
Tomin Mesor |

Tomin joins Tamas in the "stand and wait to stab things when they pop out" group.
-Posted with Wayfinder

DM Bloodgargler |

The trapdoor rises with a similar "Click-tic" mechanical sound. Underneath, you now see a ramp sloping downward 45 degrees. It levels off about 20 feet down, and what you can see is dimly lit (standing at the edge of the discovered entrance, you don't yet see the source).
The walls and floor look to be made of the "poured stone" known as concrete.
The wind begins whipping up again as the cooling surrounding atmosphere, and the lingering heat of the Blisterskin Sands to the south.. vie for dominance through gusts of wind. You see or hear no threats, though the current wind makes it a little more difficult to hear.

DM Bloodgargler |

"Smoke.. detected... please state nature of fire. One... for sol-lids. Two... for flammable liquid. Three... for flammable gasses. Four... for e-lectrical e-quipment. Five... for.. cooking oils.. and.. fats."
It seems to be emanating from somewhere above your head - around a tiny object which looks like the fat knob of a spigot at the ceiling's center.
"Please say... security... for security dispatch."

Alynthar the Forgotten |

Alynthar ignores the voice and tries to move the top of the door so that he can climb out. Failing that, he sits down to study the book entitled Physics until the smoke clears.
'

DM Bloodgargler |

Ervin glances down, and gives you all a look - he starts to speak... to say something like "Are you really going down there?"
Instead, he offers... "Timney and I could remain here for the time being... perhaps?"
After the ramp, there is a hall-like chamber. On the ceiling about fifty feet in is a small box with a pair of teacup-sized faint lights. In the dim light against the walls to the left and right you spot lizardfolk figures - behind a single wall of bars on each side. You see them clearly a split-second later as the conjured illuminations brighten the hall... they look like rotting corpses, but move - reacting to the dancing lights by swatting the air.
Buckled sashes crisscross their torsos and are linked to chains strung through iron rings which lead to mechanical winch devices on either wall. They begin to reach and claw for you, but the restraints prevent them from moving more than a few inches from the walls.
A wagon sits at the far side of the chamber, as well as a lift-up sliding door and two apparent exits at the far corners.
>map<
(EDIT: cardinal directions fixed)
After another ten minutes, you hear a voice on the far side of the door. You listen and hear "Huh.. yeah. Scorchmarks?" The door rattles as someone tries to wiggle it open. "Go on ahead.. scare off the rats. I'll check this out."

Ta'mas Dune-Runner |

"Wasteland ghouls?" Ta'mas asks, though hehas no idea what the rotting lizards are. He scowls, and spits at one. "Someone let me know if they get loose. That your wagon?"
Check wagon for traps: 1d20 + 8 ⇒ (9) + 8 = 17

Alynthar the Forgotten |

"Hello?" Alynthar calls, as he steps back and prepares to cast Color Spray if he is attacked (Readied Action), "Who's there?"

Zazz the Clockwork Juggler |

Zazz walks over to c,15 the top right corner to see what that thing in the shadows is. if it's a pully (kinda looks like it) he'll send the lights along it's cord to see where the cords head off to. Assuming nothing strange happens he'll send the dancing light to the other pully looking things to follow the cords and see where they head to
Zazz walks over to examin the corner and see what they are, then points at similar looking structures to light them.
"What are these? Maybe connected to the door or the cages?"

DM Bloodgargler |

Upon inspection, Zazz is able to determine the two nearer winch devices are connected to chains which clearly operate the "trapdoor".
The wagon itself appears structurally sound, but looks to be less than a third full.
As Ta'mas finishes checking the wagon for traps, you hear a voice echoing from one of the side passages - the southwestern corner...
"You know we can hear that door... and you rats know the rules.", and footsteps drawing nearer.
You hear him lay his shoulder into the door. The metal door groans, but does not yet give way.
Str check: 1d20 + 2 ⇒ (13) + 2 = 15"Maybe I should go scrounge up a laser cutter... guess I could just get some help...."

Alynthar the Forgotten |

"No, I'm not a scientist." Alynthar explains."They were holding me here, but nobody's been around for three days. I'd appreciate if you could get me out."

DM Bloodgargler |

He then returns a moment later. "Alright... got someone comin, but lets try this one more time."
str check: 1d20 + 2 ⇒ (19) + 2 = 21 He rams into the door again, and it looks ready to give.
still ready color spray? other last second preparation before the guard busts the door down?
Zazz dismisses his dancing lights, and remains in the dark corner. Draught moves to use the zombies as cover - though from a safe distance.
As the footsteps near, you hear a staticky voice "Grabba laser cutter from the supply room while yer over there... lemme know if the rats give you any trouble."
He responds into a handheld device "Alright." as he enters the chamber from the southwest passage. He does not notice Tomin as he steps directly adjacent to him. Human male with buzz cut and red tech vest. He has a holstered pistol low on his hip, in one hand he holds the communication device, the other a metal baton. He cranes his neck looking at the wagon. "There you are... Alright... come on out." The tip of his baton crackles with electricity.
Tomin - you have about a second before he notices you.
1d20 + 2 ⇒ (16) + 2 = 18

Alynthar the Forgotten |

"Changed how, exactly? And what do you need me for?" Alynthar asks cautiously. He doesn't like the sound of this. If these people "can't let him leave alive," they're not likely to be people he wants to associate with. While he's used to doing... unsavory... things for survival, and will continue to do so (within certain limits) if necessary, he resolves to escape at the first opportunity.
Color Spray is only readied in the event that he is attacked- he has no intentions of picking a fight if it can be avoided. He doesn't want to work with these people, but he will for a little while if that's what it takes to survive.
Also, I keep forgetting to ask- do Alynthar's mutilations count against him? I put them in for flavor, but a friend pointed out that the missing eye and ear should count against me for initiative and perception, and that the missing fingers would make spells with somatic components difficult. I think the spells would be unaffected, because the books say that magic is different for everybody, and his style would not require the missing fingers, but I can't see a way around the handicaps from his missing eye and ear.

Ta'mas Dune-Runner |

"Why don't you join me back here, stranger," Ta'mas calls out, still behind the wagon, "'less'n you can explain a real good reason why you've got this here cart."

DM Bloodgargler |

The guard straightens in surprise upon hearing the challenge from a non-ratkin voice. He begins to step back and bring the communication device up to his mouth. His face is instantly creeped out and fearful - the undead-inhabited environs suddenly more threatening. He suddenly jumps with fright realizing someone is right next to him.
party has one action for the surprise round
Draught: 1d20 + 3 ⇒ (1) + 3 = 4
Ta'mas: 1d20 + 1 ⇒ (18) + 1 = 19
Tomin: 1d20 + 2 ⇒ (2) + 2 = 4
Zazz: 1d20 + 3 ⇒ (2) + 3 = 5
Enemy: 1d20 + 1 ⇒ (17) + 1 = 18
>map<
The mutilations are fine without a penalty. If it were both eyes, an entire hand... there would have to be. Also, if you were gaining some bonus (using as a drawback for an extra trait, or an intimidation bonus or whatever...) then there would obviously need to be a penalty.

Alynthar the Forgotten |

Does Alynthar have his amulet on him? It occurs to me that since he's the last wizard, they wouldn't necessarily recognize the significance of a Bonded Object, and wouldn't think to take it away. Unless they just took everything he had on him...

Alynthar the Forgotten |

good, good
"Yes, I'm aware that I'm deformed," Alynthar says, somewhat annoyed. "Now, can we get my gear? I was told it's in a Doctor Hackledurn's office. Once we've gotten that, I will be able to show you how I can aid you in your endeavors."

Tomin Mesor |

Sorry for slow response, my wifi was flaky this weekend.
Tomin would try to knock out the man with the flat of his blade.
attack: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
Damn, so much for that plan.

Draught |

Draught moves to H9, then shoots her corrosive pistol at the trog at C9 (should be barely within the normal light, but if she's still in dim light she'll take a penalty to this attack roll).
corrosive pistol ranged touch: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d8 ⇒ 4 plus acid: 1d6 ⇒ 5
BOOOOOOO!!!!

Zwordsman |
Zazz, why is that a double move? You have a speed of thirty, right?
It's slightly beyond the 30ft movement.from his perspective and the darkness/angle he can only tell so much of whats going on. Didn't want to walk out and stand in the only light source in the room prior to figuring out what was going on more exactly, but wanted to be close enough to help when the time comes. In character thinking anyway. He didn't want to just fling his disc and make a louder noise initially. Just heard the two voices and moved to get closer to support without causing issues by walking into something he shouldn't. Though now at this point it matters not haha

Tomin Mesor |

Tomin should also still have light on his sword.
(on his turn)
Tomin will swing at the man again with the flat of his blade.
attack: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8

Ta'mas Dune-Runner |

Right, then. Ta'mas runs forward to smash the guy.
Raging Axe power charge: 1d20 + 6 + 2 + 2 - 1 ⇒ (10) + 6 + 2 + 2 - 1 = 19
Damage: 1d8 + 3 + 2 + 2 ⇒ (5) + 3 + 2 + 2 = 12
AC is currently 15

DM Bloodgargler |

The ax cracks clavicle and tears flesh. The guard drops his baton, and reaches for his gun. At the same time, he yells into his communication device while attempting to backpedal. "Gribbel! Intruders!"
Tomin knocks him out cold. The device goes skidding, and a voice soon emanates from it... "Roger.. calling it in." brzz-clik-clik "Y'alright Spench? ...
Spench? Spench.... Hang on... help'll be comin."
With the change in dynamics here, the potential level of threat you pose has now increased.
He reaches for a metal baton on his hip... crackles of electricity flit around the tip. He thumbs a dial on his communication device through flashes of chirps and static.

DM Bloodgargler |

will vs Color Spray: 1d20 + 0 ⇒ (9) + 0 = 9
rds blinded and stunned: 1d4 ⇒ 3
Blinded
The creature cannot see. It takes a –2 penalty to Armor Class, loses its
Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength-
and Dexterity-based skill checks and on opposed Perception skill checks.
All checks and activities that rely on vision (such as reading and
Perception checks based on sight) automatically fail. All opponents are
considered to have total concealment (50% miss chance) against the
blinded character. Blind creatures must make a DC 10 Acrobatics skill
check to move faster than half speed. Creatures that fail this check fall
prone. Characters who remain blinded for a long time grow accustomed to
these drawbacks and can overcome some of them.
Stunned
A stunned creature drops everything held, can't take actions, takes a –2
penalty to AC, and loses its Dexterity bonus to AC (if any).
Attackers receive a +4 bonus on attack rolls to perform combat maneuvers
against a stunned opponent.

Alynthar the Forgotten |

Wait, he's lvl 3? I'd expected a lvl 1 or 2, in which case he should be unconscious.
Alynthar grabs the baton and communication device, and uses the baton to attack the guard.
Attack: 1d20 - 1 ⇒ (13) - 1 = 12
Damage: 1d8 - 1 + 1d6 ⇒ (3) - 1 + (4) = 6

Alynthar the Forgotten |

Alynthar takes another swing with the baton.
Attack: 1d20 - 1 ⇒ (8) - 1 = 7
Damgage: 1d8 - 1 + 1d6 ⇒ (3) - 1 + (5) = 7

Alynthar the Forgotten |

Alynthar swings the baton again.
Attack: 1d20 - 1 ⇒ (11) - 1 = 10
Damage: 1d8 - 1 + 1d6 ⇒ (7) - 1 + (3) = 9
And again.
Attack: 1d20 - 1 ⇒ (12) - 1 = 11
Damage: 1d8 - 1 + 1d6 ⇒ (1) - 1 + (5) = 5