
EH-RK |

Eric will reconnoiter the trapdoor area...he activates his cloaking field and climbs down into wherever it leads
Stealth: 1d20 + 18 ⇒ (16) + 18 = 34
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
He can cloak for 10 rounds (1min) let me know how long it takes to see where the trapdoor leads.

Manteca Imani, MD |

"It's the symbol of the Devourer. Seen, like, eleventy billion of these things. Your voice is the most boringlyest voice ever."
"Oh! Yes, you were hurt!" Manteca pulls out the medkit and begins to investigate Imagine's wounds.
Medicine: 1d20 + 14 + 1d6 + 1 ⇒ (1) + 14 + (6) + 1 = 22
Manteca deftly sews up Imagine's wounds. "You should avoid strenuous activity for a while, and when we're back to the ship I would suggest increasing the amount of time you spend in bed," the shirren says seriously, focusing intently on the wound.
Crap roll, only gets 5 HP back

Foxy Quickpaw |

leads to a severe chamber crafted of metal and concrete. A wide sliding door stands in the far wall of the room, rust dappling its edges like rotten lace. A single light above the doorway flickers weakly (3 rounds).

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"You DAMMMMMMMMMMMMMMMMMMMMMMMMMM straight I got hurt. You took off and then Zena the Warrior Princess took off and then everything starts attacking ME and then," Imagine keeps up a constant banter of berating Manteca, Manteca's actions, Menteca's decision-making process, and Manteca's medical training right up until...
"You should avoid strenuous activity for a while, and when we're back to the ship I would suggest increasing the amount of time you spend in bed," the shirren says....
"and then you should really--what?" suddenly Imagine's entire demenor changes from that of berating harpy to a rescued damsel told she's gonna get a cookie. "Oh. OH! Oh, um, yes, YES.
But, uh, I don't, um, I don't really know how to rest properly. That is, I've never had to go to bed, with a, ah, a wound.
I will definitely need your expert medical knowledge making that decision. Then you can work on your...bedside manner.
But for now, I just must rest.
Care to join me?"
Spending last RP to take a short rest and regain SP on account of I don't have any. =((

EH-RK |

Eric turns off his cloaking field as he surveys the room he is in...
He sends a message to the others
[i]Humanoids: The trapdoor leads to a room. It is empty but leads further into some existing structure. My analysis gives a high probability that this is the base we are looking for.
Eric will crouch in the corner and wait for the others, once they arrive he checks the door and will crack it open to get a look at what's behind it.
Stealth: 1d20 + 18 ⇒ (19) + 18 = 37
Perception: 1d20 + 10 ⇒ (4) + 10 = 14

Manteca Imani, MD |

The shirren works contentedly through the heaping abuse that Imagine heaps upon him, focusing on keeping the stitches close and tight. Though when Imagine has her sudden shift in tone...
"But, uh, I don't, um, I don't really know how to rest properly. That is, I've never had to go to bed, with a, ah, a wound.
I will definitely need your expert medical knowledge making that decision. Then you can work on your...bedside manner.
But for now, I just must rest.
Care to join me?"
Manteca looks confusedly at Imagine. "It's fairly simple - you lie down and you lie very still...? I really can't think how I could make that process any easier... And is there something about my bedside manner that's lacking right now? I worked really hard to try to make my accent while speaking audibly less distinct, but I sometimes worry - Oh, look, EH-RK found something!"
He hurriedly packs up the medkit and follows after EH-RK's tracks.
I'll also take a ten-minute rest to get back the skreeling bites.

Foxy Quickpaw |

EH-RK sneaks in unnoticed. This might have to do with his excellent sneaking skills. But it might also be that there is no one around to watch. But one very observant monitoring device recognizes the approach and sprays the whole area in front of the door with some mist.
DC17 Will Save vs. Mind Affecting

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The shirren works contentedly through the heaping abuse that Imagine heaps upon him, focusing on keeping the stitches close and tight. Though when Imagine has her sudden shift in tone...
Imagine wrote:"But, uh, I don't, um, I don't really know how to rest properly. That is, I've never had to go to bed, with a, ah, a wound.
I will definitely need your expert medical knowledge making that decision. Then you can work on your...bedside manner.
But for now, I just must rest.
Care to join me?"
Manteca looks confusedly at Imagine. "It's fairly simple - you lie down and you lie very still...? I really can't think how I could make that process any easier... And is there something about my bedside manner that's lacking right now? I worked really hard to try to make my accent while speaking audibly less distinct, but I sometimes worry - Oh, look, EH-RK found something!"
He hurriedly packs up the medkit and follows after EH-RK's tracks.
I'll also take a ten-minute rest to get back the skreeling bites.
"How should I know, you're the doctor! You'll just have to visit me in me bedchamber to make certain. To not would really be medical malpractice. I'll make it easier on you and visit you in your bedchamber. I'm easy to get along with."
Don't we have to sit still for ten minutes? I don't think EH-RK is waiting for us....

Manteca Imani, MD |

"How should I know, you're the doctor! You'll just have to visit me in me bedchamber to make certain. To not would really be medical malpractice. I'll make it easier on you and visit you in your bedchamber. I'm easy to get along with."
Manteca stops and looks alarmed. "No! You're to stay in your bed during bed rest - it's in the name! I'll check on you in your bed, that's the proper medical way to do it."
I'll wait for GM ruling on whether or not EH-RK's scouting is happening concurrently with our rest or whether we can have waited our ten minutes and be following after.

EH-RK |

Eric didn't wait to go down the trapdoor, he DID wait for you guys to come down the ladder before he moved on beyond that...
Will Save: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 sigh
Whatever he's sprayed with...Eric probably won't like it.

Manteca Imani, MD |

Will: 1d20 + 5 ⇒ (3) + 5 = 8
Manteca climbs down and also begins coughing as the spray gets through his suit's protections. Oh... Oh no..., he says a little woozily.
Rule clarification - do we think that this applies to all saving throws and skill checks, or is it only Int-, Wis-, and Cha-based skill checks and saving throws? Cuz either way I'm hosed, but it might help the others.

Manteca Imani, MD |

Yeah, now that all of the folks who worry about Int-, Wis-, and Cha-related checks and saves are afflicted, let's see what's behind door number two :)
"Uggh, what is this??" Manteca says, hacking as he struggles to breath.
Perception: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14 Trying to see what's going on

Foxy Quickpaw |

Riveted walls of steel around the airlock hatch extend into a cavernous gloom. At the chamber’s center stands a wide computer console that practically stretches to the ceiling. Rows of grimy buttons frame its blank display screen, from which emanates the faintest of glows.
The computer is of course secured against unauthorized operation.
Map added. You're in B2.

EH-RK |

What are those dashes on the map?

Foxy Quickpaw |

Ok, let's say we really play in the future, where a simple cheap flashlight can light up a dark room good enough to make out what's around.
(B3) Half a dozen tiered pillars are interspersed throughout this wide hallway, which ends in a concave wall made of plated steel. A strange pile of body parts and viscera lies next to the easternmost pillar. The faint scent of ozone hangs in the air.

Manteca Imani, MD |

Manteca stands twitching his antennae fitfully at the sight of carnage. Going to check on the computer, he says telepathically, carefully approaching the console before beginning to access it.
Computers: 1d20 + 11 ⇒ (8) + 11 = 19

EH-RK |

Eric has darkvision, Manteca has blindsense, Boreal has low light vision. Except for Imagine we don't need much light at all.
Eric doesn't use a flashlight...that would make sneaking around difficult.
Eric moves slowly over towards the pile of parts...
Perception: 1d20 + 10 ⇒ (2) + 10 = 12

Manteca Imani, MD |

Manteca looks past the computer console at what EH-RK is looking at - the entire thing looks way more interesting than the computer - but sighs and keeps trying to get into the computer. Don't go too far ahead, he emotes at the android. I want to know what's in this computer.
Computers: 1d20 + 11 ⇒ (18) + 11 = 29

EH-RK |

Shirren Manteca Imani: Copy. the android sends back.
Eric looks nearby searching for what might have cut this thing into small sized chunks

Manteca Imani, MD |

Uh, EH-RK, I have something here. Buncha toggles - you want me to turn on the lights, the, uh... Entrance Deterrant? I think we met that. Or the Chamber of Devouring? That doesn't sound good.
Should I start turning some of these on? Or, I guess off?

EH-RK |

Eric moves back to meet with the rest of the group
Humanoids: There doesn't seem to be any other creatures in this area. Shirren Manteca Imani: Can you query the system to provide more data?

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Imagine lets her cybereyes adjust to the darkness.
So, no need for flashlights here?
Mysticism: 1d20 + 9 ⇒ (13) + 9 = 22
"Hmmmmmm," Imagine muses, leaning over the bits of chunks of bits. "This was an undeader. Can't say what flavor, exactly, but you can tell the way their chakras are closed that it was Animated before it was re-double-plus-killed."

Manteca Imani, MD |

Manteca tries earnestly to get into the computer again, starting with the Entry Deterrent.
Computers: 1d20 + 11 ⇒ (8) + 11 = 19
Manteca winces as another "Access Denied" pops up on the screen. Hmmmm, that isn't what they showed in the manual... He pulls up a copy of Unauthorized Access For Dummies on his comms screen and begins muttering as he tries to gain access.
I would like to dedicate this post to the fact that Manteca started the campaign with 0 ranks in Computers, so he's come a long way in a very short period. But also is still not great at computers.

EH-RK |

Eric attempts his own hacking of the system
Computers: 1d20 + 13 ⇒ (19) + 13 = 32 <---system one
Computers: 1d20 + 13 ⇒ (8) + 13 = 21
Computers: 1d20 + 13 ⇒ (3) + 13 = 16
Computers: 1d20 + 13 ⇒ (3) + 13 = 16
Computers: 1d20 + 13 ⇒ (4) + 13 = 17
Computers: 1d20 + 13 ⇒ (18) + 13 = 31 <---system 2

Foxy Quickpaw |

EH-RK ushers Manteca and his educational literature away from the keyboard and solves the issue at hand. The two items are the controls from the traps, and EH-RK shuts them both down.
This makes the trip to the doors further down the room much easier. The doors are not locked. A cloying gloom fills this long, claustrophobic hallway, behind the doors. A red light on the western wall blinks slowly, giving the scene a sinister atmosphere.

EH-RK |

Eric creeps towards the south
Stealth: 1d20 + 18 ⇒ (6) + 18 = 24
Perception: 1d20 + 10 ⇒ (4) + 10 = 14

EH-RK |

Eric has the others stay in the main room b3 and he moves towards the end of the hallway b9
Stealth: 1d20 + 18 ⇒ (13) + 18 = 31
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
He'll go B9 to B8 down the hall. He'll only stop looking at rooms if there's something moving inside one of them

Foxy Quickpaw |

Minimalist sleeping pallets lie on the severe metal floor of this room, and simple shelves and dressers serve as furniture. There is noone in the room and nothing special to see (B9).
The neighboring rooms are the same (B6e+d). Beyond is a kitchen and dining area (B8). This seems as if they were abandoned in the middle of a meal’s preparation. Pots of meat slurry and festering dairy sit on the stoves to the west, and metal cups full of some sludgy, long-turned beverage sit on the tables to the east. Tiny flies buzz about the entire scene, flitting from place to place among the rotten smorgasbord.

EH-RK |

Eric goes back to the others and reports
Humanoids: The rooms on this side are empty. However, a meal was recently prepared, so this facility is not abandoned.
Eric indicates that he will begin searching the opposite side of the facility Areas B6a,b,c and that the others should take up positions nearby.
Stealth: 1d20 + 18 ⇒ (17) + 18 = 35
Perception: 1d20 + 10 ⇒ (16) + 10 = 26

Foxy Quickpaw |

The next areas EH-RK check son are living quarters of the same make as on the other side. Minimalist sleeping pallets lie on the severe metal floor of these rooms, and simple shelves and dressers serve as furniture.
At the Western end of them is another mess (B5) like on the southern row of rooms.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
EH-RK hears a whir of gears in the neighboring room (B7).

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While EH-RK is scouting the area, Imagine starts rummaging around the living areas looking for stuff worth taking.
Perception!: 1d20 + 14 ⇒ (11) + 14 = 25

Manteca Imani, MD |

Manteca follows Imagine through the other rooms, keeping a telepathic worry session running at Imagine and Boreal. Do you think EH-RK is ok? Why hasn't he checked in? Should we check on him? Do you think it will make things worse if we check in on him? Ugh, this would be so much easier if you were all telepathic too. Ooooh, what's that?
Perception: 1d20 + 10 ⇒ (3) + 10 = 13

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'Yes, it will -definitely- make things worse if we go check on him. We should stay here. Together. Alone. And investigate these bedrooms together.'
Imagine starts by looking through the shelves. Then the dressers. If that doesn't turn up anything it must mean that they're really good at hiding things and she'll flip the mattresses over.

Foxy Quickpaw |

Imagine finds a small lump under one of the sleeping pallets (B6d), which turns out to be a datapad and a credstick holding 1,400 credits.
The datapad is a tier 1 computer, requiring a successful DC 17 Computers check to hack the system to gain access. That was only the southern row of rooms. Northern row, once EH-RK is done there.