| GM Niles Iron Gods |
Round 6
Omo still holding
Guaire [-6 dying] Stabilize: 1d20 - 4 ⇒ (3) - 4 = -1 bleeds some more.
Round 7
Jarreck Posted like two rounds worth of actions, but it doesnt really matter much because hits the skeleton destroying it
Seven shatters the final green eyed monster.
Mort
Monsters
Omo
Guaire
Combat Over.
| Mortimer 'Mort' Burrwaddle |
Mort walks up quickly towards Jarreck and holds out a hand. "I believe you've acquired a healing wand? I think it's time we used it."
After receiving the wand he skirts away to the fallen Guaire and pokes him on the shoulder with it a few times.
5 CLW: 5d8 + 5 ⇒ (2, 5, 1, 2, 7) + 5 = 22
"That should make him feel better, I think I could use a tap myself as well."
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
"Jarreck you in need of one too? Anyone else?"
| Guaire |
Back at 15/20
Guaire comes to after the administered healing charges.
"Hmm...that was an unexpected turn of events. My thanks for the healing. Does any of you know this strange phenomenae? With that glowing eye and all."
| Seven.teen |
Seventeen is also injured although she seems oddly unconcerned about it as she examines the remains of the Skeletons.
Seventeen casts detect magic and poison on each and she examines them closely hoping to understand what the green light was caused by.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Spellcraft if applicable: 1d20 + 9 ⇒ (19) + 9 = 28
Kn:Arcarna if applicable: 1d20 + 9 ⇒ (10) + 9 = 19
| GM Niles Iron Gods |
To Seven, its almost as if something was taking control of the skeletons. The glowing eyes were a symbol of this "possession".
Jarreck Lightfoot
|
Niles no one stated who had the wand CLW, so assuming I have it, can I toss it to Seven and still attack this round?
I wasn't sure if retrieving a wand from your belt was the same "move" action as digging through your backpack to find the same thing, or simply a swift/free action. Anyways thanks for using the rolls.
Jarreck looks to Mort "yes, thank you. I believe you would be better suited to carry that from now on."
CLW: 2d8 + 2 ⇒ (2, 2) + 2 = 6
while waiting to hear Sevens investigation of the skeleton, Jarreck will look around and retrieve his bow which should be close by. Checking it for any damage.
perception: 1d20 + 7 ⇒ (11) + 7 = 18
Jarreck Lightfoot
|
"Hey Guaire, would you like some of these? At least until we can return to town. Should we run into anymore of those things.
Jarreck will offer Guaire 9 blunt arrows while they are resting from the fight. This will leave him with 10 in his own quiver.
| Seven.teen |
Suddenly Seventeen launches into a detailed explanation of what happened, "It appears these skeletons are just mindless undead, however I detected lingering traces of some kind of possesion . If I'm right it started when that one's eyes turn green. That means someone or something knows we are here and is trying to kill us. We must be wary, it is likely there are more undead in this complex."
A few moments later she adds lightly, "Oh I appear to be bleeding, can somebody help?"
| Guaire |
Heal to stop bleeding: 1d20 + 5 ⇒ (13) + 5 = 18
"....Seven, your blood is translucent, any human's blood is not."
Guaire looks her meaningful in the eyes.
You're more than meets the eye, aren't you.
| Seven.teen |
Oi quit that. It's not the right moment for this ;) The right moment will (probably) be after we find Baine.
Seventeen narrows her eyes and asks Guaire, "Are you all right? It seems you are hallucinating."
Jarreck Lightfoot
|
"Shall we continue to follow the trail or do we want to examine the larger area we are in. It seems we are now expected"
Jarreck will offer one of the sunrods to Omo or Seven. "At the first sign of combat how about using this to widen the area of good visibility. Throw it in the middle of them if nothing else. We can stay in the shadows but see them better." He says the last with a grim smile.
| Seven.teen |
Seventeen digs a few copper pieces out of her purse, casts light on them and hands them out saying, "An old trick. Sunrods are nice but so is magic! Keep these in your pocket"
Edit: Gents the light cantrip can be cast endlessly. Who DOESN'T want light on their weapon?
Jarreck Lightfoot
|
Jarreck smiles and returns the sunrods to his pack. "As the saying goes more than one way to skin a kobold"
| GM Niles |
You can only have one light spell active at a time. Per the PRD entry on the light cantrip.
| Seven.teen |
Hmm so it does!
Jarreck Lightfoot
|
Jarreck eases away from everyone into the shadows and makes a circuit looking for anything that might have been overlooked during the fight.
with my lowlight vision I should be able to see out to about 90' somewhat decently
stealth: 1d20 + 7 ⇒ (19) + 7 = 26 to hide from any prying eyes
perception: 1d20 + 7 ⇒ (12) + 7 = 19
miss%<90': 1d100 ⇒ 83 must be better than 20
miss%>90': 1d100 ⇒ 39 must be better than 50 can't see a thing
edit**Niles I'm making a circle about 12 squares out from Seven's position**
| GM Niles Iron Gods |
Jarreck does some scouting from the current position of the party and notes that the cavern is indeed large, and sandy, with a hillock of stone in the center of the central cave.
Map edited
Jarreck Lightfoot
|
"Seven I would prefer to be able to remain in the shadows as much as possible, maybe Guaire would like something affected by your light spell."
Jarreck staying under the edge of the hillock will move east trying to get close enough to view what the light source is to the southeast. While using the hillock to hide his silhouette.
Niles assuming you mentioned it because we can see it's glow at a minimum.
stealth: 1d20 + 7 ⇒ (19) + 7 = 26
perception: 1d20 + 7 ⇒ (4) + 7 = 11
"I am going to ease along the base of the hillock to see if I can determine the source of that glow to the southeast."
He moves out trying to stay 50' or so in front of them. Without any further discussion he will only go as far as the far side of the hillock. He is creeping forward with his bow out and arrow nocked.
| Mortimer 'Mort' Burrwaddle |
Mort sheaths his club and wanders around still a little troubled by his wounds he decides to tap himself with the wand once more.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
"I'll go along with you Jarreck, if you find anything you'd might need a little bit of help."
Mort's hand begins pulsating a dark black aura as the two go along to scout.
Stealth: 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8
Jarreck Lightfoot
|
"Thank you, Mort. We made a pretty good team just now."
| Seven.teen |
So er is anyone going to use the wand to heal Seventeen?
| GM Niles Iron Gods |
Jarreck and Mort do some more scouting and find a nook of a cavern where the light emits from
A crisp glow of light shines from the northern wall of this cavern,
although no obvious source of the light is apparent.
| Mortimer 'Mort' Burrwaddle |
Will Save: 1d20 + 6 ⇒ (3) + 6 = 9
Mort looks at the light and looks around.
"Well this seems weird, there is light but no light source or am I as blind as a bat suddenly?"
Jarreck Lightfoot
|
will: 1d20 ⇒ 14
"Mort take a closer look the back wall is an illusion. The light is coming from the other side of it."
| Mortimer 'Mort' Burrwaddle |
Will save nr. 2: 1d20 + 6 + 5 ⇒ (10) + 6 + 5 = 21
"Heh, you're right Jarreck. So there is a hidden room behind that northern side. I wonder who tried to keep it hidden and why."
| Seven.teen |
Seventeen appears to be stareing after the scouts, but in reality she's thinking, 'This wound is a nuisance, but so was that that *woodsman's* attention. Maybe Omo will help me if I ask him discreetly later.'
Jarreck Lightfoot
|
perception: 1d20 + 7 ⇒ (5) + 7 = 12 to find any traps in the area of the illusion. Add 1 for technical traps
After looking for any traps around the fake wall, Jarreck will go back and let everyone know what he and Mort have found.
"Hey everyone, we've found a tunnel with a fake back wall, an illusion, where the light emanates from"
| GM Niles Iron Gods |
Jarreck doesn't find any traps he does find a door, similar to the metal portals he used to enter the cavern. It is a circular grey metal door with a panel used to open and close it, this one however was left ajar. Jarreck sees that someone knocked it off its track, so it won't close fully.
Map edited.
-Posted with Wayfinder
Jarreck Lightfoot
|
"No time like the present to find out where this goes. Keep your heads down and your wits about you"
Jarreck will move up to the open doorway and peer inside. If he doesn't see anything he will step in trying to tread quietly.
stealth: 1d20 + 7 ⇒ (6) + 7 = 13
perception: 1d20 + 7 ⇒ (15) + 7 = 22
Trying to look everywhere at once he stumbles into the doorframe knocking his sword handle in the process.
| GM Niles Iron Gods |
Jarreck moves through the illusionary wall and moves through the door where he sees
This metal room is brightly lit by glowing panels i n the ceiling
above. To the left and right, complex machines consisting of
spiral tubes and nozzles twitch and hum. The nozzles match those seen earlier in the room near where you fought the robot.
Every few seconds a spark of electricity snaps from one side of the room to the other. Jarreck, you think that you may be able to disable this electrical current if you could ground it appropriately Disable Device .
Jarreck Lightfoot
|
"Hmmm, that looks like it might hurt, let me see here. There's some extra cabling laying here, might be able to short this thing out. Everyone stand back please."
Taking out his tools, he sorts through them looking for just the right items. Then opening a panel on the side of the room; he strips the ends of the cable to bare the wires. Crossing the circuits under the panel he tries to short out the nozzles.
disable device + MWK tools: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
| GM Niles Iron Gods |
Jarreck does his thing, but he fails to properly secure one side and Reflex: 1d20 + 6 ⇒ (7) + 6 = 13 he is shocked for 2d6 + 2 ⇒ (3, 3) + 2 = 8.
This does have the effect of bleeding off some of the excess electrical energy. Allowing everyone to hustle through without being shocked, however the area will once again become electrified in 1d4 + 1 ⇒ (4) + 1 = 5 minutes.
You guys have moved through the "trapped" room and now are in a metal tunnel again. The lighting has dimmed to low light conditions, although Seven still carries a light source.
The tunnel curves ahead to the right and onward, but there are doors directly in front of you.
Jarreck Lightfoot
|
ouch! yeah figured that wasn't gonna cut it.
"Well that was certainly NOT the way to do that." coughing to clear the burnt taste from his lungs and throat "Everyone quickly come through before it re-energizes. I need to cut the power to this room before we come back through"
Jarreck will take a look around to see if there is any panels on this side of the room that might allow him to cut the power going into that rooms.
perception: 1d20 + 7 ⇒ (9) + 7 = 16
Once everyone is through the room and before we move down the hall, "Mort, can you help me out a little, Man that hurt!"
BTW Seven has asked as well before
I'm up for opening the doors, if everyone else is.
Jarreck Lightfoot
|
"uhmm? Three?" squinting a little more, "Nope just two, might better aim for the middle for the time being" he says with a smile.
| Mortimer 'Mort' Burrwaddle |
ClW Seven: 1d8 + 1 ⇒ (1) + 1 = 2
Mort looks back at Seven with a questioning look.
"Why are you eyeing me so much? O it isn't me? Just this wand? Very well then"
He then looks back at Jarreck
"No sweat, though you ought to be careful with those electric shocks Jarreck. We can't have you go unconscious on us."
CLW Jarreck: 1d8 + 1 ⇒ (8) + 1 = 9
"So these doors here, anybody have a key? I don't see any keyholes though. Is this with some sort of lock that can be opened with a different device? Those cards for example? I've seen garritt fumble with such a thing before as well. I think it was a safe he couldn't get open."
Jarreck Lightfoot
|
nice roll Mort!
Digging in his pouch Jarreck produces some access cards " I have a few we can try to use"
He will try the access cards he has on him. Niles I'm carrying 5
| GM Niles Iron Gods |
The air in this room seems to buzz and hum with energy. Strips
of glowing rectangles light the room from above, while strange
flickering windows line the east and west walls. A large glass topped
circular table sits in the middle of the room. To the north
sits a large metal desk covered with blinking lights, while a
humming pillar of purple-and-black metal stands nearby, its
sides flashing with tendrils of violet energy. A single golden
panel flashes with a soft but incessant light on the side of this
pillar. A thick layer of dust coats everything, diffusing the lights shining from the various surfaces, and many of the machines
seem to be damaged, cracked, or otherwise ruined.
వాతావరణ నియంత్రణలు సహజావరణం గోపురం Kasath 134,67
Is stenciled into the large glass table.