| Astra Picard |
"Evacuate? In our moment of triumph?" Astra looks astonished at even the suggestion of beating feet at this point. "One of them escaped -- that means he's probably warning whoever's in charge right now. We should continue and press our advantage while they are still surprised. If we pull back now, they will increase their security and make sure that getting back in a second time will be even tougher."
| Astra Picard |
Astra will take the point if necessary. She's kind of fired up now about not letting the rat get away, and she's -- well, not *forgotten* per se, but maybe pushed out of her mind the way she got skewered by a javelin a few days ago. "The way the first contingent mentioned the names of the second contingent almost with reverence -- they might have been the heavy hitters. We might have easier opposition up ahead. Although I stress the 'might' part." She will try to be cautious and especially look out for any mechanical or technological traps.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26 Oh HECK yeah!!!
Knowledge (engineering): 1d20 + 9 ⇒ (9) + 9 = 18 (Temporarily lowered from +11 to +9 due to Oppressive Expectations drawback)
| GM Demonmoose |
You follow the path the ratfolk took and enter a room. Astra searches as you move, but finds no signs of traps or malfunctioning machines.
The walls of this chamber are battered and dented, and flickering lights on the ceiling give the room a phantasmagoric cast. A mound of rubble sits heaped to the north, while numerous strange containers lie in hap hazard piles throughout the chamber. A pair of desks with chairs is placed to the south.
To the Southeast of the room, you see a very battered, but unopened locker. There are also two doors, one to the Southeast (where the Ratfolk went) and one to the Southwest.
| GM Demonmoose |
Astra sure is courageous.
Astra goes out the eastern door of the room, without waiting for the rest of her party.
Immediately to her right is another single door.
Cushioned chairs and metal tables are situated throughout this small room. To the north are several doors, while a few broken machines lie against the walls. Broken panels cover the ceiling, and mounds of what look like shattered glass have been pushed under the tables.
Against the Southeast wall is a broken machine with removable tubes. On the top of the machine's front is Androffan writing. It says, "Goo Tube Dispenser."
There are four single doors along the northern part of this room, and a door to the South.
That's right, six single doors.
| Astra Picard |
Astra pauses in the new room that has lots and lots of doors. Without any clear indication of where her quarry has gone, she is at a loss which door to open. She starts to examine the room, taking her time looking for any signs -- tracks of blood, items still moving slightly, anything -- that might tell her which door the ratfolk chose. Or at least, if she can rule out any doors that definitely haven't been touched, that would help too.
Take 20 Perception: 20 + 6 = 26 However long it takes...good time for others to catch up.
| GM Demonmoose |
Repeat for everyone.
Immediately to their right is another single door.
Cushioned chairs and metal tables are situated throughout this small room. To the north are several doors, while a few broken machines lie against the walls. Broken panels cover the ceiling, and mounds of what look like shattered glass have been pushed under the tables.
Against the Southeast wall is a broken machine with removable tubes. On the top of the machine's front is Androffan writing. It says, "Goo Tube Dispenser."
There are four single doors along the northern part of this room, and a door to the South.
That's right, six single doors.
| Astra Picard |
Astra moves slowly through the room, examining all sorts of little details as she goes, eyes narrowed and brow furrowed. Little by little she moves eastwards, until stopping at the southeastern door. She eyes the portal, eyes squinting closer. Then, carefully, she tries to push open the door, or use a brown keycard if there is a reader.
| GM Demonmoose |
Astra uses the brown keycard and enters through the Southeast door. The door closes behind her.
A balcony runs around the edges of this domed chamber, the curved walls of which are covered in blinking lights and unidentifiable machinery. A few steps lead down from this balcony in the middle of the room. just north of these steps sits a large machine with a pink glass tabletop-like surface above which float semitransparent images of some sort.
The balcony is wider on the south side of the stairs, where a strange statue stands that seems to have been cobbled together from broken machines into the shape of an upraised claw or talon. A mound of junk lies in a heap before the claw, while two smoking braziers burn softly to each side. To the east looms a pair of immense black metal doors framed by a rotating arch of pulsing red lights.
The ratfolk's back is turned, his head is craned up and he seems to be talking to the statue.
"Intruders are here, Gruethur. They took out everyone. Well, the half-orcs and us ratfolk. Get ready, I think they're coming."
| Astra Picard |
Stealth: 1d20 + 0 ⇒ (11) + 0 = 11
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
What would be an appropriate Knowledge to try to figure out who or what Gruethur is?
| GM Demonmoose |
You try to press your body against some machinery, hoping that you aren't seen by the ratfolk and whatever else is in the room. The ratfolk seems to be talking to a strange statue of a three fingered claw, the only other thing in the room that you can see. Then you notice that the ratfolk isn't talking to the statue, but something perched near the ceiling.
Something's Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Something's Stealth: 1d20 + 11 ⇒ (3) + 11 = 14
A stony, winged and tailed creature with long horns curving on its head stares at you with cold white eyes. It wears bits of metal, circuitry, coiled wires and broken machinery as adornments.
| Astra Picard |
Astra knows that she's totally outmatched, so she tries to turn around and see if her brown keycard will open the door from this side, to get back into the previous room. She will retreat if she can.
| Astra Picard |
"GAAAARGOOOOYLE!" Astra suddenly emerges from the door she went through a few moments earlier, coming running at full speed and then some. She stumbles back into the room with many doors, tripping over some furnishings and going flying straight into the wall opposite the door she came from. With a solid, satisfying WHAM noise, she's plastered against the wall for a moment, and then slowly slides down along it until she hits the floor. "...ow." Then, as she remembers where she is, she points frantically at the door. "Gargoyle! Gargoyle!" Her vocabulary seems drastically reduced for the moment.
| Chakos Hyluan |
"She sounds like she's drowning! Quick, what do we do?"
Chakos will try sitting Astra up and pounding her on her back to get the water out of her lungs.
| Argug of Clan Gutwrencher |
Argug, (hopefully still enlarged...?) stands next to the door Astra came through, ready to whack whatever comes through it.
"Well, whatever that is, let's just kill it like everything else we've killed."
| Astra Picard |
"Unh..." she rubs her forehead for a few moments, taking some time to recover from running face-first into a metal wall. Then, shaking her head gradually, she clears it off and starts to become aware of her surroundings again. "The ratfolk...it went in there", she points to the door she went through. "It met up with a gargoyle...they're -- I think -- creatures of living stone. Their cutaneous layer is incredibly tough, I'm not sure it can be pierced with the kind of weapons we have." She swallows a little bit. "But it definitely saw me. It knows we're here...well, it knows at least that *I'm* here."
| Chakos Hyluan |
"Is it evil? If it's evil, we can kill it. But there is no dishonor in returning tomorrow either. Have you any spells to turn a weapon magic?"
| GM Demonmoose |
Back to Torch it is.
You return to Torch with little difficulty and without any new encounters, taking a path that you've traveled before. Doing it a few times now, you're very used to swimming and navigating the paths back and forth.
When you resurface it is afternoon. The sun is making its descent beneath the mountains in the distance.
What do you do?
| ElizabethArdoc |
Liz makes sure to shut the door behind them before they head back into the water. After squeezing a few things free of water, she sighs and looks at the setting sun. We might still be able to get to the shops to sell the items and look into items we can use against the gargoyle. Liz will head out with the others, perhaps to the temple of Brigh for dealing with their wares.