Kharax Fireshield |
"Huh, wasn't expecting a buncha four armed skeletons. Glad to know this place didn't get any less weird since we were last here."
Richard Mithril |
After the fight Richard hands a vial of alchemist fire to the Cobbler. "This is the last one I have. I think it will be better off in your hands."
In the tunnel Richard examines the glowing wall with more mundane means. "Magical or something else?"
Take 20 on perception = 26
Richard Mithril |
After a thorough examination of the holographic wall, and a brief rest to make some notes, drink some water, and go over supplies, Richard is ready to tackle the next challenge.
Reaching through the hologram, he tests the doors for other dangers, and to see how it might open.
If a Disable Fevice check is needed Richard has a +12 bonus with masterwork tools and can use it as if he has the Technologist Feat.
Out of curiosity, did we explore off the path in the Dome? Also, any relevant tracks to be found here?
GM Tektite |
No tracks to speak of.
Richard finds the doors open easily, and reveal a metal room, brightly lit by glowing panels in the ceiling above. To the left and right, complex machines consisting of spiral tubes and nozzles twitch and hum.
As you watch, a bolt of electricity arcs across the tubes. Richard get the inmpression the something is malfunctioning, and easily disables the humming machine.
Beyond the doors a lng corridor stretches to the northeast. Thirty feet ahead, a set of doors apear on the east and west side of the corridor
Moving through the west set of doors, 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 glasstopped 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.
Richard Mithril |
"Um.. might not want to play with those like that." Richard suggests to the Cobbler as he moves up to examine everything in the room more closely.
Bardic Knowledge?: 1d20 + 2 ⇒ (1) + 2 = 3
Take 20 on perception = 28
Maruf the Cobbler |
"I'll figure out what they do! This way is much easier!" The Cobbler continues jamming his clawed fingers on random buttons and nobs.
GM Tektite |
Maruf begins fiddling with the control panels, and causes the room to suddenly whir and hum. A series of muff led clicking and buzzing sounds echo through the walls, and a moment later, the circular table in this room f lares to light, providing a holographic projection of the habitat module on its surface. Numerous panels on the wall fill with static, and the pillar of purple metal flashes and begins to pulsate.
Nothing else seems to happen....
Kharax Fireshield |
What the blazes is this this stuff?", Kharax thoroughly bewildered at the new environment,
When the room starts lighting up, the half-orc reaches for his sword. "What'd in Hades ya do, Cobbler?"
Maruf the Cobbler |
"See? I got it to work though! Whatever it is. . . ." Maruf listens for once and stops playing with buttons. "Now what?"
Lol! Sorry, hope the Cobbler isn't pushing any buttons besides the physical ones.
Maruf the Cobbler |
Clearly not listening to Richard, the Cobbler starts sticking his fingers-and eventually his whole hand-into this holographic projection, something he has never encountered before.
Kharax Fireshield |
Kharax, trying to look things over as best he can, shakes his head. "Let's check out more of this place before Cobbler pushes a button that causes it to do something bad!"
Richard Mithril |
"Wait a second.." Richard takes a moment to study the image and toying with the controls to see if they can show anything more.
Disable Device?: 1d20 + 10 ⇒ (11) + 10 = 21
If not, then he's ready to follow Alpha to the next room.
Double Doors along the east side of the hall?
GM Tektite |
Toying with the controls, Richard is unable to coax any function from them. Leaving the room, the partys heads north up the corridor and into the double doors.
A large metal table is surrounded by odd-looking chairs in this room. To the west, what appears to be a tranparent wall looks over a strange desert valley. Four pillars support the fifteen-foot-high ceilings, while dozens of crude images of a pickaxe made of skull and bones have been painted onto the walls with some sort of ivory pigment along with several phrases in an unrecognizable language.
Standing in the middle of the room is another four-armed creature. Though it appears dead, it still has all of its flesh. It immediately moves to attack!
K: 1d20 + 1 ⇒ (6) + 1 = 7
M: 1d20 + 3 ⇒ (4) + 3 = 7
R: 1d20 + 3 ⇒ (11) + 3 = 14
G: 1d20 + 8 ⇒ (15) + 8 = 23
Attack vs Alpha FF: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
The creature darts forward, stabbing Alpha, with a short sword!
Initiative:
Creature
Alpha
Richard
Maruf
Kharax
Party up!
Maruf the Cobbler |
The Cobbler reaches over Alpha and stabs with his longspear!
longspear: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d8 + 3 ⇒ (1) + 3 = 4
Alpha Prime |
Alpha fights on, his pain receptors unceremoniously being activated by the creature. He attempts to imbue his weapon with electricity before swinging. Spellstriking with Shocking Grasp. Activating Arcane Pool to give my weapon a +1 bonus
Concentration: 1d20 + 7 ⇒ (9) + 7 = 16 Surging to make it a 21
PA: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22
1d4 + 2d6 + 6 ⇒ (1) + (4, 6) + 6 = 17
Richard Mithril |
Tapping into his lucky nature, Richard tumbles away from the undead thing and circles the pillar, coming back in at its rear flank with his rapier.
Archeologist's Luck 1/7.
Bardic Knowledge to ID any resistances: 1d20 + 2 ⇒ (4) + 2 = 6
Acrobatics to avoid AoO: 1d20 + 10 ⇒ (7) + 10 = 17
Stab + Luck + Flanking: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Terrible rolls...
GM Tektite |
Maruf stabs with his spear, but misses!
Alpha quickly casts a spell, then slams the creature with his shield, giving it a shock!
Richard calls on his luck, tries to tumble past the creature, but it takes a swing at him!
AoO vs Richard: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
The creature stabs Richard as he passes, causing him to miss his strike!
Kharax!
Kharax Fireshield |
Kharax tries to make his way into the room safely...
Acrobatics in case this thing has combat reflexes: 1d20 + 1 ⇒ (8) + 1 = 9
After that, he uses his whip and tries to trip this monstrosity.
Whip trip: 1d20 + 2 ⇒ (9) + 2 = 11
GM Tektite |
Kharax stumbles past the undead, then lashes out with a whip, but misses.
Attack vs Alpha: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Attack vs Richard: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Attack vs Alpha: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Attack vs Richard: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Crit Confirm vs Alpha: 1d20 + 2 ⇒ (8) + 2 = 10
Crit Damage: 1d6 + 2 ⇒ (2) + 2 = 4
The four armed creature, lashes out with two swords and two fists, stabbing and punching Richard, while only managing to punch Alpha!
Party up!
Kharax Fireshield |
"Torracha, heal us!", calls out Kharax, a wave of positive energy healing the party!
Channel heal: 1d6 ⇒ 5
Here's to hoping its undead and thus doesn't get the heals. If it does... whoops.