Jarreck Lightfoot |
Using the e-pick Jarreck will take his time and open up the white box.
kn:Eng: 1d20 + 7 ⇒ (20) + 7 = 27 do I recognize what I see?
EDIT****If not too late if you turn on the radiation detector to check the box and then turn it off. Do you use a whole charge?
GM Niles Iron Gods |
Ok, so its going to take Jarreck about 20 minutes of fiddling to open the White labeled box. Is anyone doing anything special while he fiddles?
1d20 ⇒ 20
This lightweight, formfitting bodysuit
features a variety of pockets, straps,
and a bui lt-in interface for automatically
adjusting the various colors and patterns
on its fabric. Selecting a color or pattern is
a ful l-round action that consumes 1 charge
and provokes an attack of opportunity.
Capable of cycling through dozens of hues,
the armor can even be used to adopt
sophisticated camouflage patterns that
grant a +3 competence bonus on Stealth
checks. Whenever the wearer enters a terrain of significantly
d ifferent coloration and background patterns, the armor must
be recalibrated to its current area to maintain this bonus.
Maxdex +8 AC +2 Spellfailure 5% weight 5lbs, can hold 24 charges total, price 1200GP
Seven.teen |
Seventeen will amuse herself by inspecting the glowing panel things to the north by the desk. Not that she can tell much about them without wasting more spells.
We need to buy that wand of Technomancy I think.
Kn:engineering: 1d20 + 8 ⇒ (19) + 8 = 27
Omo Nijj |
Omo will help with examining the technology.
Kn. Eng: 1d20 + 15 ⇒ (12) + 15 = 27
"These protective devices are quite incredible."
The young rat folk seems eager to assist, but he is also stymied by his lack of understanding. "Jarreck, you must teach me this tongue."
Jarreck Lightfoot |
"Sure Omo, I believe Guaire wants to learn as well."
Jarreck takes a few moments to indicate the individual signs, and restate what they mean. Hoping to start help the others start to pick out some individual runes/characters. "Keep an eye on the signs we pass and some of them may start to make sense. But more indept study will have to come later."
"Back to the search, shall we check the Xenobiology lab? An elevator is going to take us up or down away from this level. That will leave several more rooms on this one that have not been checked."
Seven.teen |
"That rather depends who made all this", she indicates the metallic deck, the walls and the glowing panels. "If the creators where something rather different than us, then yes a Xenobiology lab could well contain what we are looking for. I guess there's one one way to find out."
Once we've learned all we can here, Seventeen will start moving towards the Xenobiology lab.
GM Niles Iron Gods |
Oh, also the Neraplast armor counts as masterwork and can be Enchanted. It has identical stats as MWK leather armor. Also, as far as if your character knows what certain words mean, I'll let you decide that. Use your own discretion please. If you want you can roll Knowledge or Int checks as appropriate. Elevator is pretty easy to figure out IE elevate means lifting so...but Xenobiology might be a more difficult word.
Jarreck opens the doors labeled Xenobiology and another hallway presents itself. Two doors are closed, but the smell of mold and vegetation permeates the air in this corridor. Two doors, Green or Red.
Seven.teen |
OK. It's can be easy to forget player knowledge is separate from character knowledge.
"I believe you said the last one we encountered was hurt by extreme cold. Did anyone buy any alchemical ice?" asks Seventeen.
Without waiting for an answer, she listens at both doors.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Jarreck Lightfoot |
kn:Engineering: 1d20 + 7 ⇒ (13) + 7 = 20 for Xenobiology
figured elevator was a normal word for the erra - grain elevators being used in mills. Wasn't sure about the alien study word, figured it might be a word used by magic users possibly intended towards outsiders from the planes.
"Not me, need you to start giving me a shopping list while we're in town" Jarreck says in response to Sevens question. Following her lead, he listens at the doors as well.
perception: 1d20 + 8 ⇒ (14) + 8 = 22
@Niles- is the smell of mold and fungus stronger in one part or the other? - sorry late to the party just got in from work
If no major difference can be discerned....
"I say we stay to the right (green door) and work our way around the outside. The diagrams showed this place as a huge circle. If we stay to the outside edges and check the inside doors as they come up hopefully we can keep from being attacked from the rear."
GM Niles Iron Gods |
Jarreck opens the door to reveal The stench of mold and decay fills this open, dark chamber, no doubt created by the thick blanket of fungal matter coating the floor. Several chairs sit before work tables containing unusual tools and equipment, while a row of doors line the curved southern wall.
The lighting in this room is nonfunctional, in part due to the rampant overgrowth of brownish and black molds and fungi in the area. While these growths smell somewhat foul and are unpleasant to look at or touch,
they're harmless. Two plants lay with vines curling against the southern wall. There are four open chambers that aren't lit but you can make out that the doors are open to the chambers.
Gonna need a light source for this room. Right now it is considered dimly lit
Jarreck Lightfoot |
perception: 1d20 + 8 ⇒ (3) + 8 = 11 that's no good
survival: 1d20 + 1 ⇒ (11) + 1 = 12 neither was that -.-
We have two flashlights and 3 sunrods for additional light in addition to the amulet and Seven's light cantrip. The main hall is lit normally if I remember correctly
Jarreck reaches in his pack and retrieves one of the sunrods, snapping it to start it's reaction. basically a glow stick right? and then tosses it on the table to the southern side of the room.
GM Niles Iron Gods |
The room is now considered normally lit. Also, remember that when looking for something specific you take a -1 penalty per 10' away from the object. Who is carrying the amulet?
You can now kind of see that the growth of mold seems to come from the four chambers.
Jarreck Lightfoot |
Jarreck picked it up and it specifically hasn't been handed to anyone. So I guess he's still got it.
Seven.teen |
Is there anything moving in there?
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Jarreck Lightfoot |
Jarreck would have handed off the amulet as it acts as a light spell all the time if I read Niles post correctly. And the first thing he did after picking it up was to move back to the edge of the shadows to walk point again. Does anyone specific want the amulet or toss it in the backpack. Jarreck is also already wearing an amulet of natural armor so can't use both. Might be important though since Niles asked who has it.
Guaire |
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Guaire notices something unusual, gazing into the direction of the plant life.
"Hold on....something's off here. Those two plants, he points, they move unnatural. Maybe manipulated, animated?"
Jarreck Lightfoot |
Jarreck stops at Guaire's warning, following his gaze and pointing finger to the strange plant life. Opening the door further he will move around the northern table to get a different view of the plant life and if unmolested he will check out the northern most cubicle.
"I'll check the right side first, keeping my distance from the creepy plantlife over there."
stealth: 1d20 + 9 ⇒ (13) + 9 = 22 not sure why I'm sneaking around a plant but then again we got attacked by one on the other side of this complex
perception: 1d20 + 8 ⇒ (1) + 8 = 9 to check the northernmost cubicle
lol Jarreck slips as he reaches the cubicle to check on its contents and sees pretty much nothing but more mold and fungus.
movement should have me directly in front of the cubicle door
Omo Nijj |
Knowledge: Nature: 1d20 + 13 ⇒ (9) + 13 = 22
"Those plants are intelligent. Perhaps we can communicate with them peaceably? I don't want to believe everything down here is dangerous to us."
Seven.teen |
"Avoiding unnecessary conflict would be logical. I wonder if these have direct mind to mind communication again," says Seventeen.
GM Niles Iron Gods |
1d20 ⇒ 1
Jarreck checks the northern cubicle and sees a body in the advanced stages of decay and fungal infestation. The massive growth of mold in the room seems to come from the body.
1d20 ⇒ 2
Mortimer 'Mort' Burrwaddle |
Knowledge Nature on Weedwhips: 1d20 + 9 ⇒ (19) + 9 = 28
"I don't think there that intelligent Seven. They are definitely carnivorous plants, not unlike that creature called 'This I' we encountered before. Either we move around those plants or burn them down as they can move, albeit slowly, but the toxin they secrete is highly nauseating."
Mort says as he looks around the room as well.
Seven.teen |
Seventeen looks at Omo apprasingly, and remarks, "Best to avoid them entirely if possible, otherwise yes fire seems to be required."
Omo Nijj |
"These plants are Weedwhips. Carnivorous plants which are barely mobile but have long vines which they use to feed. Their toxins which nauseates their prey!"
Kn: Dun: 1d20 + 9 ⇒ (4) + 9 = 13
"Best we avoid the plant life."
Omo moves very carefully to avoid whatever vines, slimes, or molds infest this room.
GM Niles Iron Gods |
As Omo and Mort move into the room and Jarreck inspects the biota of the small chamber, the door in the eastern wall opens and a a weird looking humanoid makes a shrill sound before raising a spear made from odd metal bits.
Vegepygmy tribes live in tightly knit communities and fiercely guard their patches of russet mold. Vegepygmies cannot speak—they communicate via a crude language of rhythmic taps, beats, and clicks. Hunting parties echo these exchanges through the caves they travel. Vegepygmies stand 2 to 4 feet tall and weigh between 15 to 45 pounds.
Approximately 1 in 20 vegepymies are chieftains. A vegepygmy chieftain is an advanced vegepygmy (often one with class levels) that carries an infestation of russet mold spores in its flesh. A vegepygmy chieftain infects any creature it hits with its natural weapons with russet mold spores (see below).
Guaire: 1d20 + 3 ⇒ (18) + 3 = 21
Omo: 1d20 + 3 ⇒ (11) + 3 = 14
Seven.Teen: 1d20 + 3 ⇒ (5) + 3 = 8
Mort: 1d20 + 2 ⇒ (5) + 2 = 7
Jarreck: 1d20 + 4 ⇒ (18) + 4 = 22
Weedwhip: 1d20 + 9 ⇒ (5) + 9 = 14
Pygmys: 1d20 + 2 ⇒ (12) + 2 = 14
Round 1
Jarreck
Guaire
Omo
Weedwhips
Pygmys
Seven
Mort
Guaire, Jarreck and Omo are up, map is updated. This fight might be a bit deadly. Remember you have hero points.
Mortimer 'Mort' Burrwaddle |
Knowledge Nature: 1d20 + 9 ⇒ (19) + 9 = 28
"Look out! That creature is a vegepygmy, though small in size, they can be quite bothersome and deadly with many. They're formed from bodies left in that russet mold. We should make sure it's gone after we kill this thing."
Jarreck Lightfoot |
kn:Dungeoneering: 1d20 + 7 ⇒ (20) + 7 = 27
"We've run into this before, at the slurk's cavern. I wonder if the man there came...." Trailing off as the door comes open to the east.
Drawing his shortbow, Jarreck takes a shot at the pygmy that just opened the door (Green).
shortbow+PS: 1d20 + 4 ⇒ (12) + 4 = 16 guessing the the pygmy has cover from Mort? Or can I shoot over top of him, he is short afterall...
damage if that hits: 1d6 ⇒ 3
crazy busy week for me will try to stay current, bot as necessary
Seven.teen |
"Clear a path I must burn these!"
Seventeen intends to use burning hands here.
Guaire |
"No time for that now Jarreck, we must focus on our own survival for now."
@ seven:
"Sounds good."
Guaire moves NW of Omo and shoots at green too.
Shot, PB: 1d20 + 8 ⇒ (8) + 8 = 16 Dmg: 1d8 + 1 ⇒ (4) + 1 = 5
Omo Nijj |
Omo throws a bomb at the purple creature.
Bombs Away (RT): 1d20 + 6 ⇒ (16) + 6 = 22
Fire Damage: 2d6 + 4 + 1 ⇒ (2, 4) + 4 + 1 = 11
Splash Damage:7
Nature: 1d20 + 13 ⇒ (3) + 13 = 16
"Maybe that mold is the russet mold!"
GM Niles Iron Gods |
Round 1
Jarreck fires through the doorway and the arrow fails to do any damage against the plant creature.
Guaire fires through the doorway and the arrow fails to do any damage against the plant creature.
Omo hurls a bomb and it melts the plant creature's face. Reflex: 1d20 + 2 ⇒ (7) + 2 = 9 the one next to it suffers burns as well.
Weedwhips
1 1d3 ⇒ 3 attacks Mort, its long tentacles flailing Tentacle1: 1d20 + 7 ⇒ (3) + 7 = 10 Tentacle2: 1d20 + 7 ⇒ (5) + 7 = 12 Tentacle3: 1d20 + 7 ⇒ (8) + 7 = 15 but the wily gnome remains unhittable.
2 1d3 ⇒ 1 attacks Jarreck its long tentacles flailing Tentacle1: 1d20 + 7 ⇒ (6) + 7 = 13 Tentacle2: 1d20 + 7 ⇒ (18) + 7 = 25 Tentacle3: 1d20 + 7 ⇒ (10) + 7 = 17 scoring two hits on the Rogue 2d4 + 2 ⇒ (2, 3) + 2 = 7 Fort: 2d20 ⇒ (20, 15) = 35. Jarreck resists the poisonous sap!
Pygmys move around a bunch, Green attacks Mort Claw1: 1d20 + 1 ⇒ (14) + 1 = 15 Gold attacks Mort Claw1: 1d20 + 3 ⇒ (12) + 3 = 15 both miss the gnomish tank!
Seven
Mort
Good Guys are all up. go go go
Round 2
Jarreck
Guaire
Omo
Bad Guys
Seven
Mort
Omo Nijj |
Omo throws another bomb cream/tan creature so that he can burn the Weedwhips whips too.
Bombs Away (RT): 1d20 + 6 ⇒ (20) + 6 = 26
Fire Damage: 2d6 + 4 + 1 ⇒ (1, 2) + 4 + 1 = 8
Bombs Away (RT) (Crit Confirm): 1d20 + 6 ⇒ (14) + 6 = 20
Fire Damage: 2d6 + 4 + 1 ⇒ (2, 6) + 4 + 1 = 13
Splash Damage: 7
Omo then backs up to get away from the green monster next to him.
Seven.teen |
Seventeen ducks into the space behind Mort and Omo and brings her thumbs together facing east. Her eyes shine briefly with an inner light and miniature lightnings crackle between her outstretched fingers as she intones, "Fuego!"
A fan of vivid fire flashes out behind Mort's left ear immolating the three Pygmies to the east!
Casting defensively: 1d20 + 10 ⇒ (15) + 10 = 25
Burning Hands with saltpetre DC 15 reflex: 5d4 + 1 ⇒ (3, 4, 2, 4, 1) + 1 = 15
5' step SW
Swift action: use 1 Arcane reservoir point to boost CL by 2
Cast Burning Hands Defensively
Mortimer 'Mort' Burrwaddle |
Mort's right hand starts to glow a pale blue and then he takes a step back north. He tries to touch the green vegepygmy with the negative energy.
Using my spell-like ability to get Chill Touch going. If Mort can attack he will.
Attack, Chill Touch, Touch Attack: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 3 ⇒ (3) + 3 = 6
If a hit, Fort Save DC 16 or takes 1 Str damage.
Jarreck Lightfoot |
Tentacle2: 1d20 + 7 ⇒ (18) + 7 = 25 Tentacle3: 1d20 + 7 ⇒ (10) + 7 = 17 scoring two hits on the Rogue
Niles were these touch attacks? Jarreck's AC is 18 if not.
Not seeing much of an effect on the pygmy Jarreck turns his attention to the Weedwhip that has attacked him. Dropping his bow on the table and drawing his swords; he steps forward to engage(#1).
shortsword(Main)+TWF: 1d20 + 3 ⇒ (12) + 3 = 15
shortsword(Off) +TWF: 1d20 + 3 ⇒ (1) + 3 = 4
damaage main if hit: 1d6 + 2 ⇒ (2) + 2 = 4
GM Niles Iron Gods |
I had not updated AC on the map. Sorry. I'll adjust HP
Seven casts her spell and Red: 1d20 + 2 ⇒ (17) + 2 = 19Gold: 1d20 + 2 ⇒ (16) + 2 = 18Blue: 1d20 + 2 ⇒ (13) + 2 = 15 the Vegepygmys wail in pain.
Mort cannot step north as Seven is there, but he casts a spell so the Vegepygmys get AoOs Green: 1d20 + 3 ⇒ (7) + 3 = 10Gold: 1d20 + 3 ⇒ (8) + 3 = 11 they miss, but so does his Chill Touch spell.
@ Jarreck, unless you have quick draw, what you did was a bit illegal. Drawing weapons can be done as part of a move action or as a move action. Attacking with two weapons is a full round action that precludes any move action except a 5' step. I won't sentence you to 30 lashes this time, because it actually helps you that you only attacked with one weapon, you get the +2 bonus that makes you hit.
Round 2
Jarreck
Guaire
Omo
Bad Guys
Seven
Mort
Be back later to finish the summary....daughters just woke up
GM Niles Iron Gods |
Round 2
Jarreck attacks the weedwhip, hitting for 4!
Guaire fires his bow twice, the arrows do no damage to the plant like creature. They have DR against piercing...
Omo melts another vegepygmy Ref1: 1d20 + 8 ⇒ (4) + 8 = 12 Ref2: 1d20 + 8 ⇒ (18) + 8 = 26 the splash hits one of the Weedwhips.
Bad Guys
Weedwhip1 1d4 ⇒ 2 attacks Omo Tentacle1: 1d20 + 7 ⇒ (14) + 7 = 21 Tentacle2: 1d20 + 7 ⇒ (9) + 7 = 16 Tentacle3: 1d20 + 7 ⇒ (17) + 7 = 24 hitting the Ratfolk twice for 2d4 + 2 ⇒ (2, 1) + 2 = 5 and 2d20 ⇒ (15, 12) = 27 Omo resists the poisonous sap!
Weedwhip2 1d4 ⇒ 2 attacks Omo Tentacle1: 1d20 + 7 ⇒ (12) + 7 = 19 Tentacle2: 1d20 + 7 ⇒ (11) + 7 = 18 Tentacle3: 1d20 + 7 ⇒ (17) + 7 = 24 hitting the Ratfolk three more times for 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11 and 3d20 ⇒ (18, 12, 3) = 33 Omo is nauseated!
Pygmys three attack Mort 1d20 + 3 ⇒ (16) + 3 = 19 1d20 + 3 ⇒ (11) + 3 = 14 1d20 + 3 ⇒ (10) + 3 = 13 1d20 + 3 ⇒ (17) + 3 = 20 1d20 + 1 ⇒ (9) + 1 = 101d20 + 1 ⇒ (14) + 1 = 15 the pygmys mostly rake inneffectually at the druid but two claws rake him for 2d4 ⇒ (2, 4) = 6
Vrilledt a new enemy arrives you all notice he carries a weapon bearing the sigul of Brigh...how'd he get that!
Seven
Mort
Round 3
Jarreck
Guaire
Omo
Bad Guys
Seven
Mort
Sorry Omo for all the attacks on you...the dice were unkind. Good guys up!
This is for Omo to make his poison saves on his turn.
Guaire |
Guaire grits his teeth and grabs for the blunt arrows.
"Good thing i've got these blunt ones with me."
He shoots at green again.
Rapid #1, PBS: 1d20 + 8 ⇒ (13) + 8 = 21 Dmg: 1d8 + 1 ⇒ (8) + 1 = 9
Rapid #2, PBS: 1d20 + 8 ⇒ (12) + 8 = 20 Dmg: 1d8 + 1 ⇒ (2) + 1 = 3
Seven.teen |
Seeing the enemies shift about Seventeen calculates her best angle of attack is now to the west of Mort, hitting several vegepygmies and one of the weedwhips. Again her eyes shine briefly with an inner light and miniature lightnings crackle between her outstretched fingers as she chants, "Fuego!" And again a fan of fire envelops her enemies!
"I can't keep this up for long." she hisses.
Swift action: spend 1 arcane reservoir point to boost CL by 2
Standard action: Cast Burning heads defensively, aiming south west
Casting defensively: 1d20 + 10 ⇒ (16) + 10 = 26
Burning Hands CL5 with saltpetre DC 15 reflex: 5d4 + 1 ⇒ (4, 2, 2, 1, 2) + 1 = 12
Mortimer 'Mort' Burrwaddle |
Niles, is this environment still qualified as being Underground? If so my AC is 20, if not I'm still hit twice and all's good.
Mort tries to touch the green vegepygmy again, sending the negative energy through his palm again.
Touch Attack, Chill Touch: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 3 ⇒ (1) + 3 = 4
Jarreck Lightfoot |
@Niles, thanks forgot that was full round action while trying to get something in last night
Jarreck turns to the pygmythreatening him (blue) swinging.
shortsword(main): 1d20 + 3 ⇒ (3) + 3 = 6 missing...
Followed by
shortsword(off): 1d20 + 3 ⇒ (7) + 3 = 10 missing again.
Seven.teen |
Seventeen is going to summon something next, hopefully give Jarreck a flanking buddy.