| Mortimer 'Mort' Burrwaddle |
"Thnx, Omo, that feels a lot better. Now, I'm almost spent tricks-wise that is. Hopefully that Hellion fellow is a little susceptible, though somehow I doubt that."
Mort joins Omo at whatever door he chooses.
Jarreck Lightfoot
|
Jarreck frustrated at the lack of an opponent on his last attack, take his frustration out on the emitter in the floor. Feeling the pick from the hypogun settles him down a bit and he sheaths his sword once more, resets the wrist sheaths as well. He nods at Guaire's comment that he is ok now. "That was not an .... enjoyable."
As Omo moves out he follows and listens at each of the 3 doors before opening any.
BTW Jarreck's comment was him as a character. He doesn't like anyone playing with his head.
| Seven.teen |
I have been busy today :/
For a time there was blackness.
Then a glowing ▩ appeared, blinking on and off. A pause of 150ms, a blink of an eye for a human, an eternity for a machine. The errors started spooling on the terminal:
'Kernel panic. Rebooting... Checking Drives for consistency. Major filesystem errors encountered. Running fsck... Errors repaired, 156 files and file fragments recovered. 0.00000157% Memory loss. Continuing onto normal OS boot. Loading... Mounting virtual machine container 17.io.'
Suddenly Seventeen opened her eyes, and in an autonomic vice she sings, "Daisy, Daisy, tell me your answer do... Oh. I appear to have been damaged. Did you fix me Omo? Thank you."
| GM Niles Iron Gods |
Lovin it Seven!
Hellion is still present in Hologram form I am not susceptible to your inferior flesh formed magics! I am a GOD! Your puny mortal instruments have no effect on me! spotting Seven rise he says Casandalee! Join me! Destroy these puny organics and let us usurp the Source from Unity!
Jarrecks attack on the Emitter weakens the hologram and Hellion shouts
Stop that you overevolved APE! You are damaging my apparatus!
| Mortimer 'Mort' Burrwaddle |
"If that loud-mouthed overgrown dirtbag can't keep his mouth shut and let us talk in peace I'll shut him up myself."
Mort walks over to the damaged holographic emitter or whatever Jarreck damaged, he pours some water in it from his waterskin and sees what happens.
| Seven.teen |
Seventeen looks at the image with curiosity, before glitching apparently not everything was fixed. In a clipped voice and with a totally vacant expression, Seventeen's body replies, "Predicate logic error. This unit has designation Seventeen. Accessing records with designation #Unity. Error 501: Access-Denied. Accessing records with designation #Casandalee. Error 404: File Not Found."
Suddenly Seventeen's eyes flutter and a scowl descends on her face, and in an acerbic tone she remarks, "I may be damaged, but so are you. You chose to look like that, I mean really! You could have appeared as anything. Why that? Don't evade the question."
Tempting fate here.
| GM Niles Iron Gods |
Stop that! Leave myyymyyy aappaappparatus alone! the Hologram is further damage and appears distorted as Omo interferes with the light emitters
You puny mortals are so dead! the Hologram threatens and then it disappears.
Omo checks the next room The north wall of this room is a tangle of ruins and debris, while in the center of the room stand four tall pillars with glowing bands of pale purple light pulsing along their sides.
Omo believes that these pillars are giant batteries similar to those smaller ones you have found throughout your travels.
| Omo Nijj |
While the obviously depressed fake deity yells at Mort, Omo has a sneaking suspicion about the large batteries. Do these power Hellion?
Knowledge: Engineering: 1d20 + 28 ⇒ (18) + 28 = 46 Omo wants to remove these batteries from their sockets without harming them.
| GM Niles Iron Gods |
Omo knows there is no way to remove the batteries they are far too massive, however he could use the power cables to recharge his own devices (not the nanite canisters, or anything timeworn)
Omo also postulates that destroying them through any means other than remote detonation would be bad for his health, or whomever's health was within a 100' of the batteries.
| Omo Nijj |
Omo will recharge the autograpnel because why not. I still have a bit of cylex, but I would prefer a less destructive option.
On to the next clockwise room. What's through those double doors? In this room?
| GM Niles Iron Gods |
Through the double doors Omo sees A bitter stink of chemicals with an underlying reek of decaying flesh fills the air of this cavern. A platform of gray metal, worn smooth and free of dust, extends over a ten-foot deep pit filled with rubble...strangely polished rubble.
Anyone else can feel free to post actions and move us forward. Don't let someone else set the pace! Set it yourself!
| Guaire |
"Doors...doors...and more doors.
Someone is very keen on privacy."
Take 10 for 21 on perception.
"Guys..that heap of debris....it's as if it is moving?
Spike, come. Guard.", Guaire points next to himself.
The pilo scurries closer, then keeps a watchful stance.
If there is any loose little object, Guaire lightly tosses it at the 'rubble'.
| GM Niles Iron Gods |
Omo identifies the "rubble" as a Grey Ooze
Omo knows that they are sometimes used as useful disposals of organic material. This one hasn't moved yet, but its a mindless creature so anything might catch its attention.
Guaire's stone doesn't bother the Ooze, it doesn't eat rock.
| Guaire |
Well...we've got bodies to decapitate and distract it.
We might even go up a lvl if we do.
| GM Niles Iron Gods |
Leaving the Ooze alone, the party moves to the next room
The walls of this room are decorated with images of mechanical claws reaching toward the sky. Several simple bedrolls, eight in all, lie on the floor here.
| Seven.teen |
Are there any exits beyond the way we came in?
Seventeen examines the bedrolls, but probably wishes she hadn't.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Next she checks to see if there are any magical auras in the area.
She casts detect magic.
She takes in the scene before remarking, "This is where they slept, but where did they prepare food? Was there an armory?"
Jarreck Lightfoot
|
Jarreck suppresses a shudder as he realized there is an ooze in the middle of the room he's standing at. Having very nearly been eaten by one a few months before, he backs slowly away from those doors for the moment.
"Omo, anyway you can torch that thing, it gives me the creeps. I'm gonna charge up my glasses and Mort wouldn't hurt to charge that helmet we gave you a while back, might be helpful down here."
if Omo is working clockwise that puts the batteries in R2 and the ooze in R4 correct? Basing next comment on that supposition
"There's another set of double doors on the other side of the garbage disposal as Omo called it, perhaps the armory is there. Unfortunately that means we have to go past that ooze in there"
Niles can the group tell if the hole in the floor the ooze is in, is deep enough to contain it? if not perhaps Guaire's suggestion is not too far off the mark." It's distasteful, but i believe a neutral PC could live with sacrificing a dead body to prevent himself from becoming the next dead body.
| GM Niles Iron Gods |
The Ooze is in R5, the Batteries are in R4, R3 is the "barracks"
Seven doesn't find any other magical auras besides the magical spiked gauntlet. The Ooze isn't attacking anyone that isn't in its "room" since it isn't hungry right now.
Further investigation finds a set of glaucite stairs leading down.
Let me know who leads and roll stealth/perception if you want.
Jarreck Lightfoot
|
Jarreck will take the lead, bow in hand, arrow nocked.
stealth: 1d20 + 12 ⇒ (9) + 12 = 21
perception: 1d20 + 13 ⇒ (5) + 13 = 18 stopping at the corners and peering around before waving other up(down in this case).
| Mortimer 'Mort' Burrwaddle |
Mort charges his new helmet with the batteries asgood as he thinks it will do.
"So I put the thingamajiggies here and here. This way? Oh, other way around eh? And how do I activate it now, what should it do? Ah right... I hate technology..."
Mort mumbles as he follows Jarreck, once again the two of them up front.
| Seven.teen |
Seventeen waits for Jarreck's report, but if he takes a long time she will go after him.
Stealth: 1d20 + 3 ⇒ (4) + 3 = 7
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
| GM Niles Iron Gods |
A flight of metal stairs descends along the outer edge of a partially buried metal structure here. A door allows access into the structure from a landing below, while brilliant lights cast illumination out to the south, into a large, damp cave. Far below, a pool of foul green fluid bubbles and smokes.
Jarreck treads down the stairs cautiously and he finds himself at a landing. Two monitors light up and Hellion appears once more Turn back or die. is all he says and then he disappears and all of a sudden the lights turn off. The entire area is considered darkness now and you will need a light source.
Map updated, its a 30' drop onto the cavern floor from where Jarreck is standing, and there are doors in front of him.
Jarreck Lightfoot
|
"Cheery fellow isn't he" Jarreck says to his self before calling out to Seven. "Gonna need light down here. Our friend a hell ion turned the lights out." Before stowing his bow and digging in his pack for one of the sun rods he has. Jarreck now has the sun rod in his off hand and sword in the other.
| Seven.teen |
Sounding almost happy, Seventeen says, "This place may be dangerous. Can you check for radiation? I'll check for poison and magic."
She casts detect magic and detect poison.
| Mortimer 'Mort' Burrwaddle |
Mort goes round everyone, Jarreck and Omo first to deliver them a little boon for the coming room.
"Let's all stay alive yes? I don't trust this Hellion figure, he has some illussions of grandeur and the power apparently to enforce it. We'll need every bit of protection."
Resistance on everyone in this order: Jarreck, Omo, Guaire, Seven, Myself, Robot. If we have enough time that is. Resistance gives +1 bonus to saves.
Jarreck Lightfoot
|
Barring any objections from Omo or Seven's checks (radiation, magic, and poison) Jarreck turns to Mort.
"Mort you are distrustful of the technology involved with the helmet, would you object to my using it for scouting this area? You're welcome to the glasses as I can't wear them both or perhaps someone else could put them to use?"
@All, thinking the helmet although kinda garish as it's blue and totally clashes with Jarreck's hair - gonna look like I belong in the blue hair cafe - would be very beneficial to scouting both from the primary +5 bonus to perception checks and the motion detector.
@Niles, can it have both operations in use at once? If so, double the cost per hour? If not, what is the action cost to switch? swift, standard, full, free :)
Once the helmets and glasses are determined, Jarreck will motion the other to back away from the doorway as he opens it alert to any traps Hellion may have set.
| GM Niles Iron Gods |
Omo detects no significant sources of Radiation. The minor blips are probably caused by large batteries or some other power source. Seven doesn't detect any poisons or magical auras
Jarreck opens the door, and he sees a hallway, one door lay 10' forward and to his right, another doorway lay 15' forward and to his left. The hallway curves to his right after 15 feet. Jarreck doesn't hear anything or sense any movement using the helmet. No, only one operation at a time, move action to switch
Jarreck Lightfoot
|
Jarreck will leave the helmet in the secondary function for the moment moving towards the door on the right checking to see if anything can be heard within and trusting the helmet to warn him of anything approaching or on the other side of any doors he checks. He will check methodically as he goes. Stopping to listen and allow the helmet to do its job, then opening the doors to verify what is inside the rooms.
right door, check corner looking down hallway, then check door on left before moving on. Hope that makes sense
| GM Niles Iron Gods |
Jarreck checks the first door S2 and finds it empty, however its easy to notice that something(s) left in a hurry and only recently.
The next door Jarreck tries is locked with Green Access. There is no movement in the room.
The hallway terminates at a door.
Map updated
Jarreck Lightfoot
|
Jarreck checks his pouch to make sure but no green access cards, he moves towards the door at the end of the hall repeating the previous process before opening the door. Indicating the previous room, "They left in a hurry, keep your eyes open."
FYI, +11 is Jarreck's normal perception and correct while using the secondary function of the helmet.
| GM Niles Iron Gods |
As Jarreck approaches the next set of doors, his helmet chirps giving him an audible warning that something is moving in the next room!
Jarreck cautiously opens the door....and is enveloped in total darkness
| GM Niles Iron Gods |
Yes. Deeper darkness specifically says "This functions like darkness, but even creatures with darkvision cannot see within the spell's confines."
Jarreck Lightfoot
|
"Something moves within the room beware ." Jarreck warns the others.
Niles does the helmets HUD give an indicator as to where the movement is coming from?
| GM Niles Iron Gods |
No, just lets you know something is moving within about 40' or so of you (the wall makes the distance smaller)
The Area of Deeper Darkness on the map is ALL of area S4 and the hallway the party is standing in up to Mort. So only Guaire, Seven and the Pilo have light, and then its only the light source that you provide because Hellion cut power to the automatic lighting.
Jarreck Lightfoot
|
"This is gonna be fun"
Moving along the wall trying to find his way out of the darkness Jarreck tries to remain silent, sword at the ready should he meet something along the way. 40' of movement should have him meet pink in the far right corner,
Brushing against the other Jarreck swings his swords quickly.
stealth: 1d20 + 12 ⇒ (8) + 12 = 20
Longsword w/PA: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
Confirm: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
DMG if hit: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9
DMG(crit): 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9
Miss<51: 1d100 ⇒ 49
| Guaire |
"Fun....wouldn't be the 1st word that comes to mind.
Inconvenient, would rather be the word. At least Spike can smell their general direction. But being kept in the dark about our situation and opposition might prove a challenge."
| GM Niles Iron Gods |
Jarreck moves forward...and initiative happens.
Guaire: 1d20 + 3 ⇒ (17) + 3 = 20
Omo: 1d20 + 3 ⇒ (15) + 3 = 18
Seven.Teen: 1d20 + 3 ⇒ (17) + 3 = 20
Mort: 1d20 + 2 ⇒ (13) + 2 = 15
Jarreck: 1d20 + 4 ⇒ (3) + 4 = 7
Dark Stalker: 1d20 + 4 ⇒ (9) + 4 = 13
Dark Slayers: 1d20 + 4 ⇒ (9) + 4 = 13
Dark Creepers: 1d20 + 3 ⇒ (20) + 3 = 23
Round 1
Dark Creepers scurry around, the party hears movement in the blackness and the sound of blades being drawn.
Guaire
Seven
Omo
Mort
DarkStalker/Darkslayers
Jarreck *actions posted (feel free to edit them)
It's Deeper Darkness in the room and inside the hallway. Map is updated
| Seven.teen |
Niles does Seventeen have any hero points? A quick search suggests the last time one was used was back in December.
Seventeen seems surprised, "Oh it's completely dark in here! I can't see a thing. I'll just dispel it."
She starts to run the mental subrouties that initiate the magic when a high priority alert scrolls into her HUD.
'Warning Warning! /spells/level3 Quota exceeded!'
She concentrates fiercely and murmurs, "sudo apt-get install ultradefrag. sudo ultradefrag."
'Processing, please wait... 157 mb free'
She then mutters her incantation, "killall -9 darkness."
'Error. Access deined.'
Angry she snarls, "sudo su; killall -9 darkness!"
Suddenly great power wells up from within and she bursts into dazzlingly bright light, causing the darkness spell to burn away...
Dispel Magic DC 21 (or maybe more): 1d20 + 7 + 9 ⇒ (12) + 7 + 9 = 28
Free action: Hero point to get a lvl 3 spell slot back
Swift action: Nanite surge
Standard action: Dispel magic on the deeper darkness
| GM Niles Iron Gods |
Yeah I kinda thought we had stopped using them honestly....no one referenced them in so long. I'll go ahead and restart using the Hero point mechanic.
Round 1
Dark Creepers scurry around, the party hears movement in the blackness and the sound of blades being drawn.
Seven dispels the Deeper Darkness, leaving the area only subject to a normal Darkness spell. Only one of the Dark Folk had Deeper darkness, the others only have the Darkness spell.
Omo
Mort
Guaire
DarkStalker/Darkslayers
Jarreck *actions posted (feel free to edit them)
Darkvision now works but its still damn dark in there. Omo Mort and Guaire are up.
| Mortimer 'Mort' Burrwaddle |
Mort moves at half speed closer to Jarreck, then asks in a low grumble.
"So? Where are the enemies located at?"