
DM Fflash |

Urgeon studies the console and gets an idea that some of the switches and levers are active and may make changes to the small windows or to the doors or event the room itself. Some even seem to potentially reach into other rooms.
Unfortunately, he can't determine exactly what any of them do without actually trying a few.
Let me know if you want to press or switch anything ... if so, roll d100
He examines the cylindrical device and realizes its a light generator ... when the switch is flipped, it will radiate a focused 60' cone of light. It seems to be in perfect working order.
Weight 1 lb.; Capacity 10; Usage 1 charge/8 hours
When activated, this device creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. It has no effect in areas of magical darkness.

Urgeon Porpentine |

Urgeon will relay the information about the light generator to the group, "I shall call it a light that flashes. No, no ... a flashlight. Much better."
He offers the flashlight to anyone whom wants to take it.
Urgeon will randomly press buttons and flip switches, "What's the worst that could happen?"
d100: 1d100 ⇒ 58

DM Fflash |

As Urgeon flips switches and buttons. Lights flash and there are a variety of beeps and clicks. The small windows with the flashing images clear up for a moment before the distortion returns.
Suddenly, one of the panels near Razorend explodes in a shower of sparks blasting the stalker.
Razorend make a Reflex Save DC10 or take 1 point of damage
Who?: 1d4 ⇒ 2
Anything else? :)

Urgeon Porpentine |

Urgeon curses, "Infernal machines! My apologies Razor, but I know of no other way to learn what these switches do. Perhaps it is best to leave it be for now."
Urgeon will inspect the black pillars and couches for anything of interest.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Urgeon will attempt to open each door exiting the room. Prior to opening the door, he will pause to listen at each door for any noises on the other side. Urgeon then removes his familiar from his pocket such that the scorpion can also listen for dangers. "Do you hear anything, Cero?"
If there are no apparent dangers, Urgeon opens each door in turn. He will stay as far away from the mold as possible.
Starting with the mold door and moving clockwise.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Perception: 1d20 + 9 ⇒ (8) + 9 = 17

DM Fflash |

Note there is actually no door where the mold is ... it's on the southern wall. Those two white boxes are shelves
Bloodstained Hallway
The doorway to the north opens with the black card. 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. The hallway wraps around and leads to a door at the far end.
Hallways ...
These 2 areas look just like the entrance area, although the southern one has more moisture and the faint scent of mold in the air.
Xenobiology
The stench of mold and decay fills this open, dark chamber, no doubt created by the thick blanket of fungal matter coating the floor. Several chairs sit before work tables containing unusual tools and equipment, while a row of doors line the curved southern wall.
As your light floods into the room, you note flowered plants and tendrils of vegetable material carpeting the floor.
Roll Perception and Initiative. You may flex time action in the two other areas listed above if you wish
Init: 1d20 + 7 ⇒ (16) + 7 = 23

Urgeon Porpentine |

Xenobiology
Urgeon loads his crossbow and commands his familiar to be vigilant.
Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative: 1d20 + 9 ⇒ (2) + 9 = 11
Cero Perception: 1d20 + 9 ⇒ (18) + 9 = 27
"Be on guard my friends - there is danger here!"
Bloodstained Hallway
Urgeon cautiously sifts through the metal and other materials for anything of interest.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19

DM Fflash |

Need a single suprise round action from Ridic. We will assume Kovax is surprised
Xenobiology Suprise Round
For identification roll Knowledge Nature DC17
Init: Plants, Razorend, Ridic
A tentacle whips out at Razorend before the stalker gets into his stance as a mass of them surge together. It scrapes his skin and a surge of pain hits as poison enters the androids body.
To hit: 1d20 + 5 ⇒ (17) + 5 = 22; HIT!; Damage: 1d4 ⇒ 4 + make a DC12 Fort Save or be nauseated for 6 rounds (you can save every round prior to see if you can act) ... if androids are affected by poison?
Round 1 actions from everyone. Ridic, need your surprise action as well

Urgeon Porpentine |

Round 1
Urgeon fires his crossbow at the creature and then starts moving back.
Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 ⇒ 4
"Shut the door! We're not ready for this fight."

Ridic Slaranack |

Surprise Round
Attack
1d20 + 4 ⇒ (2) + 4 = 6
Damage
2d4 + 4 ⇒ (4, 3) + 4 = 11
Round 1
Attack
1d20 + 4 ⇒ (20) + 4 = 24
Crit Confirm
1d20 + 4 ⇒ (16) + 4 = 20 (not sure if this hits)
Damage
2d4 + 4 ⇒ (3, 1) + 4 = 8

Razorend |

Fort Save: 1d20 + 1 ⇒ (16) + 1 = 17
Razorend hisses and surges forward, rolling in a somersault to avoid the thing's tentacles and roll around to a flanking position.
Acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18
Kukri: 1d20 + 4 ⇒ (8) + 4 = 12; Damage: 1d4 + 1 ⇒ (2) + 1 = 3

DM Fflash |

Xenobiology Round 1
Init: Plants, Razorend, Ridic, Urgeon, Kovax
Three tendrils lash out this time at Razorend, Ridic and Kovax.
vs Raz: 1d20 + 5 ⇒ (5) + 5 = 10; miss
vs Ridic: 1d20 + 5 ⇒ (5) + 5 = 10; miss
vs Kovax: 1d20 + 5 ⇒ (12) + 5 = 17; HIT!; Damage: 1d4 ⇒ 3 + Fort Save DC12 or be nauseated for 6 rounds (you can save every round prior to see if you can act)
Razorend tumbles in and slashes at the flowering part of the tendrily mass and cuts a small gouge. Ridic follow up with a tremendous cutting swipe and severs all the tendrils and the bulb from the plant causing it to stop moving immediately.
Kovax, having finished his reload, pulls up his shot along with Urgeon, finding nothing to shoot at.
You hear faintly moving plant life in the room to the southeast
Actions?
Stealth: 1d20 + 18 ⇒ (4) + 18 = 22
Stealth: 1d20 + 18 ⇒ (8) + 18 = 26
Stealth: 1d20 + 18 ⇒ (19) + 18 = 37
Stealth: 1d20 + 18 ⇒ (10) + 18 = 28
Stealth: 1d20 + 18 ⇒ (6) + 18 = 24

Urgeon Porpentine |

Urgeon reloads his crossbow and commands his familiar to scout the room for danger. "Razor, Kovax, are you alright?"
Cero Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Ridic Slaranack |

Perception
1d20 + 8 ⇒ (11) + 8 = 19
Ridic smiles at Razor, then continues to attack the plant, to make sure it doesn't grow more tendrils.
Attack
1d20 + 4 ⇒ (19) + 4 = 23
Damage
2d4 + 4 ⇒ (3, 3) + 4 = 10

Razorend |

Urgeon reloads his crossbow and commands his familiar to scout the room for danger. "Razor, Kovax, are you alright?"
Razorend checks himself, belatedly registering pain from his wounds. "I am... damaged."
[ooc]5 of 16[/dice]

DM Fflash |

Xenobiology Round 3
The door bursts open to the southeast and a small squad of short, thin, green, longspear-wielding humanoids appear. Tendrils of fungus dangle from their arms, midsection, and legs. They tap their spears on the ground and against the door making a series of repetitive noises.
Make a Knowledge Nature DC16 roll to identify
Image uploaded
Razorend may act before they do.
Init: Razorend, Newcomers, Ridic, Urgeon, Kovax
Init: 1d20 + 2 ⇒ (17) + 2 = 19

Urgeon Porpentine |

Round 3
Urgeon moves into the room and fires his cross bow at the nearest humanoid.
Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d8 ⇒ 7

DMFflash |

Ridic will instead attack the humanoids. Do you want a re-roll for the attack?
You actually did take that attack on the dying plant. I didn't post round 2 but you all essentially had one round to do something and that was yours.
So please roll again.
-Posted with Wayfinder

Razorend |

Razorend takes up his stealthy stance and sidles along the edge of the room, hoping to stay out of sight.
Stealth: 1d20 + 15 ⇒ (2) + 15 = 17
Typical crap dice! I'll end up right by the door, in position to flank/strike any that come through (if I understand the map correctly).

DM Fflash |

Xenobiology Round 3
Init: Razorend, Newcomers, Ridic, Urgeon, Kovax
Razorend sneaks up to the door and holds his attack until the first one comes through.
The little creepy voodoo doll creatures rush forward silently. The first one sees the android and pauses to attack with claws getting slashed by the waiting stalker. The second one runs past oblivious (no AoO due to door frame) to slash at Ridic. The third one stabs out with its spear over its compatriots. The ones in the back turn and rush to another door in the adjoining room.
Both Razorend and Ridic get scratched with bloody cuts.
Ridic cuts the one down next to him, sending green plant spray against the wall. Urgeon misses wide, but Kovax, even though he is firing into melee blows the head off the one next to Razorend.
Actions Round 4?
1 Perception vs Razorend: 1d20 + 7 ⇒ (17) + 7 = 24
2 Perception vs Razorend: 1d20 + 7 ⇒ (9) + 7 = 16
Razorend delayed attack: 1d20 + 4 ⇒ (16) + 4 = 20; HIT!;Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Pygmy 1 vs Razorend: 1d20 + 1 ⇒ (18) + 1 = 19; HIT!; Damage: 1d4 ⇒ 3
Pygmy 1 vs Razorend: 1d20 + 1 ⇒ (3) + 1 = 4; miss
Pygmy 2 vs Ridic: 1d20 + 1 ⇒ (18) + 1 = 19; HIT!; Damage: 1d4 ⇒ 4
Pygmy 2 vs Ridic: 1d20 + 1 ⇒ (14) + 1 = 15; HIT!; Damage: 1d4 ⇒ 4
Pygmy 3 vs Ridic: 1d20 + 1 ⇒ (10) + 1 = 11; miss (I think ... unless Ridic didn't buy armor?)

Urgeon Porpentine |

Round 3
Urgeon fires his crossbow at the doll creature attacking Ridic.
Attack: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9

DMFflash |

Xenobiology Round 4
Razorend slashes the air blindly and moves back. The diminutive plant person continues to stab at Ridic from a distance, but sticks his spear into the body of one of his comrades.
Urgeon misses wide and Ridic steps in to the doorway to slice over its head.
Beyond, through the wall to the north you hear the sound of a door swooshing open and closed.
At Kovax and razorend
To hit Ridic: 1d20 + 1 ⇒ (1) + 1 = 2
-Posted with Wayfinder

DM Fflash |

Xenobiology Round 4 rebaselined
Init: Ridic, Urgeon, Kovax, Razorend, Plant-men
Kovax and Razorend reposition as the plant man drops its spear and rakes at Ridic with sharpened thorn-like claws. Ridic easily steps out of the way.
Actions from everyone
To hit: 1d20 + 1 ⇒ (3) + 1 = 4; miss
To hit: 1d20 + 1 ⇒ (8) + 1 = 9; miss

Urgeon Porpentine |

Round 4
Urgeon reloads his crossbow and fires at the plant man next to Ridic.
Attack: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6
Damage: 1d8 ⇒ 4

Kovax Exner |

Yeah sorry, wife has surgery last week so I have been taking care of her 24/7 and I am fighting off a nasty cold at the same time, it's been a rough week
I didn't see the knowledge check above - Knowledge Nature - 1d20 + 8 ⇒ (5) + 8 = 13
Kofax will attack with his Glaive
To Hit - 1d20 + 2 ⇒ (13) + 2 = 15
Damage - 1d10 ⇒ 10

Urgeon Porpentine |

Urgeon will carefully search both the room we're in and the adjacent room. Take 20 on perception.
Are those doors or windows in each room?

DM Fflash |

Urgeon: Doors
Xenobiology
There are four individual rooms to the southwest of the room you're in each. Each contains a single corpse. The bodies, all human, have been arranged in sitting positions against the wall. The bodies themselves are riddled through with fungus and split open from neck to belly.
The rooms each also contain some gear and coinage. Stacking it up, you find 12d6 + 24 ⇒ (6, 5, 2, 6, 2, 4, 4, 4, 6, 5, 2, 5) + 24 = 75 gold pieces, three masterwork light hammers, a set of masterwork chainmail, a magical ring, three fungus-encrusted magical potions, and 4 silver holy symbols of Brigh.
The Greenhouse
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 across the mist-shrouded ceiling. A low humming sound fills the air.
Also, as a sort of retcon or rather a late follow up, I'm giving each of you 100xp for bypassing the malfunctioning equipment in the first room on this side. Even though you didn't disarm it, you've figured out how to traverse it without being damaged so I think it qualifies

Urgeon Porpentine |

Urgeon will attempt to identify both the ring and the potions.
Spellcraft: 1d20 + 9 ⇒ (7) + 9 = 16; ring
Spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
Spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14
Spellcraft: 1d20 + 9 ⇒ (7) + 9 = 16
Urgeon looks at Razorend with concern, "Ridic, can you use the wand to heal Razor?"

Urgeon Porpentine |

Urgeon packs up the magical items in his backpack for safe keeping. He also collects the gold and the masterwork items.
Once Ridic heals Razorend Urgeon head back out into the hall. "Let's keep moving."
He opens the single door in the hallway leading to the Xenobiology area.