
Dr. Lendaro |

"Well done...Now that is on the ground... lets see if we can make this work..."
Dr Lendaro fires another binding shot round, then activates his personal defenses tapping a tattoo just below his left ear.
binding shot: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
damage: 1d1 + 1d1 + 4 + 1 ⇒ (1) + (1) + 4 + 1 = 7 +entangled. DC16 Str or Escape Artist as a move action to free.
Altered Defense as free action DR 2/- for one round.

GM Demonmoose |

The nest is difficult terrain, and will likely damage you for entering. Make a Reflex Save DC 15 when you enter the nest.
Lendaro's bullet scratches the manticore's skin.
32 Manticore
Solaria, Linpul and Tetsuda remain in the cave.
"Running into that tangle is stupid." Linpul says. She grips her hammer tightly.
The manticore tries to break free from its bindings but is held in place. It glares at Lendaro, snapping its jaws viciously.
Str Roll, DC 16: 1d20 + 5 ⇒ (10) + 5 = 15
Everyone's turn.

Thera Flidais |

I didn't get a turn last round, because I was waiting on the GM to let me know if the thing had landed, and if I could pass through the terrain. I guess I'll just heal myself for the last round, and then cast Protection from Evil on me for this round.
Heal: 1d6 ⇒ 2

Sarainy Malki |

"Good job in keeping it pinned down Doctor, while still not ideal at least this way he's an easier target and can't use his maneuverability against us."
Letting fly a couple of quick shots at the beast, she looks over at Linpul and Tetsuda being crippled by the presence of the dangerous nest.
"This nest is proving to be a real pain! Solaria could you heal us, few of us have taken some hits?
Buffs: Heroism - +2 morale bonus on attack rolls, saves and skill checks.
Swift Action: Arcane Strike - For 1 round +2 damage and weapons count as Magic for overcoming DR.
Full Round Action: Rapid-Shot - Full Round Action can take extra shot but all shots are at -2, Point-Blank Shot - Ranged attacks within 30ft. are +1 to hit and +1 damage.
Composite Shortbow #1: 1d20 + 9 ⇒ (12) + 9 = 21
Damage #1: 1d6 + 6 ⇒ (1) + 6 = 7
Composite Shortbow #2: 1d20 + 9 ⇒ (18) + 9 = 27
Damage #2: 1d6 + 6 ⇒ (1) + 6 = 7
These shots both count as Magic for overcoming damage reduction.

GM Demonmoose |

Rakdon's magic missiles strike the manticore in the face as it struggles against its bonds. "I will rip you apart, you worm! How dare you strike me with your magic!"
Sarainy and Uran's shots pierce the beast's exterior but only scratch the monster.
Solaria shouts from the cave, a wave of light emanating out of her and healing the party.
"Desna, aid me and my friends. I ask this of you, your humble servant, Solaria!"
Channel Positive Energy: 2d6 ⇒ (1, 4) = 5
5 HPs to everyone. Probably not the Manticore.
Linpul and Tetsuda run from the cave, disappearing from view.
54 Manticore
Lendaro's turn.

Dr. Lendaro |

"I hadn't intended to waste another round of ammunition on you, but I suppose your stuffed head hanging in the mud room is worth the iron ball...."
disruptive shot vs touch AC point blank: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
damage: 1d8 + 1d3 + 3 + 1 ⇒ (6) + (1) + 3 + 1 = 11

Sarainy Malki |

"Unfortunately for you, beast, I am not as concerned with wasting my arrows upon you. You will terrorise these lands no longer!"
Buffs: Heroism - +2 morale bonus on attack rolls, saves and skill checks.
Swift Action: Arcane Strike - For 1 round +2 damage and weapons count as Magic for overcoming DR.
Full Round Action: Rapid-Shot - Full Round Action can take extra shot but all shots are at -2, Point-Blank Shot - Ranged attacks within 30ft. are +1 to hit and +1 damage.
Composite Shortbow #1: 1d20 + 9 ⇒ (15) + 9 = 24
Damage #1: 1d6 + 6 ⇒ (2) + 6 = 8
Composite Shortbow #2: 1d20 + 9 ⇒ (6) + 9 = 15
Damage #2: 1d6 + 6 ⇒ (1) + 6 = 7
These shots both count as Magic for overcoming damage reduction.
Wow... past 4 shots, and I got a 1, 1, 1 and 2 for damage. Talk about unlucky!

GM Demonmoose |

Problem is the creature's radioactive properties resists all physical damage.
Sarainy fires two shots that streak across the creature's body, leaving thin small cuts.
Luckily for Uran, the creature is entangled.
Uran's shot strikes the creature in the face, causing green and red ichor to flow from its forehead. It gurgles, and lies down. The manticore stops moving.
Battle is over.

Sarainy Malki |

"That was a lucky shot, Uran!" Sarainy jokes to him. After unstringing her shortbow and slinging it across her back, she turns to the others.
"I suppose someone should head into the nest of the beast and try to recover it's treasures. Shame the nest is so dangerous, it certainly made fighting the thing a nightmare."
Perhaps I should volunteer... Sounds like I'm trying too hard for someone else to go in.
"I can give it a go? My spell will offer me some advantage in avoiding the worst of it. "
Reflex save in case needed.
Reflex Save: 1d20 + 10 ⇒ (14) + 10 = 24
-Posted with Wayfinder

Linpul |

Returning with her grenades, Linpul frowns at the site of the already won battle.
"Well, no use in crying over spilled milk. I wanted to test these things. I better do a quick sweep before we go in there."
Spending about a minute looking in, Linpul will cast and concentrate on two spells. Detect Magic, and Detect Radiation.
Her eyes flash as she stares into the nest.

Linpul |

Digging through the nest, Linpul crawls out with a ring and drags an axe behind her.
"Hmm, a ring, and does anybody want a battleaxe? It's too big for me to use, but these are both magical. I'm unfortunately not well versed in the ways of magic to know what kind of weapons these are."

Sarainy Malki |

Sarainy crawls out of the nest, clutching onto a strange looking advanced firearm.
"Huh, found one of those tech guns. Do you think it to be similar enough that you could instruct me in its operation, Uran or good Doctor?"
Seeing Linpul and the rather large battleaxe Sarainy grins at her.
"Couldn't find anything smaller?" she teases playfully.
"Oh a ring too? Interesting, I'll give it a look..."
Using detect magic
Spellcraft to identify Ring: 1d20 + 8 ⇒ (2) + 8 = 10
Spellcraft to identify Gun: 1d20 + 8 ⇒ (16) + 8 = 24
Spellcraft to identify Battleaxe: 1d20 + 8 ⇒ (6) + 8 = 14

Dr. Lendaro |

"I've not been studying this new tech weaponry as much I would like, but I'll take a quick look."
know engineering to ID gun: 1d20 + 10 ⇒ (11) + 10 = 21

Dr. Lendaro |

Dr Lendaro sees Uran about to climb into the nest, and after tapping a couple tattoos... he does the same.
"Seems worth the risk of minor injury to search a bit more thoroughly."
Elfsight: +2 to perception and low-light vision for 5 hours
reflex: 1d20 + 6 ⇒ (11) + 6 = 17
perception: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30

Sarainy Malki |

After everyone has had ample opportunity to search the manticore's nest, Sarainy strikes up conversation about their next destination.
"I have heard tales of a canyon to the east, said to be haunted by spirits. Perhaps we should head on over and check it out?"
Trying to recall any further rumour or information about the canyon or the haunting, or other known hauntings similar in the area.
Knowledge (Local): 1d20 + 8 ⇒ (15) + 8 = 23
-Posted with Wayfinder

Linpul |

"Har dee har, a short joke. I haven't heard enough of those in my life. Well if we can find a temple of Gorum we might be able to resize the axe. But I think we have found most everything from this nest and we should move on."
-Posted with Wayfinder

GM Demonmoose |

When Sarainy searched the town the first time, she recalls some gossip about the strange canyon in the eastern part of town. It has constantly been surrounded by a thick mist, and some scrappers have said ghosts haunt the place. Something must be hidden there.
Lendaro and Uran find a rusted iron coffer, a masterwork cold iron dagger, and a silver armband with inset pearls.
Damage to Lendaro: 1d8 ⇒ 2
Damage to Uran: 1d8 ⇒ 8
When the party is ready, everyone heads to the east.
A thick malevolent fog seems to surround you as you move away from the junk buildings, and suddenly you cannot see more than five feet in front of you. Blurs in the fog seem to move about and disappear before you can get a good look at them.
What do you do?

Sarainy Malki |

How long did it take us to reach the canyon from the nest?
"Sorry Linpul, was only playing. You have my utmost respect, and I wouldn't tease you if I didn't like you!"
As the group approaches the canyon, Sarainy speaks up about the rumours she heard in Scrapwall.
"This thick fog is the location the townspeople were talking about. It is said to contain spirits... Ghosts perhaps, but maybe malevolent creatures."
Sarainy draws and strings her bow, "We should be on our guard here."
-Posted with Wayfinder

GM Demonmoose |

The oppressive fog seems to moan and you catch movement every few moments. Moving through the fog is difficult and takes time as you avoid dropping into pits naturally dug into the rocky terrain.
You reach a metal shape the size of a building entrance somewhere in the mists. The sliding metal doors are open, but the lack of any light source prevents you from seeing inside.

Sarainy Malki |

Sarainy stops at the entrance doorway.
"I don't know about you guys, but this place is giving me the creeps. Starting to regret mentioning it!"
Fetching an arrow from her quiver, she takes a moment to cast Light upon it. The spell complete, Sarainy holds it aloft towards the entrance.
-Posted with Wayfinder

Dr. Lendaro |

"I should prepare myself for facing the unliving, eh?" Dr Lendaro meditates for a few moments, then begins tapping a few tattoos - which glow at touch of his fingers.
He then readies his flashlight to not rely too heavily on his allies' illumination.
Body Adjustment heal: 1d12 ⇒ 1
3 rounds... changing Active Type to Undead as a full round action. Activating Body Adjustment to heal 1 HP as a full round action. Activating Elfsight low-light vision +2 perception 5 hour duration.

GM Demonmoose |

The air is unnaturally cold in this empty atrium. Metal doorways yawn to the north and south, and the slanted floor is strewn with strange bits of rubble and twisted lengths of metal. The ceiling is badly damaged here, its gray metal shells shattered in numerous places, exposing coils of rusty, mold-covered cables and wires.

Dr. Lendaro |

Dr Lendaro takes a cautious look around the rubble and scrap for anything identifiable which could yield insight to the nature of the area.
perception: 1d20 + 11 ⇒ (13) + 11 = 24

Dr. Lendaro |

"Nothing terribly unexpected or particularly insightful." He looks to the two doorways and heads north "Shall we? ...this way?"

GM Demonmoose |

Moving into the next room which is a hallway, you see three open doors:
North:
The northeastern wall of this blasted chamber was obviously super-heated at some point, for here and there, the walls ran wax-like, forming slag that cooled into puddles of steel all along the floor. Debris litters the floor-it might once have been tech of great value but now is mere scraps of unsalvageable, half melted junk.
East:
The eastern half of this room is a tangle of gray metal, strange engine parts, and rubble, all of which was subjected to great heat long ago, judging by the metal’s melted and scorched surfaces. Here and there, softly glowing residues are caked onto bits and pieces of the metal.
South:
The air in this compartment is choking and stale. The dust here is inches thick-nothing has disturbed this area in years. To the west, the wall is partially crushed and melted, leaving a five foot-wide, two-foot-tall gap that opens into another chamber beyond. Four large coffin-shaped objects made of glass and metal sit against the walls-one to the north and three to the south.
The northern pod and the central southern pod are partially broken. Each contains a skeleton clad in fragments of strange, bulky armor. The other two southern pods appear to be only slightly damaged. The air is thick with a rancid scent, like old meat gone bad