| GM Demonmoose |
I'm gonna assume you want to enter the black door to move you along (or red door?). Instead of going back out into the desert. Please feel free to correct this.
When you are ready...
Valt slides the black keycard into the machine by the black door, "Science Deck Access."
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.
There are double doors to the North, a door behind the desk, and double doors to the East.
| Valt Skyddade |
So, we are not looking the other rooms? not even the one with the black strip?
Asks Valt to both Aurusk and Kraig.
| GM Demonmoose |
There seems to be some confusion. Okay, you are currently in the Observatory (brown door). Outside is a hallway with two other doors, Habitat Controls (red door) and Science Deck Access (black door). Outside of the Hallway is the electrical malfunction, the illusion/holographic wall, and the desert. You may ignore my last post if you do not enter the black door.
| GM Demonmoose |
| Alexis Ravani |
Alexis looks doubtfully at kraig.
Ah...no thanks. You give it a go first.
| Valt Skyddade |
Valt steps inside the room, and looks for more labeled doors, like this science desk one. the plants are just images, right? Then he searches for papers with writings or another card.
We have 3 more doors to search for, or we can try to open the red one before we explore this many paths.
Says Valt while looking at the flashing lights, but not touching anything without a label he can read first.
That Kraig, where he gets these ideas? Hope he is just joking.
Search: 1d20 ⇒ 19
| Nyssa Veshane |
Nyssa moves into the room to cover for Valt while he searches. "After that chilly mold we came across earlier, I can't help but wonder what these here do." Nyssa stays well clear of the fungus in question.
"That door behind the desk would be a good place to go next I think."
| Nortmog Starboom |
"I still don't know why we're all down here, but I'll keep an eye for this robot brother of yours."
The goblin waddles in the room and looks around. He ignores the mass of blood stains at the northern doors and the weird fungus by the southern wall. He taps his musket at the machine by the door behind the desk. "My treasure sense is tingling. How do we open these doors? There ain't no keyholes, or nothing."
| Valt Skyddade |
Oh sorry, Mr. Starboom, with the fray and others things I totally forgot about your question. Did not Gavin informed you? In any case, we are here searching for a lost member of the Torch community, called Khonnir. He was investigating why flame that gave name to the town has turned off and discovered that cavern complex. There is a monetary reward for finding him and for rekindle the flame too.
About the doors, they open when the appropriate card is inserted on that little box on the door's side. Looks like they are color coded, but not sure if there is a color that opens more, like having some hierarchy.
There is any color code/strip on this one?
| Nortmog Starboom |
"Thanks for the rundown, wizard man. No, Gavin told me nothing, just help out you mooks. So you got me until we save this Khonnir fella, and get this bonfire thing lit."
Nortmog gives you a nice, wide sharptoothed grin.
"Well, you guys start opening doors and let's do this!"
He taps some black powder into his gun and puts in a bullet.
The doors all are gray or steel, with no colored strips on their machines.
| GM Demonmoose |
Kraig opens the door.
There are several upright lockers. Inside them are pieces of broken metal and machinery. You search through them and find some technological gadgets.
You find three batteries and 26 silverdisks. There is also a cylindrical tube-like object with a lens on the front of it, and a button on the side.
There is also a white striped bin that is locked.
| Valt Skyddade |
Its the bin attached? i not we can carry until we find a reliable way to open it. If we find the card that opens it, we can sell it or use for our own benefit.
| GM Demonmoose |
Kraig's sun illuminates the white container, but it does not unlock.
"Ah, I've seen something like that, beardo. Its one a those shine-light things." Nortmog says. "I'm pretty sure it doesn't open doors or locks, bub."
I suggest one or more of you start opening doors and moving ahead, if you'd like to go faster. The others will surely follow.
| 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.
Nyssa notices that it is a lot of blood, a few people's worth of blood.
There are two sets of double doors to the East and South at the end of the hallway.
| Alexis Ravani |
Alexis looks at the site, and kneeling examines the blood and scorch marks.
looks like a battle was fought here. Khonnir is a mage, isn't he. Could explain the burns.
She stands up and says no bodies, so they won?
| Valt Skyddade |
Valt looks at the blood worried and, looking to alexis, says:
Perhaps, but too much blood. At least some on them got wounded.
Well, our first priority is to find Khonnir, so lets follow the blood stains trail and hope for the best.
it is possible to follow the blood stains?
| Alexis Ravani |
don't get too worried, valt. A little blood can seem like a lot, and healing can help a lot. I think they won their fight, healed and moved on.
| Valt Skyddade |
I say to follow the blood trail until we find Khonnir group, so if no one questions it, lets go with caution.
| GM Demonmoose |
You enter the eastern doors.
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 reddish brown 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.
On top of the machine in the northeastern part of the room is a purple plant with ropy root legs, an open maw and vine tendrils extending upwards.
You all hear a whisper-voice in your heads. "Who are you? Where am I? What is this place?" Other than the plant, there are no living organisms in the room.
There are double doors to the south east.
| Nyssa Veshane |
"Explorers. Golarion. Looks like some kind of laboratory to me." Nyssa answers the questions she hears in her head, out loud. Then she adds: "That plant looks hungry." She readies an arrow to pierce it's hide if it moves to grab anyone.
| Nortmog Starboom |
"Is anyone else hearing a weird talking voice in their heads? I'm not going crazy, right? Someone tell me what to do. I ain't the leader guy here."
Nortmog has his musket shifting from the rocks to the plant, unsure what exactly is making the noise.
| Valt Skyddade |
Well, perhaps we can find you some more if you explain us how you get it first. I mean, there was other creatures like us that passed by? How many and what was with them if not alone?
Asks a concerned Valt, with no intention to get closer to the strange thing.
Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13
| GM Demonmoose |
Creatures like you were pulled through here by creatures not like you. They were metal things. Then I ate the Red food on the ground. It was delicious. I am hungry. Give me red food, red food, red food..."
The whispering in your heads gets louder. You see the purple plant's ropy little roots rip themselves off the machine.
| GM Demonmoose |
"No, no, no, no, no, no. I will not wait any longer-" A powerful scream assails your minds, causing you to nearly black out from the intensity.
Make a Will Save DC 15. This is a mind, sonic effect. If you fail you are nauseated for 3 rounds.
Nauseated rounds: 1d4 ⇒ 3
Alexis's Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Nyssa's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Nortmog’s Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Aurusk's Initiative: 1d20 - 2 ⇒ (8) - 2 = 6
Valt's Initiative: 1d20 + 0 ⇒ (7) + 0 = 7
Kraig's Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Enemy Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
1. Purple plant
2. Everyone
The creature is 15 feet away from you, it is adjacent to Kraig. It is everyone's turn.
The plant extends its tendrils out and swings at Kraig.
Tendril: 1d20 + 3 ⇒ (6) + 3 = 91d4 + 1 ⇒ (4) + 1 = 5
The tendrip whips out and misses.