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The creature next lashes out at Kit, nearly breaking her arm! Kit takes 7 points of damage. Pire reacts immediately, putting an end to the drone. It sputters, whines, and then stops moving.
Drone vs. Kit'Arr: 1d20 + 6 ⇒ (15) + 6 = 21
Damage (arm): 1d4 + 6 ⇒ (1) + 6 = 7

Druneor Hammerstriker |

Pire, Help me get Anvil back to the other room. Kit, can you come as well.
Once we manage to get them clear of the construct.
Nethys, grant your aid to your servant.
channel: 1d6 ⇒ 4
channel: 1d6 ⇒ 6
RNG why could you not have given me the 6 first. :(
Out of channels for the day.

Pire Spipden |

"Right, on it!" Sheathing his sword, Pire drags Anvil's unconscious form into the second room. Helping to make sure everyone is more or less alright after Druneor channels, he rubs his temples. "Okay, everybody? First rule of checking out creepy places: Don't. Touch. Anything. Thanks to our Dwarven friend, we should be alright. Let's take this as a warning, and be careful from here on, okay?"

Kit'Arr |

Kit can use DD on sciency things thanks to her trait. so if need be, call her to help
She rubs her arm, still stings, but she isnt in a lot of pain. She goes to inspect the robot thing, then decides to rather leave it alone and follow the rest
"Thanks for the heal back there" she gives her comrade a toothy smile

Druneor Hammerstriker |

Druneor looks at Kit Would you be so kind as to check out that door? indicating the one to the south.

Cheshire Silvanshee |

Cheshire looks over the remains of the drone while others look at the door to the south.
knowledge engineering: 1d20 + 8 ⇒ (17) + 8 = 25
Cheshire pokes around hoping to gather some idea of what vital points would be, valuable materials for potential salvage in the future, "I wonder if any of this gear is worth salvaging?"

Kit'Arr |

sorry. Completely missed the question
"See anything? I wont mind making so that a trap doesnt completely eviscerate you" she chuckles softly
-Posted with Wayfinder

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You see no traps on the south door. In fact, it is unremarkable except that, like the other doors you have encountered in this area, it has no handle. Instead, it opens via a touchpad shaped like a hand, next to the door. By placing one's hand on the pad, the door slides open. There is a slot, sized to fit the cards that you were given, just above the pad.

Druneor Hammerstriker |

Druneor, takes the time to try and fit a card in the slot.

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The card fits neatly into the slot, and the pad lights up with a soft green glow.

Druneor Hammerstriker |

Well now, I didn't expect that, but let's see what happens. With that Druneor assists Theo with trying to open the door.

Cheshire Silvanshee |

"Is this magic? Feels . . . ?"

Druneor Hammerstriker |

It does not feel like magic, but I can confirm
With that, Druneor casts detect magic, and then continues to help Theo.

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The panel nor the door radiate magic, but you find that by placing your hand (palm in) on the lighted panel, the door slides open automatically.

Druneor Hammerstriker |

Druneor waits until everyone is through before removing his hand and the card, and following.

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The far wall of this chamber is a twisted mass of metal and rubble.

Druneor Hammerstriker |

perception: 1d20 + 4 ⇒ (2) + 4 = 6 add 2 for unusual stone
Druneor looks around when he first gets into the room.
Well, I don't see anything, shall we go.
Really RNG, 4 games, 4 fours or less on rolls, it HATES ME

Cheshire Silvanshee |

Cheshire walks in and looks about the room.
perception: 1d20 + 1 ⇒ (11) + 1 = 12
He spends his time looking at the metals in the rubble.

Druneor Hammerstriker |

After not seeing or finding anything, Druneor looks at the double doors.
Anyone feel like looking over those ?
He them makes sure that everyone is out of the small room before he removes the squarish small card.

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Actually, my error. There is no power here (for now?), so the doors would have to be opened manually.
In the interest of keeping things moving...
The northeatern doors are pried open, revealing a small chamber beyond. Two strange machines sit to the north and south against the walls here, their faces appear similar to coils of metal tubes with several nozzle-like protrusions pointing into the room itself. A similar pair of doors lie across the room. They will need to be pried open as well.

Druneor Hammerstriker |

I agree, don't touch the metal men
Druneor then walks to the next door, to help with prying it open.

Cheshire Silvanshee |

"Yeah no touching . . . no matter how tempting."

Druneor Hammerstriker |

Chuckling softly to himself, Druneor starts to pry open the next door.

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Just me. Been extraordinarily busy these last few days. Early prep for GenCon, plus I'm Game Operation Director at a local con next month, and trying to get my Ebay store off the ground, all while dealing with family issues. Will try to post today.

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A gray metal door sits in one wall of this short stone tunnel that curves north before opening into a vast sand-filled cavern under starlight. At the far end of the tunnel sits an odd, coral-like rock formation.

Druneor Hammerstriker |

Your description says there is a door in the tunnel, the map doesn't show one, unless it is hiding under the black. :)
Druneor stumps into the hall and then looks north.
perception: 1d20 + 4 ⇒ (13) + 4 = 17+2 if vs odd stonework

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I think it refers to the one through which you entered. I just copied the text from the adventure.

Cheshire Silvanshee |

Cheshire moves forward with the others. "Are we outside?' He looks around kicking sand. "Guess not but its a big cavern. I wonder what that thing is?" He points toward the coral formation.

Druneor Hammerstriker |

I am not sure, anyone got any ideas ?
Druneor asks.

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The stonework seems to be natural, not artificially shaped, but from this distance, it's hard to tell any more details.

Druneor Hammerstriker |

Druneor moves up into the open area and then looks around.

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As Druenor moves forward and nears the strange rock formation, he finds the ground beneath his feet to be less than solid! As he sinks up to his knees in a sticky quagmire, tentacles shoot out from the thing and attack! One of the tentacles lashes at the dwarf, but the other misses.
(Druenor is 10 feet from the rock formation and entangled. He also suffers 6 points of damage.)
Druenor Fort save: 1d20 + 4 ⇒ (9) + 4 = 13
Ghelarn vs. Druenor: 1d20 + 4 ⇒ (12) + 4 = 16
Ghelarn vs. Druenor: 1d20 + 4 ⇒ (7) + 4 = 11
Damage (tentacle): 1d6 + 3 ⇒ (3) + 3 = 6
INITIATIVE:
Pire
Theodric
Anvil
Cheshire/Fuzzles
Druenor
Kit
Ghelarn
Druenor: 1d20 + 0 ⇒ (14) + 0 = 14
Theodric: 1d20 + 4 ⇒ (15) + 4 = 19
Cheshire and Fuzzles: 1d20 + 3 ⇒ (11) + 3 = 14
Kit: 1d20 + 2 ⇒ (2) + 2 = 4
Anvil: 1d20 + 3 ⇒ (12) + 3 = 15
Pire: 1d20 + 1 ⇒ (20) + 1 = 21
Ghelarn: 1d20 + 0 ⇒ (3) + 0 = 3

Druneor Hammerstriker |

How can I not touch the ground
Edit, missed the entangled, any possiblity of seeing a map where it might be?

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Map updated. The symbol is the rock formation/creature and the blue rectangle shows the affected area.

Pire Spipden |

"I.. aaagh, just, no, but..." Pire lets out an exasperated sigh, before coming behind Druneor to pull him out of the goop.
1d20 ⇒ 10
I'm not sure what kind of roll you want for this, so I'll just roll a d20 a list some modifiers. If it's an attack roll, CMB check, or a strength check, they'd all be at +3.
By the way, sorry about being so quiet. I've been finding a hard time figuring out what to say, and when it'd be appropriate. I'll try to be more talkative.

Druneor Hammerstriker |

Druneor will help Pire trying to get himself out of the goop.
Full withdrawl action, as entangled only reduces speed by half which means that I move a rocking 3 squares. :)

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Three squares should be enough to get you free, if you go backward.