
Thawm Uhturj |

ah yes, 26->11 hp is correct

Basil NaN |

Ranged Touch, Invisible Attacker, Soft Cover: 1d20 + 11 + 2 - 2 ⇒ (3) + 11 + 2 - 2 = 14 Damage: 1d6 + 4 + 2d6 + 2 ⇒ (3) + 4 + (4, 1) + 2 = 14
"Make no sudden movement, but cautiously move to the south.", Basil states calmly, no longer taking care to converse in a language that she believes is unknown to their enemies.
"Keldor, we have a situation here."
With that, she pulls the trigger, firing a single bullet at the center of the floating orb, slightly leading the target.
I identified it earlier, so swift Action for Bane against their type, 5 foot step towards, Standard to Fire, Move to reload.
With Touch and him being denied Dex from being blinded against me, that may hit despite the roll, but not holding my breath. I think I remember them being slippery bastards.

DM Nex |

The bullet from Basil bouces off the floating orbs strange deflection. Yup. Still pretty damn hard to hit
Just to the north, the strange floating humanoid in a suit, surrounded by particles of glitter it goans and lashes out where Thawm is.
Miss chance: 1d100 ⇒ 67 Success
Touch vs Thawm: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 6d6 ⇒ (6, 3, 4, 4, 5, 1) = 23 Fort DC 18 half
Ghost blind Will: 1d20 + 7 ⇒ (3) + 7 = 10 Fail
Bit worried that even if you save Thawm might be dead... This is a no joke ghost..
Round 1
Will-o-Wisp (blind 4/5 rounds)
Thawm (-15), Basil
(blind 4/5 rounds)
Ghost
Gauntlet <--

Thawm Uhturj |

Fort save: 1d20 + 6 ⇒ (7) + 6 = 13
oof, wish I had had deflection ...
Thawm collapses in a heap as the ghost's arm passes through her heart, stopping it.
"Glrk-"
11->-12 hp
Thawm has 10 con, which means she is now in Breath of Life and/or Raise Dead territory xD

Thawm Uhturj |
1 person marked this as a favorite. |

with that levelup, thawm gets 6 more hp, which makes her -6 instead, yay xD
Thawm's hard landing doesn't restart her spell, but it does restart her heart.
Barely.

Gauntlet the Eidolon |

Did we have any spells cast on us by the cleric before we left her place, like last time? In the interest of saving time today I will do my turn before I level up, only because I have to level up BOTH my characters classes AND my Eidolon. I will try and add any bonuses I can think of as I go, just in case it might matter...
Keldor curses his stupidity and turns back quickly to his friends in need!
Seeing Thawm fall, he stands over her and tries to hit the evil ghost-thing!
SMITE EVIL ACTIVATED(Target:Ghost)-> Swift action! +3AC vs. Ghost!
Slam Attack! w/Smite Evil!: 1d20 + 10 + 3 ⇒ (5) + 10 + 3 = 18
Smite Evil Damage (Magical) -> Ignores any DR!: 2d6 + 4 + 12 ⇒ (6, 6) + 4 + 12 = 28
"Basil! Grab Thawm!"

DM Nex |

Radiation Ward (7 hours)
castings of Status (split between 3 people) (7 hours)
Delay Poison (7 hours) are the spells she cast this morning
Gauntlet's strike hits this ghost and it screams as the divine smite.
The small little glowing orb continues to strike out in front of itself in the same space.
Miss: 1d100 ⇒ 93 Success
Blind Fight: 1d100 ⇒ 66
Will vs Gauntlet touch: 1d20 + 16 ⇒ (6) + 16 = 22
Electricity Damage: 2d8 ⇒ (5, 5) = 10
Will save: 1d20 + 9 ⇒ (7) + 9 = 16
The wisp's wild movements stops and it starts to move with focus.
Round 2
Will-o-Wisp
Thawm (-15), Basil <--
Ghost (-28, blind 4/5 rounds)
Gauntlet

Thawm Uhturj |

Stabilize check: 1d20 + 0 - 6 ⇒ (4) + 0 - 6 = -2
-6->-7
And now that I'm below -6, that lucky number for +2 to a check might actually come in handy, still only need a 16 or higher...
Thawm slowly becomes paler as the contents of the 7 potions of cure light wounds in her bandolier finish sloshing.

Gauntlet the Eidolon |

Note: Gauntlet has electricity resistance 5 as one of his evolutions. I’m going to absorb the rest of the dam into Keldor for now.

Basil NaN |

Basil will pull the unconscious body of Thawm away from the Combat. She was equally afraid of Keldor accidently stomping on her as she was of the other combatants possible ambitions to end her existance.
Then she focused her Nanite System towards tissue repair; luckily Thawm had a very simple - specifically human - physique.
Cure Light Wounds: 1d8 + 5 ⇒ (6) + 5 = 11
5-foot step, Move action to manipulate heavy object - pull her into my space - Standard Action to cast CLW. (Mechanically I can simply hold on to her after finishing the touch spell - pulling her behind me so that if she regains consciousness she'll be able to stand in the field behind Basil.)
As Thawm coughs and draws a deep breathe, she assists in orientation: "You ceased function. The conflict is ongoing."
before focusing on the combatants herself again:"This whole location must be cleansed. I'll start with you."
Swift to start Judgement - Justice. So that I can use Bane again next round, because obviously I won't maintain it this turn.

Thawm Uhturj |

-7->4
"Urk. Thanks. Don't let it touch you." Thawm replies as she starts to get up.
I double checked init, Thawm was above Basil in init, so I won't be retconning that stabilize check and taking a turn xD

Gauntlet the Eidolon |

Note: Gauntlet has electricity resistance 5 as one of his evolutions. I’m going to absorb the rest of the dam into Keldor for now.
Touch AC NOTE: Gauntlet's Touch AC sucks, but it is +3 better against the ghost while Smite Evil is active and if my Protection from Evil spell is still going from the fight with the poltergeists is another +2 better against both enemies. Also I didn't realize it before, but my Energy Resistance with Gauntlet went up! "Resistance (Ex): The eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, f ire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level." So I should be at '10' and the electrical damage I took from the 'flying orb thing' should have been nullified. I don't mind keeping the partial damage for now and calling it 'my bad' there. But since we just leveled, I'm gonna say that it in effect now however. Cool?

DM Nex |

I am totally find with you not taking the damage, Gauntlet, Since you would have already have it before the level up. So you are currently not injured. Unlike your friend Thawm :)
Thanks Thawm. I think that is one of the instances where exact Init matters. The rest of the time we can go in mostly whatever order. But there are only 3 of you :P
Basil moves Thawm’s body out of the way, and heals her back to consciousness.
The strange ghost creature reaches out and tries to touch Gauntlet's space. Unable to see what is there.
Ghost vs Gauntlet: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 6d6 ⇒ (1, 4, 1, 4, 1, 1) = 12
Will save: 1d20 + 7 ⇒ (1) + 7 = 8
The ghost maintains its strange vision difficulty. But it is lashing out in the space in front of it, almost mindlessly.
Round 2
Will-o-Wisp
Thawm (-35), Basil
Ghost (-28, blind 3/5 rounds)
Gauntlet <--

Gauntlet the Eidolon |

Concentrating on the bigger foe, Keldor/Gauntlet lashes out at the ghost again, fists flying!
Slam Attack! w/Smite Evil!: 1d20 + 10 + 3 ⇒ (15) + 10 + 3 = 28
Damage - Ignores any DR!: 2d6 + 4 + 6 ⇒ (2, 6) + 4 + 6 = 18
Slam Attack! w/Smite Evil!(Iterative): 1d20 + 10 + 3 - 5 ⇒ (11) + 10 + 3 - 5 = 19
Damage - Ignores any DR!: 2d6 + 4 + 6 ⇒ (5, 2) + 4 + 6 = 17
Strange bits of goo-like ectoplasm begin scattering all over!

DM Nex |

Reminded that its still half damage for corporial sources. Even with Smite Evil. Still solid damage though
The flaoting will-o-wisp continues to fly around lashing into Gauntlet, not sure it is not hurting him initally.
Shock touch: 1d20 + 16 ⇒ (10) + 16 = 26
Damage: 2d8 ⇒ (6, 5) = 11
The small mote slows down, and notices that Gauntlet's armor seems to redirect the energy. It then decides to move to a better angle.
Acrobatics: 1d20 + 21 ⇒ (6) + 21 = 27
Move through enemy space = 5+CMD. Gauntlet that would be 28 vs evil. So this is a fail
This provokes from Gauntlet, and the wisp does not move
Round 3
Will-o-Wisp
Thawm (-35), Basil <--
Ghost (-45, blind 3/5 rounds)
Gauntlet

Thawm Uhturj |

Thawm stands up, steadies herself, and casts Haste on the trio!
that's a bonus attack for full round attackers and +1 to atk/dodge/reflex for all 3 of us...
before this post
Items:
. wand of CMW (x17 charges)
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology
. (Divine) scroll of Restoration, Lesser
. potion of Invisibility
Supernatural Abilities
. at will Blessing of the Faithful
. 2/5 Channel Energy (DC 15; 2d6)
. 1/1 Bonded Holy Symbol
. 1/1 Deflection Aura (6 rounds)
Spell-like Abilities
. at will Lore Keeper (successful touch attack equals a 24 on the appropriate knowledge check for the touched creature)
. 6/6 Acid Dart
. 1/1 Arcane Bond (Ring)
Cleric Spells:
. 3rd 3+1/day {D} Dispel Magic, Magic Circle against Evil, Summon Monster 3
. 2nd 4+1/day {D} Barkskin, Protection from Technology, Restoration, Lesser, Eroding Ray
. 1st 4+1/day {D} Shield, Abundant Ammunition, Bless [x2], Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark
Wizard Spells:
. 3rd 3+2/day {S} Summon Monster 3 [x2], Haste [x2]
. 2nd 4+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Summon Monster 2
. 1st 4+2/day {S} Mount [x2], Detect Radiation, Grease (DC 14), Technomancy, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic

Basil NaN |

With Thawm being out of immediate danger and Gauntlet dealing with the Ghost, Basil focuses her attention on the glittery ball they initially intended to deal with.
Lifting her gun and taking careful aim, she fires a single shot as it is distracted by its failed attempt to move past Keldor.
Attack: 1d20 + 10 + 2 + 2 - 2 ⇒ (20) + 10 + 2 + 2 - 2 = 32 Damage: 1d6 + 4 + 2d6 + 2 ⇒ (3) + 4 + (6, 1) + 2 = 16
Confirm?: 1d20 + 10 + 2 + 2 - 2 ⇒ (15) + 10 + 2 + 2 - 2 = 27 Extra Damage: 2d6 + 8 + 4 ⇒ (4, 3) + 8 + 4 = 19
Normally I would use iteratives, but considering that's a -5 and I missed against flatfooted earlier, I think I'll save the ammo.

Thawm Uhturj |

you're hasted too, BTW :D
+1 to hit! 28 to confirm >:D

Gauntlet the Eidolon |

In haste Keldor/Gauntlet slaps at the ball of light dancing around!
AoO: 1d20 + 10 ⇒ (20) + 10 = 30
Damage (Magic): 2d6 + 4 ⇒ (4, 6) + 4 = 14
AoO Crit?: 1d20 + 10 ⇒ (8) + 10 = 18
Damage (Magic): 2d6 + 4 ⇒ (4, 5) + 4 = 13

DM Nex |

Gauntlet swings at the creature and strikes it as it tries to get bast Does not confirm
Basil's shot strikes it straight in the core of its being. With a pop of light and a small ball of electricity it puffs out of existence.
Didn't roll for the ghost's miss chance last time against Gauntlet, apparently, missed.
Miss chance: 1d100 ⇒ 31
The ghost continues its mindless assault against Gauntlet.
Miss chance: 1d100 ⇒ 64
Ghost vs Gauntlet: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 6d6 ⇒ (5, 4, 2, 5, 5, 2) = 23
Will Save: 1d20 + 7 ⇒ (1) + 7 = 8
The ghost maintains its blind condition. Lashing out in the space in front of it.
Round 4
Gauntlet(-23), Thawm (-35), Basil <--
Ghost (-45, blind 2/5 rounds)

Gauntlet the Eidolon |

Don’t I get a save for half damage?

Gauntlet the Eidolon |

Fort Save W/Inevitable Eidolon +4 bonus vs. Necromancy&Death Effects: 1d20 + 10 + 4 ⇒ (20) + 10 + 4 = 34
Feeling the sting of the undead creature's touch through Gauntlet's senses, Keldor lashes out at the ghost again...
Slam Attack! w/Smite Evil!+Haste!: 1d20 + 10 + 3 + 1 ⇒ (3) + 10 + 3 + 1 = 17
Damage - Ignores any DR!: 2d6 + 4 + 6 ⇒ (6, 6) + 4 + 6 = 22
Iterative Slam Attack! w/Smite Evil!+Haste!: 1d20 + 10 + 3 - 5 + 1 ⇒ (3) + 10 + 3 - 5 + 1 = 12
Damage - Ignores any DR!: 2d6 + 4 + 6 ⇒ (1, 6) + 4 + 6 = 17
+Haste Bonus Slam Attack! w/Smite Evil!: 1d20 + 10 + 3 + 1 ⇒ (16) + 10 + 3 + 1 = 30
Damage - Ignores any DR!: 2d6 + 4 + 6 ⇒ (3, 4) + 4 + 6 = 17

Thawm Uhturj |

btw, I know smite evil's deflection doesn't stack with your other 1 or 2 sources, but 2 dex + 3 deflection + 2 sacred + 1 dodge means 18 touch AC :D
Also, next time we go somewhere haunted, I'll have to prep mage armor for everyone...
Thawm gives Keldor the Blessing of the Faithful to protect him from the ghost's next attack.

Basil NaN |

Taking advantage of the ghosts blindness, Basil shifts her position to get a better line of fire, the fires a single shot at the Ghost.
Shift to Destruction Judgement, no Bane
Attack, Haste, Soft Cover: 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 28 Damage: 1d6 + 4 + 3 ⇒ (2) + 4 + 3 = 9

DM Nex |

Sorry yes. you get a save for half! BUT according to Thawm your touch is currently 18, which make that last hit miss.. So no damage on that one then.
2 of Gauntlet's strike hit the ghost square in its form. The fused being's attacks partially going through. The ghost just holding onto its form.
Basil's shot, strikes the target and it flashes and goes out. Calming down the area again.
The room to the north is cluttered with stuff. To the east is what looks like an engine of some kind. To the south are bodies in tubes, with a collapsed wall inside.

Gauntlet the Eidolon |

With the enemy entity now gone, Keldor turns to Thawm and Basil.
"Thawm! Are you well? I can aid you..."
He then reaches out to the woman's arm.
Lay on Hands(Healing+Fatigue/Disease Mercy): 3d6 ⇒ (5, 3, 6) = 14
I will begin the process of leveling up ASAP.

Thawm Uhturj |

hp+LoH+CMW wand x2: 4 + 14 + 2d8 + 3 + 2d8 + 3 + 2d6 ⇒ 4 + 14 + (2, 6) + 3 + (3, 1) + 3 + (2, 3) = 41
"Thanks." Thawm says as she pulls out the wand of Cure Moderate Wounds acquired earlier and taps herself with it twice before putting it away again.
She presents her holy symbol and healing energy washes over everyone.
"That's much better." She explains as she lets her holy symbol fall back in between her breasts, flips her hair out of her collar, and looks down her sides to confirm that Fastidiousness is quickly cleaning all the dust from her now that she's on her feet again.
She clears her throat.
"Next time I'll need to be prepared to See Invisibility." she huffs.
More brightly, she adds "shall we check the caskets, first?"
@Keldor and Thawm, that's 5 hp for you guys if you aren't topped up xD
before this post
Items:
. wand of CMW (x15 charges)
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology
. (Divine) scroll of Restoration, Lesser
. potion of Invisibility
Supernatural Abilities
. at will Blessing of the Faithful
. 1/5 Channel Energy (DC 15; 2d6)
. 1/1 Bonded Holy Symbol
. 1/1 Deflection Aura (6 rounds)
Spell-like Abilities
. at will Lore Keeper (successful touch attack equals a 24 on the appropriate knowledge check for the touched creature)
. 6/6 Acid Dart
. 1/1 Arcane Bond (Ring)
Cleric Spells:
. 3rd 3+1/day {D} Dispel Magic, Magic Circle against Evil, Summon Monster 3
. 2nd 4+1/day {D} Barkskin, Protection from Technology, Restoration, Lesser, Eroding Ray
. 1st 4+1/day {D} Shield, Abundant Ammunition, Bless [x2], Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark
Wizard Spells:
. 3rd 3+2/day {S} Summon Monster 3 [x2], Haste [x2]
. 2nd 4+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Summon Monster 2
. 1st 4+2/day {S} Mount [x2], Detect Radiation, Grease (DC 14), Technomancy, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic

Gauntlet the Eidolon |

Keldor/Gauntlet nods.
"Yes, lets do so quickly, although I doubt they put explosive materials in them. These people must have died horribly in the crash."

Basil NaN |

"What crash?", Basil asks of Keldor, curious, while glancing at Thawm.
Take 10 Heal to assess Status.
"Your function seems to be restored. I support your suggestion, albeit I must point out that your reaction may have been hasty, as well. We could have called for Keldor and arranged a strategically advantageous position near the entrance before opening hostilities."
Taking a moment, she then adds a question:"Are you by chance currently ovulating? Master Blackhand explained that often drives human females to rash decisions they come to regret later."
Can't always pick on Keldor only ;)

Thawm Uhturj |

ofc ;D
"Not those kinds of decisions." Thawm sighs.
"I just figured there wasn't another hostile." She explains as she quickly changes the subject back to the caskets by moving closer and trying to open them up.

DM Nex |

Moving south Thawm checks out the strange life pods. 2 of them are broken open and the remains are decaying. The other 2 are sealed. Inside you can see almost pristine human looking people. One male and one female. Appear Human though unknown ethnicity with dusky skin, reddish hair, and delicate features.
Looking through the broken ones, the bodies seem like they are twitching slightly. Necromatic energies seem to be seeping into the bones, though not fully engaged. The suits are fully broken and crumbling in the 2 broken pods. But you can see each has a in tact white access card, similar to the other ones you have.

Thawm Uhturj |

'a in tact' -> 'an intact' right? Sorry to point it out like that, but it actually took me a half minute to parse that...
"Hmmm. Maybe we should open the pods after we take all their stuff. They might get mad if we loot while they watch." Thawm comments, leaving for the rooom on the other side of the hallway.
Perception for loot and/or badguys: 1d20 + 3 ⇒ (14) + 3 = 17

Gauntlet the Eidolon |

Keldor checks the pod-people for obvious evil, and then the pods for a way to open them so they can release the poor souls inside if needed...
Knowledge (Engineering)w/Technologist Feat and Trait bonus: 1d20 + 10 + 3 ⇒ (13) + 10 + 3 = 26

DM Nex |

Thawm takes a look at this cluttered room, finding quite a few things.
43 silverisks
Timeworn grenade launcher (14 charges)
3x Concussion grenades
Timeworn emergency beacon (18 charges)
timeworn Emergency raft (3 charges)
timeworn emergency shelter
3 charges of something labeled, in Androffen, as Cylex (the explosives you needed)
Gauntlet in the other room doesn't detect anything from the bodies. And as he unseals the pod the bodies start to turn to dust and fall appart. The suits in the in tact pods maintain their form. Not likely to offer protection, but likely worth money to someone if you sold it.
Inside the 4 total suits (2 old and 2 new looking) are 4 grey access cards. I think I said white, but they are grey
Looking over to the west a collapsed part of the hall, but just past is a closed door.

Gauntlet the Eidolon |

Keldor offers a silent prayer for the departed, and helps to gather everything with the others.
Sorry guys/gals. I'm dedicating myself to finish leveling up this weekend...

Keldor Whisthawk |

I'm guessing a Grenade Launcher is an exotic weapon!- I'm not sure I would use a 'Timeworn version' however.

Thawm Uhturj |

"Looks like I found the bombs we need!" Thawm announces cheerfully as she reads the packaging.
Thawm looks to Keldor. "Lead the way?"
sounds like we have another room xD

Gauntlet the Eidolon |

Keldor/Gauntlet nods at Thawm's question, then speaks sounding even more grim than usual.
"Of course. Don't forget to say a prayer for these departed. Maybe the poltergeists are free now to walk Pharasma's coil? Or that ghost?"

Basil NaN |

Basil picks up the Grenade Launcher and checks if it seems functional:"Additional explosive ordnance, even. A successful endeavor."
Checking if any grenades are loaded - and unloading them if they are, Basil then powers up the Launcher and pulls the trigger aiming down the corridor they came from.
If I understand right, if using a Timeworn item for the first time after a while, there is a 50% chance it glitches? I'd say that is, overall, bad, so we want to roll high.
Glitch?: 1d100 ⇒ 55
Just in case you disagree, here's the glitch rolls - Archeologist lets me re-roll and choose - I'd pick 77 which is functions normally.
Glitch: 2d100 ⇒ (77, 38) = 115
So I drained one charge by empty-firing the Grenade Launcher to test it's function, but the glitch roll is out of the way, until another condition triggers it.

Thawm Uhturj |

IDK if we can unload it. Blowing up some debris outside sounds like fun, though :D

DM Nex |

So there are no grenades in it currently. Also its battery is dead. So you gotta put a new one in. And it only works when firing an actual grenade. Says so in the description. No dry firing it. So the first time it fires an actual grenade it would roll on the glitch table. That all being said, you can save your 55. So it will function the first time you use it (since its been a bit more than a month since it was fired)
As the group checks their equipment and prays over the area. They eventually move to the last room/door. This door is shut tight, with no power or way to open it.
Disable Device or destroying the door (either with a Strength roll against Break DC or just repeated hits vs HP and hardness)

Gauntlet the Eidolon |

Keldor flexes Gauntlet's metallic muscles and attempts to force the door...
"Stay back...just in case."
Open Door(Str Check): 1d20 + 4 ⇒ (20) + 4 = 24
Can't do better than that!

Basil NaN |

Ah, ok, this part gave me pause: A grenade launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted. - thats why I figured I could trigger it without a grenade. But could you point me towards the part about battery? I thought charges are relevant here, and you can 'recharge' many items up to capacity from a battery - with the exclusion of timeworn technology - which means if the grenade launcher requires extra charges it would be useless since it can't be charged. Or is this some 'additional' part? Where you need charges of the weapon AND a battery and it then drains from both?
"Acknowledged.", Basil states calmly, standing back with her gun ready, waiting for Gauntlet to do his thing.

DM Nex |

Well it says charges 20 then also 5 grenades. In every other technological device charges show the amount of power (from a battery) that is used. I guess if you had a filled battery (which I think you do) you could charge it up then fire without a grenade. Which would be a form of dry firing. I think my langauge was a bit confusing here. When I mean a new battery I just mean it has no charges currently. It needs to be charged up, with a charged battery. You plug the battery in and it adds charges to the item and drains the battery turning it into a silverdisk. So if you charged it, and dry fired it. It used 1 charge, no grenades, and where able to test its timeworn qualities
Gauntlet slams into the door, it seems to buckle in.
It technically has a break DC of 28.. which is crazy.. But your slams can go over its hardness. So given enough time you can get it. Instead of wasting time I will say you break it open.
As you open the door and look in you see a massive black window, spiderwebbed with hundreds of cracks, graces the western wall of this chamber, half buried under rubble and twisted metal. Curved consoles of strange controls line the walls, with three chairs made of an unidentifiable off-white material facing them. A figure dressed in red fabric of an unusual fine weave sits slimped over the console in the westernmost chair.
As the air from the now open door enters the stale room the body starts to crumble away. As it does everyone is suddenly hit with intense overwelming visiions. Flashes of emotion mixed with the sound of screaming and explosions, sudden feelings of vertigo, and the conviction that gravity has gone mad.
Will save DC 14 or fall prone and staggered for a bit
----
As things calm down, nothing else seems to happen.
A few items of use here in this room:
Timeworn Mind Burner (6 charges)
Red scatterlight suit
Envoy's Mouthpiece with a glowing small button
Skillslot

Thawm Uhturj |

we could also pretend that he used Thawm's crowbar and her blessing for a net +4 to actually hit that 28 DC :D
Will: 1d20 + 9 ⇒ (1) + 9 = 10
Thawm, completely unprepared for more shenanigans, falls onto the ground again. She recovers her footing, but not her mood.
With a sigh she begins looking through things.
"Hopefully there are no more ghosts, at least..."

Gauntlet the Eidolon |

Will: 1d20 + 11 ⇒ (14) + 11 = 25
Keldor immediately turns and assists Thawm to her feet.
"Are you OK Lady Uhturj? That was...uncomfortable for us all I think. We can only pray that their souls are at rest finally."
Once knowing his friend was fine, Keldor will turn and begin examining the articles found, trying to help identify them.
Knowledge (Engineering)w/Technologist Feat and Trait bonus-Mind Burner: 1d20 + 11 + 3 ⇒ (5) + 11 + 3 = 19
Knowledge (Engineering)w/Technologist Feat and Trait bonus-Red Suit: 1d20 + 11 + 3 ⇒ (20) + 11 + 3 = 34
Knowledge (Engineering)w/Technologist Feat and Trait bonus-Mouthpiece: 1d20 + 11 + 3 ⇒ (7) + 11 + 3 = 21
Knowledge (Engineering)w/Technologist Feat and Trait bonus-Skillslot: 1d20 + 11 + 3 ⇒ (11) + 11 + 3 = 25

Basil NaN |
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Well it says charges 20 then also 5 grenades. In every other technological device charges show the amount of power (from a battery) that is used. I guess if you had a filled battery (which I think you do) you could charge it up then fire without a grenade. Which would be a form of dry firing. I think my langauge was a bit confusing here. When I mean a new battery I just mean it has no charges currently. It needs to be charged up, with a charged battery. You plug the battery in and it adds charges to the item and drains the battery turning it into a silverdisk. So if you charged it, and dry fired it. It used 1 charge, no grenades, and where able to test its timeworn qualities
Sorry, I may need some more coaching there - for the Grenade Launcher, it says CAPACITY 20, not charges. By my understanding, capacity is the maximum amount of charges an item can hold. So if you get an empty shiny new Grenade Launcher with Capacity 20 and 0 Charges, then attach a Battery with 10 Charges to it, it would drain it and be (still) at Capacity 20 and half-charged with 10 Charges.
Timeworn items, by definition, can't be charged anymore. So that grenade launcher would, by my interpretation, be at 14 charges out of the 20 capacity it has, but could not receive more charges after those 14 are used. So I would have dry-fired one of those, putting it at 13 charges- turning it into an expensive paperweight once the remaining 13 are used.(unless a glitch refills some)Basil intends to follow Keldor, but the sudden blast of corrupted air gives her pause. Checking back behind them, then forward again, Basil remains stationary while Keldor helps Thawm up, then decides to cover the groups backs as they make their way into the room.
Once the perimeter is sufficiently secured, Basil holsters her weapon and starts taking a look at the technological gimmicks her surroundings hold. "Curious - more lost technology. Yet it feels strangely familiar."
Will Save: 1d20 + 7 ⇒ (3) + 7 = 10(+4 if it is a mind-affecting effect, paralysis, poison, or stun effects
Knowledge(Engineering) 1: 1d20 + 15 ⇒ (18) + 15 = 33
Knowledge(Engineering) 2: 1d20 + 15 ⇒ (2) + 15 = 17
Knowledge(Engineering) 3: 1d20 + 15 ⇒ (16) + 15 = 31
Knowledge(Engineering) 4: 1d20 + 15 ⇒ (20) + 15 = 35
All with Technologist.

Thawm Uhturj |

Thawm shrugs and tries to listen to the recordings on the Envoy's Mouthpiece after hitting the shiny red button.

DM Nex |

As soon as Thawm pushes the button a voice can be heard spoken in Androffan.
"This is the final report of salvage module Chrysalis, Captain Yurian Valako reporting. Divinity is lost; the rest of the ship's crew is presumed dead or worse. The surviving crew of Chrysalis and I are boarding the launch and will attempt an emergency landing, but without AI control, the prospects of a safe landing are minimal. I've secured an inhibitor facet - if I can install it into the Unity interface, it should disable the AI's security long enough for us to reclaim control and perhaps even signal for help from home. I'me boarding the launch now, and will append further reports after our successful landing."
A quick check of the suit shows there is a small crystal with an attached metal piece at the end. Looks almost like a strange key that would fit into something.

Thawm Uhturj |

"Unity interface, huh?" Thawm echoes as she holds up the small crystal with it's attached metal piece.
She puts the 'inhibitor facet' safely away in her haversack, once again perky and aloof.
"Let's see if there's anything else good around here." she says, walking a lap throughout the inside of the whole ship.