
Drahlneep |

"She's a brave one. I hope she doesn't die." Remarks Drahlneep as he hands the knife back to Perrik and recovers his spear.

Jeji the Unstable |

Jeji rolled over on to her side, hands slowly moving to cover her eyes. The healing energy relieved some of the pain, but not all of it. Her eyes slowly opened, taking in the scene. Most of them had suffered severe wounds, but the plant creatures had been defeated it seemed. She sat up and breathed heavily. Looking at Perrik, she nodded. "Thank you. Your magic is strong." She slowly climbed to her feet. Reaching into her pack, she retrieved her last healing extract and offered it up.
"Drahlneep, you should drink this. I can make more once we've rested."

Drahlneep |

He hesitates a moment, looking at Jeji's wounds and thinking she could use it more than he could, but eventually Drahlneep drinks the healing elixir.
Cure Extract: 1d8 + 2 ⇒ (2) + 2 = 4

Draco Voodoo |

Vornop, Reep: 2d20 ⇒ (2, 15) = 17
With Jeji revived, the kobolds explore the area for any TEK or other useful items that the warband might be able to use. The little green men had nothing except their bone spears, but the big leader had the heavy sledge hammer and wears a belt around its waist. A pouch on the belt appears to hold some odds and ends the plantman found including 9 silver discs and a white card.
The kobolds take a quick peek at the next room which is as much a moldy mess as the current room. The air in the next room is unusually warm and moist, with a thin, pale vapor of mist clinging to the ceiling, causing the lighted panels to diffuse and become muted. Condensation runs down the walls along with a riot of unusual brown and dull green vegetation. The moist, thick-stemmed plants and vines grow out of long earth-filled troughs along the wall, while a tall column of plant matter extends like a tree trunk from a circular planter in the middle of the room to spread a network of vines across the mist-shrouded ceiling. A low humming sound fills the air. There is nothing else useful in either of the damp moldy chambers though.

Jeji the Unstable |

"This big metal hammer is probably valuable, and would seem to be a better weapon than your spear, Drahlneep. Let's fall back to one of the other rooms and rest. I don't think I trust this green room."
Jeji removes the belt on the plant man and straps it on, slung up over one shoulder like a bandolier. As she taps on the white card, she wonders aloud "I wonder what door this will open?"
Appraise: 1d20 + 8 ⇒ (2) + 8 = 10

Jeji the Unstable |

"This metal...I've never seen anything like it. Its not steel or iron, something else completely. It's surprising light, and solid. Seems as strong as steel, but...lighter. I believe this is one of the sky metals. Adamantine I think. Its what the pink skins call it. A good weapon to have."
What room are we in? C7?

Draco Voodoo |

Unless something happens to disturb us, let's retreat back to B13 to rest the night.
We never actually explored B13, but good a time as any.
Weary and wounded from the pitched battle with the little green men, the kobolds retreat back to the edge of the blinding desert. Jeji moves toward the control room they explored before when Perrik inquires about the shut doors that have yet to be explored. They find that any of the cards work on the door which slides aside to reveal a strange sight.
A large metal table is surrounded by odd-looking chairs in this room. To the west, what appears to be a transparent wall looks out over the strange desert valley though the bright sun looks dimmer through the wall. Four pillars support the fifteen foot-high ceiling, while dozens of crude images of a pickaxe made of a skull and bones have been painted onto the walls with some sort of ivory pigment along with several phrases in an unrecognizable language.
The words are not in any language you know, but surely this was done by the crazed undead creature who attacked the original blightscale band in the control room earlier before the warehouse encounter.

Draco Voodoo |

Exploration of the room reveals nothing else of interest though it is a quieter room to rest in than the control room with all the beeping and humming. The kobolds relax removing armor and inspecting bruises and cuts and eat a little of the rations that remain.
Afterward, Reep frowns deeply as he counts his handful of remaining bullets. "I need more. I do not have supplies to make them here though. I will go no farther until I have more, " he declares.
Just before a likely argument erupts, Volnop calls everyone's attention to the invisible wall that look out on the desert. Two small dark forms are huddled against the light as they scurry through the sand and twisted plants. As they approach the wall they look up squinting almost right at you. They are KOBOLDS, but they do not appear to see you as they glance back at the sand and follow your old tracks around to the cave-like entrance to this part of the strange metal dungeon.

Perrik |

Knowledge (Religion) check: 1d20 + 7 ⇒ (4) + 7 = 11
Perrik shrugs at the images. "Someone was very determined here, but I don't recognize any of that. Some human thing, probably."
Squinting out at the glare, the oracle gasps. "Are there more Blightscales coming? We must stop them before they go too far!"

Kricker Godridden |

The green one fingers his musket nervously. Are you the ones we have been following? The paleskins said there were some of the People in here who might need our help. I am Kricker Godridden, and if you be true Kobolds then it is a pleasure to meet you in this strange place.

Perrik |

Perrik looks down at his scaly form, feels the horns on his forehead, then bares his fangs in a grin. "Yes, I am still a kobold. You've come to the right place. Let's get out of this light--the rest of us are up there." He points at a glass panel. "This way."

Jurno "Greenshock" Madtail |

yes yes, light bad. But, then again, light let others see how strong kobold can be. Yes, yes, what is this ones name?
The black scaled kobold clutches a tome a third his size as he speaks. Often opening it and looking through it. His cloak, dark red on the inside and coal black out flutters in the sandy breeze.

Jeji the Unstable |

Jeji takes point and leads the group back to their current resting place. Once back, she begins to remove her pack as she makes introductions. "I am Jeji of the Fang. That is Drahlneep of the Claw, and Perrik of the Horns. This place is very dangerous, but we should be safe here for the time being. How have you come to be here?" She sits down on the floor and rubs her face with one clawed hand, trying to massage the lingering pain away.

Kricker Godridden |

Are you injured? Perhaps I can help. May Goram's healing make you ready for the fight!
channel positive energy: 1d6 ⇒ 2
channel positive energy: 1d6 ⇒ 2
Hmm, you look like you need more than that. What happened to you? Are we in a place where it is safe for me to expend the rest of my energies?

Jeji the Unstable |

"Thank you. That is most helpful. You have the healing magic? You are of the Horns too I see. Gakzara has blessed us all, it would seem. We have explored several of the surrounding rooms. Metal beasts, plant-men, half-orcs and their furry pets; we have fought them all and won, but it has been costly. I don't know what this place is, but it is strange. These little pieces of materal" she says as she holds up a brown card and then a white card "will open most of the doors that we have found, but there is still a lot of exploration left. We could use your help, if you're up for it. We seek weapons, to use against the humans and our enemies. We have learned that a purple-haired woman has led a group through here and we aim to take whatever they have found."

Kricker Godridden |

Weapons are good, struggle against our enemies is good, his eyes seem to light up at the prospect of conflict. You shall have my assistance, but I can not speak for my companion, his mind is his own... I think.

Jurno "Greenshock" Madtail |

The black scaled kobold plops down not long after entering the room. is no burrow, but is not bad. Ah! Name-Called is Jurno Greenshock...er, of the madtial. We, er I come find greater power, power enough to lead kobolds to big-great things. The thought-words from my book help lead me here. Yes yes. Ah here, Greenshock help make comfy place!
He makes of few gestures and lets out a small arcane word. Then suddenly the kobolds in the room notice their armor and gear is cleaned one by one, and a small area in the corner of the floor becomes fairly warm to the touch.
yes yes, rest here. Nice and warm. Nice and warm!
cast prestidigitation to clean armor,and then heat non-living material.

Draco Voodoo |

Surely Numeria is blessed with an inordinate number of kobolds scattered upon her blasted lands for here are two more from some unknown warren. The new kobolds are guided to the resting lair and quickly make themselves welcome with fine gestures that help heal, clean and comfort the other kobolds. The lair is oddly decorated with rude paintings of skulls and pickaxes seen by the light filtering through the invisible wall that shows the strange underground desert. The decorations aren't disturbing to kobolds just poorly done.
Jeji does some introductions, but two are quiet. The pale one who must be sick and a skinny purple kobold. The purple one watches sullenly as Jeji sketches their adventures so far. Then he speaks.
" I am Reep and this pale one is Vornolp. I came with the original Blightscale expedition up the Dragontongue River to this Mountain of Violet Fire which we hold sacred to Gakzarra, King of the Blighted Caves. It is not what we expected, but as has been said, there are dangerous weapons and treacherous metal men within."
He points out the accouterments of the newcomers. "I also read the old words of power and own a weapon that thunders and send the stones that slay. I am low on my powers though and miss my original warband. Did you see a dark kobold inquisitor and golden Claw on your journey to the mountain? Either way," he addresses his companions, "I am low on the ammunition and it does not feel right to have abandoned Sarahthenal and Dranjek the Bold. I will leave now. You have two new companions to assist you in your vengeance on the purple-haired woman."

Kricker Godridden |

I am sorry but I did not see any other of the People on my journey into the mountain. However, it looks like your weapon is the same caliber as mine, let me loan you some ammunition to help you on your journey home. Kricker measures out 6 shots and the proper amount of black powder and gifts it to Reep. Journey safely and quietly in the night. May Gorum bless you in your struggles.
If we are to rest here let me bestow some more healing to our two wounded companions.
CLW on Jeji: 1d8 + 1 ⇒ (1) + 1 = 2
CLW on Drahlneep: 1d8 + 1 ⇒ (3) + 1 = 4
I am going to save my last spell for emergencies...

Jurno "Greenshock" Madtail |

Jurno looks to the Reep. If so you say, Dangerous to move alone, must be tough-strong kobold. But me safe, desert storms make it easy to go bad-wrong way.
Jurno takes off one of the 3 waterskins on his belt. Here, life-water to help you in hot sun.
After that he scurries away to inspect the room. Cast detect magic, will look the room over, and then look towards the other kobolds, detect magic still going.

Draco Voodoo |

Reep offers his thanks to the new kobolds and prepares to go only to be joined by Vornop at the last moment. The albino kobold doesn't offer any explanations, but silently follows Reep as he takes his leave.
The remaining kobolds bed down and are not disturbed while they rest. All the kobolds except Perrik awake rested and ready to continue their exploration and search for purple-haired woman. Perrik however look tired and wheezes slightly. An inspection finds that the scratch he received form the green giant is sprouting a patch of reddish mold. Perrik-2 CON, fort save

Kricker Godridden |

Ah, well if everyone is ready to move on, those of you who have been here before should probably lead the way, since you are more likely to know where to go. If anyone thinks they need more healing now, I should be able to provide some, but it is probably wise not to use all my spells at the start of the night.

Drahlneep |

Drahlneep wakes feeling he is ready to take on whatever the metal mountain can throw at him. He remains quiet with the new kobolds. Observing them from afar. Healing my wounds is good. Seeing you fight at my side would be better, he thinks glancing at them.
"Between your magic yesterday and good sleep, I require no more aid at this time. Perhaps Perrik could use some help?"

Jeji the Unstable |

Jeji rolls over and slowly sits up. She rubs the scar on her left leg. The pain was mostly gone after the healing magics and some sleep. She climbed to her feet and took a few steps to test out the leg. Satisfied that she could move about well enough, she began preparing her vials for the day. Once done,she slipped them into the new bandolier belt that she was wearing and packed up the rest of her gear. "We should get going. There is a lot to find here, and even more to learn."

Perrik |

Fort save, incl. CON loss: 1d20 + 2 ⇒ (10) + 2 = 12
Perrik casts a spell to sharpen his skills (guidance), then tries to recall any useful information about what might be happening and how to treat it.
Heal check to identify the issue, if applicable, incl. guidance: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17

Jeji the Unstable |

"Come, this way" Jeji says as she leads the group through the northern doors (into C2) and down the hallway, stopping at the doors on the southern wall (just outside of C4). She listens at the doors for a moment before trying to open them with the cards.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Perrik |

I looked at the description of the Heal skill, and it looks like if this is a disease or poison Perrik can treat himself; Heal check DC is the saving throw DC, and success adds +4 to the next save. Will you let that work?

Jeji the Unstable |

Jeji nodded at Kricker's words and moved towards the doors on the western side. Putting her ear to the doors first, she again tried to listen for any signs of activity on the other side. She then pulled the card-like keys out and began trying them on the doors.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15