GM Demonmoose |
The eastern side of this otherwise metal-walled room is collapsed, revealing a wet, earthen shaft leading upward (where you came from). The floor is covered to a depth of three inches with stagnant water that's seeped in from the exposed earth. The west wall contains a bank of strange machinery and cracked or partially shattered glass panels. To the north, an open doorway beckons into another, larger room, but the door's frame sparks periodically with tiny bolts of electricity.
Yvell Endymion |
Yvell motions to the door, " Grammanar, do you believe you can disable that? There was once a similar hazard upon the Ruins beneath Torch.. later found out to be 'The Divinity'. The hazard sparked often but we were able to rush past it with good timing. In this particular case I do not think that is possible due to the water at our feet. If you cannot.. I can trigger it and hope our healing is enough to push through. "
He slowly approached, it eerie that they heard no other sounds but their own. " Phylla, are you sure you heard thoughts down here? Are they still present? "
He will await the response of someone else before moving forward.
GM Demonmoose |
"Yes, there are thoughts here. But there are many. I can't really focus on any." Phylla sends. The fungus stays near the rear of the group, trudging at her own pace.
Grammanar stops the sparking around the door.
Looking into the next room, you see:
This wide room has a rounded desk in the center inset with banks of technological equipment. A large set of doors to the northeast are badly mangled and jammed with rocky debris. A single glass panel with a thin metal frame extends from a desk to the south; this panel slowly flashes with a softly pulsating white light. A few inches of standing water cover the southern portion of the room's floor.
Yvell Endymion |
Giving Grammanar the nod of approval Yvell warily steps in to inspect desk in the center and the room proper. He wasnt sure it was safe and rather no one else be subjected to the possible misshaps.
Perception: 1d20 + 12 ⇒ (1) + 12 = 13
If nothing immediately happened. He started to look over any information. Casting Technomancy.
GM Demonmoose |
As soon as Yell approaches the panel, it begins to play.
An image appears on the glass screen-an image of the same room, as viewed from above the southern door. A man leans in over the screen on the desk in the image, then straightens up and nods his head eagerly before speaking to the apparently empty room. "As I thought. While this terminal accepted my spell's magical charge, it's unlinked to any sort of central archive. We'll not be able to extract any significant information from here."
A second, much deeper voice from an unknown source replies,
"But what you seek still lies within the ruins of this ship, does it not, Master Xoud?"
The man nods again. "I believe so. We will need to explore further. There may be additional defenses though. This is why I called upon you, Sahasho-you will lead the way."
At this point, the man walks away, a swirling of dust and wind following him before both are eclipsed by the screen's edge. The screen flickers and goes dark.
Yvell Endymion |
Yvell was taken aback by the sudden scene explanation and his mind lingered on the Name Xoud.
" Well, I suppose that explains some things. One.. this seems to be exactly like the other ship 'The Divinity'. Two someone else has been through here. Three the Person was not alone.. and named Xoud and Sahasho. Let's examine the other areas. "
Yvell goes, leading the way to the next entrance.
GM Demonmoose |
Yvell opens the sliding doors and is confronted by a swirling mass of metallic sand. It tears through exposed wires and metal off the walls and starts to move towards him.
Juxt’s Initiative: 1d20 + 9 ⇒ (3) + 9 = 12
Perdix’s Initiative: 1d20 + 15 ⇒ (1) + 15 = 16
Grammanar’s Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Phylla’s Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Muga’s Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Valtyra's Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Yvell's Initiative: 1d20 + 0 ⇒ (14) + 0 = 14
Enemy Initiative: 1d20 + 8 ⇒ (4) + 8 = 12
1. Valtyra, Muga, Yvell, Juxt, Perdix
2. Enemy
3. Grammanar, Phylla
Valtyra, Muga, Yvell, Juxt and Perdix's turn.
Yvell Endymion |
Yvell squints, its odd moving of wind and debris. " Its clearly a swarm of some type. "
He raises his voice in strength, calling the power of Ragathiel to him.
Knowledge?
Yvell Endymion |
I forgot I was a Bard~ish, If it wasnt known I'm using raging song
Bardic Knowledge: 1d20 + 2 ⇒ (9) + 2 = 11
Arcana+6
Dungeoneering+6
Engineering +6
Nature+6
Religion+6
Yvell Endymion |
" Swarms are always annoying, Unless you can get back up the well quickly running isnt an option. Likely the door kept it at bay or the electricity from the other. Something that hits multiple things may work. Otherwise we cannot advance. If you can sunmmon something or otherwise this would be the time. "
Yvell tries to reclose the door. Which would be his move action
The Blunderbuss Grammanar has or any other AOE's.. Valtyra can summon something likely.. otherwise Yvell will just distract them and let them chew on him..
Yvell Endymion |
Anything that doesnt target a single creature.. works on a swarm.. as well as AOE's. So like an Air Elemental.. would work.. possibly
Muga |
"I don't want this thing alive to... Uhm... No, that's the wrong word. Animate? Yes, animate, to kill us from behind when some enemy lets it loose. Let's prep up, and blast it."
Yvell Endymion |
Yvell keeps his song going as he speaks, " The environment and our ability has given us the method to rid this swarm. Valtyra will be able to summon those of the wind to draw the swarm into themselves, empowered by my lord's wrath. Between the healing and endurance given, we force it into the door that once held the electric hazard! Thus, Grammanar likely be able to cause the door to spark once more.. and fry them... though the elementals of air likely not survive... the remaining could then easily be picked off or shocked once more, Especially if soaked in water by the elementals "
Basically 1d3 small air elementals pick up the sand or whatever swarm. With My rage they buff their Str and con Significantly and heal much better, increasing the DC of the Whirlwind and HP as well as whirlwind Slam damage to 1d4+6. It also positions it away from us.
Valtyra Brightsong |
Yea ill finish casting Lets see how many we get.
Air Elementals: 1d3 ⇒ 3
"Open the door and i will set them on that swarm. Or is there a vent?" Val asks.
Yay!
Yvell Endymion |
Yvell nods, " If there was a vent I am sure the swarm would have been upon us Valtyra. I shall bolster them on entry, lets hope this works. "
He opens the door once more Raging Song still active.
The dice finally hate you less.
Alright, assuming all things happen, The swarm will have to make 6 reflex saves groupings of 2 each. DC 15. If they fail the first they take 1d4+6 (Rage + Amplified Rage). If they fail the second the swarm gets whisked away into the whirlwind and taken into the Shocking door (Which Im not sure has a reflex save). Regardless I believe the elementals will take both damages from the swarm and the electricity so we will see if the swarm survives the onslaught.
GM Demonmoose |
Just going to fictionalize this encounter, since swarms are usually unfair. Plus, no one has any aoe stuff.
Yvell opens the door and the nanite cloud surges out. It is struck by the winds of the air elementals, that pull it towards the electrified door.
Electricity courses through the steel swarm and arcs through the water on the ground. The lightning continues to illuminate and electrify the water until the lights in this room blink out. The metallic sand creatures cover the water.
Everyone make a Reflex DC 19 save to halve the following damage.
Electric Discharge: 9d6 ⇒ (3, 6, 3, 1, 1, 1, 5, 3, 2) = 25
Battle is over.
Grammanar Gun-Runner |
Thanks! I've got my blunderbuss, but it does physical damage and thus might not hurt a diminutive swarm.
"Right. The door. Again."
And Grammanar moves to turn the lightning back off.
Disarm: 1d20 + 17 ⇒ (16) + 17 = 33
Yvell Endymion |
It would have worked it just would have taken a while and unlike our last group no one specializes in blasting
Yvell steeled himself for the backlash of his plan as the electricity coursed towards them.
Reflex Save: 1d20 + 7 ⇒ (15) + 7 = 22
Coming up significantly less worn than he had guessed an alternative battle with the swarm would have been he thanks Grammanar for his swift work on the trap. After some slight recuperation he motioned to the party and continued through the next door.
" Hrm.. I suppose that might have been what Phylla had heard... many thinking minds. "
Phylla |
"No. I did not hear any voices from the shiny dust. Why would there be any voices there? Phylla murmurs in your heads.
Phylla Reflex: 1d20 + 2 ⇒ (17) + 2 = 19
The lightning courses through Phylla's purple body, but her flesh starts to mend together.
Yvell Endymion |
" I see, then there is likely more... " Yvell seems wary once more.
He makes sure his song stays a bit to ensure good healing.
Perdix did you lose 6 HP?
Yvell Endymion |
We can assume She uses a Channel or other minor healing like the wand.. otherwise we are waiting on the GM past this door
" Always one to stir up trouble Muga, though I cannot say I dont share a similar mindset at this moment. The fact that this is likely a ship and the reason Iadenveigh is having certain issues while ALSO being of interest to the Technic League gives the urgency to eliminate particularly deadly threats. We do not want something worse than Jevik. "
Yvell awaits at the second door past the swarm of metallic bits.
GM Demonmoose |
Passing through the pair of doors, you reach a larger chamber.
This cavernous chamber is split into maze like passages by tall stacks of dark, dusty machinery. The western side of this room is a jumble of stone, as from a catastrophic collapse. Three crushed tubes protrude from under the tumbled stone, each as wide as a wagon and capped with a circular metal plate. On the north side of this room, a shattered glass terrarium surrounded by technical equipment stands empty. To the south, more silent machinery looms amid workbenches scattered with technological parts and several large machines that bear restraints and metal skullcaps.