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No. 78939 edit

As the lift latches firmly into place upon reaching its destination, the group finds itself in a large, open room whose most striking feature is enormous piston pumps lining the walls, continuously pumping up and down and releasing steam at regular intervals. You can feel the pressure building in the room steadily, though it seems to have just began, as if in response to your arrival.

The other striking feature in the room is the enormous metal monstrosity that occupies it, a strange collection of spire-like protrusions held above the ground by four pump-like legs. Below the twisting, turning spires of metal (which continuously rotate back and forth, grinding against each other as they do so) is an enormous eye-like red light that seems focused entirely on the party. This must be the machine that Bluehand has elected to use to try and stop you.

Roll20 map updated. Sid is up first, follow-up post incoming.
Expand all images
>> No. 78941 edit
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78941
Sid quickly springs into action, calling out, "We can't let the stream pressure in the room build too high! The mechanicals grow stronger as the lair builds pressure!" He points to the valves, which are marked with yellow-and-black stripes which suggest caution. "If it starts to build too high, we can use those to adjust it!"

As he calls this out, he fires off an explosive crossbow bolt, which strikes the Manipulator on one of its enormous piston-like legs, and enchants the party's weapons and implements with fire magic. Sid then quickly uses a shielding infusion on Torinn. As he does this, three small robots which are almost unnoticeable before begin to move into action. The party realizes there were actually five of them, though they seem to be somewhat magical in nature--they shimmer like they aren't really there. Nevertheless, the very small flying bits have one prominent feature in addition to their ridiculous-looking tiny wings which beat very quickly to keep their oval-shaped bodies afloat, and that is a barrel-like weapon that fires beams of force. Three such beams streak towards Sid, and two manage to connect, though the shaman's spirit dampens the blow somewhat.

Sureiya is next to act.

Sid moves. Sid uses burning weapons, hitting for [orange]12 fire damage[/b]. The entire party receives the burning weapons buff. Sid uses resistive formula on Torinn.
The lair action is carnage. Three of the magitek bits attack Sid, hitting twice for 9 force damage per hit, reduced to 4 per hit because Sid is near the spirit of athas.


layer Characters
Myn Nthelsyr (George): 78/78 HP (3/9 Surges), Darkspiral Aura 2, +2 defenses vs. self-effected enemies, 5 extra fire damage on weapon and fire attacks
Apsaumbas (Myn's Owlbear): 39/39 HP, allies get +2 power to damage against adjacent foes
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 89/89HP (5/11 Surges), resist 5 necrotic, 5 extra fire damage on weapon and fire attacks, resistive formula (+1 AC)
Rutger (Torinn's Mount): 42/44 HP elevation 1, resist 5 all when mounted/10 vs close/area attacks
Sureiya (Anonkun): 86/86 HP (3/10 Surges), 5 extra fire damage on weapon and fire attacks
"Bernkastel" (Voyager): 74/74 HP (3/8 Surges), 5 extra fire damage on weapon and fire attacks
Spirit Companion (Voyager):
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 75/83 HP (4/11 Surges), resist 5 lightning, 5 extra fire damage on weapon and fire attacks

Enemies
The Manipulator (Enemy)

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.
>> No. 78942 edit
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78942
Just before the ranger launches an assault, he takes a good glance at the mechanic monstrosity in front of them, and deciphers its attack patterns.
>> No. 78943 edit
File 152118321574.png - (154.07KB , 256x256 , manipulator.png )
78943
Sureiya has seen and battled several of the constructs of Gordias at this point, and he has a good idea how the Manipulator works. Being the final obstacles between you and the knot, it is no surprise that the Manipulator is a level 14 solo controller. It can only move very slowly, though it will remain stationary unless provoked (it can negate all forms of forced movement, including teleportation) and is dimensionally anchored to its spot. It possesses the action recovery trait, allowing it to end any dazing, dominating, or stunning effect affecting it at the end of its turn. Its carnage drones are conjurations, and it is always accompanied by five. They attack autonomously (on the lair's action), and if any of them are somehow dispelled or they move more than 20 squares away and disappear, the Manipulator restores the lost ones at the start of each of its turns. Its shoulder mounts allow it to fire its ranged and area-of-effect weaponry without suffering opportunity attacks for doing so. Finally, it has the piston pumps trait. Whenever the Manipulator takes damage equal to one-fourth of its maximum hit points, one of its four piston-pump legs will be destroyed. At the start of each of the Manipulator's turns, it increases the steam pressure gauge by 5 for each leg still functional. The Manipulator is immune to poison and disease, and resists 20 lightning.

Its standard actions include autocannons, a ranged basic attack with a range of 20, that attacks AC for moderate damage. When it uses this attack on its turn, it can use it up to three times. It also has discoid, which marks one creature within a close burst 20. The marked creature has vulnerable 15 lightning, and the Manipulator conjures 3 Medium lightning orbs in unoccupied spaces not adjacent to any creature. At the end of the marked creature's turn, each of the orbs moves 5 squares directly towards the marked creature. Whenever one of the orbs enters a square adjacent to or occupied by a creature of Large size or smaller, they detonate, disappearing and dealing lightning damage to creatures within 2 squares of the lightning orb. The mark ends when all the orbs have detonated or are otherwise dispelled.

It can also take two minor actions. Its mindjack scrambles a foe's mind, affecting one creature in a close burst 10 with a vs. Will attack. On a hit, the creature can't take move actions until the end of the Manipulator's next turn, and at the start of the affected creature's turn, it moves its speed in a random direction. It can also use its minor action to target lock a creature within 20 squares, designating it as a target for the carnage drones.

It also has two triggered action attacks. Perpetual Ray is a free action, though if it can't take free actions due to a dominating or stunning effect, it can end that effect but can't use perpetual ray again until the end of its next turn. Perpetual Ray triggers when one enemy within 10 squares of the Manipulator begins its turn. It fires a beam, a ranged attack vs. the Reflex defense of the triggering enemy, dealing force damage on a hit (half damage on a miss). At the end of the target's turn, it is subject to a secondary attack (in the form of a missile launch), which is an area burst 1 centered on the target's space, affecting humanoid creatures in the burst for fire damage. If it targets only one creature, then the creature is stunned until the end of its next turn if it is hit. It can use perpetual ray once per round. Its other triggered action is mortal revolution, which triggers when the Manipulator is bloodied or when it is reduced to zero or fewer hit points. When it triggers, it ejects all creatures from its space and is surrounded by a wall of force, and summons three weak constructs similar to the jagd doll constructs you fought before to protect it. The wall of force temporarily protects the Manipulator from all attacks, though it cannot attack out of it either. After 3 rounds or when all the constructs are destroyed, the wall of force disappears and the Manipulator makes three area burst 1 attacks, affecting creatures in the burst, though a creature can only be affected once by each use of this power. A creature takes force damage and is dazed (save ends) on a hit, and takes half damage on a miss. You suspect that when this happens and the Manipulator first reaches zero or fewer hit points, it will begin its final, emergency phase.

Sureiya knows that the Manipulator is affected by the increasing pressure of the lair. If the pressure gauge hits 60 or higher it receives an accuracy boost, and a damage boost if it hits 70 or higher. At 80 or higher it will ignore any dazing, dominating, stunning, weakening, or marking effects, as well as attack penalties. Once it reaches 100, the Manipulator receives much larger attack and damage boosts.
>> No. 78944 edit
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78944
After's his examination, the ranger exclaims, "I'm pretty sure tearing it appart will also reduce the pressure. But let's be careful, I suspect it will bring reinfocements once it felts threatened."

Move
Apply Hunter's Quarry
Twin Strike! (two hits for 25 and 21, plus 6 from Quarry.)

>> No. 78945 edit
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78945
Despite his words, Sureiya opens with a somewhat cautious set of attacks, which slice into the mechanical monstrosity's underbelly, rending metal and sending jets of steam bursting forth. However, the Manipulator seems only very lightly damaged at this point.

Sureiya moves and sets his quarry. Sureiya's twin strike hits the Manipulator for 31 damage and 21 damage.

Player Characters
Myn Nthelsyr (George): 78/78 HP (3/9 Surges), Darkspiral Aura 2, +2 defenses vs. self-effected enemies, 5 extra fire damage on weapon and fire attacks
Apsaumbas (Myn's Owlbear): 39/39 HP, allies get +2 power to damage against adjacent foes
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 89/89HP (5/11 Surges), resist 5 necrotic, 5 extra fire damage on weapon and fire attacks, resistive formula (+1 AC)
Rutger (Torinn's Mount): 42/44 HP elevation 1, resist 5 all when mounted/10 vs close/area attacks
Sureiya (Anonkun): 86/86 HP (3/10 Surges), 5 extra fire damage on weapon and fire attacks
"Bernkastel" (Voyager): 74/74 HP (3/8 Surges), 5 extra fire damage on weapon and fire attacks
Spirit Companion (Voyager):
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 75/83 HP (4/11 Surges), resist 5 lightning, 5 extra fire damage on weapon and fire attacks

Enemies
The Manipulator (Enemy) -64 HP, Sureiya's quarry

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.
>> No. 78946 edit
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78946
While the owlbear enthusiastically runs forward, Myn takes decisive action to slightly inconvenience the machination.

Move action: Ethereal Sidestep teleport 2 east, 1 northeast. Owlbear move 2 north, 1 northeast.
Minor action: Curse Manipulator.
Standard action: Cast Far Realm Phantasm against Manipulator.
Attack: 30
Damage: 35

>> No. 78947 edit
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78947
Though Myn's psychic attack seems effective at scrambling the machine's logic circuits, none of the legs have ceased functioning yet. It would seem more damage is required to begin to cripple the monstrosity.

Myn teleports and curses the Manipulator. Myn's far realm phantasm hits for 35 damage, and it must use its next standard action to attack empty air.

Player Characters
Myn Nthelsyr (George): 78/78 HP (3/9 Surges), Darkspiral Aura 2, +2 defenses vs. self-effected enemies, +1 to all defenses, +2 AC, +2 Reflex, 5 extra fire damage on weapon and fire attacks
Apsaumbas (Myn's Owlbear): 39/39 HP, allies get +2 power to damage against adjacent foes
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 89/89HP (5/11 Surges), resist 5 necrotic, 5 extra fire damage on weapon and fire attacks, resistive formula (+1 AC)
Rutger (Torinn's Mount): 42/44 HP elevation 1, resist 5 all when mounted/10 vs close/area attacks
Sureiya (Anonkun): 86/86 HP (3/10 Surges), 5 extra fire damage on weapon and fire attacks
"Bernkastel" (Voyager): 74/74 HP (3/8 Surges), 5 extra fire damage on weapon and fire attacks
Spirit Companion (Voyager):
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 75/83 HP (4/11 Surges), resist 5 lightning, 5 extra fire damage on weapon and fire attacks

Enemies
The Manipulator (Enemy) -99 HP,Sureiya's quarry, cursed (Myn), Far Realm Phantasm

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.
>> No. 78948 edit
>>78947
The shaman uses an old favorite evocation to help kill fast.

<Standard Action> Vengeful Elementals.
> VE #1: Above Sureiya's head (elevation 1)
> VE #2: Above the owlbear's head (elevation 1)
> VE #3: Somewhere next to Myn
> VE #4: Somewhere next to Sureiya
<Minor Action> Vengeful Elementals attack grant for Myn, using VE #3. +1 power bonus to hit.
- 34 vs. Reflex, 40 damage with fire-type curse. https://orokos.com/roll/605629
<Minor Action> Vengeful Elementals attack grant for Sureiya, using VE #4. +1 power bonus and +1 item bonus to hit, +1d6 damage.
- 41 vs. AC, 29 damage. https://orokos.com/roll/605630

>> No. 78949 edit
File 152149976774.png - (43.34KB , 128x128 , piston pump.png )
78949
The shaman calls forth her potent elemental allies and infuses them into her living allies, who cause quite a bit of damage to the Manipulator. With Sureiya's savage blow, one of the legs begins to move sluggishly and ceases to emit steam--it's still supporting the Manipulator's weight, but apparently is now functioning at a much lower level.

As Torinn begins to act, he is blasted head-on by a beam of magical force. The source of the beam appears to be the Manipulator's central eye, and the dragonborn becomes aware that a missile just launched from a hatch atop the machine, and appears to be homing in on his location.

Bernkastel uses vengeful elementals to conjure four elementals, then expends two of them. Myn's eldritch blast hits for 40 damage (fire) and Sureiya's basic attack hits for 29 damage. This destroys one of the legs.
At the start of Torinn's turn, the Manipulator uses perpetual ray, which hits Torinn for 12 force damage (reduced from 17). Torinn will be targeted by the follow-up hydrothermal missile at the end of his turn.


Player Characters
Myn Nthelsyr (George): 78/78 HP (3/9 Surges), Darkspiral Aura 4, +2 defenses vs. self-effected enemies, +1 to all defenses, +2 AC, +2 Reflex, 5 extra fire damage on weapon and fire attacks
Apsaumbas (Myn's Owlbear): 39/39 HP, allies get +2 power to damage against adjacent foes
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 89/89HP (5/11 Surges), resist 5 necrotic, 5 extra fire damage on weapon and fire attacks, resistive formula (+1 AC)
Rutger (Torinn's Mount): 42/44 HP elevation 1, resist 5 all when mounted/10 vs close/area attacks
Sureiya (Anonkun): 86/86 HP (3/10 Surges), 5 extra fire damage on weapon and fire attacks
"Bernkastel" (Voyager): 74/74 HP (3/8 Surges), 5 extra fire damage on weapon and fire attacks
Spirit Companion (Voyager):
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 75/83 HP (4/11 Surges), resist 5 lightning, 5 extra fire damage on weapon and fire attacks

Enemies
The Manipulator (Enemy) -168 HP (3 functional legs),Sureiya's quarry, cursed (Myn), Far Realm Phantasm

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.
>> No. 78950 edit
"Time to get serious," Torinn snarls, marking the target and flying up to strike. His blade wreathed in flame, Torinn calls upon the power of his recently looted item to make his blow strike true, greatly increasingly his defenses against the coming attack. He draws upon his reserves to strike again, shining divinely and weakening the machine's defenses, but it's not enough for his second burning strike to land. Torinn is still in a stance to lay down plenty of hurt in tandem with Sureiya and even Rutger, if necessary.

Divine Challenge the Manipulator
Move adjacent to manipulator and vengeful elemental
Brash Strike w/ Mocking Smite vs Manipulator (26, rerolled to 31, 30 fire damage, get THP from Sid for daily item use)
AP use (manipulator takes -1 AC until end of my next turn): Bedeveling Assault (22, Torinn can attack as free action if enemy is hit with a melee attack)


Last edited at 18/03/27(Tue)09:17:35
>> No. 78951 edit
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78951
Though Torinn only manages to land a single blow against the Manipulator, despite a series of strikes provoked by the completely off-target firing of the mechanical monstrosity's auto-guns, his fighting stance guarantees he'll be striking out at the Manipulator for the remainder of the fight, and his divine challenge still sears the contraption's circuits. It, too, takes things into a higher gear, conjuring a series of electric orbs near Myn and scrambling Sureiya's mind with a strange psychic pulse that only the half-orc feels. The missile that strikes both Torinn and Sureiya also gravely wounds the ranger, prompting Sid to offer another infusion towards Sureiya. However, in his haste to bolster his ally, his crossbow bolt goes wide.

Even as the steam pressure in the room continues to build, the carnage drones lock onto the shaman and fire their force beams, piercing her defenses and knocking her slightly off-balance.

Torinn moves and uses divine challenge on the manipulator. Torinn uses brash strike with mocking smite, hitting due to stone of earth reroll, dealing 30 fire damage. Torinn becomes invisible to the manipulator and gains +5 to all defenses against it.
Torinn spends an action point! Torinn uses bedeviling assault, missing the manipulator but gaining the effect.
At the end of Torinn's turn, the secondary attack goes off, targeting Torinn, Rutger, and Sureiya, missing Torinn for 11 fire damage, hitting Rutger for 18 fire damage, and critting Sureiya for 43 fire damage. This bloodies Sureiya and Sureiya gains 10 temporary hit points.
The steam pressure increases by 15. The Manipulator gains a +2 bonus to attack rolls.
The Manipulator attacks the empty air with its autocannons, taking 14 radiant damage from Torinn's divine challenge. Torinn's combat challenge attack and in defense of order attack both miss.
The Manipulator spends an action point! The Manipulator uses discoid, marking Myn and conjuring the lightning orbs.
The Manipulator uses its minor actions to lock on Bernkastel, directing the carnage drones to target her. It also uses mindjack on Sureiya, hitting.
Sid moves and uses magic weapon, but misses. He uses resistive formula on Sureiya.
At the start of Sureiya's turn, he moves in a random direction because of mindjack. He cannot take move actions this turn.


Player Characters
Myn Nthelsyr (George): 78/78 HP (3/9 Surges), Darkspiral Aura 4, +2 defenses vs. self-effected enemies, +1 to all defenses, +2 AC, +2 Reflex, Discoid (marked and vulnerable 15 lightning)
Apsaumbas (Myn's Owlbear): 39/39 HP, allies get +2 power to damage against adjacent foes
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 76/89 HP (5/11 Surges), resist 5 necrotic, resistive formula (+1 AC), +5 to all defenses vs. the Manipulator, invisible to the Manipulator
Rutger (Torinn's Mount): 24/44 HP elevation 1, resist 5 all when mounted/10 vs close/area attacks
Sureiya (Anonkun): 43/86 HP +10 THP Bloodied (3/10 Surges), mindjacked, resistive formula (+1 AC)
"Bernkastel" (Voyager): 47/74 HP (3/8 Surges), lock on
Spirit Companion (Voyager):
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 75/83 HP (4/11 Surges), resist 5 lightning

Enemies
The Manipulator (Enemy) -212 HP (3 functional legs),Sureiya's quarry, cursed (Myn), bedeviling assault (Torinn), divine challenge, +2 to attack rolls (Steam Pressure bonus)

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.

At the end of Myn's turn, each of the discoid orbs will move five squares towards him. When they enter a space adjacent to or occupied by a creature Large size or smaller, they explode, dealing 6d6 lightning damage to creatures within 2 squares and disappearing. The effect ends (along with the mark and lightning vulnerability) ends when all the orbs are gone.g with the mark and lightning vulnerability) ends when all the orbs are gone.
>> No. 78952 edit
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78952
After regaining his autonomy, the ranger tries a fast swing against the manipulator, but his attack is easily deflected. Then he tries another two times, managing to teleport back with the rest of the party.

Off-hand strike! (miss)
Twin strike! (one hit for 16, then teleport, and one hit for 31 adding quarry)

>> No. 78953 edit
Torinn adds injury to insult.
Free action attack (39, 25)
>> No. 78954 edit
File 151288562324.png - (36.89KB , 128x128 , jagd doll.png )
78954
Sureiya's first strike doesn't manage to penetrate the iron colossus's metallic armor, but his follow-up strikes from Nightfall find their mark and transport the half-orc back into a more advantageous position. With Torinn striking in tandem, suddenly the melee combatants find themselves thrown back slightly as a shimmering, translucent blue wall appears in front of the Manipulator, which seems to hunker down and begin to emit an enormous amount of steam. Almost on command, four metal golems very similar to the jagd dolls that fought alongside the goblins materialize near each of the pressure valves, brandishing metal quarterstaves. For a brief moment, a beam of silvery energy seems to tether the two pairs of golems together, though for what purpose you cannot yet divine.

Sureiya uses off-hand strike, missing. Sureiya uses twin strike, hitting once for 16 damage and once for 31 damage. Torinn's melee basic attack hits for 25 damage, bloodying the Manipulator.
The Manipulator begins mortal revolution, shielding itself with an impenetrable wall of force. Four straf dolls appear to battle the party.


Player Characters
Myn Nthelsyr (George): 78/78 HP (3/9 Surges), Darkspiral Aura 4, +2 defenses vs. self-effected enemies, +1 to all defenses, +2 AC, +2 Reflex, Discoid (marked and vulnerable 15 lightning)
Apsaumbas (Myn's Owlbear): 39/39 HP, allies get +2 power to damage against adjacent foes
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 76/89 HP (5/11 Surges), resist 5 necrotic, resistive formula (+1 AC), +5 to all defenses vs. the Manipulator, invisible to the Manipulator
Rutger (Torinn's Mount): 24/44 HP elevation 1, resist 5 all when mounted/10 vs close/area attacks
Sureiya (Anonkun): 43/86 HP +10 THP Bloodied (3/10 Surges), mindjacked, resistive formula (+1 AC)
"Bernkastel" (Voyager): 47/74 HP (3/8 Surges), lock on
Spirit Companion (Voyager):
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 75/83 HP (4/11 Surges), resist 5 lightning

Enemies
The Manipulator (Enemy) -284 HP (2 functional legs),Sureiya's quarry, cursed (Myn), bedeviling assault (Torinn), divine challenge, +2 to attack rolls (Steam Pressure bonus)
Straf Doll 1 (Enemy) linked to straf doll 3
Straf Doll 2 (Enemy) linked to straf doll 4
Straf Doll 3 (Enemy) linked to straf doll 1
Straf Doll 4 (Enemy) linked to straf doll 2

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.

At the end of Myn's turn, each of the discoid orbs will move five squares towards him. When they enter a space adjacent to or occupied by a creature Large size or smaller, they explode, dealing 6d6 lightning damage to creatures within 2 squares and disappearing. The effect ends (along with the mark and lightning vulnerability) ends when all the orbs are gone.
>> No. 78955 edit
Sureiya gets pushed by the manipulator's bs field, and he's unable to understand why the golems are linked.

Roll knowledge: (20)
>> No. 78956 edit
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78956
Myn, preferring not to endure the discomfort of the surrounding static, warps away, leaving one of the dolls in the path of the orbs. Not willing to risk losing his shield, he opts to shoot a more distant enemy with super magic.

Move action: Ethereal Stride 3 northeast, 2 east. Move owlbear 3 southeast, 3 south.
Minor action: Curse Doll 2 and Doll 4.
Standard action: Cast Shared Agony against Doll 4.
Attack: 28
Damage: 45

>> No. 78957 edit
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78957
Myn teleports around in an effort to avoid the oncoming orbs of lightning, and intense surge of psychic pain resonates in an unexpected way in the more southern drone, and it seems to drop to one knee briefly, clearly rattled and shaking from the psychic attack. Two of the lightning orbs crackle and explode near the more northern of the two as it springs into action, but the northmost orb manages to slip by and get all the way to the half-elf before exploding, catching both warlock and golem in its explosion of lightning. While the doll is lightning-resistant, Myn found himself still very vulnerable to the electric explosion that engulfs him.

Myn teleports, then curses dolls 2 and 4. Myn's shared agony hits straf doll 4 for 45 pyschic damage, bloodying it.
Two of the lightning orbs explode adjacent to straf doll 2, dealing 13 lightning damage and 24 lightning damage, reduced to 3 and 14. One does not path into the doll and makes it to Myn, dealing 21 lightning damage, increased to 36 lightning damage to Myn and 11 lightning damage to doll 2.


Player Characters
Myn Nthelsyr (George): 42/78 HP (3/9 Surges), Darkspiral Aura 4, +2 defenses vs. self-effected enemies, +2 to all defenses, +2 AC, +2 Reflex
Apsaumbas (Myn's Owlbear): 39/39 HP, allies get +2 power to damage against adjacent foes
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 76/89 HP (5/11 Surges), resist 5 necrotic, resistive formula (+1 AC), +5 to all defenses vs. the Manipulator, invisible to the Manipulator
Rutger (Torinn's Mount): 24/44 HP elevation 1, resist 5 all when mounted/10 vs close/area attacks
Sureiya (Anonkun): 43/86 HP +10 THP Bloodied (3/10 Surges), mindjacked, resistive formula (+1 AC)
"Bernkastel" (Voyager): 47/74 HP (3/8 Surges), lock on
Spirit Companion (Voyager):
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 75/83 HP (4/11 Surges), resist 5 lightning

Enemies
The Manipulator (Enemy) -284 HP (2 functional legs/Bloodied),Sureiya's quarry, cursed (Myn), bedeviling assault (Torinn), divine challenge, +2 to attack rolls (Steam Pressure bonus)
Straf Doll 1 (Enemy) linked to straf doll 3
Straf Doll 2 (Enemy) linked to straf doll 4, -28 HP, cursed
Straf Doll 3 (Enemy) linked to straf doll 1
Straf Doll 4 (Enemy) linked to straf doll 2, -45 HP (Bloodied), cursed

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.

At the end of Myn's turn, each of the discoid orbs will move five squares towards him. When they enter a space adjacent to or occupied by a creature Large size or smaller, they explode, dealing 6d6 lightning damage to creatures within 2 squares and disappearing. The effect ends (along with the mark and lightning vulnerability) ends when all the orbs are gone.
>> No. 78958 edit
Doll lore (arcana): 27
>> No. 78959 edit
The shaman executes her bread-and-butter attack combo.

<No action> Arcana for dolls (17) https://orokos.com/roll/611238 https://orokos.com/roll/611239
<Minor action> Dismiss SC
<Minor action> Call SC next to Myn
<Standard action> Spirit Infusion, Myn vs #2, dismisses SC

>> No. 78960 edit
Attack:22
>> No. 78961 edit
File 151288562324.png - (36.89KB , 128x128 , jagd doll.png )
78961
Sid quickly briefs the party on the capabilities of the straf dolls, emphasizing, "We've got to destroy both linked pairs simultaneously!"

The two damaged straf dolls spring to attack, but neither the electric javelin nor the swing of the metal quarterstaff find their marks, with both Myn and his owlbear escaping unscathed.

The owlbear takes 13 lightning damage.

Bernksastel dismisses and resummons her spirit companion, but her spirit infusion for Myn misses.

The straf dolls are level 12 skirmishers as natural animates (construct). They have half as many hit points as normal for monsters of their level. They have a strong Reflex defense and a weak Will defense. They possess a movement speed of 6, they have darkvision, resist 10 lightning, and immunity to poison and disease. They wield metal quarterstaves, which they leverage for their melee basic attack. As a standard action, they can use blitzstrahl, a ranged 5 attack vs. Reflex, dealing lightning damage on a hit and allowing the construct to move adjacent to its target (so long as it is capable of moving).

Its defining trait is reconstruction. The odd/even pairs are linked, and if one of the straf dolls is reduced to 0 hit points, it will regain half its hit points and stand from prone at the start of its next turn as long as the construct it is linked to has 1 or more hit points.

Straf doll 2 misses Myn with blitzstrahl, and moves adjacent to the warlock. Straf doll 4 misses the owlbear with its metal quarterstaff.


Player Characters
Myn Nthelsyr (George): 42/78 HP (3/9 Surges), Darkspiral Aura 4, +2 defenses vs. self-effected enemies, +2 to all defenses, +2 AC, +2 Reflex
Apsaumbas (Myn's Owlbear): 26/39 HP, allies get +2 power to damage against adjacent foes
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 76/89 HP (5/11 Surges), resist 5 necrotic, resistive formula (+1 AC), +5 to all defenses vs. the Manipulator, invisible to the Manipulator
Rutger (Torinn's Mount): 24/44 HP elevation 1, resist 5 all when mounted/10 vs close/area attacks
Sureiya (Anonkun): 43/86 HP +10 THP Bloodied (3/10 Surges), mindjacked, resistive formula (+1 AC)
"Bernkastel" (Voyager): 47/74 HP (3/8 Surges), lock on
Spirit Companion (Voyager):
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 75/83 HP (4/11 Surges), resist 5 lightning

Enemies
The Manipulator (Enemy) -284 HP (2 functional legs/Bloodied),Sureiya's quarry, cursed (Myn), bedeviling assault (Torinn), divine challenge, +2 to attack rolls (Steam Pressure bonus)
Straf Doll 1 (Enemy) linked to straf doll 3
Straf Doll 2 (Enemy) linked to straf doll 4, -28 HP, cursed
Straf Doll 3 (Enemy) linked to straf doll 1
Straf Doll 4 (Enemy) linked to straf doll 2, -45 HP (Bloodied), cursed

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.

At the end of Myn's turn, each of the discoid orbs will move five squares towards him. When they enter a space adjacent to or occupied by a creature Large size or smaller, they explode, dealing 6d6 lightning damage to creatures within 2 squares and disappearing. The effect ends (along with the mark and lightning vulnerability) ends when all the orbs are gone.
>> No. 78962 edit
>>78961
With his main enemy hiding, Torinn charges the monster harassing Myn.
move
charge doll 2 with ardent strike (28, 13)

>> No. 78963 edit
File 152118321574.png - (154.07KB , 256x256 , manipulator.png )
78963
Torinn's charge severely damages the metallic golem, and Sid's follow-up enchanted crossbow bolt leaves it barely standing. Noticing that pressure is continuing to spike, Sid quickly scampers over to the nearest pressure valve and decreases it by a bit.

It is at this point that the other pair of straf dolls attack, hurling lightning javelins at both Sureiya and the shaman. Though the half-orc deftly dodges, "Bernkastel" is not so lucky and is left looking worse for wear. Both of the golems quickly close the gap between them and their targets, and the carnage drones, lacking direction, simply blast nearby targets. However, it would seem the steam pressure increases haven't slowed down much, and it's getting quite dangerous.

Torinn moves. Torinn charges straf doll 2 with ardent strike, hitting for 13 damage. Straf doll 2 is bloodied.
The Manipulator increases steam pressure by 10 to 75. Lock on wears off Bernkastel.
Sid uses magic weapon against doll 2, hitting for 13 damage and granting Sureiya the magic weapon attack buff. Sid moves. Sid moves and uses his minor action to reduce steam pressure by 5.
Straf doll 1 moves and misses Sureiya with blitzstrahl. It moves adjacent to the half-orc. Straf doll 3 moves and hits Bernkastel with blitzstrahl for 12 lightning damage. Bernkastel is bloodied, and the doll moves adjacent to the shaman.
On the lair action's initiative, the Manipulator is bloodied, so steam pressure increases by 10. It is now at 80.
Carnage drones attack Bernkastel, Myn's owlbear, and Myn. Myn is missed but Bernkastel and the owlbear are hit for 9 force damage. The owlbear is bloodied.


Player Characters
Myn Nthelsyr (George): 42/78 HP (3/9 Surges), Darkspiral Aura 4, +2 defenses vs. self-effected enemies, +2 to all defenses, +2 AC, +2 Reflex
Apsaumbas (Myn's Owlbear): 17/39 HP Bloodied, allies get +2 power to damage against adjacent foes
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 76/89 HP (5/11 Surges), resist 5 necrotic, resistive formula (+1 AC), +5 to all defenses vs. the Manipulator, invisible to the Manipulator
Rutger (Torinn's Mount): 24/44 HP elevation 1, resist 5 all when mounted/10 vs close/area attacks
Sureiya (Anonkun): 43/86 HP +10 THP Bloodied (3/10 Surges), resistive formula (+1 AC), magic weapon (+1 power to attack, +5 power to damage)
"Bernkastel" (Voyager): 26/74 HP Bloodied (3/8 Surges)
Spirit Companion (Voyager):
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 75/83 HP (4/11 Surges), resist 5 lightning

Enemies
The Manipulator (Enemy) -284 HP (2 functional legs/Bloodied),Sureiya's quarry, cursed (Myn), bedeviling assault (Torinn), divine challenge, +2 to attack rolls (Steam Pressure bonus)
Straf Doll 1 (Enemy) linked to straf doll 3
Straf Doll 2 (Enemy) linked to straf doll 4, -54 HP (Bloodied), cursed
Straf Doll 3 (Enemy) linked to straf doll 1
Straf Doll 4 (Enemy) linked to straf doll 2, -45 HP (Bloodied), cursed

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.

At the end of Myn's turn, each of the discoid orbs will move five squares towards him. When they enter a space adjacent to or occupied by a creature Large size or smaller, they explode, dealing 6d6 lightning damage to creatures within 2 squares and disappearing. The effect ends (along with the mark and lightning vulnerability) ends when all the orbs are gone.
>> No. 78964 edit
File 151373724350.png - (1.03MB , 1280x1920 , 3545345345345.png )
78964
"The pressure is too high! Someone try using the valves!"

Twin strike against Doll 1! (31 and 31 damage)
Move next to Doll 3
Sohei Strike! (34 damage after furious assault)


Last edited at 18/04/07(Sat)16:40:28
>> No. 78965 edit
File 152314594619.jpg - (142.69KB , 480x640 , 6624939.jpg )
78965
Incensed by his electrocution, Myn abandons the comfort of his teleportation to wipe away the enemies with a plethora of shadowy pecking.

Immediate interrupt: Life Siphon off of owlbear damage.
Move action: Move 6 west.
Minor action: Curse Doll 3.
Standard action: Cast Cursebite against Dolls 2, 3 and 4.
Attack: 30, 33, 27 respectively.
Damage: 22, 32, 24 respectively.

>> No. 78966 edit
File 152118321574.png - (154.07KB , 256x256 , manipulator.png )
78966
The party is relentlessly efficient in destroying the smaller golems, and a combined assault from Sureiya's magic blades and Myn's powerful curse scatters the remains of the straf dolls to the ground. However, when the forcefield surrounding the Manipulator drops, it unleashes an exceptionally savage assault upon the entire party, with the wall of force forming into three distinct spheres of force which rocket towards the party's scattered positions with unerring precision and explode, leaving the adventurers battered and dazed. Sid manages to fire off a crossbow bolt in retaliation, but the damage is severe, and the gnome's resistive formula activates to protect the shaman and the ranger somewhat.

Sureiya uses twin strike, hitting doll 1 twice and destroying it (31 and 31 damage). Sureiya moves and hits doll 3 with sohei flurry, dealing 34 damage, bloodying it.
Myn uses life siphon.
Myn moves and curses doll 3. Myn's cursebite hits dolls 2, 3, 4 for 22, 32, and 24 damage respectively, destroying them all.
The Manipulator's forcefield is gone, and it uses mortal revolution, three attacks. The first attack hits Bernkastel and Sureiya for 29 force damage and they are dazed (save ends). Sureiya uses resistive formula after taking damage, granting himself and Bernkastel 32 temporary hit points. The second attack crits Torinn for 38 force damage, Sid uses shocking feedback, which hits the Manipulator for 20 lightning damage (reduced to 10), and reduces the damage Torinn takes by 5. Sid and and Rutger are hit for 29 force damage, which Rutger reduces to 19. Myn is hit by the third attack for 25 force damage (reduced to 20). All of the party is now dazed (save ends) and bloodied.


Player Characters
Myn Nthelsyr (George): 27/78 HP Bloodied (3/9 Surges), Darkspiral Aura 8, concealment, +2 defenses vs. self-effected enemies, +1 to all defenses, dazed (save ends)
Apsaumbas (Myn's Owlbear): 17/39 HP Bloodied, allies get +2 power to damage against adjacent foes, dazed (save ends)
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 41/89 HP Bloodied (5/11 Surges), resist 5 necrotic, resistive formula (+1 AC), resist 5 all, dazed (save ends)
Rutger (Torinn's Mount): 5/44 HP Bloodied elevation 1, resist 5 all when mounted/10 vs close/area attacks, dazed (save ends)
Sureiya (Anonkun): 24/86 HP +32 THP Bloodied (3/10 Surges), magic weapon (+1 power to attack, +5 power to damage), dazed (save ends)
"Bernkastel" (Voyager): 26/74 HP +3 THP Bloodied (3/8 Surges), dazed (save ends)
Spirit Companion (Voyager):
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 75/83 HP (4/11 Surges), resist 5 lightning, dazed (save ends)

Enemies
The Manipulator (Enemy) -308 HP (2 functional legs/Bloodied),Sureiya's quarry, cursed (Myn), bedeviling assault (Torinn), divine challenge, +2 to attack rolls (Steam Pressure bonus)
Straf Doll 1 (Enemy) linked to straf doll 3, -62 HP Destroyed
Straf Doll 2 (Enemy) linked to straf doll 4, -76 HP, cursed Destroyed
Straf Doll 3 (Enemy) linked to straf doll 1, -66 HP, cursed Destroyed
Straf Doll 4 (Enemy) linked to straf doll 2, -69 HP, cursed Destroyed
>> No. 78967 edit
Luckily, the shaman got this armor just in case something like this happens. Her mind remains focused, and in place of Sureiya's own, addled mind, she directs him to swing.

<No action> Flowform Armor item power to make a save against the daze immediately. http://funin.space/compendium/item/Flowform-Armor.html
- Save: 18 https://orokos.com/roll/612193
<Immediate reaction> Vengeance is Mine vs. the Manipulator's Mortal Revolution.
- Shaman's RBA: 28 vs. AC, 7 damage https://orokos.com/roll/612194
- Sureiya gets to move 5sq and make a MBA.


Last edited at 18/04/07(Sat)23:15:20
>> No. 78968 edit
With most of the party distracted, the shaman has not much choice but to do the pressure thing herself.

<Move action> Run 5E+2SE. SC moves 1E+3NE (edited from 2E+2NE).
<Minor action> Call Forth the Spirit World.
<Standard action> Reduce pressure by 15.


Last edited at 18/04/09(Mon)16:53:02
>> No. 78969 edit
Torinn shakes off his dazing and draws on Sid's alchemical concoction to give him a burst of vitality.
use steadfast amulet: save against daze (10)
use resistive formula

>> No. 78970 edit
Torinn is distressed that he cannot properly aid his allies, but focuses on what he can do.

move adjacent to manipulator
place divine challenge on manipulator
brash strike manipulator (32, 16)
rutger saving throw: 5

>> No. 78971 edit
In a flurry of retributive strikes and steel, Torinn makes the Manipulator regret its choice of target.
divine challenge, in defense of order, and combat challenge hit for 14, 17, 19 damage, 50 total
>> No. 78972 edit
File 152332003488.png - (29.73KB , 128x128 , bit.png )
78972
The shaman and Torinn call upon their magic items to revitalize their minds, and both spring into action, with the shaman hurriedly rushing over to a pressure valve and following Sid's lead, adjusting the pressure downward. The shaman's spirit companion shifts forward and begins to manifest the spirit plane upon the realm once more, and Torinn feels its healing energies briefly before again striking the monstrous machine savagely several more times, dealing devastating blows even as it tries to manipulate the warlock's mind.

This forces the machine to turn its attentions towards Torinn, identifying the dragonborn as its greatest threat, marking it for the carnage drones and then unleashing its autocannons, blasting away the shield provided by Sid's infusion and again bloodying the paladin. Torinn nevertheless stands resolute, even withstanding the assault from the carnage drones as Sid fires off a not-terribly-well-aimed shot from his crossbow, still in his dazed state.

Bernkastel uses flowform armor to immediately save against being dazed. Torinn uses steadfast amulet for the same effect. Bernkastel's vengeance is mine hits the Manipulator for 7 damage, and though Sureiya is granted an attack he misses. Torinn uses resistive formula, granting himself and Bernkastel 35 temporary hit points.
Bernkastel runs to a steam pressure valve and reduces steam pressure by 15. Bernkastel uses call forth the spirit world.
Torinn and Rutger regain 9 hit points. Torinn re-establishes his divine challenge and moves, then hits with brash strike for 16 damage. Rutger fails to save against being dazed.
The steam pressure increases by 10. The Manipulator uses mindjack but misses Myn. Torinn's divine challenge deals 14 radiant damage, his combat challenge attack hits for 17 damage, and defense of order hits for 19 damage. The Manipulator uses target lock on Torinn, marking him.
The Manipulator turns its autocannons on Torinn. It hits twice for 28 damage and 32 damage (reduced to 23 and 27). Torinn is bloodied again.
Sid uses magic weapon but misses the Manipulator. He then fails his saving throw.
On the lair action initiative, steam pressure increases by 10 to 85 because the Manipulator is bloodied. Carnage targets Torinn, hitting twice for 9 damage per hit (reduced to 4).


Player Characters
Myn Nthelsyr (George): 27/78 HP Bloodied (3/9 Surges), Darkspiral Aura 8, concealment, +2 defenses vs. self-effected enemies, +1 to all defenses, dazed (save ends)
Apsaumbas (Myn's Owlbear): 17/39 HP Bloodied, allies get +2 power to damage against adjacent foes, dazed (save ends)
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 27/89 HP Bloodied (5/11 Surges), resist 5 necrotic, resist 5 all, dazed (save ends), brash strike vs. the Manipulator
Rutger (Torinn's Mount): 14/44 HP Bloodied elevation 1, resist 5 all when mounted/10 vs close/area attacks, dazed (save ends)
Sureiya (Anonkun): 24/86 HP +32 THP Bloodied (3/10 Surges), dazed (save ends)
"Bernkastel" (Voyager): 26/74 HP Bloodied + 35 THP (3/8 Surges), dazed (save ends)
Spirit Companion (Voyager): allies within 2 regain 9 hit points at start of turn if bloodied, enemies within 2 take -2 to attack rolls (fear)
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 46/83 HP (4/11 Surges), resist 5 lightning, dazed (save ends)

Enemies
The Manipulator (Enemy) -365 HP (2 functional legs/Bloodied),Sureiya's quarry, cursed (Myn), bedeviling assault (Torinn), divine challenge, +2 to attack rolls (Steam Pressure bonus)
Straf Doll 1 (Enemy) linked to straf doll 3, -62 HP Destroyed
Straf Doll 2 (Enemy) linked to straf doll 4, -76 HP, cursed Destroyed
Straf Doll 3 (Enemy) linked to straf doll 1, -66 HP, cursed Destroyed
Straf Doll 4 (Enemy) linked to straf doll 2, -69 HP, cursed Destroyed

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.

At the end of Myn's turn, each of the discoid orbs will move five squares towards him. When they enter a space adjacent to or occupied by a creature Large size or smaller, they explode, dealing 6d6 lightning damage to creatures within 2 squares and disappearing. The effect ends (along with the mark and lightning vulnerability) ends when all the orbs are gone.
>> No. 78973 edit
File 152332730492.jpg - (106.88KB , 1440x810 , 29871694_1884718644884116_7694232224310857930_o.jpg )
78973
Periapt of Cascading Health! Save immediately from daze.
Twin Strike! (one hit for 24 damage)
Teleport nearer to the spirit.
Ruffling Sting! (misses)

>> No. 78974 edit
File 152118321574.png - (154.07KB , 256x256 , manipulator.png )
78974
Sureiya's amulet provides a means to snap himself back to full consciousness, though he only manages to land one of his sword slashes that follow.

Sureiya uses periapt of cascading health to remove the daze effect.
Sureiya uses twin strike and ruffling sting, hitting once for 24 damage. He teleports.


Player Characters
Myn Nthelsyr (George): 27/78 HP Bloodied (3/9 Surges), Darkspiral Aura 8, concealment, +2 defenses vs. self-effected enemies, +1 to all defenses, dazed (save ends)
Apsaumbas (Myn's Owlbear): 17/39 HP Bloodied, allies get +2 power to damage against adjacent foes, dazed (save ends)
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 27/89 HP Bloodied (5/11 Surges), resist 5 necrotic, resist 5 all, dazed (save ends), brash strike vs. the Manipulator
Rutger (Torinn's Mount): 14/44 HP Bloodied elevation 1, resist 5 all when mounted/10 vs close/area attacks, dazed (save ends)
Sureiya (Anonkun): 24/86 HP +32 THP Bloodied (3/10 Surges), magic weapon (+1 power to attack, +5 power to damage)
"Bernkastel" (Voyager): 26/74 HP Bloodied + 35 THP (3/8 Surges), dazed (save ends)
Spirit Companion (Voyager): allies within 2 regain 9 hit points at start of turn if bloodied, enemies within 2 take -2 to attack rolls (fear)
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 46/83 HP (4/11 Surges), resist 5 lightning, dazed (save ends)

Enemies
The Manipulator (Enemy) -389 HP (2 functional legs/Bloodied),Sureiya's quarry, cursed (Myn), bedeviling assault (Torinn), divine challenge, +2 to attack rolls (Steam Pressure bonus)
Straf Doll 1 (Enemy) linked to straf doll 3, -62 HP Destroyed
Straf Doll 2 (Enemy) linked to straf doll 4, -76 HP, cursed Destroyed
Straf Doll 3 (Enemy) linked to straf doll 1, -66 HP, cursed Destroyed
Straf Doll 4 (Enemy) linked to straf doll 2, -69 HP, cursed Destroyed

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.

At the end of Myn's turn, each of the discoid orbs will move five squares towards him. When they enter a space adjacent to or occupied by a creature Large size or smaller, they explode, dealing 6d6 lightning damage to creatures within 2 squares and disappearing. The effect ends (along with the mark and lightning vulnerability) ends when all the orbs are gone.
>> No. 78975 edit
File 131339403830.jpg - (55.32KB , 640x433 , 604608.jpg )
78975
After his outstanding performance, Myn elects to allow the rest of the party to handle things.

Standard action: Eldritch Blast against Manipulator.
Attack: 20
Saving throw against daze: 2

>> No. 78976 edit
>>78973
>>78975
- Reminder that Torinn gets an attack from his daily when Sureiya hits.
- Myn should heal 9 HP.
- I'll assume assume robot didn't do anything when my turn started.


The shaman messes with the pressure some more while one of her archons infuses Myn.

<Minor action> Reduce pressure by 5.
<Minor action> Sustain CFTSW.
<Standard action> Direct the Strike for Myn.


Last edited at 18/04/10(Tue)21:33:36
>> No. 78977 edit
EB attack: 38
Damage: 37

>> No. 78978 edit
File 152118321574.png - (154.07KB , 256x256 , manipulator.png )
78978
Torinn follows Sureiya's strike with one his own, and though the warlock's first eldritch blast misses its mark and he remains dazed, the shaman's infusion allows him to launch a devastating blow that strikes the eastern, closer leg. There's only one leg remaining now--the one struck by the warlock's blow is now moving sluggishly and no longer emitting steam. The shaman frantically attempts to lower the steam pressure, twisting the pressure valve with all her might.

Though the paladin is healed by the spirit companion's potent aura, this vitality is immediately blasted away by a beam of pure magical energy, and the telltale woosh of a hydrothermal missile being launched from the top of the mechanical monstrosity indicates that the follow-up blow is coming.

Torinn's melee basic attack hits for 25 damage.
Myn regains 9 hit points and is no longer bloodied. Myn's eldritch blast misses the Manipulator. Myn fails his save.
Bernkastel sustains, and reduces steam pressure by 5. Bernkastel's direct the strike guides Myn's eldritch blast hits for 37 damage, destroying another piston leg.
Perpetual Ray misses Torinn for 10 force damage (reduced from 25). Torinn is targeted by the missile. Torinn regains 9 hit points.


Player Characters
Myn Nthelsyr (George): 45/78 HP (3/9 Surges), Darkspiral Aura 8, concealment, +2 defenses vs. self-effected enemies, +1 to all defenses, dazed (save ends)
Apsaumbas (Myn's Owlbear): 26/39 HP Bloodied, allies get +2 power to damage against adjacent foes, dazed (save ends)
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 17/89 HP Bloodied (5/11 Surges), resist 5 necrotic, resist 5 all, brash strike vs. the Manipulator
Rutger (Torinn's Mount): 14/44 HP Bloodied elevation 1, resist 5 all when mounted/10 vs close/area attacks, dazed (save ends)
Sureiya (Anonkun): 24/86 HP +32 THP Bloodied (3/10 Surges), magic weapon (+1 power to attack, +5 power to damage), dazed (save ends)
"Bernkastel" (Voyager): 26/74 HP Bloodied + 35 THP (3/8 Surges), dazed (save ends)
Spirit Companion (Voyager): allies within 2 regain 9 hit points at start of turn if bloodied, enemies within 2 take -2 to attack rolls (fear)
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 46/83 HP (4/11 Surges), resist 5 lightning, dazed (save ends)

Enemies
The Manipulator (Enemy) -451 HP (1 functional legs/Bloodied),Sureiya's quarry, cursed (Myn), bedeviling assault (Torinn), divine challenge, +2 to attack rolls (Steam Pressure bonus)
Straf Doll 1 (Enemy) linked to straf doll 3, -62 HP Destroyed
Straf Doll 2 (Enemy) linked to straf doll 4, -76 HP, cursed Destroyed
Straf Doll 3 (Enemy) linked to straf doll 1, -66 HP, cursed Destroyed
Straf Doll 4 (Enemy) linked to straf doll 2, -69 HP, cursed Destroyed

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.

At the end of Myn's turn, each of the discoid orbs will move five squares towards him. When they enter a space adjacent to or occupied by a creature Large size or smaller, they explode, dealing 6d6 lightning damage to creatures within 2 squares and disappearing. The effect ends (along with the mark and lightning vulnerability) ends when all the orbs are gone.
>> No. 78979 edit
>>78978
Torinn invokes his god's protection to keep everyone, including himself, safe from the machine's wrath. He grants some clarity to his allies, but too much is happening at once. The paladin loses focus and his attack goes wide.

use symbol of the champion's code on manipulator, get THP
use divine mettle on bernkastel (or sid if she's not dazed)
brash strike (nat 1)

>> No. 78980 edit
File 152118321574.png - (154.07KB , 256x256 , manipulator.png )
78980
Torinn's magical symbol manages to interfere with the missile's targeting system sufficiently to throw it off-course, and it smashes into the ground, damaging nobody. Though Torinn's follow-up blow misses and his divine power isn't quite sufficient to help Sid immediately shake off his daze, the defensive benefits of his fighting style sufficiently shield him from the retaliatory attacks from the Manipulator and its carnage drones, and the dragonborn is just barely left conscious. Were it not for his harlequin-style training, he surely would've fallen here.

Sid, still fighting his own clouded mind, simply turns the nearest pressure valve desperately, lowering the steam pressure of the lair. He then finally manages to regain his senses as Sureiya basks in the healing energies of the shaman's nearby spirit.

Torinn uses symbol of the champion's code, which negates the secondary attack of perpetual ray. Torinn gains 10 THP.
Torinn uses divine mettle, granting Sid a saving throw, which fails.
Torinn misses the Manipulator with brash strike.
Steam pressure increases by 5. The Manipulator's mindjack misses Torinn.
The Manipulator uses autocannons, missing Torinn twice and hitting once for 25 damage. The Manipulator uses lock on on Torinn.
Sid reduces steam pressure by 15. Sid saves against being dazed finally.
Steam pressure increases by 10 on the lair action.
Sureiya regains 9 hit points.


Player Characters
Myn Nthelsyr (George): 45/78 HP (3/9 Surges), Darkspiral Aura 8, concealment, +2 defenses vs. self-effected enemies, +1 to all defenses, dazed (save ends)
Apsaumbas (Myn's Owlbear): 26/39 HP Bloodied, allies get +2 power to damage against adjacent foes, dazed (save ends)
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 3/89 HP Bloodied (5/11 Surges), resist 5 necrotic
Rutger (Torinn's Mount): 14/44 HP Bloodied elevation 1, resist 5 all when mounted/10 vs close/area attacks, dazed (save ends)
Sureiya (Anonkun): 33/86 HP +32 THP Bloodied (3/10 Surges)
"Bernkastel" (Voyager): 26/74 HP Bloodied + 35 THP (3/8 Surges), dazed (save ends)
Spirit Companion (Voyager): allies within 2 regain 9 hit points at start of turn if bloodied, enemies within 2 take -2 to attack rolls (fear)
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 46/83 HP (4/11 Surges), resist 5 lightning

Enemies
The Manipulator (Enemy) -451 HP (1 functional legs/Bloodied),Sureiya's quarry, cursed (Myn), bedeviling assault (Torinn), divine challenge, +2 to attack rolls (Steam Pressure bonus)
Straf Doll 1 (Enemy) linked to straf doll 3, -62 HP Destroyed
Straf Doll 2 (Enemy) linked to straf doll 4, -76 HP, cursed Destroyed
Straf Doll 3 (Enemy) linked to straf doll 1, -66 HP, cursed Destroyed
Straf Doll 4 (Enemy) linked to straf doll 2, -69 HP, cursed Destroyed

Notes
As pressure increases, the Manipulator's accuracy and damage increase. If pressure reaches 100, extremely bad things happen.

Pressure can be adjusted by manipulating the pressure control valves, which are the valves surrounded by yellow-and-black caution marks (not the elevator). A minor action can adjust pressure by 5, while a standard action can adjust pressure by 15, and you must be standing in one of the four squares marked by the yellow-and-black stripes to manipulate a pressure control valve. You do not need a free hand.

The magitek bits are conjurations. They cannot be interact with except by Dispel Magic and the like, and they do not have their own initiative.

You can enter the Manipulator's space at elevation 0 and end your turn within, though it is difficult terrain. You cannot enter squares occupied by its four legs, and its space at elevation 1-4 is blocked as normal.

At the end of Myn's turn, each of the discoid orbs will move five squares towards him. When they enter a space adjacent to or occupied by a creature Large size or smaller, they explode, dealing 6d6 lightning damage to creatures within 2 squares and disappearing. The effect ends (along with the mark and lightning vulnerability) ends when all the orbs are gone.
>> No. 78981 edit
File 150874316397.png - (42.47KB , 272x264 , walkies.png )
78981
Sureiya continues attacking the robot, but it resists.
Twin strike (one hit for 28)
>> No. 78982 edit
File 130025679327.png - (136.70KB , 400x640 , 2656202.png )
78982
Myn is dazed, but he resists.

Standard action: Cast Eldritch Blast against Manipulator.
Attack: 24
Saving throw: 14

>> No. 78983 edit
>>78981
Torinn should get his triggered free action attack here.
>>78982
Myn's hit should be 25 vs reflex, with the +1 power bonus from Vengeful Elementals.

Weary of watching all the half-effort attacks, the shaman proceeds to show these scrubs how it's done.

<Standard action> Spirit Infusion (Myn vs. Manipulator). 29 vs Reflex, 37 damage.
<Free action> Sudden Call SC 1NW from where it was, elevation 1.
<Minor action> Inspiring Word for Torinn. He heals 43 HP, and then 3 more from Gadgeteer's Garb item set effect. (At least, I think it was 3.)
- Action Point - <Standard action> Sly Fox Spirit.
Primary target: Sureiya's RBA (for prime shot) vs. Manipulator. 41 vs. AC, 27 damage.
Secondary target: Myn's RBA vs. Manipulator. 28 vs. Reflex, 28 damage. I think Manipulator dies at this point, guaranteed.
<Minor action> Sustain CFTSW. Who cares about pressure.



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