
Daniel Penfold 357 |
With a bit of luck Zimdoz manages to disable the trap.
The air in the next room seems to buzz and hum with energy. Strips pf glowing rectangles light the room from above, while strange flickering windows lime 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.

Grezzag |

Grezzag eyes over the various machinery suspiciously.
"You reckon this stuff is safe, or are we going to get zapped again?" he asks the brainier members.
Actually, can I use that Knowledge Engineering on this stuff or do I need the techno feats?
Also, should we heal up some more before running into any more trouble?

Alldur Folmes |

Alldur studies the machinery on the table to see if he can make heads or tails of how to operate it once he's given the all clear.
Know: engineering: 1d20 + 10 ⇒ (1) + 10 = 11
fwoof

Grezzag |

Grezzag wipes some of the dust from the panels to examine them more closely. "Some of these pictures look like the weather - there's sun and rain, maybe wind. What do you think?"
Unless someone stops him, he tentatively fiddles with one of the controls to see what happens.

Zimdoz |

Zimdoz scratches his head, but doesn’t know what to make of the contraptions. He will search the room for any secret doors or treasures of note, including salvage.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Regarding healing, we have some spare potions. Daniel, could you put the link to my loot sheet at the top of the page, when you have a moment? It’s in the discussion tab.

Zimdoz |

https://docs.google.com/spreadsheets/d/1BB7dCgeYm_L2qzI8NQeh0ut7M78MhGrk-HE TOe7nwmU
See the sheet above for our treasure, Daniel can’t edit the forum heading. Feel free to take one of the cure moderate potions for your use.
”I don’t see anything else here, shall we move on? Zimdoz will scout the next room when everyone else is healed and ready to go.

Daniel Penfold 357 |
You move into B13 - sorry map got a bit squashed while copying
A large metal table is surrounded by odd-looking chairs in this room. To the west, what appears to be a transparent wall looks out over a strange desert valley. Four pillars support the fifteen foot high ceiling, while dozens of crude images of a pickaxe made of a skull and bones have been painted onto the walls with some sort of ivory pigment along with several phrases in an unrecognisable language. Also in the room is a strange 4 armed creature, similar to the skeletons you fought earlier although it is not skeletal.

Grezzag |

I'll down a potion now, can't risk falling down in combat.
CMW potion : 2d8 + 3 ⇒ (8, 7) + 3 = 18
---
Grezzag quickly pulls back his hand as the console sparks. "Not doing much now, p'raps it needs fixing still."
Grezzag looks over the grim graffiti uneasily, but still greets the strange creature with a friendly grin and a hopeful air.
"Hello! Don't s'pose you speak Common? We're looking for a professor, Human, like him," - he points at Alldur - "Came down some days ago - you seen anyone like that?"

Grezzag |

Grezzag steps forward, axe in hand and ready to protect the others if the creature attacks.

Alldur Folmes |

Alldur takes a deep breath and his skin takes on a metallic hue. He then falls back behind his more sturdy comrades.
Active Effects: Iron Skin. AC 14 T 12 FF 12 10 minutes remaining.

Grezzag |

Att Dble Axe, 2H,PA: 1d20 + 7 ⇒ (6) + 7 = 13
Dam Dble Axe, 2H,PA: 1d8 + 9 ⇒ (1) + 9 = 10
Grezzag moves in front of the creature and brings one end of his axe down with a furious slash.

Zimdoz |

”Ack, leave him alone!” Zimdoz positions himself to avoid cover and shoots at the four - armed creature.
dragon pistol, mutagen, reduce person, point blank,no precise, ordnance, ranged touch attack: 1d20 + 5 + 2 + 2 + 1 - 4 ⇒ (14) + 5 + 2 + 2 + 1 - 4 = 20
dragon pistol, pbs, ordnance: 1d4 + 1d6 + 4 + 1 ⇒ (4) + (6) + 4 + 1 = 15
10 of the damage is fire.
I have about a minute of reduce person left, I figure.

Grezzag |

ouch! lucky I took that potion
Attack, MW Orcish Double Axe, Main, Fighting Defensively: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
Damage, MW Orcish Double Axe, Main, Axe to Grind: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Attack, MW Orcish Double Axe, Off-hand, Fighting Defensively: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
Damage, MW Orcish Double Axe, Off-hand, Axe to Grind: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Grezzag grunts in pain as the creature's sword cuts deep. He adjusts his grip to take a more defensive stance and attacks again, striking at his assailant with both ends of his weapon.
Fighting Defensively, AC 20, Touch 14, until next round.

Leetia |

Leetia will move up to Grezzag avoiding any routes that put her in damage. not sure what map or where we are and casts cure light wounds on him. using arcane reservoir and a level 1 spell slot.
CLW: 1d8 + 2 ⇒ (4) + 2 = 6

Alldur Folmes |

Alldur removes a small amount of butter from a pouch and flings it just behind the four armed creature.
grease underneath the creature and behind it as to not hit my comrades. Reflex DC 16 or fall prone

Grezzag |

AOO MW Double Axe attack, FD: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
AOO MW Double Axe damage, axe to grind: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
AOO MW Double Axe confirm, FD: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
AOO MW Double Axe extra damage, axe to grind: 2d8 + 8 + 2 ⇒ (5, 8) + 8 + 2 = 23
33 damage woo! (assuming 23 beats his prone AC)
AOO MW Double Axe main, attack, FD: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10
AOO MW Double Axe main, damage, Axe to Grind: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
AOO MW Double Axe off, attack, FD: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
AOO MW Double Axe off, damage, Axe to Grind: 1d8 + 2 ⇒ (8) + 2 = 10
Grezzag gives a quick nod of thanks as Leetia heals him.
Even in his defensive stance Grezzag knows when to strike, quickly whipping one end of his axe out and catching the strange creature a serious blow as it regained its footing. "Ha ha! Nice work!" he calls back to Alldur with a grin.
If it's still up:
Keeping up his guard , Grezzag continues the assault with another pair of attacks - but back on its feet, the creature is able to deflect them with its swords.
Still fighting defensively, so AC 20, Touch 14

Alldur Folmes |

Alldur waves his hand and the slippery substance on the floor flakes away into dust. 'Well struck.' He grins to Grezzag.
Alldur picks up and examines the black card, turning it over in his hand. If nothing jumps out about it he'll examine the slot near the door and compares it to the card.

Grezzag |

Grezzag examines the creature, gives it a little kick, and retrieves the javelins and swords.
"You were sayin' you fought skeletal creatures like this one in that big desert room? This one must've been looking out as you did it. He might have been the one that trapped the other room."
Anyone want the weapons? I've already got MW, so the swords aren't an improvement for me.

Leetia |

Leetia looks around checking to see if the either door is trapped.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
"One of you bigger fighters who like to be upfront should take the cloak."

Zimdoz |

Sorry for the delay!
”Yes, they were basically skeletal versions of this thing.”
Zimdoz also takes a look at the door and panel to check for traps as well.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
”It looks like these cards we found are keys of some sort. Alldur, would you like me to try unlocking the door? Oh, and Grezzag should use the cloak for now, I’m fine.”
If Alldur agrees, and nobody objects, Zimdoz will use the keycard when the rest of the party is at least 15 feet from the door entrance.

Daniel Penfold 357 |
As you put the key into the slot the door opens.
A large metal desk with blinking lights and strange glowing panels sits atop a raised area on the east side of this room near a circular table. Two couches covered with black material sits to the south a pair of black metal pillars. Splatters of dried blood stain the floor and walls near a pair of doors to the north, while here and there patches of rust-red mould and fungus cling to the southern wall. The room itself is brightly lit by glowing panels on the ceiling.

Zimdoz |

”More of that mold - can anyone identify it?”
I picked up dungeoneering so I have a shot now, please try if you can!
dungeoneering: 1d20 + 5 ⇒ (8) + 5 = 13
Zimdoz looks around the room cautiously.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
You guys think I should pop my heightened awareness or wait?

Alldur Folmes |

Alldur hangs back while to room is swept for traps. At Zimdoz's question he takes a look at the mold, but is obviously drawn to the strange metal desk with blinking lights.
Know: Nature: 1d20 + 9 ⇒ (11) + 9 = 20

Daniel Penfold 357 |
Zimdoz, you find several storage like cabinets, most of which contain junk or rubble, however you do find the following (all of which seem somewhat strange to you):
a fully functional flashlight
three batteries
26 silverdisks
One of the lockers also contains a strange locked chest which has a white labelled panel on it.
Alldur and Zimdoz you recognise the mould as red russet mould. If someone comes into contact with it, it releases spores that do Con damage. Anyone killed by the mould raises as a vegepygmy. However the mould in the room is black so it looks like all of the spores have already been released.

Grezzag |

Grezzag brushes off the cloak, then fastens it around his neck.
In the next room, he eyes the blood splattered door suspiciously and keeps an ear open for any danger as the others examine the room.
Perception: 1d20 + 1 ⇒ (4) + 1 = 5