The sergeant cursed having to leave the supply pack behind. But the orders for the mission had been "weapons only". He'd have words with the lieutenant when he got back. If he got back, he reminded himself. 'Over here Sarg.' He looked up and caught the cable that was heading in his direction. Looks like the new private had some uses after all.
"Sounds great Dytabail. I'll secure it this end."
He looked into the depths of the pit below. "Hope what we want is not down there. muttered the author. Then, readying is force soles, incase something untoward happened to the cable, made ready to cross it to the entrance once both ends were tight.
Claptrap will climb across once the cable is secure.
Is everyone ok if we take 10 minutes while I fix up a few things on Claptrap?
If everyone agrees Sprocket will spend 1 RP to regain all my SP and then be able to fix up claptrap to full.
Oddman also takes a break to recover stamina and recharge his plasma scabbard.
You take a break and rest. During that time you get the cable strung across the pit.
The door isn’t open and there is only a narrow ledge on the side with the door. One person could balance on the ledge,
It would take an Acrobatics check to balance on the ledge, or many of you just flew.
What would it be to open the door? Sprocket would try to open the door befote resting cuz claptrap is on the other side.
Sprocket would not have spent the 10 minute rest until the door was open so Claptrap can get over to him since he needs to fix him up. So if that is the case I did not spend an RP and I am still down the SP.
Computers: 1d20 + 16 ⇒ (10) + 16 = 26
If the door is open from that then after Claptrap comes across then Sprocket will want to take a 10-minute rest.
Alright Sprocket, since you insist.
After the others have rested and the cable is in place, Sprocket fiddles with the computer terminal and manages to open the airlock. He feels air from within flowing out as the pressure equalizes.
The drone is immune to this effect because of Construct Immunities.
Everyone else takes 7 hit points (not stamina) of damage regardless of if you succeed or fail at the save.
DC 17, see spoiler for effect of failure.
You are Weakened
The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs.
You probably want to note this in your header as a condition.
fort: 1d20 + 9 ⇒ (6) + 9 = 15
As the waft of air passes through him, Shokil feels suddenly weaker. He swallows dryly as he rechecks his armour environmental systems.
I don't suppose radition buffers help against this?
Sprocket will cast life bubble and will be able to get everyone if they want it.
Forgot to do this at the beginning. Everyday Sprocket will cast life bubble to get himself, claptrap l, and up to 6 others that want it. I got it from the Technomantic Dabbler Feat.
Fortitude: 1d20 + 3 ⇒ (20) + 3 = 23
Oddman destroys the poison just like he did with the gun turret - then he activates his armor protections.
Since Sprocket opened the door before the rest, the poison damage is inconsequential
Also starting to notice a theme to this place
I see an equipment check as separate from activating the equipment.
Oddman, the poison damage is hit point damage so a 10 minute rest does not normally get rid of the damage. There are ways to recover hit points as part of a 10 minute rest.
Also, I had assumed everyone except Sprocket had taken their rest before the door opened.
If you have a way that heals hit point damage as part of a 10 minute rest, please let me know in Discussion. In a quick scan of everyone’s equipment, I didn’t notice anything.
Shokil activates the environmental systems on his suit.
Sprocket protects everyone with a Life bubble. With the door open, all of you that need to can cross using the cable,
Past the airlock a short set of stairs to the north and another set to the south flank this long hall. Each set of stairs terminates at double doors, although the doors to the north swing audibly on neglected hinges. At the west end of the hall stands a massive metal storage locker. Debris and trash are scattered across the hall.
Still need the above Fortitude save from those who haven’t given me one yet.
Map added to slide deck.
Oh, yeah. Damn poisons.
Oddman checks the corridor for more traps:
Perception: 1d20 + 14 ⇒ (19) + 14 = 33
Oddman doesn’t find any traps on either door. Neither door is locked, the one to the north is partially open.
There is the strong smell of mildew coming from the chamber beyond the partially open door to the north.
The storage locker is unlocked, but due to its size and age it would be difficult to open. Requires a Strength check to open.
Sprocket had wanted a 10 minute rest after the doors were open. Is the group doing this?
As long as their is no impending danger then I would want to take the 10min rest.
Placed Sprocket and Claptrap on the map.
fortitude save: 1d20 + 5 ⇒ (6) + 5 = 11
Kiff doesn't mind waiting little longer.
Fort: 1d20 + 6 ⇒ (13) + 6 = 19
Azara coughs as the poison fills his lungs but avoids the worst of it.
"Why do I always forget these?" he says as he activates his armor's environmental seals even as the bubble of fresh air forms around him from Sprocket.
"Cabinet, north door, south door?" he offers up as a plan of action.
Assuming no one objects, he'll wait until Sprocket has Claptrap back in full working order then give a go at tearing open the twisted locker.
Str: 1d20 + 3 ⇒ (3) + 3 = 6
Sprocket will tell Claptrap to try to open it.
Str Check: 1d20 + 3 ⇒ (19) + 3 = 22
Azara decides it is a good idea to seal their suit.
Although Azara doesn’t get the cabinet open, Claptrap II is able to do it while Sprocket is repairing the robot.
Inside the cabinet you find several brightly colored geometric containers, many containing what appear to be large toys made of silvery plastic.
Culture to identify
Oddman examines the objects - usually he would open the container and drop them on the floor for a better look, but he's cautious of traps now.
Culture: 1d20 + 6 ⇒ (16) + 6 = 22
Shokil, after making his way across the cable joins the team in the corridor beyond. A shiver runs down his back. "This place feels more like a tomb than a storage facility."
He glances over his shoulder, making sure the mist is not following him in.
"Yeah...ours," Azara agrees with Shokil.
"An ancient place of storage
Finds a new usage
We found not stars but our doom."
"Obviously that stanza's never going to be published, one way or the other."
Despite the bleak conversation, Azara heads for the northern door, more worried about what is not sealed than what is.
Added slide for northern room
Ruined linens lay scattered about this partially flooded room. A steady stream of brackish water washes out from under a door along the area's eastern wall and drains into cracked flooring near double doors to the south. A huge, nest-like structure dominates the western half of the room, comprised of shattered furniture, shredded mattresses, and several torn pillows.
Sprocket will move up a bit and he will send Claptrap up to the door to try to see in the room.
Sprocket can see through Claptrap.
I’m going to assume Claptrap II proceeds Dytabail into the room.
Claptrap II goes into the room and looks around. There are large pieces of shed skin with a silvery hue and several rotting feathers in the nest-like structure,
Life Science to analyze. If the drone doesn’t have manipulators or an appropriate set of tools, someone will need to go in to do the check.
With nothing immediately jumping out, Dytabail goes into the other room to find out what is causing the flooding. He finds a lavatory with a massive bathtub. Someone left the tab on and muddy water is dribbling into the overflowing bathtub and from there to the floor.
Dytabail goes over and turns off the tap. The water in the bathtub is muddy enough that you can’t see if anything else might be in it.
"It would seem" notes the author "that this facility is perhaps not as unoccupied as we were led to believe.
He gingerly approaches the nest and pokes around to see if there are any shiny things (or otherwise) within it.
If Sprocket sees no danger through Claptrap he will move in to do a life science check.
Life Science with Library Chip: 1d20 + 14 + 4 ⇒ (6) + 14 + 4 = 24
"This is more of a children's tale than a horror story. Although the two do have a distressing amount in common between them..." mutters Shokil.
"What happens when a Frog-prince kisses a Swanmay?" he muses.
Still, he takes a feather. Who knows when it may be handy.
"And how did they get here?"
How *big* a swan are we talking about here? Normal sized? Halfling sized? Human sized? That looks like quite a large nest...
Oddman pokes around as well, looking for anything left out.
Perception: 1d20 + 14 ⇒ (13) + 14 = 27
He casts Detect Magic and Detect Affliction and scans the rooms with the spells.
Shokil looks at several of the feathers, trying to find some that aren’t badly damaged. It seems there are more than one type of feather and he isn’t sure exactly how to judge what he is looking at. He does find some pretty big feathers.
No skill at life science
Oddman pokes around a bit. When he gets to the bathroom, he pokes around in the tub and finds something, There is a skeleton under the water. He finds the mechanism to drain the bathtub and finds it is a large skeleton and it had some sort of strange visor. Nothing in the two rooms detects as magical.
Life Science to know more about the skeleton
Medicine to determine cause of death
Oddman does detect something with the Detect Afliction spell on everyone except Shokil and Azara.
Give me the appropriate skill check.
"I'm more worried about what happens when we run into a frog that's big enough to eat a swan," Azara comments.
He stands on his guard while those with the proper skills investigate the room further. Once he knows that the facility doesn't go further he focuses on the way they came.
Life Science: 1d20 + 4 ⇒ (20) + 4 = 24
Medicine: 1d20 + 4 ⇒ (4) + 4 = 8
Oddman points the skeleton to his colleagues, being unable to identify the cause of death.
Wisdom check DC 20: 1d20 + 4 ⇒ (19) + 4 = 23
Uncanny results, for a bunch of +4 checks
Examining the skeleton, Oddman discovers it is from a male izalguun. He can’t determine cause of death.
He also determines that people are being affected by some sort of radiation, but it isn’t normal radiation. You have been in the area for around 20 minutes now and with normal radiation the effects would have been much more obvious at this point.
Normal radiation would cause Fort saves every minute.
Radiation is classified as a poison that can result in radiation sickness.
Also checking my notes, it looks like I made a mistake. Shokil would show signs of the radiation poison. It is only Azara that wouldn’t.
Doesn't our armors protect us against this weak radiation? Oddman activated his after the poison trap
"There's harmful radiation here." Oddman warns the group, concluding his detection.
Medicine: 1d20 + 9 ⇒ (13) + 9 = 22
Armor of at least 7th level grants immunity to medium radiation as well as a bonus of +6 to one step higher radiation. What level of radiation is this? Sprocket activated this after the poison trap and casting Life Bubble.
Sprocket cast Life Bubble but I did not see him activate the environmental systems. Please provide a link to where he did.
Oddman, thanks for the link, I had missed where you activated the armor. kasatha microcord II Is level 6 armor.
Also please give some context, what was the medicine check for? There are multiple things I could have seen you doing the check for which is why I ask.
Sorry the skeleton was what the medicine check is for.
Sprocket will activate environmental systems now. I just figured it was normal to always have them activated.
Sprocket finds signs of the blunt-force trauma to the head of the skeleton. He believes that was the cause of death.
Environmental systems have a limited duration. What you are wearing would run out after 8 days.
I do not assume people are consuming a resource. There are adventures where the duration of environmental systems actually matter.
Oddman waits for the group to gather and casts Resist Radiation on the bunch.
Then he examines the south door:
Perception: 1d20 + 15 ⇒ (6) + 15 = 21