
Perrik |

"Jeji, come towards my voice!" The oracle casts another spell to bolster the party while Jeji retreats.
Casting bless; the +1 morale bonus to hit stacks with the bonus from prayer. DV, remember that the moonflower was in the burst area when Perrik cast prayer, so it's at -1 on a bunch of things.

Drahlneep |

TWLP w/prayer, PBS, rage: 1d20 + 11 + 1 + 1 + 2 - 2 ⇒ (19) + 11 + 1 + 1 + 2 - 2 = 32
Damage if hit w/prayer, PBS, rage: 1d6 + 4 + 1 + 1 + 2 ⇒ (5) + 4 + 1 + 1 + 2 = 13
TWLP w/prayer, PBS, rage: 1d20 + 6 + 1 + 1 + 2 - 2 ⇒ (2) + 6 + 1 + 1 + 2 - 2 = 10
Damage if hit w/prayer, PBS, rage: 1d6 + 4 + 1 + 1 + 2 ⇒ (6) + 4 + 1 + 1 + 2 = 14
I don't know why I transposed the m and the w, timeworn laser pistol.
Drahlneep continues to try and pour fire into the big plant, hoping it will finally give up before it tears into Kricker.

Draco Voodoo |

Issuma waits for the kobolds while Kricker prays to mend wounds and Perrik inspects the base of the former alien plant. Although he finds no remains, he recalls that the flowers seed actually forms around a victim and sometimes gear remains within the plant. Kricker help cut the plant open revealing bones and metal. There is an assortment of broken technical odds and ends arranged in what might have been a backpack on the bony shoulders and a strange dagger encased in ice.

Perrik |

The mechobold oracle casts a spell and examines the detritus for magical auras. Any way to tell what the bones are from, and is there anything else in the way of identifying marks?

Perrik |

Perrik tries to figure out the magic on the dagger after calling on his source for guidance.
Spellcraft check: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
"This dagger is magical, but I can't tell what it does apart from the obvious. Jeji, can you use it?"

Draco Voodoo |

1d20 + 8 ⇒ (13) + 8 = 21
Jeji looks closely at the strange dagger. She once had the opportunity to read a rare little book on minerals that came from the sky instead of the earth. There was one called siccatite that mysteriously either attuned to release or absorb energy and thereafter burned or froze whatever touched it. This is obviously a magical dagger, but the wielder would suffer a touch of frostbite unless properly protected from its powers.

Draco Voodoo |

Issuma leads the rest of the way through the side canyon and up to a cleft near the far end. The mouth of this dark cave is fifteen feet wide and twelve feet tall, with a number of closely spaced natural pillars on the right-hand side. Gray-green lichen hugs the entry’s arch and the unmistakable odor of burned oil drifts from within. Various odd scuff marks in the rocky soil and grass suggest others have passed this way before.

Issuma |

The tall alien inspects the marks and replies in Androffan. "These are drag marks from the scrap and equipment scavenged by the androids of the Machine Caves. My hideout is beyond a narrow crack in the east wall of the entry cave. The main cave system to the west has been the domain of rogue robots since before I escaped and found this place. They seem to ignore me so long as I do not intrude on their caves."

Drahlneep |

"Rogue? Not aligned with the League?" Drahlneep asks aloud, wondering how much opposition the kobold's could face inside.

Issuma |

Issuma shakes her head. "The robots were built to serve the Androffans. As far as I know though, none of that race survive. Many robots still seek to follow the last commands given them though. Some of the Technic League have learned how to command robots they have discovered, it is true, but their control seems incomplete."
"Other robots, much like the androids, seem to have taken control of their own destiny. Perhaps rogue is the wrong word. This one seems to wish to create its own realm by slowly assembling it from the scavenged parts that its android followers bring it. It is a slow process, but time means little to the machines."

Issuma |

Issuma slips through a narrow fissure between the cave columns on the right side. The kobolds easily follow the alien through a narrow passage that emerges into at low round cave with some sort of technological weapon on the floor in the center of the room. "Do not touch it," Issuma warns. "It is a trap."
She continues down the passage after walking a respectful distance around the device. The passage ends in a larger chamber with a ten-foot high ceiling and a pile of furs. There is a sealed container that Issuma opens to reveal jerky and dried mushrooms. A small pool collects water in a corner before draining away through a crack. Issuma offers her companions some food water and blanket to rest in the cool cave.

Kricker Godridden |

Very nice cave you have here! I am starting to like you more and more for a tall one. Let us rest until Sundown and then maybe go exploring a bit. See if we can't find some sign where those League mages ended up.

Drahlneep |

Drahlneep spends much of their time at rest in external silence. His thoughts are not as quiet. It feels at times as if he is standing in a massive cave surrounded by hundreds of kobolds who are all having loud conversations. Each keeps shouting louder and louder to be heard over the din.
"I will check the area while the rest of you plan our next moves." He stands and walks to the edge of the cave, checking to ensure the trap is still in place then looks for any sign of ambush or stalkers.
Survival checking for tracks: 1d20 + 9 ⇒ (1) + 9 = 10

Draco Voodoo |

Issuma says that she needs to go forage for more food to replenish her cache and reminds the kobolds to be careful. The passage from the entrance cave opens into a much bigger chamber. A large pool of murky water occupies the center of this cavern. The muddy shores are surrounded by a hopeless tangle of metal, tubes, gears, and mechanical junk and debris. A broad passage exits the chamber to the west, its surfaces worked smooth and plated with gray metal. A long-dead body of a woman lies near the southern wall, partially buried by the rubble.
map added

Kricker Godridden |

Lets be very careful about pissing off the machines. But maybe there is something of value information wise at least on the corpse. Kricker sneaks slowly toward the corpse, his eyes looking in every direction for either guards or traps.

Perrik |

"If we see anything moving, we run. Right? First, let's see if there's anything useful in the pile, and if there's anything on the thinskin's body. Can any of you tell if there's anything living in the pool?" Perrik follows his own advice, starting by cautiously approaching the pool and checking out the junk pile.
"After we search the room, we can try to make a place to hide here, so we can watch the BOTs come and go."

Draco Voodoo |

A harsh light comes from beyond the metal plated corridor that makes the kobolds a little uncomfortable. A quick inspection of the scrap finds that it barely deserves that classification. This is the detritus left after everything that is possibly useful has been removed. The corpse is probably a couple weeks old. It appears to be a human female. The only things not rotted away are a pouch of human coins, a short sword and a strange golden compass.

Drahlneep |

Drahlneep keeps his eyes on the corridor as they others examine the pool and body. He tries to find some cover to sit behind as he watches.

Perrik |

The oracle calls on his patron powers for guidance, then casts a stronger divinatory spell and examines the compass.
Casting guidance, then identify.
Spellcraft check to identify the compass: 1d20 + 8 + 1 + 10 ⇒ (18) + 8 + 1 + 10 = 37

Draco Voodoo |

The compass lid has an engraved X-shaped glyph with a cat-eye gemstone in a star setting above it. The inside of the lid has a painted portrait of a male human with hair on his chin and a pair of pistols. The device has a faint auras of evocation and divination. It can summon light with a thought. It will also point to locate ancient magic, but that power seems to have been altered by the remnants of the dead woman's soul that point the compass to something else within the Scar of the Spider.

Kricker Godridden |

Hmm we could estimate how close it is by going outside and moving across the point and see how much it moves. Or we could venture farther into this machine cave, but that may stir a hornets nest that we are living right next to, and that doesn't sound wise.

Draco Voodoo |

The TEK tunnel is the only unexplored area.
The kobolds weigh the several options before them: investigating the compass' mystery, risking the wrath of the robot lord in the Machine Caves, hunting down the escaped Technic League members, or even helping Issuma avenge herself on the Dark Ones of the Spider Scar.