Kunala |
little fop, can't be so bad if it's true right, and god's knows I've been called worse! Kunala, smiles and nods, but still watches carefully as they leave the junkman's establishment.
As they walk Kunala address the group in his accented lisp. "I thought that went well, don't you all agree? However I am of the opinion that Sanvil Trett is not a man who likes to be bothered, why don't we return to the cave for more technology items and then ask him about Junkmaster Garritt's large lamp when we return? However, since we all have a little money burning a hole in our pockets do we need to go to the market and pick up any Items?"
falling back beside Druneor, Kunala removes the wand clw from his bandoleer and shows it to the dwarf, "It's for healing. A couple of times it was the only thing that kept us alive. Do you know how to use it, just in case anything 'unforeseen' happens." smiling as he says 'unforeseen' he hands the wand to the clergyman.
wand of cure light wounds (41/50)
Druneor Hammerstriker |
Taking the wand, Aye, I can use it, and I hope there is nothing unforseen come along. As for how well that went, I am of mixed feelings.
Edit, added wand to my profile.
Kunala |
Helikon with your permission I have saved a few highlights
Arriving at the pond you can see you obviously marks of a few groups. Black water prevents you to see much but knowing that there is an entrance prompts you to enter the water. The water is cold, but bearable and has a strong metallic taste.
After visiting the priest Kunala leads the team down to the Blackwater pond, handing the end of the rope to each of them he tells them in his accented lisp”Gin and I have made the swim a few times, tie the rope around yourself, secure your gear and follow us, there will be a current so don’t freak out. We are swimming to a cave down that direction right over there.” He then points in the general direction of the cave. Kunala secures his own gear and moving into the water begins to swim towards the cave. take 10 on swimming
Dampness hangs in the air of this cave, condensing into heavy moisture on the slick, stone walls. The calm, dark waters wind around to the east up north, along a stony, soot-scarred beach. A five-foot-high ledge sporting several stalagmites rises to the east, beyond which a low-ceilinged cave beckons.
A dark cavern opens up here, its twenty-foot-high ceiling thick with stalactites. A rocky shore overlooks a placid pool and stream, fed by a trickle of water leaking from a narrow fissure to the north. A small garden of toadstools and dark mold grows along the banks.
A collection of crates, boxes, rubble, and scavenged metal lies heaped in the northwest section of this damp cave. Several strange chalk drawings of twisted, spiny plants, a strange three-legged creature, and emaciated four-armed humanoids mark the walls.
Once they arrive at the soot-scarred beach, Kunala unties himself and gathers up the rope and places it in his pack, removing the pistols from his water proof container. He illuminates one of the florescent sticks that Val had given them and leads the team to Sku-pags cave, as he does so he explains. ”Sku-pags is the first of these humaoids we met, they agreed to help us if we helped them fight the Gremlins whom they were at war with, so we helped them. In turn they showed us how to enter the doorway that is in their cave. Interestingly enough there is another doorway in the cave the Gremlins lived in that we may want to check out also."
The ceiling of this vast chamber rises nearly thirty feet overhead. A five-foot-wide ledge runs along the western wall, sloping down to the cave floor ten feet below. Four ramshackle huts made of what appear to be strips of metal, hides, and some sort of fibrous plant matter sit in the cave, while to the south yawns a dark pit and to the lower east a large metallic door. As you approach the lower door you can see that it is actually a illusion made by a little box ... and that the door is indeed breached.
Entering the area beyond the caves Kunala leads them through the metallic: doorways, hallways and rooms until they reached the entrance for the desert area
Carefully entering the new area. The walls, floor and ceiling of this slightly curved hallway are made of smooth dark gray metal. Panels of lighter material run along the ceiling eight feet above. To the north and south the tunnel is blocked by walls of metal junk and rubble, while open doorways yawn to the east and west
The northern wall of this otherwise empty metal room is a tangle of what look to have once been strange cages of some sort. Tangled amid the metal ribs of these cages are ribs of a more organic nature—the ancient bones of some sort of alien creature. Smaller mounds of rubble lie against the opposite wall.
Two strange machines sit to the north and south against the walls here, their faces appear similar to coils of metal tubes with several nozzle-like protrusions pointing into the room itself.
At this door Kunala stops and points to the panel, he explains in his accented lisp, This is where I learned how to use the panels”[/b] he removes a brown card, about the same size as a playing card, from his pocket and pressing it against the opening panel it opens the door. ”You just press the card against it like so, some colors open some doors, that s all we’ve figures out so far.” When you look past his all you see is desert. And a trail after a few meters leading toward the horizon. Kunala smiles and says ”Now it gets really weird.” and he leads the party out into the desert. After several hours of walking they come to a small stone wall around a canyon. This canyon ends in a blank wall as you near the blank wall you see light shining through the wall. Kunala moves closer to the walks through the blank wall into another corridor. Turning he says in his accented lisp ”Odd, right?
This metal room is brightly lit by glowing panels in the ceiling above. To the left and right, complex machines consisting of spiral tubes and nozzles twitch and hum. You can see another door on the other side.
The air in this room seems to buzz and hum with energy. Strips of glowing rectangles light the room from above, while strange flickering windows line the east and west walls. A large glasstopped circular table sits in the middle of the room. To the north sits a large metal desk covered with blinking lights, while a humming pillar of purple-and-black metal stands nearby, its sides flashing with tendrils of violet energy. A single golden panel flashes with a soft but incessant light on the side of this pillar. A thick layer of dust coats everything, diffusing the lights shining from the various surfaces, and many of the machines seem to be damaged, cracked, or otherwise ruined.
A large metal table is surrounded by odd-looking chairs in this room. To the west, what appears to be a transparent wall looks out over a strange desert valley. Four pillars support the fifteenfoot- high ceiling, while dozens of crude images of a pickaxe made of a skull and bones have been painted onto the walls with some sort of ivory pigment along with several phrases in an unrecognizable language.
Finally Kunala stops at a set of doors and explains ”this is the area where we finally found the counselor we will need to use our new partners machine in here I suppose” leading the group through the large room C1 down the hallway C2 into the next room C4 into another hallway finally stopping in C12 he points at the bed in the corner and says ”Right there is where he was sleeping, then pointing in the corner he adds ”And those were the last robots that Gin killed”
A large metal desk with blinking lights and strange glowing panels sits atop a raised area on the east side of this room near a circular table. Two couches covered with black material sit to the south a pair of black metal pillars. Splatters of dried blood stain the floor and walls near a pair of doors to the north, while here and there patches of rust-red mold and fungus cling to the southern wall. The room itself is brightly lit by glowing panels on the ceiling.
The locker room behind the desk, the door opens and shows a storage room, made of many lockers there is still a locked locker that we did not find a key for.
Bloodstains mar the floor and walls of this hallway, while scorch marks and smears of ash on the walls evidence some sort of altercation having taken place in this area relatively recently. Four tangled mounds of metal and other materials lie further up the hall, surrounded by strangely colored stains.
A long table with various unusual stones and dirt samples heaped on it sits along the southern wall of this room, while to the north a line of metal desks with glowing panels and buttons are placed next to a large humming device. The heart of this device seems to be some sort of flickering sphere of reddishbrown mud or dirt. Dust covers much of this room, save for a strangely clean swath between the doors, which leads to the strange humming device. This is where we found MR. Moss.
A row of beds sits along the southern wall of this well-lit room. Glowing screens and metal desks sit on the opposite walls, and splatters of blood adorn the floor and several of the beds. To the east, a large metal device that is the size of a large bed hums softly. As soon as you open the door two robots turn around.
Druneor Hammerstriker |
After wandering along in awe at the unknown, Druneor finally comments.
You did not say is was so grand, as for questions, I have lots, but I am sure that we will figure it out as we go.
Kunala |
Kunala nods to Druneor, shrugging his shoulder he smiles and responds in his accented lisp "True, I still do not understand most of what we have seen today. I felt trying to describe it would do it an injustice, but letting you see if for yourself you will understand my inability to communicate the wonders." turning to 'Mouse' he asks "Would you make sure we capture the images of these rooms in machine we were given?" He then turns and inspects the Morthwestern doors in the medical room. C12
take 20 (23) on perception for the double doors
Druneor Hammerstriker |
Druneor unlimbers his heavy chain.
Aye, I be ready.
Druneor Hammerstriker |
No, it won't hurt us to much to see what is past there.
Helikon |
The air in this room is unusually warm and moist, with a thin,
pale vapor of mist clinging to the ceiling, causing the lighted
panels to diffuse and become muted. Condensation runs down
the walls along with a riot of unusual brown and dull green
vegetation. The moist, thick-stemmed plants and vines grow out
of long earth-filled troughs along the wall, while a tall column of
plant matter extends like a tree trunk from a circular planter in
the middle of the room to spread a network of vines acrossthe
mist-shrouded ceiling. A low humming sound fills the air.
Druneor Hammerstriker |
Druneor looks around with curiosity, and then sets to helping mouse with the instrument.
percep: 1d20 + 6 ⇒ (6) + 6 = 12
Druneor Hammerstriker |
will save: 1d20 + 7 ⇒ (19) + 7 = 26Add 2 if poison
Ugh that is a nasty smell.
Druneor Hammerstriker |
percept: 1d20 + 6 ⇒ (1) + 6 = 7
Oh look I have feet.
init: 1d20 + 1 ⇒ (8) + 1 = 9
What in the world, laddie, this is no time for a nap
Druneor starts to walk over to where Mouse curled up.
Cheliandroshel Daggelorian |
Not sure where this'll be needed. Soo....once Chel moves in the door?will save: 1d20 + 3 ⇒ (14) + 3 = 17
perception: 1d20 + 3 ⇒ (18) + 3 = 21
init: 1d20 + 9 ⇒ (8) + 9 = 17
Cheliandroshel moves into the room and holds a hand over his nose, "Ugh...what is that smell. Mouse, interesting way to avoid a situation you don't like, but hardly appropriate." He quirks his head to the side, towards the "jungle" and narrows his eyes, "We have company coming"
Cheliandroshel pulls out a small shovel and makes some arcane gestures, waiting to trigger the spell for when he sees a group whatever is coming, together. Create Pit. Going to wait till I see a group of them and cast it under them. 10x10 Pit, 20' deep
Helikon |
Emerging from the plants five small figures emerge, wielding small hammers. One is wearing a big chain with a holy symbol of brig in gold around his neck. Two start the fight by throwing strange globs of a vicious goo at the intruders to their planten home. Upon bursting they emitt an evil smell. dc 11 Fort or be neauseated for 3 rounds.
The one with the golden symbol charges Kunala.
Attack: 1d20 + 8 ⇒ (13) + 8 = 211d4 + 4 ⇒ (4) + 4 = 8
Druneor Hammerstriker |
fort: 1d20 + 5 ⇒ (3) + 5 = 8add 2 if a poison
What in the world arggg. As the contents of his stomach patter over the floor.
]Typical roller for me. :( Nausea for 3 rounds.
Kunala |
fort: 1d20 + 4 ⇒ (19) + 4 = 23
well, here we go again seeing the little figures emerge Kunala cannot get his shield down quick enough to prevent the one wearing the symbol of Brig from hitting him with the hammer, buckling his knee and numbing his leg. Isn't that the same god Gustav served pointing his wheel-lock at the hammer-bearer he asks, belching bile, trying not to vomit "Why are you attacking us? We have not harmed you!"
Kunala |
they should have tried talking stepping back bringing his pistol to bear, his shoulder screaming in pain as he points the wheel-lock at the creature that hit him and squeezes the trigger. The whirring of the wheel is heard and then there is a loud bang and a flash of fire and smoke. He then holsters the pistol and prepares to draw his hammer.
5 ft. step, pistol, point blank shot, move action: holsters pistol
attack: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 for damage: 1d8 + 1 ⇒ (5) + 1 = 6
Druneor Hammerstriker |
Druneor takes a few seconds to grab mouse.
Get up laddie, now is not the time to sleep
Restricted to move actions, so action will be to partially pick up an object (Mouse). Intent is to move him out of the room next round.
Druneor Hammerstriker |
Round 2
Druneor grips Mouse by the shoulders and drags him out of the room.
By the maker, this laddie has no weight to him.