Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6
As Kraig shines his light around, Nyssa tries to peer into the murky interior. her Suli-eyes see very well in the dark, but she doesn't bother to mention that fact.
The air is unnaturally cold in this empty atrium. Metal doorways yawn to the north and south, and the slanted floor is strewn with strange bits of rubble and twisted lengths of metal. The ceiling is badly damaged here, its gray metal shells shattered in numerous places, exposing coils of rusty, mold-covered cables and wires.
Kraig steps gingerly into the craft. "Careful guys, this looks like a smaller version of that nest we were at yesterday. Watch out for baby...what was that thing called again? Steve. I think it said its name was Steve."
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)
We should not split
Valt has no darkvision, so he lets Iophiel enter first, and take a look, while casting a protective force field on her. mage armor)
Then, before going in himself, Valt will cast a light spell on a pebble.
The doors are all slid open, and there's no power to the "building".
To the north:
The northeastern wall of this blasted chamber was obviously super-heated at some point, for here and there, the walls ran wax-like, forming slag that cooled into puddles of steel all along the floor. Debris litters the floor-it might once have been tech of great value but now is mere scraps of unsalvageable, half melted junk.
To the east:
The eastern half of this room is a tangle of gray metal, strange engine parts, and rubble, all of which was subjected to great heat long ago, judging by the metal’s melted and scorched surfaces. Here and there, softly glowing residues are caked onto bits and pieces of the metal.
To the south:
The air in this compartment is choking and stale. The dust here is inches thick-nothing has disturbed this area in years. To the west, the wall is partially crushed and melted, leaving a five foot-wide, two-foot-tall gap that opens into another chamber beyond. Four large coffin-shaped objects made of glass and metal sit against the walls-one to the north and three to the south.
The northern pod and the central southern pod are partially broken. Each contains a skeleton clad in fragments of strange, bulky armor. The other two southern pods appear to be only slightly damaged. The air is thick with a rancid scent, like old meat gone bad.
Kraig looks around the northern room. "Dragons melted these walls. Damn dragons. Always destroying things." If this room provides nothing else, he moves around to check the other room. When he gets to the southern room he notes "More tube people. Be wary of cannibals." Perception North Room:1d20 + 10 ⇒ (18) + 10 = 28 Perception East Room:1d20 + 10 ⇒ (1) + 10 = 11 Perception South Room:1d20 + 10 ⇒ (20) + 10 = 30
Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6
"Or worse.' Nyssa grumbles.
Drawing her sword, Nyssa keeps watch while Kraig rummages through the rooms. The lesson of canisters disgorging angry people is not so soon forgotten by Nyssa. The carrion stench reminds her of Marrow's undead drill-slingers as well.
Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3
Kharamell's curiosity gets the better of him and he moves into the pod room. He surveys the area to make sure there is no immediate threat.
Perception:1d20 + 3 ⇒ (16) + 3 = 19
Kraig finds 43 silverdisks, a timeworn large gun with a barrel (heavy weapon) (14 charges), three grenades with white stars, a timeworn pod-shaped device (18 charges), a timeworn bright red cylinder (6 inches by 2 feet) (3 charges), a timeworn egg-shaped device (2 charges), and 3 charges of neon green clay.
There is a passageway to the west of the room with the tubes.
"Well I'm not carrying this stuff." Kraig nudges the two-foot cylinder with his foot. "We can leave these guys to watch it. They're not going anywhere."
Valt doesn't know what the pod is, but it seems familiar for some reason. This item along with the egg and cylinder have buttons on them.
Iophiel doesn't see anything other than what is visible.
Kharamell takes time to figure out the items.
Items:
potions of cure moderate wounds
pod is an emergency beacon
cylinder is an emergency raft
egg creates something...
clay are some kind of explosive?
gun is some kind of heavy weaponry
grenades are concussion grenades
Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6
Nyssa waits patiently for Kharamell to identify the new stuff. When he is done at last, she looks into the west passageway.
Perception:1d20 + 5 ⇒ (5) + 5 = 10
As Nyssa, Cemifobbar and Alexis enter the room, they see:
A massive black window, spider webbed with hundreds of cracks, graces the western wall of this chamber, half-buried under rubble and twisted metal. Curved consoles of strange controls line the walls, with three chairs made of an unidentifiable off-white material facing them. A figure dressed in red fabric of an unusually fine weave sits slumped over the console in the western most chair.
Suddenly, everyone in the building sees a vision.
You are on a flying ship hurtling through the sky towards the ground. Lights blink and flash, and a sense of vertigo assails you. Gravity is wrong as you are pulled upward, people are screaming, you hear explosions.
Then the ship slams into the ground, and you are back in your bodies.
A sound file plays through the building, "This is the final report of salvage module Chrysalis, Captain Yurian Valako reporting. Divinity is lost; the rest of the ship’s crew is presumed dead or worse. The surviving crew of Chrysalis and I are boarding a launch and will attempt an emergency landing but without AI control, the prospects of a safe landing are minimal. I've secured an inhibitor facet-if I can install it into the Unity interface, it should disable the AI’s security long enough for us to reclaim control and perhaps even signal for help from home. I'm boarding the launch now, and will append further reports after our successful landing."
Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6
Nyssa looks around, uneasy. "That was..." Nyssa's voice trails off as she tries to make sense of the vision and the strange disembodied voice.
"Doesn't explain the fog, nor the feeling of malice that this place seems to have."
Half expecting the red garbed figure to come alive, Nyssa moves closer to have a look.
Čemifobbar will follow Nyssa to look at the figure in Red. And expecting trouble. Falchion drawn. As usual.
Perception:1d20 + 9 ⇒ (12) + 9 = 21
"That was … interesting! I wonder if there were any survivors? If so, maybe ancestors of people around here? If not, that would indeed explain why this area is haunted."
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)
The vision had a strange effect on Valt, he looks dazed and out of himself, while his eidolon, Iophiel, blinks in an out of existence. The man puts his hands on his head and is barely able to stay stand.
A wave of negative energy fills the building, malevolent and oppressive.
A mass of shadow, a dark ghostly shape with two flickering pinpoints of light for eyes, rises from the slumped body in the chair.
The two bodies encased in the tubes and armor suddenly burst free of the pods, bodies melting and revealing skeletal remains. The undead move towards Kraig and Kharamell.
Alexis, Valt and Iophiel see something invisible stir the air of the hallway. An orb with a skull face appears for a moment, before disappearing, though likely not leaving.
Čemifobbar passes his +1 Battleaxe to Nyssa. "You'll need this, I'll wager!".
He'll step back slightly so she can get past him, since he's taking up the doorway behind her. He quietly casts a Shield spell to ready himself for the new threat.
His AC should be 23 now, since he's not yet bloodraging
"We are not helpless!" he hisses at the undead rising from the chair.
For now, he's taking up a Defensive Fighting posture, expecting the undead creature to come to him.
Kraig looks around, dazed by the vision. It was similar to the one that plant-thing induced on them under Torch. There must be another one nearby. He wakes from his stupor by the sounds of shambling and broken glass. The pod people have risen. "Demons! I trusted you to guard our things and you stab me in the back. Looks like it's just me and you, Kharamell. Give me a moment to gather myself, and we'll teach these creatures the price of their treachery. I'll hold them down and you shoot them, huh?" Kraig is glad he doesn't need his hands to fight. He wouldn't want to fight in the dark. He steps back from the monsters to get a brief moment to clear his head, and feels his wounds from the previous day heal a bit more. Weird. Kharamell must be a cleric.
5 foot step NW, standard action to cast the CSW thing we got, move action to use martial flexibility to pick up Dodge, free action to start grabbing style.
Tessara doesn't see the third undead in the hallway. She doesn't recognize the creature in the room with chairs. Looking back, she sees that the creatures behind are skeletons that resist non-bludgeoning damage.
Kraig, Tessara, Cemifobbar, Valt and Alexis boost themselves each each other with magic.
Kharamell's flames burn the skeletal creatures. Their pale bones and broken metal armor blackens.
Iophiel and Valt move into the room past the invisible orb and the eidolon strikes at the skeleton. Iophiel's greatsword breaks through its bones and severs its arm. The skeleton immediately falls and crumbles, blue eyes winking out.
A distortion of air moves into the room where Kraig, Kharamell, Iophiel and Valt, and electricity arcs towards the summoner. The remaining skeleton moves up to Kraig and scratches him with a claw. The brawler's quick movements and armor saves him. The human ghost of darkness reaches through Nyssa's armor and touches her with a numbing energy as it siphons her life force.
Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6
I'm not clear on what damage was done to Valt and what was done to Nyssa.
Nyssa scabbards her sword, to fight with Čemifobbar's battle axe. She moves to the side, letting elemental fire flow into the axe, as her eyes light with flame.
With a two-handed grip, and buoyed up by Alexis' song, Nyssa hacks at the dark ghost.
Magic Axe:1d20 + 11 ⇒ (11) + 11 = 22 damage:1d8 + 7 ⇒ (6) + 7 = 13 Elemental Assault(fire):1d6 ⇒ 2
@GM Demonmoose: I just realized how Čemifobbar can heal himself up a little bit each day without having to use potions or wands..
He's a Spell Eater archetype. Therefore, he can use some of his rage rounds left over for the day, since he's got fast heal 1 while raging. So, he can technically to into a rage, and eat up his remaining rage rounds for the day to heal up before turning in for the night.
I should've thought of that sooner!
Might not always be a good idea, but it could work. I hope.
@Alexis: as far as I know Barbarians and Bloodragers can rage at will. The problem is they have a limit on how much they can rage in a day. So it's usually only done for special occaisions. Like combat.
@Tess: let's not go there! He might enjoy that sort of thing! (I worked with the public as a cab driver for way too long!) :D
@Kraig: I doubt it. Dhampir aren't that much like the udead. They're still living breathing beings. Just a bit odd, that's all. Then again, just about any RPG character is a bit odd. One way or another.
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)
Seriously, we must stablish some basic tactics against the most common encounters, or the AP will kick our butts!
I don't see Demonmoose like pulling punches. XD
human arcane duelist bard 7 HP 44/44, init +4 AC 20, Touch 14, Flat footed 17, CMB +6, CMD 19, Fort +3, Ref +8, Will+6, Perception +10, Spellcraft + 8, performance +14/intimidate +17
active effects:
bards song 12/16, prestidigitation
Do you have to have specific feats to use a laser rifle?
Also on tactics
Alexis's first move in combat is to buff the party, as you may have noticed. Then she acts as a supporting second grade fighter/healer. Well not Cem, but next level I can heal him.
As to party tactics I guess fighters should close, and everyone supports that. Simple I know but there you are. Kraig, Cem, Nyssa and Iophiel are our front line. Tess, Valt and Alexis (me) form the back line, striking when we can, supporting the front line if not. In my role I cover the other backliners (Tess can do that as well) and cast daze and cures (valt cures Iophiel) as needed. In extremis either Tess or Alexis can engage in the front line or protect the back if flanked, until one of the front liners comes back to help. Valt should be close to Iophial (I gather he gets some bonuses that way) and avoid being hit. Of course this is subject to change if needed.
Front line fighters should in general move five feet every round to avoid or gain flank, and should focus on killing bosses before mobs.
On another note, my character is holding the laser rifle, but isn't claiming it. My own view is that Tess should have it so to provide more second rank firepower. I would have it if she doesn't want it. It would be of limited utility to hand to handers.
Laser rifle just needs exotic Prof Firearms. Kraig can use them no problem if he really needed to, and Kharamell can of course.
Kraig can lock down dangerous enemies like wizards with grapple and take people alive with non-lethal damage or grapple-pin-tie. With +30 CMD it would take something really big to get free once he's got a hold on them. He's pretty straightforward like that.
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)
Well, another basic tactic is not to charge at first sight. We have a lot of at range characters.
Against non ranged enemies we can hold positions and force them to get into us, saving us some harm.
Of course not going to enforce anything, if anyone just like to live dangerously, hey, have fun, no problem. *Thumbs up*
About the laser: We now what kind of batteries use for the charges?
We are dangerous at a distance. Especially with Tessara's rapid shooting. A lot of the opposition is wise to that sort of thing, though.
Hang on! The little light bulb just came on with the name of that big ugly THING with the club in the Smiler's "foyer"; Gunshy. As in Gun-Shy. Probably just someone having fun with names.
human arcane duelist bard 7 HP 44/44, init +4 AC 20, Touch 14, Flat footed 17, CMB +6, CMD 19, Fort +3, Ref +8, Will+6, Perception +10, Spellcraft + 8, performance +14/intimidate +17
active effects:
bards song 12/16, prestidigitation
True, we have a good ranged combat group. But remember we also have melee specialists. Kraig cannot grapple at range (unless he's Reed Richards or something), and cem does a pretty good chop-chop with his falchian. Having the party split to fight can cause problems.
It really doesn't matter which strategy we use, as long as we use one.
It reminds me a bit of the avengers movie. Captain America says Thor and iron man, cover the perimeter. Hawkeye get high, spot and shoot. Widow you stay with me, we'll hold here. Hulk...Smash!
Probably (definitely! :)) misquoting a bit, but the gist is clear. A strategy.
I agree Alexis, at least some kind of strategy. We're not typical murder hobos, the immediate answer to every threat shouldn't be "Charge!" That laser gun we could have handled more efficiently than throwing muscle at it in a battle of attrition.
I also want to make sure if I should address this OOC or IC. If the party is acting this way because the characters don't know how to function well with each other, that's fine, let me know and I'll address it IC.
As I see it, Čemifobbar isn't the best at following elaborate orders anyway. Being Chaotic Neutral and all that. He's not a moron, but following orders like "Hulk ... Smash!" is a bit more his style.
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)
Hahah, Cem ... Smash! sounds good to me.
Anyway, just waying that agains this Gunshy, if he was alone, not with ranged mobs supporting him, the ideal is holding until he gets into us, instead of charging him. Reading actions is a great strategy for this kind of enemies.
The main reason I have Čemifobbar charge is to make use of his Frightful Charger bloodrage bloodline ability. If you have that, an enemy you hit with a charge attack is staggered for a number of rounds equal to half the bloodrager's level. Since the staggered target can't do much, that can make a big difference.
But it only works specifically with a charge attack. It won't work with just any old attack.
Which does, of course, mean having to put yourself in the front line to suck up the danger (more) sort of thing.
We'll have to wait to see if that Gunshy creature even survives. It looks like he's taken at least 60 points of damage, maybe 80 to 90. Depends on how good (or bad) his AC is.
Good thing too! Looked like he could dish out as much damage as Čemifobbar can!
Our planning ahead may leave something to be desired. No question there. But at least we know enough to focus on the biggest threat at any given moment.
That Gunshy creature definitely wasn't the brightest spark!
The Paizo site is showing this campaign as inactive again on my main alias campaign listing, which is why I'm posting with that alias instead of Čemifobbar. Seemed to work last time that happened.
Sorry, wasn't quite right there. It (this campaign) is not showing as inactive. But it has been moved into the "Previous Campaigns" listing on my default alias again. A wee bit annoying when that sort of thing happens!
Timing's everything. Just after I said I'd not heard back from someone at Paizo, someone did email me saying he should have fixed my ID problem. Seems to be okay now.
Said he just had to change my ID as being a previous member of this campaign or something along those lines.