| GM Demonmoose |
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.
As you examine the blood, it appears that there is a lot more pools to the West and streaks of blood like red rails to the East.
There is a pair of doors to the East and to the West. (You came from double doors to the South.)
| Astra Picard |
"To me it looks like a battle has taken place to the left, and then the bodies were dragged off to the right", Astra says, taking a few steps forward from the double doors. She crouches by the blood pools and streaks, and tries to do some crime scene investigation as to how many people the blood might be from, does the blood look sufficiently plentiful to assume lethal, or just wounding, and so on. After that, she'll move on to examine the metal mounds and strangely colored stains.
Heal: 1d20 + 11 ⇒ (19) + 11 = 30
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
If we run into a new battle, let us square the healing from the previous one first. Chakos, did you take 10hp of damage away from me?
| GM Demonmoose |
| Sneek the Silent |
I’ll take the lead. Sneek walks towards the door to the east. Putting his ear to the door he listens for any sounds from the other side.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
| Astra Picard |
Astra crouches and examines the remains for a while, and then stands up. "I estimate one party did battle here...that would then probably be either Khonnir's party, or the Brighites. They fought robots, and lost...badly." She puts a finger to her chin, looking thoughtful for a moment. "Hang on. Let's do west first", she speaks up, having an opinion on direction for the first time since coming to this floor. "If they came to this room from the west, then it stands to reason there's an entrance to this level in that direction. We might want to secure access to an exit before we go deeper into this level. At this moment, climbing back up is our only exit strategy, and I would prefer to have a less difficult retreat route."
| GM Demonmoose |
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.
| Astra Picard |
Astra will first examine the spores, molds and funguses. She will first do so at range, in case there is any brown mold or any sort of mold that is dangerous at a range. Then, she carefully approaches, studying each mold and fungus in turn, taking some samples into little vials and trying to determine the nature of each. Afterwards, if none of the molds turn out dangerous, she will study the machinery and try to figure out its function.
Knowledge (nature): 1d20 + 11 ⇒ (17) + 11 = 28
Knowledge (engineering): 1d20 + 11 ⇒ (4) + 11 = 15
| GM Demonmoose |
The fungus seems to be russet mold. However, it has seeped through the wall and looks dead, burnt from fire of some kind. Definitely no longer dangerous.
You stare at the desk's machine. It seems to be circulating several images including boilborns and strange floating fungus plant . Androffan writing flashes on the screen, "Divinity is under attack. Find escape po-"
You see several images being circulated on the desk panels including a a strange plant man and another strange plant .
| Astra Picard |
Huh. I just realized I accidentally read Liz's spoiler. Sorry!
"I can tell you a little bit", Astra walks over to Elizabeth, looking over the same screens as she discovered. She points at the first image, depicting an odd plant man. "This is a vegepygmy...they are small plantlike humanoids that arise from russet mold... That's the same mold that we encountered in the skulk caverns. Gerrol Sonder was infected with it. He was the one that we treated with alcohol to prevent a vegepygmy spawning from his corpse." She looks around, and points at some of the mold stains in the room. "There was plenty of russet mold in this room but it's been burned to an inert state -- possibly by one of the parties we are searching for. We should be safe from infection here. But the prevalence of russet mold does seem to indicate the possibility of vegepygmy infestation somewhere nearby."
She then points at the second image on the technological screen. "This second plant is less known to me... I've seen some pictures of something like this...called a 'tsaalgrend'...but I'm uncertain of its origins. It should be relatively dry plant matter though...susceptible to combustion."
| Chakos Hyluan |
"Look, if you don't know what something is, there's no reason to make stuff up and lie about it"
Chakos shakes his head in disgust, "plant men indeed"
| GM Demonmoose |
The white bin is locked. You slide the white keycard into the slot and it opens.
You find some kind of light armor suit with zero charges, an angular green gun with five charges, and four cylinders with a dial and button at each of their tops. Two of the cylinders have x's on them, one cylinder has a feather, the last cylinder has a sunburst symbol.
| Astra Picard |
Astra will cast the spell Technomancy and study the items.
The spell grants you the Technologist feat for the purposes of attempting Knowledge (engineering) checks to identify the properties of technological items in your possession.
Knowledge (engineering): 1d20 + 11 ⇒ (9) + 11 = 20
| GM Demonmoose |
The cylinders are grenades. You twist the dial, push the button and throw (as a standard action). The two x's are bang grenades (no damage but staggers and deafens), a flash grenade (sunburst-blinds), and a soft grenade (feather-deals 5d6 nonlethal damage).
You aren't quite sure what the other items are. (Have to meet or beat the Craft DC.) One is light armor with no charges and a touch interface on the side. (+2 AC, 8 max dexterity). The angular green gun is timeworn and has five charges left. You can tell which direction you're supposed to point it in. It also has a trigger.
| Astra Picard |
"These small ones are -- I suppose the best way to put it would be throwable explosives", Astra says, and offers to take the four small cylinders. She also offers to take the gun. "This one confounds me a bit more, but I believe it is a weapon and I think I know how to use it. That one", she indicates the armor, "is obviously some manner of exotic armor. I think I will be able to examine these at greater detail when we return to Torch."
Are there any other exits from the room behind the desk, or is that room a dead end?