We started late again. I don’t know why this keeps happening except that the kids are off of school and with the holiday approaching we seem to be in a rut. This comes back to bite us a bit as the kids get that late night out of control thing going towards the end.
However, after last session’s great success, hey are eager to continue. Even my wife seemed in higher spirits. Expectations have shifted after such a rousing victory.
The piece of Omega Tech that Christina found in the previous encounter was a science device. Basically it gives her a bonus (+2) to science checks. She immediately wanted to use it on everything. Fortunately, my wife pulled the leash a bit by convincing her that it didn’t need to be used on everything
. Ironically, it was about to come in really handy.
Mew found an egg in the Yexil’s nest – a device that warned of enemies, seen and unseen, for the duration of an encounter. He could not wait to use it. He showed restraint on his own; but it still didn’t stop it from using in the very near future.
River Cat also found an egg in the Yexil’s nest. Hers, however, was a photon grenade; very bad-ass, very handy, very soon.
I started this session by explaining how I had ruled incorrectly in the previous session and how mutations should work. Fortunately, it seemed to only really impact Storm’s character who was now limited to a single use of her blinding light per encounter.
(Storm reacting to finding out she can only use the blinding light once per encounter)
So the three, burdened with new tech and some ancient junk crept down the stairs. I covered part of the map as they would first have to deal with two Badder Guards behind an upturned table (the classics always deliver!) letting loose with crossbows. This did not dissuade Mew from storming them immediately, closing the gap to deal some heavy damage right away. River cat had little choice but to follow and attempt to do the same. Before the Badders could follow the tactics from the scenario (escape to the next room after a couple of rounds) they were dead on the floor – throats ripped out, minds torn asunder.
Mew paused long enough to activate his egg which immediately hummed to life and let out a beep for each creature within its range. Accounting for his friends, he now had an idea of what awaited him…or so he thought. So he wasted no time in rushing into the next room where the guards had appeared to be heading. He turned the corner, keeping a bit of distance between himself and the side of the opening away from the cage he could see. This saved him, I think.
In the center of the room was a large device/machine of some kind. There were also two much larger Badders and one about the size of the ones they had previously faced. Mew, of course, attacked the nearest, largest Badder, a Slaver. He was successful, but that put him in range of The Machine. I made a weird whooping sound, like something out of Start Trek back when it had crappy special effects, and informed him that the sound drove into his brain and that he took damage. This was the worst thing for Mew. He’s great against physical damage due to his Swarming. He’s also got the rubber skeleton mutation that gives him yet more Resist to physical. But Psychic Damage that doesn’t have to get past his high AC is like an Achilles heel.
River Cat moved up to help. She used one of the first pieces of Omega Tech she had received. It is essentially an ioun stone using radiation, and it’s a close blast attack. So she used it to hit both the Machine and the Slaver standing right around the corner. At that point the Badder slaver was bloodied, but I forgot that power for him. River Cat ended her turn within the range of The Machine, however, and so did not escape unscathed. She was not amused.
Now the Badders got their turn. The first Slaver used his Crippling Flail with great success against Mew. The other Slaver moved up and used his Fear Wave. He could not reach Christina, he missed River Cat, but he hit Mew. The last Badder, the guard, stayed put hoping to cover his bosses if needed.
Now it was Storm’s turn to have some fun. Her character, Christina, activated her recently discovered Science device. I described how the little holographic man appeared and asked how he can help. She described moving just far enough to shove the device around the corner to see The Machine. I had her roll and she beat the DC 13 the scenario provided. The little helper replied, “Oh yes – that’s the StupendiCo Model XR-971 Psychic Assault Vehicle!”
She held up her hand like she was holding a tri-corder and asked, “How do I shut it off?” I explained to her that she can ask next round and she gave me a quizzical look. So I explained how a round is really a short time – 6 seconds. So in that time she activated the device, it “booted”, she asked her question and got an answer. This made sense to her!
Mew was hurting badly, so he retreated as best he could. I let him know that the sound no longer drove into his brain like a rail spike. The group can essentially communicate telepathically using Christina as a central point (thanks to her Mind Breaker origin) and so they quickly pieced together that The Machine must have some kind of range.
River Cat decided it was time to use the shotgun, and let loose on The Machine. The damage was starting to mount, but The Machine kept whirring. And while the adventurers had moved out of range, the positive effects continued to aid the Slavers.
The Slavers moved up to block the door and swapped methods of attack. The Slaver attacking River Cat used his Flail (missing his recharge on the Fear Wave power) while the other Slaver used his Fear Wave on all three adventurers. This time, Mew was lucky and did not get hit with the Fear Wave. But Christina and River Cat were both hit.
Still being just beyond melee reach, Christina consulted her science device. However, instead of simply answering her question, “how do I turn it off”, it showed a complicated series of equations and schematics that she couldn’t quite figure out. This was the way I described a failed Science check.
Mew takes a deep breath (second wind) and plunges back to the front to help block the Slavers. He knows it could mean trouble, but he is the one with the best defenses.
River Cat was none too pleased about the state of affairs. She could not decide if she wanted to use her shotgun again, thus meaning she will have to find ammunition for it, use her slashing claws, or utilize one of the various pieces of tech. In the end she rakes the Slaver in front of her and then carefully backs away a bit.
Both Slavers fail to recharge the Fear Wave, and so must rely on their flails. Neither hits. But injured Slaver slowly but surely gained hit points thanks to the effects of the machine.
Christina finally received an answer from her machine, getting a handle on the schematics and calculations (she succeeded on the second Science check of DC 13). But she realized that she was not likely to get to The Machine so she telepathically transmits the information to her companions.
Mew uses his slashing claws, drawing the first blood on the second Slaver.
River Cat decided it was time to take out the Machine. She grabs the photon grenade and tosses it into the room. She specifically telepathically consults Christina in an attempt to figure out where best to place the blast to destroy one of the panels that could disable the device. The physical damage is done to both Slaver (she hit) and Machine (hits are automatic) and her aim is spectacular (a great DC 13 Science check roll, the third and final according to the scenario). Suddenly the machine shut down, whirring to a stop.
The Slavers looked at each other with a slight bit of fear, and then attacked with full fury. The first hits Mew with a nasty flail shot. The other regains his composure (recharges) and snarled at his opponents. River Cat and Christina ignored the growl and shrugged off its effects; Mew, however, was not so lucky. He was drained and hurt and on the ropes.
Christina, now finished with the Science portion of her show, moved up to help. She decided she wanted to try to grab one of the Badder Slaver’s Flails and beat them with it. Why? I have no idea. I made her roll a basic attack which she failed.
But then Mew decided this was a great idea and did the same. Why? I have no idea. But this time (since now I was experienced!) I made him do a basic attack against the Reflex of the Slaver. He succeeded. So then I made him battle the Slaver using a contest of Strength. Mew is really strong and the Slaver rolled horribly, so I let him grab it. But I ruled he’d have to wait ‘til next round to use it. This led to hilarity as Mew was then hit by the other Slaver and fell to the ground unconscious. So Christina finally got what she wanted because on her next turn she picked up the flail from the now unconscious Mew and used it to beat the Slaver in front of her. Hilarious.
CDawg failed his first two death saves. He switched dice, and while Christina was beating down the Slaver with his own flail, he “practiced his rolling”. Some things never change, eh?
Meanwhile, River Cat has decided she will have to deal with finding ammunition and starts unloading the shotgun on anything she can.
Even with just the two of them, Christina and River Cat defeated the Badders using the shotgun and the Psychic Sucker Punch. Even the second Badder Slaver’s Control Pain power could not save the mutated badgers.
Notes and other interesting things:
This is one of the things I love, love, love about random tables/cards/etc. It’s amazing how these things tend to fit or how cool the efforts to make them fit can sometimes turn out.
For example, when rolling for Ancient Junk Christina, the Electrokinetic, kept rolling for….electrical stuff that promptly would begin to work when she got near it. Or how after defeating the Yexil, Mew searches the nest and finds…eggs!
My wife is slowly getting hooked. Towards the end of the battle, with only one Slaver left, she was down to 1 HP. She had given up keeping ammo and was using the shotgun to stay alive. The Badder was due up after her – it was also at 1 HP. The sequence was to be Christina, River Cat, Badder. Christina went and rolled a 1 – epic fail. My wife rolled a 7. She thought it was a 1 (marbled dice, bad lighting). She threw up her hands and shouted “Oh!” thinking that was it.
When we were done and it was very late, I said some thing like, “We’ll determine what you find next time…it’s time for bed.”
My wife said, “Besides, I think for now we’re just going to stay put and lick our wounds.”
CDawg, playing a felinoid swarm, says, “Yeah, Literally.”
I let CDawg stop rolling after succeeding in his death save. Not a huge deal because the fight was over in a couple of rounds. Once he succeeded, he wanted a way to get back in the fight. I give him a chance the next round to beat his Fort to get a second wind….just for the hell of it. He failed.
I missed the first Badder Slaver getting to the bloodied point and using his Control Pain power.
I always forget, not just in this game but since 3.5 in general, to take the Attacks of Opportunity/Opportunity attacks when adjacent to someone doing a Ranged attack. It’s a bit of a blind spot. The problem is that if I just start remembering, it might seem…odd. So I think next game I will go through the few triggering things of AoO/OA so everyone, including me, is on the same page.