| GM Phil |
Braugher's bite and first swing miss the target completely, perhaps setting hit up for such a powerful strike as his other claw comes around. The final attack is nothing less than amazing as Braugher's claw takes the skeletons head clean off and the body explodes as before. IT is almost refreshing to the two tieflings the way the fire and electricity bath them.
Initiative:
Istralanix,
Skeleton 3,
Meleren, Shechera,
Braugher, Emmett, Kynn, Kalista, Tetchy
Skeleton 3 has 3 points of damage so far.
Uncle Tetchy
|
Tetchy has had quite enough of skeletons exploding in his face. Sadly, it will continue a bit longer, as his blind rage doesn't get him anywhere near his target.
RAGE!: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 122d6 + 6 + 2 ⇒ (6, 5) + 6 + 2 = 19
Kynn Alatar
|
Duly impressed at Tetchy's flashy swordsmanship, as well as his ability to ignore the damages dealt to him, Kynn decides to mix it up a little.
A green globule flies through the air this time, opposed to the bright flash from last time.
Attacking Skeleton 3, which is the last one at present, is it not? Looking on my phone, tiny screen.
Ranged Touch: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: Acid Splash: 1d3 ⇒ 2
Unfortunately, he seems to be paying more attention to the flashy swordsmanship than his aim.
| GM Phil |
Unless I am reading the rules for Controlled Rage incorrectly, I believe Tetchy just went unconscious. Currently 15 points of damage and exertion. (or have you fully "raged" now to get the benefit to CON?)
Initiative:
Istralanix,
Skeleton 3,
Meleren, Shechera,
Braugher, Emmett, Kynn, Kalista, Tetchy
| GM Phil |
Kalista's bolt of force is enough to cause the last skeleton to explode! Once more the wave of energy is felt by the tieflings, but no cause for alarm.
Tetchy's wounds begin to bruise and clot as the party notes that immediate danger has passed.
"What in the nine hells was he doing? You can't just go around opening strange doors in a strange place! Give us a warning eh?" Says Shechera as her breathing returns to a more controlled pace.
"Yes. If we will be working together, we must ensure everyone is aware of the next move." Adds Meleren in a clam but unsettling monotone.
Out of combat.
Once more you find time to look at the room beyond the doorway.
Kynn Alatar
|
Kynn strides up to Techy. Anyone know much about this? He going to continue healing that quickly on his own? Thought that he had to worry about me going down. Ha. Though I suppose it does serve him somewhat right for bolting through the door.
I don't know what you have on you Techy, I have bandages, CMW, and CLW at disposal.
Braugher the Bold Strider
|
Braugher picks up the unconscious Tetchy and carries him over his shoulder. Out of the way you dingos! This cobber's gone and gutzered his'self! He shoves Shechera and Meleren out of the way as he brings the body to Kynn. Make him better, magic man!
McScrewgunn
|
You know, I hear the sounds coming out of your mouth, yet the meaning is obscure. Lay him down.
Kynn reaches into his pack, retrieves a bottle, and gently pries Tetchy's mouth open. Carefully, he drizzles the liquid into the comatose Tiefling's mouth.
CMW: 2d8 + 6 ⇒ (7, 3) + 6 = 16 I am going with six, as it is the minimum caster lever for the spell, yes?
| GM Phil |
CMW wounds is caster level 3, so that would be 13 points of healing bringing Tetchy to 12 of his maximum 15 hit points.
It is unnecessary for Braugher to move Tetchy as Kynn is standing right next to the two tieflings. Additionally, Meleren and Shechera continue to hold their ground in the back of the barracks room, completely out of the way of anything the party is attempting to accomplish.
As Kalista examines the room she notes that the gauntlets the four skeletons were wearing are remained after the skeletons exploded. Four metal gloves lay motionless on the floor just inside the door of the room.
Did Kalista enter the room, or is she just staring in from the doorway?
Braugher the Bold Strider
|
Just fun roleplay :D
Braugher, satisified with Kynn's performance, moves to explore the room, ignoring the gauntlets.
Take 20 for a 28 on Perception
Kalista Jordani
|
Entered and looking around.
-Posted with Wayfinder
Emmett Lathrop
|
Emmett starts exploring, fascinated with all the levers and gizmos. "Wonder what this is for?" he mutters as he plays with a few levers.
Kynn Alatar
|
CMW wounds is caster level 3, so that would be 13 points of healing bringing Tetchy to 12 of his maximum 15 hit points.
Cool. 6 did seem high, I only had time to pull up a quick PRD look this morning.
Grinning a bit in good humor, Kynn lightly slaps Techy on the side of his head. Come on pretty boy, up and at 'em. Care to go in first again?
Uncle Tetchy
|
Huh? Who's them? You're telling me you didn't finish those exploding skeletons off?
Seeing no immediate threat, he just adds I'll let the doc fiddle with that stuff, I'm better at breaking things.
| GM Phil |
Most of the group moves in to explore the room and notes that none of the panels or controls on the side walls are working. The table in the center of the room appears to be a truncated cone, four feet high, topped with a flat dark glass plate. It includes a wide, brass panel set with dozens of small wheels with letters upon their rims - these letters do not seem to spell anything at the moment, gibberish perhaps. Next to this panel is a lever and a glowing crystal, the crystal blinks with an amber light.
Meleren turns to Shechera, "How quickly they are distracted. Hard to believe they were able to defeat that monstrosity up stairs."
Shechera shrugs in response, "If they don't mind us at their backs then we might as well let them lead us out. At least we'll have a heads up if anything bad happens."
Uncle Tetchy
|
Guess you used that Orc as a shield, huh? Tetchy asks, throwing an un-self-aware glance at Braugher. Must've been quite the meat-head.
Didn't quite get the business you were in, you said sumthing 'bout being on the run?
Kalista Jordani
|
As the two strangers talk, Kalista holds back. "Are you not curious about what this place is or what's down here? We Pathfinders all have a knack for studying new things. It's one of our guidelines! Explore! Then report and cooperate, but those aren't usually any fun." She laughs as if she just made a funny joke.
"Besides, the further in we go, the further we get from those collapsed mechanized things in that oval room."
-Posted with Wayfinder
Braugher the Bold Strider
|
Braugher yawns. The cowards 'ave me shitless. Leave 'em behind, Tetch? They're dead weight.
Uncle Tetchy
|
Is that kind'o thinking that makes men end up on the down, press-ganged and in thieves' dens. Had my fair share of life to know 'nuff of that. Can't kick a men while 'e's down.
Tetchy won't have anything of it. He'll move to the west door instead. Immah opening this thing. You guys ready?
| GM Phil |
As the group moves around checking things out there comes a growing noise; much like metal grinding on metal. The noise becomes quite loud and then suddenly stops.
Looking around, Kynn who has yet to enter the new chamber notes that where a door previously joined the stairs and the strange oval room full of dilapidated machine men there is now only a blank metal wall.
"What the *&^% was that!" Screams Shechera; "What are you messing with in there?"
Uncle Tetchy
|
Tetchy looks at the ceiling and walls, making sure they stay in place. We better make sure we find 'nuther way out then. Let's try this 'ere
Following up on his earlier threat, he now actually opens the door to the west.
Braugher the Bold Strider
|
Braugher sneers at Tetchy's response and quietly follows. He clearly dislikes the idea of dragging along this trigger-twitchy man and the screaming woman who will likely betray them on a moment's notice.
| GM Phil |
Tetchy opens the doors by pressing his hand to the panel, as before they swoosh open and a moment of loud and noticeably violent wind tries to drag him into the room.
Everyone feels the sudden air flow though for most it is only a bit more than a breeze.
As Tetchy looks into the room, the crystals in the ceiling blink on and he notices Rows of metal shelving filling the room. The shelves bear the look of long disuse but are surprisingly dust-free, considering the age of this place. Most of the shelves hold assorted pieces of machinery: wires, gears, and cases of bolts and screws, though nothing seems organized in any logical fashion.
Braugher the Bold Strider
|
Braugher investigates the room, looking for anything to lead them to the trial's completion.
Take 20 (2 minutes) for a result of 28
| Ms. Shechera |
Braugher begins an extensive search of the shelves found in the storage room. Again much of the stuff is useless junk.
Outside the control room, Shechera speaks with Kynn; "What on Golarion is going on? Someone mentioned something about a quest. Did you not come here to reclaim the treasure the other group left?"
Kynn Alatar
|
Is not everything in life a quest Miss? What quest is it that takes you here? It seems a quest for treasure. I myself live to explore, see that is out there beyond the small hamlet I was raised in. Others, they quest for ancient knowledge and yet others for material wealth. Who can say? Many people may travel together, yet quest for different reasons. Kynn says somewhat loftily as he follows the others into the room.
Busy weekend, sorry for the slow posting. Let me make sure I understand, it was the way back, i.e. the stairs down here that are now blocked behind us?
No way but forward my good folks, the way back has been blocked
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Kalista Jordani
|
Kalista enters the revealed room and joins Emmett in his search. The oddities here draw her eye. She beams like a kid in a candy store.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Uncle Tetchy
|
Yeah, it's getting' awfully crowded. tetchy will move aside and give Kalista and Emmett room to search. He is quite big, after all.
You guys ain't too quick on the uptake, uh? Tetchy says, not looking who is talking, We got here, sent by the boss, to do some trial run. Training. Keeping us strong. The treasure, I think you already found it. This part - it ain't part of the course, and it ain't the part where the treasure is hidden.
Normally it's a bit more interesting, though. Last time, boss sent me to some opera. Pretty boring, until some wacko started scaring the bejeezus out of the nobles that were there. Had some good fun whacking 'im over the head with the leg of a table, and left his roof a bit damaged, if you know what I mean. Pay was good too.
| GM Phil |
Kynn is pretty certain that most of the control room is dead and not going to be operational any time the future. The only exception is the central table, the blinking amber light and the lever near the rows of lettered brass wheels that currently appear as gibberish are especially interesting.
Emmett finds only junk with his search, but Kalista lucks into a pile of goodies. Her first find is a box containing numbered buttons identical to those on the darkened control panels in the main room. Under the lid is a sequence of numbers (9, 2, 7, 4, 6) and a message in goblin that reads: "The commander will kill the next guard he catches using a note to remember the lift code. Just use this when needed."
Next to the box are a couple of cylindrical picks marked with a brown band. The use of bizarre device is beyond her current understanding.
After a most thorough search, Braugher turns up one more interesting item. A small hand-held disk with indentations that hum softly when pressed.
| GM Phil |
Tetchy finds that the gauntlet would certainly be useful. It is not uncomfortable to wear and certainly offers protection from blows to adversaries. There seems to be a series of small lines and bits on the inside out of the way of the wearer's hand. The gauntlet is sized for a medium creature and will easily function as a standard gauntlet.
Uncle Tetchy
|
Assuming he gets told about the code eventually:
Tetchy starts looking around for a control that can be used for the code. It says to use the code. I wonder where. All these gizmos are mighty strange. You know sumthing about these, doc?
Braugher the Bold Strider
|
Braugher follows Tetchy, ready for some action.