
Vedia Merenda |

Will: 1d20 + 2 ⇒ (10) + 2 = 12 Fail
It it still -4 since I've failed all my saves?
Vedina fires another Ray of Frost at the plant creature. She is so ill she misses again.
Ranged Touch Attack: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
Cold Damage: 1d3 ⇒ 2

GM Red Box |

Vedia: You should have rolled a d4 to see how many turns for the initial. I was a bad GM and did not monitor so lets go with no. Just -2 for the most recent fail.
In her mind Vedia feels nothing but hate from the blood eating flora as her bolt of ice sales wide.

James Quintik |

Will Save: 1d20 + 4 ⇒ (11) + 4 = 15
"Hang in there, gang! Fight it with your mind!"
Ranged Touch Attack: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 I don't think that will do it, unless it has no Dex.

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Uronzeer is confused when the momentum of his swing carries him in a full circle again nearly missing the member of his party.
'mind tricks!'
Will: 1d20 + 2 ⇒ (12) + 2 = 14
Zeer closes his eyes tight trying to rid the sight from his head. He roars and swings verticaly at the creature for the sake of his party.
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13

GM Red Box |

James cannot follow up his first shot with a killing blow but the half-orc barbarian ends the little buggers chance it finding more red food for good.
The plant is dead, anyone for salad?
As your heads clear you look around the room, probably avoiding looking directly at the carcass of the plant. You know the trail of blood led to the room but it is now gone, no doubt thanks to the rooms former occupant. There is a set of doors at the south end of the room.
I am going to let you skip the search, there is nothing worth anything in the room.

James Quintik |

"Hopefully we won't encounter another one of those, but if we do, at least we know not to wait for an invitation to attack it."
James leads the way into the next room, following the blood trail.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9

GM Red Box |

Moving forward beacuse the next area is empty. Feel free to do whatever else you need to do.
The doors open onto a T shaped corridor with five exits beyond the one you entered though. The trail of blood resumes and goes to the doors on the east wall.

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"Hmmm apparently I was the most appetizing to the Plant? strange I always was told I was more of an acquired taste?" Augar said in his rumbling deadpan bass. He checked himself over and seeing no wounds looked to the others.
"Where too now?"

Xandar Coulsong |

"Maybe just take them clockwise, and see if some of them open into each other." Xandar says pointing the door next to him.
Guess with two dwarves we have to play dwarven door game here :p

Elkin Stormborn |

Sickened: 1d4 ⇒ 2 rounds
So not past the combat, at least.
Elkin steps into the T-chamber, disturbed at how the plant creature was able to target his own mind.
"I think we should keep following the blood. If that is Khonnir--or someone traveling with him--and they're still bleeding to leave that trail, there's still a chance we could find them alive. It sounds like they were being dragged by another 'tech' thing. We shouldn't dally!"

Vedia Merenda |

"Let's follow the plan I use in dungeons. Pick a wall and stick to it. Let's go with left wall, and see if that door opens." Vedia suggests.

GM Red Box |

The blood stain on the floor leads to the door Vedia and Elkin have indicated. The door opens easily with the access card.
Metal desks sit to the north and south of this long room, yet the most distinctive features are a pair of odd, bed like tables flanked by curving panels of blinking, pulsing lights. Moving armatures of metal extend out over the beds, each outfitted with glowing panes of glass and strangely glowing tools. The chamber reeks of blood, with great crimson stains splashed across the device, beds, and floor.
A construct that had been fussing with one of the bed's turns to you and speaks in an alien voice.
“There is no reason to struggle, you are in safe hands,”
"Return to the recover room with the other patient."
Initiative Augar: 1d20 + 1 ⇒ (13) + 1 = 14
Initiative Uronzzer: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative Elkin: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Ivar: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative James: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Vedia: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative Xander: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative Medical Drone: 1d20 + 2 ⇒ (5) + 2 = 7
“Patient is in recovery no surgery scheduled."
Bold may act
James, Xander, Uron, Augar, Vedia, Elkin
Medical Drone
Ivar
Best this is quick

GM Red Box |

[u] Uronzeer Urdhaqu [/u]
Uronzeer raises he sword and advances on the monstrosity of technology.
Greatsword: 1d20 + 4 ⇒ (6) + 4 = 10
But his blade fails to connect.

James Quintik |

"It said something about another patient in a recovery room. But I am thinking this thing is supposed to heal, but may be malfunctioning..."
James pulls out the arc pistol they recovered, prepared to fire at the construct if it gets aggressive.
If needed...
Attack: 1d20 + 4 + 1 + 2 ⇒ (20) + 4 + 1 + 2 = 27
Electrical Damage: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Crit confirm?: 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 25
Electrical Damage: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10

Elkin Stormborn |

"It's saying something about a patient in a recovery room; it wants us to go there."
Elkin tries to get a better view of what it's doing with the bed that it's at.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Sense Motive: 1d20 + 2 ⇒ (9) + 2 = 11
Stepping into the room near the cleaner bed, he incants a spell to protect himself. "Jodugar zirhi"
Move action: move 15'
Standard action: cast Mage armor, 2 hr duration
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Vedia Merenda |

Vedia moves into the room, and loads her crossbow. She looks around to see if she sees any patients.

Xandar Coulsong |

"Well this is interresting, I wonder if the patient is anyone we are looking for or some of the original inhabitents of this place. Either way I think we may have to turn this robot off."
Engineering: 1d20 + 8 ⇒ (6) + 8 = 14
Xandar will walk in and see what happens once the robot begins to move.

GM Red Box |

James first use of his new toy has quite a devastating effect on the construct. Electricity flashes from the gun to the machine and seems to grow in power when it strikes.
The energy races over the body of the machine. Ozone smelling smoke drifts from its joints as the energy travels up until a shower of sparks jets from what would be it's head.
The construct goes rigid and no longer functions.
You do not see many one shots in Pathfinder. Vulnerability to electricity combined with a crit is VERY effective.
The room is very clean with the exception of the blood trail that leads to one of the beds, possible an injured person had been placed on the bed. The mechanical arms above the bed continue to move but it is impossible to tell if they are actually doing something.
Xander intuits that this room was designed for some form of surgeries so it stands to reason that another room would be used for recovery of patients.

Xandar Coulsong |

"We might be in the hospital area of this place, perhaps someone has been treated here and moved to one of the other rooms. Let's search the rooms as we go ahead, might find something to help our search." Xandar says as he takes a quick search around the room.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
One shots are most common in level 1-2 where a good fighter/barbarian hit with a greatsword can cut most down and crits are truly devastating at this point.

Elkin Stormborn |

Finding nothing else of interest in the operating room, Elkin heads back into the t-shaped hallway. He studies the two single doors in the hall. "Do you think one of these rooms could be the 'recovery room' that it spoke of?"

Vedia Merenda |

Vedia examines the construct for parts or equipment she can salvage before heading out the door with the rest of the group. "Do you have anything for us? she murmurs almost to herself as she fiddles with the remains.
Know Engineering: 1d20 + 9 ⇒ (20) + 9 = 29

GM Red Box |

As Vedia searches the room the only thing she learns is to stay clear of the moving arms. One takes a stab at her with a nasty looking needle but fortunately it misses.

GM Red Box |

We have Elkin and Ivar standing at two different doors. Vote with your tokens I guess.

Elkin Stormborn |

-----------
Elkin's thought here is that the double doors will lead into further hallways, and the single doors have a bigger chance of being the recovery room that we seek. Applying a 'clockwise' rule is fine when you have no clues, but when you have clues (even weak clues like this), it makes more sense to follow those. He could--obviously--be wrong of course. It's just an idea.

Vedia Merenda |

I agree with Elkin's thoughts. I think the recovery room would be close to the surgery.

Xandar Coulsong |

To be fair the double doors could lead into a large patient room, while the smaller rooms could be storageplaces for medicine and equipment. At least that's the logic I went with.
"Concensus seems to be the smaller doors first, so I will abide to the majority. Open the door Elkin." Xandar says as he walks back to the group and places himself behind James

GM Red Box |

Four narrow stalls take up the south portion of this room, their doors and partitions not quite reaching the tiled floor or ceiling above. A fifth door stands to the west, while a strange metal basin protrudes from the wall immediately to the east of the entrance.
Kind of a recovery room.

Elkin Stormborn |

Elkin crouches low to the ground so that he can look underneath the four partitions, checking to see if any are occupied.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22

GM Red Box |

Looking thorough and under Elkin and Augar can see that in each stall area is a seat attached to the wall. Most likely some sort of toilet. No one is hiding inside the stalls.

Vedia Merenda |

"An indoor latrine? Really?" Vadia moves into the room to take a look. She walks up to the basin an fiddles with it.

GM Red Box |

Xander opening the norther door.
Two circular metal tables and several chairs fill the bulk of this room. Metal cabinets sit against the walls, while to the north stands a large machine with glowing panels on its surface. The air in this room feels unusually warm.
Even a quick look in the cabinets reveals racks of small tubes (120)
made of a flexible material, similar but more flexible then the access cards. The tubes are in many different colors. They have clearly been here for a long side and what markings can still be see on the side is hopelessly faded.
There is an additional exit on the far side of the room.
Goo tubes are a form of preserved food. A single goo tube is a malleable cylinder with a cap on one end; when it’s opened and squeezed, the colorful, goopy contents are extruded. Although the texture and appearance of this goo is unappetizing, the paste is actually quite tasty, and comes in a mind-boggling assortment of flavors.
Let me know that you rolled it and I will give some more info.

Xandar Coulsong |

Xandar steps into the room to have a look. "Hmm this could be a eating area, would certainly have place for some people to sit down and relax."
Engineering: 1d20 + 8 ⇒ (8) + 8 = 16
Xandar picks up one of the tubes and tries the stuff inside. "These tubes are some kind of perserved food, it doesn't look like something to eat, but it tastes a lot better then it looks.

Elkin Stormborn |

Elkin picks up a tube with caution. "This... is food?" He sniffs it, but doesn't taste. "Whoever--or whatever--built this place did things in very strange ways indeed."
He pokes a little more around the room, then admits sheepishly that he was wrong. "I don't think either of these places are what that construct meant by 'recovery room.'"
If anyone suggests collecting the tubes, Elkin will help gather and stow them; otherwise, he continues back into the T-shaped hall, and gets ready to proceed through one of the double doors.

Xandar Coulsong |

Xandar goes to put a few of the tubes into his backpack for later study. "If they traveled through space as the stories goes, I guess they had to invent some way to perserve food for long periodes at a time. But in any case there is also another door in here Elkin, think we should check i tout before we start going back?"

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Augar continues to linger in the back letting the hammer rest over his right shoulder cautious about the place but also puzzled and amazed.
"These people seem to be strange, only because they are probably different than anything we already know?"

James Quintik |

Knowledge, engineering: 1d20 + 10 + 1d6 ⇒ (2) + 10 + (2) = 14
"Yes, strange indeed, but fascinating as well. I am going to take these - never know when we might get desperate for food."
OK, I am out for a while, but will try to check in by phone if I can. Good luck!

GM Red Box |

From here there are three direct unexplored options.
- The door leading West from the room wiht the food.
- The door heading east from the hallway of many doors.
- The door heading south form the hallway of many doors.
I guess there are a few other ways to go but they take more backtracking.

Elkin Stormborn |

Elkin helps James pack away the food, carrying his share. (He can carry up to 4.5 lbs of the food without encumbrance issues.)
Elkin looks up at Xander and stops moving towards the hall. "You're right, I was distracted." He moves back towards the door that Xander indicated.
__________
West from the room with the food.

GM Red Box |

The door by Elkin opens into yet another passageway made of the same metal the rest of this area has been composted of. The doors are all closed so there is nothing to be heard.
Options now are.
- The door heading east form the hallway of many doors.
- The door heading south from the hallway of many doors.
- A door to the south from the new hallway.
- A door heading west from the new hallway.
- A door heading west form the new hallway that probably connects to someplace you have already been.
How is this section feeling for you guys? As always i am looking for any input on my PbP GM style. Its hard to add much flavor to bits like this.

Xandar Coulsong |

Dungeon crawl parts of APs are mostly easist to just run as written and save the personal inputs for areas where we can focus on the roleplay.
Xandar looks past Elkin "Seems this area is another hallway with doors. I propose we finish the first hallway to easier navigate and make sure we hit each room in our search."

Vedia Merenda |

Vedia pops out of the indoor latrine totally missing the conversation about the food. "I agree with Augar. Let's check these doors to the south. We're moving further away from where we think the recovery room might be."

GM Red Box |

Map updated
C12. Sick Bay
A row of beds sits along the southern wall of this well-lit room. Glowing screens and metal desks sit on the opposite walls, and splatters of blood adorn the floor and several of the beds. To the east, near where you entered, a large metal device that is the size of a large bed hums softly.
Unfortunately also in the room is a white construct similar to those you have seen before as well as floating yellow construct that appears more substantial then the white ones have.
Initiative Augar: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Uronzzer: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Elkin: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Ivar: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative James: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Vedia: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Xander: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Medical Drone: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Yellow Drone: 1d20 + 7 ⇒ (3) + 7 = 10
Bold may act
James, Vedia, Ivar
Yellow Drone
Elkin, Augar
Medical Drone
Uronzeer, Xander
Wow that is some terrible initiative rolls. Vedia since you are controlling James I linked you to him for action.