GM bigboom |
Alrighty, lets move on to round 3 so we can see Spanner get crush... get rescued! If anyone wants to retroactively use their round 2 actions, feel free to speak up and we'll see about applying them.
Spanner's efforts bear fruit as the walls of the room continue to vibrate but do not move...
Round 3
The following characters in bold may take their turn:
Trash Compactor
Obozaya (-18SP, level 1 flight 2 rounds)
Reynold (tip top)
Keskodai (-12SP)
Twich (Weakened, -7HP)
Bluuuuu (-22SP)
Spanner (Weakened)
Bluuuuu |
Bluuu continues to makes his way down until finally he can see Spanner on the filth-covered floor. Spanner! Are you all right? The barathu sacns the room quickly. We need to get you out of here. Grab on to me, quickly!
Bluuu extends his limbs further than the android has ever seen them before until they almost touch the floor.
Move action down, then swift to extend Bluuu's limbs for 1 round (early-stage adaptation).
My current plan is try pulling Spanner up at least a bit into the shaft, until maybe with cable and/or his jumpjets we can get him out. Or maybe brace in the chute to slowly climb up? Unless we want to try opening the door in the trash room, which could lead to the bottom of where the conveyor leads - having flight is obviously very useful here but not sure what else Bluuu could try here beyond Aiding on Engineering checks.
Spanner |
Spanner readily grabs hold as he tries to maintain control of the mechanism to keep the garbage masher from operating.
Engineering 1d20 + 14 ⇒ (8) + 14 = 22
Graelz-23 |
1d20 + 14 ⇒ (17) + 14 = 31 1d20 + 14 ⇒ (17) + 14 = 31 1d20 + 14 ⇒ (18) + 14 = 32
Obozaya continues to climb down. First roll is last turn. Next to rolls are this turn. All rolls are athletics.
GM bigboom |
Spanner successfully delays the trash compacting action for another several precious seconds when Bluuuuu rushes down into the trash room! The look of relief on Spanner's face is obvious despite his usual stony appearance.
Before Bluuuuu's arrival, Spanner was doing a noble job of keeping himself from getting crushed by this infernal machinery but the possibility of escape was looking grim. However, Spanner's knight in shiny bluuuuu armor (see what I did there?) has arrived!
Spanner grabs a hold of Bluuuuu's.... uhhhh... extended... uhhh... tentacles...? Spanner grabs a hold of Bluuuuu's extended limb and rides it up the trash hole!!
Okay, okay. I know, I have horrible taste in humor. But you knew this when you signed up for my table and were forewarned to read my profile!!!
I'm going to say that with Bluuuuu's assistance, Spanner can partially climb up and be partially pulled up the chute without the need for a roll. It'll just take some time to climb back up. It's 80' up so that's about 8 floors' worth of distance in a slick, oily, smelly trash chute. Let's say it takes 3 mins per floor so rounding off a bit, 20 minutes to get back to the top. I've moved both of your tokens back to the original landing up top.
While Bluuuuu and Spanner are making their way back up the trash chute, what would everyone else like to do? I will remind you all that there is a yellow case lodged in the conveyor belts to the east. I'll mark that with a yellow C.
Obozaya in particular, what would you like to do? Climb up? Climb down? Float down while the level 1 flight spell is still active on you? Or something else entirely?
GM bigboom |
Obozaya begins the climb down but again loses her grip! She's unable to find anything to grasp and falls into the plume of black smoke!!!
But while under the effects of Twich's feather fall spell, Obozaya floats down at a safe rate of speed through the smoke 20 feet down to the floor of what appears to be a factory...
Obozaya's token has been moved to a newly revealed portion of the map on slide 2 and no fall damage is taken.
Thick clouds of black smoke belch forth from oil-soaked machinery that sprawls throughout this factory. The machinery wheezes and clanks in a jarring cacophony.
All the thick smoke starts to make you gag! This can't be healthy!
A character who has no air to breathe can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full action, the remaining duration that the character can hold her breath is reduced by 1 round. After these rounds have elapsed, the character must attempt a Constitution check (DC = 10 + 1 per previous check) each round in order to continue holding her breath.
Obozaya can hold her breath now or will begin suffering the effects of the smoke next round.
The machinery can be repaired with a DC20 engineering check and 10 mins of work. This will stop the production of smoke.
Alrighty, things are getting pretty complicated for a PBP medium. So let's see if we can fast track things a bit. Bluuuuu and Spanner are busy flying/climbing back up the chute to rejoin the party and are tied up doing so for 20 mins.
Obozaya, Twich, Reynold and Keskodai, please describe overall what you would like to do. No need to break it down by rounds. Based on what you say, we'll figure out what checks are needed.
Spanner |
We have our environmental seals active. Does she take the smoke damage through that?"
GM bigboom |
Yes! Great point! Armor's environmental protections means you don't have to worry about breathing in smoke. Therefore the only effect it has is concealment, if that becomes relevant. Obozaya, no need to hold your breath... It's all good!
GM bigboom |
Given the lack of danger due to environmental protections, the party can wait for Bluuuuu and Spanner. Bluuuuu can fly over to pick up the case. Then Bluuuuu can ferry everyone down one by one. Won't require any checks... Just takes time.
Party still has the option to spend some time fixing the machinery to clear out the smoke.
Just let me know how the party would like to proceed!
Bluuuuu |
Bluuu is beginning to think running a ferry service may be more productive than his actual day job :)
As the barathu slowly and methodically carries the rest of the party about once more, he thinks inwardly only to himself Perhaps this is why the collective choose to merge. Indiividual forms come with so much forms and obligations...
Then 'out loud' There. Done. Though this smoke is a bit obnoxious do we think it can be ceased?
Aid Engineering?: 1d20 + 7 ⇒ (17) + 7 = 24
Spanner |
Spanner will try and correct the issue causing the machinery to smoke.
Can he Take 10 while Bluuuu is acting as transport? The total would be 24. Otherwise...
Engineering 1d20 + 14 ⇒ (4) + 14 = 18
Bluuuuu |
I think that the machinery causing the smoke is on the ground, so I could have just set you down by that point. Let me know if I'm misunderstanding GM
Reynold Malkin |
Reynold calls after the vesk. "Everything alright down there, Obo? We should probably go get her before going any further." He carefully steps onto the conveyor belt, ready to leap off at a moment's notice if the trash compacter tries to get him. Otherwise he skims the railing all the way down to where Obo is.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Shohiraj . |
Keskodai carefully eases first o e leg, then the other, over the railing g. Then he makes his way carefully along the railing. He holds the railing tightly and shuffles his feet along the railing's base. He tries to keep his center of mass as close to the railing as possible.
All the time he is calling over the comms to Obayoza, Spanner, and Bluuuuu.
GM bigboom |
While Bluuuuu and Spanner are working their way up the trash chute, Obozaya chills out down on the factory floor, waiting for everyone else to catch up. Twich decides to wait for Bluuuuu and Spanner to return with the understanding that Bluuuuu will be able to help Twich down to the factory floor 80 feet below.
However, Reynold and Keskodai decide to push forward before Bluuuuu and Spanner's return. They watch out for the trash chute hatch and work their way down clinging onto the conveyor belt railing. As they near the hatch that Spanner fell down, they look closely and realize that there is actually a series of hatches (now marked with a couple more red H's).
Reynold acrobatics: 1d20 + 14 ⇒ (12) + 14 = 26
Keskodai acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
Reynold has absolutely no problem using the railing to navigate past the hatches and continues to slide downwards, grabbing the yellow case as he glides gracefully downwards.
Keskodai, in comparison, lumbers after Reynold clumsily. But with a bit of luck, Keskodai also avoids getting dumped into the hatch or falling over the railing.
As the two of you head downwards, you enter the thick, black smoke and just as you enter, you find that the conveyor belt and railing drops off!! Like the collapsed bridge you had previously encountered, the conveyor belt and railing just below the smoke line is gone!
Reynold Reflex: 1d20 + 9 ⇒ (18) + 9 = 27
Keskodai Reflex: 1d20 + 4 ⇒ (9) + 4 = 13
Reynold manages to cling onto the railing but Keskodai flies right by Reynod and falls 20 feet down, taking 2d6 ⇒ (2, 4) = 6 bludgeoning damage!
And to add to Keskodai's woes, once he hits the ground, a couple of pistons slam down from above right towards Keskodai!
Pistons vs KAC: 1d20 + 17 ⇒ (20) + 17 = 37
bludgeoning damage, crit: 8d12 + 8 ⇒ (3, 2, 6, 10, 11, 9, 10, 7) + 8 = 66
Keskodai Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
However, Keskodai is able to roll away at the last moment, just barely avoiding getting smashed into bug juice!!!
Moments later, Bluuuuu and Spanner emerge. Bluuuuu deposits Spanner down on the factory floor, then helps Reynold and Twich down as well.
Spanner (with a take 10) both disables the dangerous pistons and fixes the machinery spewing out the smoke. With the source of the smoke gone, the rooms ventilation quickly sucks away all trace of the smoke.
You all examine the yellow case which is labelled with a word in Izalguun. Inside, you find a needler pistol with 6 darts containing a yellow liquid. The case also contains three vials of mk 3 healing serum.
Twich and Reynold once again begin feeling the effects of the energy permeating through this place...
Well, it took some doing but you've all managed to descend down without too many bumps and bruises! Twich and Reynold, please roll another Fortitude save against radiation poisoning with all of your relevant bonuses and penalties.
Is there anything else anyone would like to do before moving on through the door or are you good to go?
Shohiraj . |
bigboom, was that save for half or no damage?
No comprehend language spell.
Seeing his teamates flagging under the effects of the radiation, Keskodai tries to treat them again.
Medicine, Twich: 1d20 + 16 ⇒ (11) + 16 = 27
Medicine, Reynolds: 1d20 + 16 ⇒ (3) + 16 = 19
Bluuuuu |
Was this a repository or a factory? Bluu thinks as he settles the last of the party down, thinking about the conveyour belts and dangerous pistons lurking here. Holding out the yellow-liquid-filled darts, he asks. I believe this may be the concoction the dead izalguun was referring to. Do any of you have expertise with this sort of injector?
Twich |
How long has it been since Twich cast comprehend languages? Is it still active? If not, does the team want her to use another spell slot?
fort save: 1d20 + 4 + 4 - 2 ⇒ (15) + 4 + 4 - 2 = 21 Is there any bonus for having made the last save?
GM bigboom |
Keskodai, the Reflex save negates all damage from the pistons. So in total, you've taken only 6 points of damage.
Twich, your spell lasts 50 minutes? Let's go ahead and say it's active right now but it's just about to fizzle out right before you exit this room. Please go ahead and read/share the spoiler.
The sensation brought on by the energy triggers a burning sensation as Twich suffers some injuries but there are no further effects for the moment.
Twich takes 7HP damage and is still weakened but you're otherwise fine! Unfortunately, no bonus from making the previous save but you've made the DC! This time around!
Anyone may roll this INT check:
Spanner |
Intelligence: 1d20 + 4 ⇒ (5) + 4 = 9
Shohiraj . |
Intelligence : 1d20 + 2 ⇒ (17) + 2 = 19
This facility is badly maintained. The automated systems have become little more than hazards.
Reynold Malkin |
Fortitude (armor, radiation buffer): 1d20 + 5 + 4 + 2 ⇒ (8) + 5 + 4 + 2 = 19
Reynold takes a look at the barathu's find. "If it's got a barrel and a trigger, I can use it. Just load her up with those fancy cure syringes and we're clear for takeoff."
Intelligence: 1d20 + 2 ⇒ (3) + 2 = 5
Spanner |
"Yes. It has been without maintenance for some time. Since that last journal entry for sure. It is a shame that I do not have the time to refurbish the entire facility." Spanner goes to the door and inspects it. "Let us get on with our mission."
Perception 1d20 + 11 ⇒ (1) + 11 = 12
Bluuuuu |
I've heard rumors that some izalguun have begun reaching out to the Society Bluuu 'says' he floats towards Spanner ready to continue their advance. Perhaps it is a sign they are condiering going to the stars again. If so, this site could be reclaimed.
GM bigboom |
"I wonder what this is a vaccine against?" muses Twich aloud.
I would like to direct everyone's attention back to the two handouts currently on slide #2 and #3. Hopefully that'll clear up any questions and remind everyone a bit about the discoveries this team has made so far. On a separate note, I'm literally on a plane minutes away from taking off so I'll throw up a post to continue to the next scene after I get home tonight. Apologies for the delay!
GM bigboom |
The energy also causes Reynold some pain but beyond that, he feels no other effects.
Reynold takes 7HP of damage
Current status:
Obozaya (-18SP)
Reynold (-7HP)
Keskodai (-18SP)
Twich (Weakened, -14HP)
Bluuuuu (-22SP)
Spanner (Weakened)
If desired, the party may rest up or heal before opening the door.
Finding no hazards on the door, the team opens it up and steps through. A drone of insects echoes around this technological swampland. Water floods most of this room, flowing in through a shattered door to the south. Stunted fungi protrude from the water’s surface atop twisted metal shelves and broken technology. Catwalks around the room skim the swamp’s surface, each coated with slime. At the north end of the room stands a glowing golden obelisk, resting atop a pile of fragmented golden items.
The water is flowing from the southern part of the map down the stairs into the large northern room. This former storeroom is flooded with murky water to a depth of 15 feet. The ceiling of the vaulted room is 40 feet above the water level. The catwalks along the eastern, western and northern edges of the room are just an inch or two above the water level, but are coated with slime. In addition, the catwalks are difficult terrain and increase the DC for Acrobatics checks attempted on them by 5. Lastly, the obelisk to the north matches the exact description of the Tear.
If there are any questions about how this room is set up, please ask. Otherwise, how would all of you like to proceed?
Shohiraj . |
"The last guardian's mutation was amphibian in nature. It seems likely that we face the her or her descendants in that pool. Let's prepare carefully."
Keskodai casts mystic cure 1 on Reynold and mystic cure 2 on Twich.
1d8+6 autocures Reynold
Mystic cure, Twich: 3d8 + 6 ⇒ (4, 4, 5) + 6 = 19
bigboom, Keskodai cast reflecting armor in the robot fight. duration 80 minutes. Is it still in effect?
3rd (4/4)—dispel magic, haste, mind thrust*, mystic cure*
2nd (4/5)—augury, fog cloud, hold person, remove condition, see invisibility
1st (2/6)—command, disguise self, lesser remove condition, life bubble, reflecting armor, share language
0 (at will)—detect affliction, detect magic, fatigue, psychokinetic hand, stabilize, telekinetic projectile
Reflecting armor active?
Spanner |
"Everyone ready? Keskodai's right. We can expect hostiles in here and the antidote may not work on them anymore." Spanner readies his gun and walks into the room. He'll use his jump jets to get to the catwalk.
Reynold Malkin |
Reynold loads up the injector pistol and peers around. "Worst case scenario at least I can stick 'em with something before they rip our faces off."
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
GM bigboom |
Spanner heads down the stairs and swims through the water to the southeastern catwalk.
Reynold looks around from the doorway and spots nothing hostile from there.
Shohiraj . |
"Most reassuring, Reynold."
Keskodai takes a long hard look at the watery scene.
"Check your environmental seals. There's no telling what's in that water."
Perception: 1d20 + 17 ⇒ (19) + 17 = 36
Keskodai will ask the group to take 10 before venturing in. I'll spend an RP to regain stamina. Will activate seals before venturing forward.
Spanner |
I understood that we rested in the previous room before coming here.
GM bigboom |
All healing and 10 min rests will be considered to have happened prior to entering this room.
Similar to Reynold, Keskodai also looks around from the doorway entrance and sees nothing unusual from this vantage point.
Just a reminder in case anyone forgot or missed the notation on the map. Each square here is 10 feet, not 5.
Bluuuuu |
Bluuu moves carefully down the hall but at the sight of the glowing golden object he starts. That obelisk: it appears to match the display Ulyapses showed us. I belive it may be the object we are seeking.
Bluu will drift along with Spanner into the chamber moving towards the obelisk. The barathu hovers about 5 feet above the water-level, keeping himself not too high above his companions.
Bluuu would continue until he is adjacent to the obelisk and then examine it, assuming nothing stops him of something occurs before he gets there.
GM bigboom |
Bluuuuu begins floating in together with Spanner. When Spanner pauses on the catwalk, Bluuuuu continues to float forward...
Given that Spanner and Bluuuuu have moved further into the room, I'm going to give everyone else a chance to move around and reposition themselves before moving Bluuuuu up to the obelisk.
Shohiraj . |
Careful, Bluuuu and Spanner. Wait for support.
Seeing little alternative, Keskodai makes sure his armor is sealed and swims to the righthand catwalk.
Moved.
GM bigboom |
I've moved Obozaya to the western catwalk and Twich to the stairs because it seems logical the two of them would at least take up positions there before Bluuuuu moves in further.
Obozaya and Bluuuuu, let me know if you decided to take a 10 min rest to heal SP.
Bluuuuu flies up to the Tear but before he can get a close look, three odd looking izalguun emerge out of the water around Bluuuuu and move in to attack!
Image revealed in slides.
Combat Initiated!!!
Initiative, Reynold: 1d20 + 4 ⇒ (16) + 4 = 20
Initiative, Bluuu: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative, Keskodai: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative, Obozaya: 1d20 + 8 ⇒ (8) + 8 = 16
Initiative, Spanner: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative, Twich: 1d20 + 7 ⇒ (1) + 7 = 8
Initiative, Odd Izalguun: 1d20 + 3 ⇒ (2) + 3 = 5
Round 1
The following characters in bold may take their turn:
Reynold
Keskodai
Obozaya (-18SP)
Bluuuuu (-22SP)
Spanner (Weakened)
Twich (Weakened)
Red Odd Izalguun
Blue Odd Izalguun
Purple Odd Izalguun
Bluuuuu |
Ah, there they are. Bluuu thinks as a trio of izalguun pop up somewhat-expectedly.
As he drifts towards the wall to protect one o his sides, the barathu tries to smack down on one of them with the flat side of his pike.
Full attacking non-lethally on Purple
Attack: 1d20 + 13 - 4 - 4 ⇒ (15) + 13 - 4 - 4 = 20 for nonlethal damage: 1d8 + 12 ⇒ (2) + 12 = 14
Attack: 1d20 + 13 - 4 - 4 ⇒ (10) + 13 - 4 - 4 = 15 for nonlethal damage: 1d8 + 12 ⇒ (6) + 12 = 18
Reminder: attacks from you guys on creatures I threaten (currently just Purple) get +1 to hit (Coordinated Shot)
Shohiraj . |
"Too far away, Bluuuuu."
The shirren cleric dashes up the stairs and along the catwalk. He clambers over the rail and jumps into the water below.
50' of movement gets him into the water at the place shown. He has 60'.
GM bigboom |
The water is flowing from the southern part of the map down the stairs into the large northern room. This former storeroom is flooded with murky water to a depth of 15 feet. The ceiling of the vaulted room is 40 feet above the water level. The catwalks along the eastern, western and northern edges of the room are just an inch or two above the water level, but are coated with slime. In addition, the catwalks are difficult terrain and increase the DC for Acrobatics checks attempted on them by 5. Lastly, the obelisk to the north matches the exact description of the Tear.
Keskodai, remember that the catwalks are difficult terrain. I've repositioned your token to use up your full 60' of movement heading north along the catwalk.