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Nah, I'll do as stated, getting next to Bragher, I thought something like that might be the case. I'll get it out and so on next, the Mage Armour is pretty important for Kynn this close to melee combat.

GM Phil |

Activating the panel causes it to light up and glow a pale yellow, but the doors do not open.
Above, the door to the small room closes on its own and a soft whirring can be heard by Emmett.
Initiative:
Air Elemental 1,
Kalista, Shechera, Kynn, Istralanix, Tetchy,
Air Elemental 2,
Emmett, Braugher, Meleren

GM Phil |

Tetchy finally manages to connect with his foe. His slash rips the final tendrils of the elemental apart and an uneasy quiet follows. A faint noise persists, but is quickly relegated to background noise. The air elementals leave no evidence of their presence, however the skeleton still wears a silvery, wire-mesh glove on one hand.
With the threat removed, Kynn is not hampered as he administers a potion to Braugher.
Below, after a dozen seconds a chime sounds and the door of the closet opens. The first thing the group notices is that the four others have disappeared!
Out of combat.

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Braugher coughs up some blood after Kynn's healing draught returns him to consciousness. Did we get the whirly-doos, mate?

GM Phil |

It appears to me that I have not made it clear to Istralanix what the status of the elevator is. Until you touched the panel, which is the same as all the other doors and does not require a gauntlet, the door was closed and the lift was unviewable. Once you touched the panel, albeit with a gauntlet on, the lift was signaled to return. It took 12 seconds to traverse the distance and then the door opened. Since everyone got out on the upper level there is no one inside. However, those on the lower level only know that the others are missing (i.e. no longer in the elevator). The elevator has only gone up once, with four players inside, and down once, with noone inside.
I'm not sure if that cleared anything up or not. If you hsve a question, please ask.

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So didn't we need the wholly engraved glove? That one looks pretty engraved. Tetchy points to the silver-lined glove of the skeleton.
Is there any kind of exit from this room other than elevator? Are there vents from which the air was pumped? I love me some John McClane action

GM Phil |

As Tetchy examines the room he notes that the small room seems to be the only entrance and exit from this chamber, the door is currently closed. The elementals did in fact come into the room from vents in the ceiling, they appear to be too small to squeeze through however. Tetchy surmises that the only way forward is back.

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Well, let's get that glove and get out of here. Tetchy does exactly that, he grabs the glove (Unless someone else already has it), and moves to the elevator, pretty sure how to operate it.
Once down, he puts in a bit of a report for those who stayed behind Look at wot we got ourselves. Took a bit of fight too, first there was no air, and then there was plenty of it. So bad it bricked Braugher in the head, badly.
He then points at his great sword, bragging They were no match for Mr Pain, though.

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Braugher rolls his eyes, ready to be out of this infernal place.

GM Phil |

As folk on the lower level stare at the closet in wonder, the door suddenly shut and a whirring is heard. about a minute later the door opens again and Tetchy, Emmett, Braugher and Kynn emerge with a strange silvery wire-mess glove.
After recounting the battle above, the group looks around and sees that they still have a bit of a perdicament. Where to go next. The central table is still alit with the hologram of the security level and the readout remains as before.

GM Phil |

Before entering the elevator again, both Emmett and Lynn take note of the holographic image floating above the central table in which the readout dsiplay is set. It is very easy to see that a ring of rooms encircles the central control area. It is just as easy to see that the ring does not line up with the exit passageway.

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Kalista addresses Shechera's question.
"It's no safer than baditry, but you'll always have someone to have your back rather than sticking a bandit in it. Well... some will look to dagger you, but for the most part they're okay."

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Holy Graphics in the face Tetchy tries to make sense of the controls Holy Graphic Controls
He tries to see if the 'graphic' glove does something to the apparatus - looking for an obvious thing to interact with, like the spread-out palm sign in the moving bucket.

GM Phil |

As Tetchy brings the silvery wire-mesh glove near the floating image an image encompasses the glove. He is able to manipulate the image and the ring is adjusted to align a path to exit the sub-level. As the image moves, the loud noise of metal scraping on metal is heard from all around.
Removing his hand, Tetchy notes that the ring of room is lined up such that a new room is accessible from the exit stairs that were previous blocked.
The stairs now align to the room marked B7 on the map.

GM Phil |

"Yes, let us leave this place posthaste." Says Meleren. Shechera nods her agreement and the two of them follow the group to the stairs.
Opening the door at the top of the stairs reveals a room similar to the previous one with a series of small alcoves circling it, but this room is more circular than oval.
Numerous alcoves are set along the walls of this round chamber, but only a few are occupied by seemingly inactive guardians. A wide archway to the south stands open, but is blocked by a cloaked figure...
Recall the stairs are 5 feet wide and the door is 10 feet.
Initiative:
Kalista, Tetchy, Istralanix, Meleren, Kynn, Braugher,
Fearmonger,
Emmett, Shechera
Init, Braugher: 1d20 + 2 ⇒ (9) + 2 = 11
Init, Istralanix: 1d20 + 3 ⇒ (14) + 3 = 17
Init, Kalista: 1d20 + 5 ⇒ (20) + 5 = 25
Init, Emmet: 1d20 + 6 ⇒ (3) + 6 = 9
Init, Kynn: 1d20 + 3 ⇒ (10) + 3 = 13
Init, Meleren: 1d20 + 2 ⇒ (15) + 2 = 17
Init, Shechera: 1d20 + 2 ⇒ (1) + 2 = 3
Init, Fearmonger: 1d20 + 4 ⇒ (6) + 4 = 10

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Braugher moves forward 10', enters his Crying Dragon style of fighting and takes up the pose of the Curled Dragon.
Full Defense

GM Phil |

Moving up the group notices that this tall robed construct is made of metal rods and ceramic plates, its face is a transparent glass oval encasing a system of whirring mechanical parts. This face-plate swirls with disturbing imagery and light patterns causing all that look upon it to become fascinated... Will save required by Braugher, Kalista, Tetchy, and Emmett.
Initiative:
Kalista, Tetchy, Istralanix, Meleren, Kynn, Braugher,
Fearmonger,
Emmett, Shechera

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Oh, boy...
Will: 1d20 - 1 ⇒ (19) - 1 = 18
Ooh! There's actually some hope there...
Tetchy pops a vein What! More machines?! Time to scrap this bastard!
Controlled rage, +4 str
He grabs his big sword, hoping to fare better this time, and smashes it down on the...thing.
Attack, Rage, PA: 1d20 + 5 + 2 - 1 ⇒ (9) + 5 + 2 - 1 = 152d6 + 6 + 3 + 3 ⇒ (3, 3) + 6 + 3 + 3 = 18

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Will Save: 1d20 + 6 ⇒ (14) + 6 = 20

GM Phil |

Having had enough of the machines for today; Kalista, Braugher and especially Tetchy ignore the images on the newest enemy's face. Kalista's bolt of force damages the machine as expected, though truthfully this is more than she hoped for. Fearmonger has taken 2 points of damage.
Tetchy crashes forward swinging his sword with great abandon. Striking the creature almost shakes the weapon from his hands as the armor plating prevents any damage from the attack.
At the rear of the group, Meleren prepares his crossbow and defends Shechera.
Initiative:
Kalista, Tetchy, Istralanix, Meleren, Kynn, Braugher,
Fearmonger,
Emmett, Shechera

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Sorry, short travel due to my daughter's birthday.
Getting weary of the metal figures that keep making life difficult, Kynn flicks out one more of his energy bolts.
Damage, Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3