the enemy blades. Her gun barks out again, and this time, the glue projectile strikes true, splattering over the automaton and binding it fast to the ground.
It is now Corra's turn! Rhar is next!
<OOC> Ssylrath says, "Corra?"
<OOC> Ssylrath says, "Okay, we'll come back to Corra. :)"
It is now Rhar's turn! Boxes is next!
<OOC> Rhar casts Hit With Stick again.
GAME: Rhar rolls melee+1-2: (6)+8+1+-2: 13
GAME: Rhar rolls melee-2: (3)+8+-2: 9
GAME: Rhar rolls 1d20+6: (10)+6: 16
<OOC> Corra says, "sorry, dinner dinged and was dishing up"
<OOC> Ssylrath says, "We'll do you right after Rhar."
GAME: Rhar rolls 1d6+3: (2)+3: 5
GAME: Rhar rolls 1d20+6: (5)+6: 11
<OOC> Ssylrath says, "No trip."
GAME: Ssylrath reverses the initiative order.
It is now Corra's turn! Rhar is next!
<OOC> Corra says, "will 5' step back and rapid shot into one of the other ones attacking me since the first isn't moving"
<OOC> Ssylrath says, "It is still moving, just not as well."
<OOC> Corra says, "okay, first shot at it, second at one of the others attacking me"
GAME: Corra rolls ranged+2+1-2: (7)+6+2+1+-2: 14
GAME: Corra rolls ranged+2+1-2: (8)+6+2+1+-2: 15
<OOC> Ssylrath says, "Both miss. Just."
It is now Boxes' turn! Jane is next!
Corra looses two arrows, but must have been out of position a bit, as both just miss their targets, one one having trouble moving and one of the others attacking the ranger.
GAME: Ssylrath rolls 1 (Str): (15)+1 (Str): 16
<OOC> Ssylrath says, "Needs a 17. Just mised it."
<OOC> Ssylrath says, "So, 5 attacks."
GAME: Ssylrath rolls 3 (Corra): (11)+3 (Corra): 14
GAME: Ssylrath rolls 3 (Corra): (7)+3 (Corra): 10
GAME: Ssylrath rolls 3 (Jane): (10)+3 (Jane): 13
GAME: Ssylrath rolls 3 (Gurr): (8)+3 (Gurr): 11
GAME: Ssylrath rolls 3 (Gurr): (1)+3 (Gurr): 4
It is now Jane's turn! Corra is next!
<OOC> Jane says, "Okay, I'll try to glue the other one attacking me."
GAME: Jane rolls 1d20+8: (10)+8: 18
GAME: Jane rolls 2d6+4: (5)+4: 9
GAME: Ssylrath rolls 5 (Reflex): (10)+5 (Reflex): 15
It is now Corra's turn! Rhar is next!
<OOC> Corra says, "5' step rapid shot at one of the ones that just attacked me."
GAME: Corra rolls ranged+2+1-2: (7)+6+2+1+-2: 14
GAME: Corra rolls ranged+2+1-2: (10)+6+2+1+-2: 17
GAME: Corra rolls 1d8+3: (1)+3: 4
<OOC> Ssylrath says, "You hit the one that was smoking, it shudders to a stop and stops blinking."
"No catch pack!" Rhar gets madder. Now they're spearing at Gurr! "No hurt pack!" Bonk. Bonk. Chomp. Only Gurr's chop catches any of the metal and leaves dents.
The entangled device spins its tracks trying to move forward but the goo stretches without breaking hold and it can't move. The others all surge forward and release their spikes again, all missing once more.
Jane looks amused as the buzzing device fails to break free of her glue, and as she dances away from the other one, she lets loose with a third shot. This one gums up the wheels of the malevolent device quite handily.
It is now Rhar's turn! Boxes is next!
Corra is slowly moving back, not letting things get to her. She takes a deep breath and then looses two shots at the ones that have been fighting her. She misses with one but the other shot, sinks into the one she hit before and it stops smoking, shuddering and stops. The flashing light stops blinking.
<OOC> Rhar will keep bonking this one.
GAME: Rhar rolls melee+1-2: (18)+8+1+-2: 25
GAME: Rhar rolls melee-2: (10)+8+-2: 16
GAME: Rhar rolls 1d4+1+3: (4)+1+3: 8
GAME: Rhar rolls 1d3+1: (1)+1: 2
GAME: Rhar rolls 1d20+6: (11)+6: 17
GAME: Rhar rolls 1d6+3: (4)+3: 7
<OOC> Ssylrath says, "Gurr tears it open revealing lots of clockwork gears and tubes full of oil. It stops working."
It is now Boxes' turn! Jane is next!
<OOC> Ssylrath says, "Trying to break goo:"
GAME: Ssylrath rolls 1 (Str): (17)+1 (Str): 18
GAME: Ssylrath rolls 1 (Str): (10)+1 (Str): 11
<OOC> Ssylrath says, "So, one attacks Gurr, one attacks Corra. One moves up to Jane but had to break free."
GAME: Ssylrath rolls 3 (Corra): (14)+3 (Corra): 17
GAME: Ssylrath rolls 3 (Gurr): (11)+3 (Gurr): 14
<OOC> Ssylrath says, "No hits."
Rhar doesn't like traps. Anything metal trying to catch her must be a trap. With Gurr holding onto it, she bonk-bonks it with both of her sticks. This time she leaves some good dents. Then Gurr tears off the whole side of it with his teeth and the thing stops moving and blinking.
It is now Jane's turn! Corra is next!
One of the stuck machines manages to get purchase on a tree root with its tracks and tears free, juddering to a stop in front of Jane again. The two mobile ones probe with their spears but still fail to hit anything.
GAME: Jane rolls 1d20+8: (7)+8: 15
<OOC> Ssylrath says, "Touch attack?"
<OOC> Jane says, "Yup"
<OOC> Ssylrath says, "That first attack should have hit too then, roll damage twice."
GAME: Jane rolls 2d6+4: (11)+4: 15
GAME: Jane rolls 2d6+4: (7)+4: 11
<OOC> Ssylrath says, "You manage to destroy it. Pose something cool."
It is now Corra's turn! Rhar is next!
<OOC> Corra says, "5' step rapid shot into the one attacking me"
GAME: Corra rolls ranged+2+1-2: (1)+6+2+1+-2: 8
GAME: Corra rolls ranged+2+1-2: (4)+6+2+1+-2: 11
It is now Rhar's turn! Boxes is next!
Corra was a bit startled by the one quitting working as she looses two arrows at the other one and isn't having much luck with it as both arrows fail to come close.
<OOC> Rhar Challenges it. Everyone else gets a +1 to hit in melee on it when I'm threatening.
<OOC> Rhar also hits with sticks and lets Gurr chomp at it.
Jane tuts as the machine snaps free from the glue, and pauses to draw a cigar from the inside of her jacket. Stepping back, she turns deftly on her heel, and thumbs the switch on the rifle. As the machine comes to a halt, it is met with a burst of truly ~shocking~ electricity which lifts it into the air, where it explodes in a vaporized shower of sparks and metal.
Jane then touches the cigar to the heated end of the rifle, and tucks it between her teeth as smoke coils from the end. "I guess it should have just ... stuck around."
GAME: Rhar rolls melee+1-2: (10)+8+1+-2: 17
GAME: Rhar rolls melee-2: (14)+8+-2: 20
GAME: Rhar rolls 1d20+7: (16)+7: 23
GAME: Rhar rolls 1d4+1+3+4: (3)+1+3+4: 11
GAME: Rhar rolls 1d3+1+4: (3)+1+4: 8
GAME: Rhar rolls 1d6+3: (5)+3: 8
<OOC> Ssylrath says, "Pose something equally cool for your kill, if you can. :)"
It is now Boxes' turn! Jane is next!
<OOC> Jane says, "Remember"
<OOC> Jane says, "Cool guys walk away from explosions. B|"
GAME: Ssylrath rolls 1: (10)+1: 11
<OOC> Ssylrath says, "One attacks Corra."
GAME: Ssylrath rolls 3: (9)+3: 12
It is now Jane's turn! Corra is next!
One is still stuck, one is jabbing at Corra with little luck. These weird box things don't seem to be as much threat as they at first appeared.
<OOC> Jane says, "I'll tangle the one still on Corra, is it within 30 feet?"
<OOC> Ssylrath says, "Yes."
GAME: Jane rolls 1d20+8: (8)+8: 16
"Rhar! Stop you!" She points her stick at the other one by her, introduces herself, and explains what's going to happen. She then pummels the box with both of her sticks while Gurr chomps and tears into it. It's stopped. All three and a half pieces of it.
GAME: Jane rolls 2d6+4: (12)+4: 16
GAME: Ssylrath rolls 5 (Reflex): (3)+5 (Reflex): 8
<OOC> Ssylrath says, "It is stuck. I can call the fight there if you want, they are both stuck and will be easy to dispatch."
Jane takes a moment to appraise herself of the situation. It looks like Rhar has hers... under control, so she carefully sights and splatters the one still jabbing at her other ally. Suddenly! Burning hot glue! Surprisingly careful aim, though.
<OOC> Jane says, "I'm cool with whichever!"
<OOC> Rhar is fine either way. "We didn't mean to break your toy boxes so fast."
The remaining two devices are easy to disable as they are both stuck to the ground and unable to break free. With that quiet descends on the forest, even the beeping tree-box has stopped and the light has gone dark. Surrounding you are the remains of six clockwork devices in various stages of destruction. That and trees, lots of trees.
Corra blinks as the remaining ones end up stuck and are quick to be disabled. She smiles and then glances around, "Think there is anything else?" she looks around, mostly for tracks or signs that there might be something else.
GAME: Corra rolls perception+2: (2)+9+2: 13
Slinging her rifle back, Jane bends down and starts taking some samples from the less-completely-destroyed constructs. Then she walks up to the alarm device and begins tinkering with that, too. "I don't think they put themselves here." She says, "Not seen anything like this before, though. Its interesting! We got a few minutes, right?"
"Not smell these traps before." Rhar sniffs at the broken pieces of one to confirm. Who make?" That's someone she looks like she wants to have a talk with. Gurr just snorts. They aren't trying to catch him anymore, and he's good with that. While Rhar's asking questions, he cranes his neck to grab a piece of jerky from where it's stuffed into her fur.
Corra nods, "Well was told that they fell out of the sky." she says and then shakes her head, "I am not really seeing anything." she says and shakes her head a bit.
Jane produces a delicate clawhammer from about her person, which she uses to pry the box from the tree, and tuck into her pack. "Dunno." She says, and then nods towards the forest. "Reckon we'll find some answers if we head the way they came from, though."
Corra nods and watches as the box is removed, "Yes, we can head that way." she says.
You trek a short distance further and come to the scene of the blast. In a clearing in the woods is a large crater, about 30' across, with a huge metal tube about sixty feet long lying with one end in it. It it pointed at the other end, end in the crater seems to have large bulbous things attached to it with scorch marks. The tube, about 15' diameter, is bent in the middle and somewhat crushed against te ground, and there is a large hatch open on the side. You are a good 80' from it were you are at the treeline.
<OOC> Ssylrath says, "Visualize a crashed rocket ship."
Jane whistles appreciatively, and pauses to puff on her cigar, as she tugs at the brim of her hat. "Now I'd say that was worth the trip." She says, "Kinda wish we'd brought some horses, now. Who wants to bet the master of mini monsters is lurkin' in that thing?"
Corra cocks her head to the side for a moment as she spies that, "Well not quite what I was expecting, but think that is where it came from? She asks and then raises a brow, "Think there is someone behind the others, or if there is something else inside?"
Rhar ... just stares. She hasn't seen anything like this before. "Giant metal tree? Fall?" That's the closest she can imagine. The hole in the side is obviously for squirrels. Really big squirrels.
<OOC> Ssylrath says, "It's in a clearing, so you can't hide, but you can be silent. Roll stealth then. :)"
GAME: Jane rolls stealth: (9)+8: 17
GAME: Ssylrath rolls 8 (perception): (18)+8 (perception): 26
Jane sets off to sneak her way up to the object, staying as low to the ground as she can. She takes it pretty carefully, but about halfway there, she scuffs her foot, and a rock skitters away across the crater.
To the door of the giant tube comes the big brother of the creations you fought earlier. This one is the size of a horse with the same general look as the others, but also has two grasping claws mounted on jointed arms, one on each side. It heaves into view and then crashes to the ground in the meadow, light blinking and claws snapping. You appear to be in for a fight as it starts to surge forward.
GAME: Jane rolls initiative: Roll: 1 + Bonus: 5 = Total: 6
GAME: Corra rolls initiative: Roll: 13 + Bonus: 3 = Total: 16
GAME: You roll initiative for Destroyer: Roll: 13 + Bonus: 3 = Total: 16
<OOC> Corra says, "still gets the +2 i think as this counts as a forest terrain still?"
GAME: Rhar rolls initiative: Roll: 10 + Bonus: 3 = Total: 13
2GAME: Corra's initiative total changed to 18.
It is now Corra's turn! Destroyer is next!
<OOC> Ssylrath says, "What do you do? You are at 60' from it, 30' from Jane."
<OOC> Corra says, "will move 30' then fire a single shot"
GAME: Corra rolls ranged+2+1: (5)+6+2+1: 14
It is now Destroyer's turn! Rhar is next!
<OOC> Corra says, "10' I think moving to the side so could come at from another side"
GAME: Ssylrath rolls 1d2 (Jane/Corra): (2 (Jane/Corra)): 2
<OOC> Ssylrath says, "It attacks Corra."
GAME: Ssylrath rolls 11 (charge): (17)+11 (charge): 28
Corra moves foward as the monstrosity emerges. She doesn't head for Jane but to the side a bit, maybe to circle around a bit as if trying to get another angle, attack from more than one side. She looses an arrow, but it doesn't manage to hit.
GAME: Ssylrath rolls 1d6+7: (5)+7: 12
GAME: You damaged Corra for 12 points. 14 remaining.
The monstrosity barrels forward, treads churning the ground, and a similar spear shoots out from the main body like the others, catching Corra in the shoulder, a palpable hit.
It is now Rhar's turn! Jane is next!
<OOC> Rhar will try and take the long way around to flank?
<OOC> Ssylrath says, "You only flank if Corra threatens though."
<OOC> Rhar says, "Ok. Surround at least."
<OOC> Rhar challenges, too.
GAME: Rhar rolls melee+1: (14)+8+1: 23
GAME: Rhar rolls 1d20+7: (19)+7: 26
GAME: Rhar rolls 1d4+1+3+4: (4)+1+3+4: 12
GAME: Rhar rolls 1d6+3: (3)+3: 6
GAME: Rhar rolls 1d20+7: (9)+7: 16
<OOC> Rhar says, "Last for Gurr trip."
<OOC> Ssylrath says, "It is heavy metal and is taking less damage than you would expect, it is resistant. Gurr barely scratches it."
It is now Jane's turn! Corra is next!
<OOC> Ssylrath says, "Action? It's 10' from you."
<OOC> Jane will cast Shield and draw a flask of alchemist's fire.
GAME: Jane casts Shield. Caster Level: 3 DC: 14
"No hurt pack!" Rhar yells and spurs Gurr to bound forward. And a little sideways, then around, and up from the metal tree side. To try and diplomatically engage it, she bonks it with her stick. Gurr chomps down with his teeth. There's clanging and plinking, but this metal is alot thicker than the other ones.
It is now Corra's turn! Destroyer is next!
<OOC> Corra says, "will try 5' back and rapid shot"
GAME: Corra rolls ranged+2+1-2: (7)+6+2+1+-2: 14
GAME: Corra rolls ranged+2+1-2: (16)+6+2+1+-2: 23
GAME: Corra rolls 1d8+3: (4)+3: 7
To Jane's credit, she doesn't completely panic when the monster rears up. It does shock her, though, and her eyes widen at the sheer size of the thing. She touches her belt buckle, and a brilliant shield of blue force springs into being about her, her other hand grasping a vial of sparkling orange liquid from within her jacket.
It is now Destroyer's turn! Rhar is next!
<OOC> Ssylrath says, "It spins and attacks Gurr, as Gurr is bigger than Rhar."
Corra cries out as she is struck and doesn't look too good, which is why she probably misses the first of her shots. But the second does strike the large construct, though it doesn't seem to do all that much.
GAME: Ssylrath rolls 9 (claw): (19)+9 (claw): 28
GAME: Ssylrath rolls 1d6+7 (damage): (6)+7 (damage): 13
GAME: Ssylrath rolls 9 (claw two): (2)+9 (claw two): 11
GAME: Ssylrath rolls 9 (spike): (1)+9 (spike): 10
GAME: Ssylrath rolls 15 (grapple Gurr): (7)+15 (grapple Gurr): 22
<OOC> Rhar leaves no packmate behind! "Stay on. Easier bonking."
The monstrous machine spins its tracks in opposite directions, revolving in place to face Rhar. The claws and spike all shoot out and one latches onto Gurr, crushing with great force.
It is now Rhar's turn! Jane is next!
<OOC> Rhar says, "Gurr will try and get out while Rhar bonks the gizmos out of it."
GAME: Rhar rolls 1d20+6: (2)+6: 8
GAME: Rhar rolls melee+1-2: (20)+8+1+-2: 27
GAME: Rhar rolls melee+1-2: (12)+8+1+-2: 19
GAME: Rhar rolls melee-2: (12)+8+-2: 18
<OOC> Ssylrath says, "So. You just miss the confirm, the shield misses entirely."
GAME: Rhar rolls 1d4+1+3+4: (1)+1+3+4: 9
GAME: Ssylrath advances the initiative order.
It is now Jane's turn! Corra is next!
<OOC> Jane says, "As it is now grappling people, I'll have a change of heart about dousing it with liquid flame. I'll draw my dragonspitter instead and shoot it, staying steady where I am."
"No catch Gurr! No catch Gurr!" Rhar is suddenly really, really adamant about this. Gurr yelps and squirms, trying to get loose. Meanwhile, Rhar stands up on her squirming friend to swing her stick and her other stick at the top of the thing. It if had berries, she'd try and kick those. If her teeth were bigger, she'd try to bite it, too!
GAME: Jane rolls 1d20+9: (20)+9: 29
GAME: Jane rolls 1d20+9: (4)+9: 13
<OOC> Ssylrath says, "4x crit?"
GAME: Jane rolls 4d8+4: (22)+4: 26
It is now Corra's turn! Destroyer is next!
<OOC> Corra says, "25' back, single shot."
GAME: Corra rolls ranged+2+1: (13)+6+2+1: 22
GAME: Corra rolls 1d8+3: (3)+3: 6
It is now Destroyer's turn! Rhar is next!
Eyeing Rhar, Jane sucks her cigar for a second, and then slips the firey concoction back into her jacket, whipping out her gun instead. There's a moment where she sights, and then opens fire. The bullet strikes clean and true, punching a neat hole through the beast, and she actually spits out the cigar once she's done, already starting to reload. "Come on now, you ugly sonova...!"
<OOC> Ssylrath says, "It tries to squeeze Gurr."
GAME: Ssylrath rolls 15: (19)+15: 34
GAME: Ssylrath rolls 1d6+7: (2)+7: 9
<OOC> Ssylrath says, "I believe Gurr has 1 hp left, yes?"
<OOC> Rhar sniffles and nods.
The massive creature pauses and applies pressure to Gurr, squeezing and crushing, eliciting whines of pain.
It is now Rhar's turn! Jane is next!
<OOC> Rhar is thinking! "Wait, I can Aid Another on his CMB to get loose?"
<OOC> Ssylrath says, "Okay, so the +2 applies to CMB too then. :)"
<OOC> Rhar adds +3 for aid
GAME: Rhar rolls 1d20+5+2+3: (19)+5+2+3: 29
<OOC> Ssylrath says, "Make your Aid roll if you wish."
Corra looses another shot at the thing though she has moved back quite a bit. She manages to strike this time and do a little bit of damage but not much really.
GAME: Rhar rolls melee: (20)+8: 28
<OOC> Ssylrath says, "Okay, Gurr breaks free, still haev a Move action. You do too."
<OOC> Rhar will just 5' back.
It is now Jane's turn! Corra is next!
<OOC> Jane says, "I've got Rapid Reload, and I started posing it so... finish reloading. Shout at the monster and shoot it again."
GAME: Jane rolls 1d20+9: (3)+9: 12
GAME: Jane rolls 1d8: (3): 3
Rhar stops bonking and starting grabbing one half of the thing's claw. "No! Catch!" She grunt and strains, fueled by Gurr's whimpering. A foot gets propped on its wrist and and finally manages to pry it open enough for Gurr to fall loose. "Gurr! BAck!" She helps him limp back a step or so. He looks bloody, wheezing, and in horrible shape. "Gurr need help!"
It is now Corra's turn! Destroyer is next!
Jane finishes reloading, and opens fire. The bullet bounces off the creature's armored hide with a shower of sparks, "HEY, UGLY! OVER HERE!" She shouts, waving her arms, and, this time, not starting to reload. In fact the gun is going back in her holster.
<OOC> Corra says, "rapid shot,"
GAME: Corra rolls ranged+2+1-2: (15)+6+2+1+-2: 22
GAME: Corra rolls ranged+2+1-2: (5)+6+2+1+-2: 12
GAME: Corra rolls 1d8+3: (5)+3: 8
It is now Destroyer's turn! Rhar is next!
GAME: Ssylrath rolls -4 (Intelligence): (18)++-4 (Intelligence): 14
Corra is trying to help distact as well and looses two more arrows at the thing. One of them manages to hit. THe other misses. She shakes her head, muttering a bit.
<OOC> Ssylrath says, "It goes after Jane."
<OOC> Jane says, "Just as planned. +_+"
GAME: Ssylrath rolls 9: (12)+9: 21
<OOC> Jane says, "AC is currently 23, yeah."
The metal beast spins again and goes after the wielder of the hole-punching machine. Its claw reaches out and clacks together just shy of Jane's face, the wind of its passing clearly felt.
It is now Rhar's turn! Jane is next!
<OOC> Rhar doesn't care. "Running after it on foot. For more bonking!"
GAME: Rhar rolls melee+1: (13)+8+1: 22
GAME: Rhar rolls 1d4+1+3+4: (1)+1+3+4: 9
It is now Jane's turn! Corra is next!
<OOC> Jane says, "I'm gonna throw alchemist's fire in its face. That'll certainly catch /me/ for 1 point of fire splash, hopefully everyone else is more than five foot away from the face?"
GAME: Jane rolls 1d20+8: (10)+8: 18
<OOC> Ssylrath says, "Unlss you 5' back first, it'll get an AoO."
<OOC> Jane says, "Oh, I'll do that then, too."
"Gurr! Stay!" Gurr doesn't look in condition to go anywhere, but Rhar makes it clear. "RHAAAR!" Then she's running after the mean metal monster as fast as her little legs and furry paws can carry her. To smack it with her stick. She makes a new dent. Now down low by it's tread things.
GAME: Jane rolls 1d6: (3): 3
It is now Corra's turn! Destroyer is next!
<OOC> Corra says, "it moved...so will move and single shot. keeping at 30' for pbs."
<OOC> Jane says, "Oh that's a point, does point blank shot add to that too, or just to normal ranged weapons?"
<OOC> Ssylrath says, "It's still within 30 of you, moved sideways to you."
<OOC> Corra says, "then no move and rapid shot"
<OOC> Ssylrath says, "I'll add the +1 damage."
GAME: Corra rolls ranged+2+1-2: (13)+6+2+1+-2: 20
GAME: Corra rolls ranged+2+1-2: (14)+6+2+1+-2: 21
"Yeah, that's right, ugly." Jane mutters, the creature's lashing claws skittering off the shimmering blue field in front of her. She draws the flask she'd been pondering before, and tosses it right in the monster's face, where it bursts into bright and brilliant flames.
GAME: Jane used a Alchemist's Fire.
It is now Destroyer's turn! Rhar is next!
Corra watches the thing go after Jane and tries to loose two more arrows at it and just misses.
<OOC> Ssylrath says, "It full-attacks Jane."
GAME: Ssylrath rolls 9 (claw one): (16)+9 (claw one): 25
GAME: Ssylrath rolls 1d6+7 (damage): (4)+7 (damage): 11
GAME: You damaged Jane for 11 points. 8 remaining.
GAME: Ssylrath rolls 9 (claw two): (3)+9 (claw two): 12
GAME: Ssylrath rolls 9 (spear): (20)+9 (spear): 29
GAME: Ssylrath rolls 9 (spear confirm): (6)+9 (spear confirm): 15
GAME: Ssylrath rolls 1d6+7: (5)+7: 12
GAME: You damaged Jane for 12 points. -4 remaining. (DYING)
The creature's claws reach out, one skittering off the shield but the other catching hold of Jane's leg, and then the spear shoots out through her abdomen and she collapses. It spins to face Rhar, still burning.
It is now Rhar's turn! Jane is next!
<OOC> Rhar nods :( "Rhar will keep hitting it. It's the only spell she knows."
GAME: Rhar rolls melee+1-2: (10)+8+1+-2: 17
GAME: Rhar rolls melee-2: (5)+8+-2: 11
It is now Jane's turn! Corra is next!
Jane has enough time to notice the claw grabbing her leg, at which point she swallows, "... Oh that's not good--" And then she has a spear in her guts. After that, it gets a little difficult to tell exactly what's going on, what with the encroaching darkness and all.
<OOC> Ssylrath says, "Jane, roll the burning damage and pose collapsing if you will. :)"
GAME: Jane rolls 1d6: (5): 5
<OOC> Jane says, "A step ahead of you there. :)"
<OOC> Ssylrath says, "It is in very bad shape, still going but not by much."
It is now Corra's turn! Destroyer is next!
"Not." Rhar swings her long stick. "Hit." She swings her flat shield stick. "Pack!" Rhar doesn't hit anything, either. Maybe it's all the growling or the tears in her eyes. Gurr whimpers, but does as he was told. He licks at his wounds a little.
<OOC> Ssylrath says, "Oh, roll a check at -4 to stabilize, Jane."
GAME: Corra rolls ranged+2+1-2: (18)+6+2+1+-2: 25
GAME: Corra rolls ranged+2+1-2: (11)+6+2+1+-2: 18
GAME: Corra rolls 1d8+3: (2)+3: 5
It is now Destroyer's turn! Rhar is next!
GAME: Jane rolls 1d20-3: (20)+-3: 17
Corra looses two more arrows at the thing. She sees that it is getting worse and is hoping to do a bit more herself, but her arrow just seems to bounce off, while the other misses.
<OOC> Ssylrath says, "You are stable, Jane."
<OOC> Ssylrath says, "It full attacks Rhar."
GAME: Ssylrath rolls 9 (claw one): (12)+9 (claw one): 21
GAME: Ssylrath rolls 1d6+7: (2)+7: 9
GAME: You damaged Rhar for 9 points. 26 remaining.
GAME: Ssylrath rolls 9 (claw two): (9)+9 (claw two): 18
GAME: Ssylrath rolls 9 (spear): (2)+9 (spear): 11
<OOC> Ssylrath says, "No attempt at grapple."
The smoking hulk catches Rhar with one claw but the Lucht manages to dodge the rest of its attacks.
It is now Rhar's turn! Jane is next!
GAME: Rhar rolls melee+1-2: (4)+8+1+-2: 11
GAME: Rhar rolls melee-2: (10)+8+-2: 16
It is now Jane's turn! Corra is next!
<OOC> Ssylrath says, "Please pose being unconscious, Jane. :)"
It is now Corra's turn! Destroyer is next!
<OOC> Corra says, "rinse and repeat, rapid shot again."
Jane may be down, but she does not drool! She makes a very stoic body.
GAME: Corra rolls ranged+2+1-2: (8)+6+2+1+-2: 15
GAME: Corra rolls ranged+2+1-2: (16)+6+2+1+-2: 23
GAME: Corra rolls 1d8+3: (4)+3: 7
It's not listening! Why is it not listening?! Rhar swings away and swings away, a little bunch fo angry fur and wood. She doesn't even make dents this tie.
It is now Destroyer's turn! Rhar is next!
Corra looses another two arrows, wanting to take out the construct and get into the save Jane, one arrow misses, the other hits, and does a little something, but its still going.
<OOC> Ssylrath says, "It attacks Rhar again."
GAME: Ssylrath rolls 9: (4)+9: 13
GAME: Ssylrath rolls 9: (20)+9: 29
GAME: Ssylrath rolls 9: (9)+9: 18
GAME: Ssylrath rolls 1d6+7: (6)+7: 13
GAME: You damaged Rhar for 13 points. 13 remaining.
Rhar pages: To be fair, the 18 hit me.
You paged Rhar with 'Your sheet says 19.'
From afar, Rhar attacked with the shield. AC is 17
GAME: Ssylrath rolls 1d6+7 (extra crit damage): (2)+7 (extra crit damage): 9
GAME: You damaged Rhar for 9 points. 4 remaining.
<OOC> Ssylrath says, "That was two claws. Attempted grab:"
GAME: Ssylrath rolls 15: (19)+15: 34
<OOC> Ssylrath says, "Okay, Rhar is grappled."
The hulk catches Rhar by the foot with a lucky grab and hoists her up into the air, swinging her upside down and beating her against the ground. Rhar is in bad shape.
It is now Rhar's turn! Jane is next!
<OOC> Ssylrath says, "You are grappled. -2 to attacks, only one arm can attack, and -4 Dex."
<OOC> Rhar will take the one swing with stick.
GAME: Rhar rolls melee+1-2: (8)+8+1+-2: 15
It is now Jane's turn! Corra is next!
It is now Corra's turn! Destroyer is next!
<OOC> Corra says, "rapid shot again"
GAME: Corra rolls ranged+2+1-2: (6)+6+2+1+-2: 13
GAME: Corra rolls ranged+2+1-2: (2)+6+2+1+-2: 9
<OOC> Corra cries
It is now Destroyer's turn! Rhar is next!
<OOC> Ssylrath says, "It drops Rhar and goes after Corra."
Corra gets distracted by the thing actually grabbing Rhar and both of her arrows miss it. She swears to herself.
Rhar is upside-down. Dangling. Clawed all up and bleeding. She's also still swinging. "No... Catch..." Its claw is longer that her stick, so Rhar's swing just teases it.
<OOC> Ssylrath says, "You'll get an AoO, Rhar, but while prone from being dropped. Unless you have Acrobatics."
<OOC> Ssylrath says, "Attack at -4."
GAME: Rhar rolls melee+1-4: (6)+8+1+-4: 11
GAME: Ssylrath rolls 9: (14)+9: 23
GAME: Ssylrath rolls 1d6+7: (4)+7: 11
GAME: You damaged Corra for 11 points. 3 remaining.
Rhar drops in a heap when it lets her go... but she swings again! She still isn't hitting anything, but her arm still works!
The creature wheels away from the prone halfling and spears Corra after a short run-up.
It is now Rhar's turn! Jane is next!
<OOC> Ssylrath says, "Rhar? You are prone and 20' away."
<OOC> Rhar gets up and goes after it. "Don't think I can attack though."
It is now Jane's turn! Corra is next!
It is now Corra's turn! Destroyer is next!
<OOC> Ssylrath says, "Try to hit it, Corra. Please. :)"
<OOC> Corra says, "5' step single shot."
GAME: Corra rolls ranged+2+1: (11)+6+2+1: 20
<OOC> Ssylrath says, "Due to charge you hit."
GAME: Corra rolls 1d8+3: (4)+3: 7
Rhar climbs back to her little furry feet and goes running after the thing again. Well, more hobbling than running, but she's moving. "No..." she pants " hurt... pack..."
<OOC> Ssylrath says, "Pose your spectacular kill, please."
Corra screams out as she gets speared. She is staggering a bit but backs up a bit and puts an arrow into the thing that manages to cause it to sputter, shudder, shake, and then collapse. She is almost at that point herself. She lets out a sigh.
<OOC> Corra says, "use cure light wounds on her"
GAME: Corra casts Cure Light Wounds. Caster Level: 1 DC: 14
GAME: Corra rolls 1d8+1: (3)+1: 4
GAME: Corra casts Cure Light Wounds. Caster Level: 1 DC: 14
GAME: Corra rolls 1d8+1: (4)+1: 5
GAME: You damaged Jane for -9 points. 5 remaining.
Corra moves over to Jane and reaches down to touch her as she sings and her hand glows a bit, as she gives out some healing energy to those down. She then glances around.
Jane chokes and splutters when she comes back around, and groans faintly. One hand goes to the stab wound on her abdomen, and she scoots herself back up into a sitting position. "Oh, hey, I'm not dead. That's a nice surprise. Thanks."
Exploring the strange tube it appears to be a bizarre type of airship, propelled at high speed by rockets. In the front is a small control room with a dead Gnome at the controls, apparently killed in the crash landing. There is a large open hold where it appears all the tracked clockwork beasts you found were stored, as well as several other tree-boxes, all also damaged. The rest of the equipment is all crushed and shattered, but an artificer could probably spend days here examining everything for ideas.
Rhar bonks the thing one more time. Just to make sure. Make that three. Then she limps back to Gurr to check on him. He's still awake, and alive. They can work with that. She's happy for that. She's happier when Jane sits up. So Jane's not dead, either. The pack survived!