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Dridapex concentrates and then Jackojare feels a burning in his body as broken chiten knits back together.
mystic cure II: 3d8 + 6 ⇒ (6, 5, 1) + 6 = 18
He assesses the shirren with a tilt of his head, before concentrating again.
mystic cure II: 3d8 + 6 ⇒ (8, 1, 2) + 6 = 17
mystic cure II: 3d8 + 6 ⇒ (4, 3, 2) + 6 = 15
Your body appears to be almost fully healed. it notes clinically. Almost absentmindedly, it's probiscus twitches around to "Sample" some of the blood and spilled ichor from the team... and even more so the fallen orocoran.
Status:
Jackojare: 0/132SP; 74/83hp;
Jaqweh : 14/15rp; antigravity used 4/20;
Joe: 47/168SP;
Id: 86/99SP; damage; (antigravity 4/20);
Tolar: 0/110SP; 56/77HP; haste used(5r); inspiring boost used;
Kait'lax : 55/110SP; antigravity used 4/20;
Killdroid 54/110HP;
Dridapex (pink)

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Kait'lax activates Killdroid's energy shield and continues up the tower.

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Id looks over the battered group, waiting to see if they progress further. He takes a second the patch up Jackojare and Tolar.
Mystic cure 1 for each of them.
Jackojare HP Healed: 1d8 + 7 ⇒ (8) + 7 = 15
Tolar HP Healed: 1d8 + 7 ⇒ (8) + 7 = 15

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Anything else, or just healing up? I'll update in 12-16 hours to give everyone a chance as you took a bit of a beating there. Never seen so many grenades used in such a short time before. Spectacular!

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When everybody heals up Joe looks over civilans and ask Dridapex about safe place to take a breath. As for now, vanguard suggest to move away from this poor tactical position as soon as possible.

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Kait'lax flies around the tower to see if there are any other obstacles between them and the Hellknights.
Perception: 1d20 + 17 ⇒ (2) + 17 = 19
And finds none, unless there is a neon sign that says "AMBUSH".

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Well, if you need a rest, we could just retire back to The Hall of Ichor Everflowing notes Dridapex - pointing back to the room you just left.
I don't think the scholars will be coming back in a hurry.
It gestures upward. Or the next room up is the treasury. The wisdom there may prove helpful in our quest..
The last thought being broken off as another explosion rocks the tower, with a sheet of flame gushing out from somewhere near the top.

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Perception : 1d20 + 17 ⇒ (11) + 17 = 28
Jaqweh follows Kait'lax on their recon flight.
But given the crazy DCs in this scenario, I'm betting we wouldn't find anything even on a Nat 20.
He lands outside the entrance to the treasury and awaits the others.

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random dice rolls that nobody is looking at anyway: 3d20 ⇒ (6, 5, 1) = 12
From the outside there are no obvious signs of occupation of the treasury by the Hellknights. Though without going inside it would be impossible to really tell.
And to keep things moving
The team continues up the narrow, winding pathway until it is just outside the treasury.
There are four areas within the treasury explains Dridapex.
The first is the fallen dragon, the second the gibbering pillar, the third the assimilation chamber and the final one the hall of slumbering kings. Wisdom can be found by those willing to engage with these treasures.
Status:
Jackojare: 0/132SP; 83/83hp;
Jaqweh : 14/15rp; antigravity used 4/20;
Joe: 47/168SP;
Id: 86/99SP; damage; (antigravity 4/20);
Tolar: 0/110SP; 71/77HP; haste used(5r); inspiring boost used;
Kait'lax : 55/110SP; antigravity used 4/20;
Killdroid 54/110HP;
Dridapex (pink)

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In the interest of keeping things moving and keeping it easy on the GM, I propose just doing them in the order presented.
What can you tell us of the challenges in each, Dridapex? Jaqweh asks their host even as he moves to enter the fallen dragon area.

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Works for me!
Id follows Jaqweh to examine the fallen dragon.

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You slowly enter the level of the tower. It is split into four quarters.
Suddenly... no pair of powered up devils descend upon you.
Then, just as you think you are safe... No horde of paniced orocoran scholars descends on you.
Knowing that is too good to last, you peer into the gloom. The only sight of a Hellknight is another explosion rocking the tower. You're not sure where they get their ordinance budget from, but you'd probably like a chunk of it.
Peering off to the left of the entrance you get a feeling for why, perhaps such horrors dared not to be present.
A silvery dragon lies curled, apparently sleeping, in a heap. Thick tendrils of flesh and sinew bind the corpse the floor of the room, growing over the top of the dragon like mold. Alternating waves of heat and cold radiate from the dragon.
It is dead, not sleeping informs Dridapex.
If you advance and touch it, you may yet commune with its spirit. Should you prove worthy, it may bless you.
Mechanically if you want to do this, then make your choice of bluff, diplomacy or intimidate checks as you meditate for a moment while touching it.

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Id approaches cautiously and tries to contact the dragon telepathically, offering it soothing feelings to ease its tortured status as a host for the weird flesh tendrils.
Diplomacy: 1d20 + 15 ⇒ (15) + 15 = 30

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Id thinks he is making some headway, but even with Jackojares suggestions is not quite there yet.
Status: Communing with the dead dragon
Jaqweh : 14/15rp; antigravity used 4/20;
Joe: 47/168SP;
Tolar: 0/110SP; 71/77HP; haste used(5r); inspiring boost used;
Kait'lax : 55/110SP; antigravity used 4/20;
Killdroid 54/110HP;
Dridapex (pink)
Jackojare: 0/132SP; 83/83hp;
Id: 86/99SP; damage; (antigravity 4/20); On a 32

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Joe is covered with different subsances, so he prefers to stay hungry for now.
As team proceed and see the dragon, the vanguard makes several photos. And just after this approach, folloing Dridapex suggestion.
Mighty one! This is The Law! Share your essense or your intensions with me, as we are the power
Intimidate: 1d20 + 20 ⇒ (12) + 20 = 32

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Kait'lax will join with Id to determine what the dragon - corpse? - wants.
Diplomacy, Aid: 1d20 + 2 ⇒ (17) + 2 = 19

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Tolar and his hireling go to touch the dragon and teamspeak it.
Hireling diplomacy check: 1d20 + 19 ⇒ (11) + 19 = 30

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While most are found wanting albeit not *that* wanting... Id, with a couple of helpful suggestions is able to convince what remains of the dragons memories of his good intentions.
Tendrils shoot from the dragon into Id and impart them with a fraction of the dragon’s power...
Mechanically this works as a Mk2 personal upgrade. Which is an odd benefit given characters are almost certain to already have this by level 10. Thus I'm going to allow it to work in conjunction with an existing mk2 upgrade if you already have one.... for the length of this scenario.
The dragons spirit is quietened and the group turns to the right.
Thousands of gaping mouths line the walls of this room, filling it with gibbering voices and a susurrus of murmurs. Snakelike worms covered with arcane sigils crawl in and out of the mouths continuously.
These worms help organise the data in the tower. They are called knowledge worms. explains Dridapex as another, smaller explosion rocks the tower.
You may be able to coax one down to you if you try to help them organise the knowledge that remains...
Culture or mysticism check if you want to try

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Kihgtsa helps rework some of the knowledge indexing. One of the worms, intrigued by the dwarfs abilities extracts itself from the wall and wiggles towards him. Once sitting on his head, it secures its own tail, making a circle... and opening up his mind.
Effectively a minklink circle mk3!
You continue on further into the chamber.
Ahead you see a pillar covered with organic growths that shimmer and jolt with sparks of energy. In the center of the structure, an ornate and ancient greatsword is embedded within a massive boulder of flesh, which seems to quiver with a ponderous alien heartbeat.
We use this structure to break down powerful artifacts. But this has resisted us for centuries. explains Dridapex.
Athletics check to draw this forth. I'm not allowing aid-another on this one, and there are a limited number of chances you get, so have a chat about who you might want to pull forth the sword...Those of you who are lawful good (hah, if any)feel a bit drawn toward it and might get a small bonus..

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Cool! I’ll put it into Con for the rest of the adventure.

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Tolar stares at the blade gfor a moment.
"I read this story."
He puts away his gun and goes to draw the blade.
Athletics DC ?: 1d20 + 23 ⇒ (4) + 23 = 27
"Ah. One of those trick ones right? With magnets?"

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I'd probably fail anyway. I have a +14, so I'd have to roll a 13 just reach your 27
You seem to making progress anyway. You could try again yes?

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Tolar tries to pull the blade, but only succeeds in having it sink further into the depths of the tower. Then, with renewed focus he pulls again... Slowly, slowly it slips out of the boulder of flesh... eventually emerging with a slurping sound.
See slides for details of Corroded Vengeance
The team can then turn their attention to the last of the halls on this level if they choose.
This is the hall of slumbering kings.. informs Dridapex.
Organic tissues and membranes coat the surfaces of this room. Hundreds of embedded alien corpses form grotesque walls, their arms crossed in funerary poses. Each wears ornate robes once rich and regal, but now tattered and soiled with age. A malevolent energy hangs in the still air, as if a predator waits to pounce just out of sight.
We we die, the best of us are brought here to be assimilated. In theory they could be roused to help in the defence of the tower... but that is not without risk. They will attempt to test your will in a variety of challenges...
It pauses for a moment, head tilted to one side as if listening.
No, you must try to rouse the kings. The tower won't permit passage unless they can at least assess you.

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"This think looks like it's about to fall apart. Is it any good?"
Nice. I was afraid the sword would be junk but it's pretty good. But Tolar doesn't know that and I'm not sure how identifying magic items or fusions works in SF.

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Joe is impressed by Tolar's example, and askes to try few moves with the greatsword but soon return relic blade do the kasath warrior.
-Nah. I need my shield and... to feel entropy vibrations. As we geeting closer I need to ask everyone if you prefer to have a rest. Data and property are important. Heroes dies sometimes, if they are foolishly rush. So?
AS party proceed, Joe telepathically communicate, in general trin not to touch anything around and he prepared for danger...
-Slumbering kings? I can negotiate with them. We should have permisson due to Pact World ...pact -- Joe is absolutely sure about this.

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@Tolar I'm going to assume the sword makes its powers known to you at a subconscious level.
And assuming you ready yourselves to face the kings..
As you enter the area, ghostly apparitions of dead Ichor lords claw free of the walls. They slowly emerge and then march relentlessly toward you, filling the room with waves of psychic energy that starts to rapidly tire you out, even more than the heavy gravity has been.
Each of you gets to choose between Crossing blades with a king (make an attack roll); rebut the psychic energy (caster level check. If you burn a spell, you may add the spell level to your check); impress the kings with a speech of feat of strength (diplomacy, athletics of intimidate check); You may alternatively have some other (limited use) ability that you think is appropriate that you would like to use.
Status, Slumbering Kings Awaken! Round 1. Bold to act.
Jaqweh : 14/15rp; antigravity used 4/20;
Joe: 47/168SP;
Tolar: 0/110SP; 71/77HP; haste used(5r); inspiring boost used;
Kait'lax : 55/110SP; antigravity used 4/20;
Killdroid 54/110HP;
Jackojare: 0/132SP; 83/83hp;
Id: 86/99SP; damage; (antigravity 4/20);
Dridapex (pink)

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"Have at thee!"
Tolar decides to try out his new sword.
melee attack with the sword: 1d20 + 19 ⇒ (10) + 19 = 29

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Sorry I missed those last couple challenges. You guys plowed staight thru them. Thanks!
Jaqweh begins making a speech appealing to the kings' sense of duty, fairness, and the protection of their citadel.
Diplomacy : 1d20 + 22 + 1d6 + 2 ⇒ (6) + 22 + (1) + 2 = 31

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Id dips into his remaining mystic power to try and impress the kings
Caster Level (1st): 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28

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Kait'lax usually tries to avoid physical effort, but they remember the time they jumped onto a Daimalkan colossus.
Using Communalism to get roll twice, take the better on a skill check.
Athletics: 1d20 + 13 ⇒ (17) + 13 = 30
Athletics: 1d20 + 13 ⇒ (14) + 13 = 27

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Joe opens voice channel to produce Metall Warriors heavy inspiring composition to power up resolve.
Vanguard clashes shiled and willpower with a psychic energy march
attack: 1d20 + 18 ⇒ (3) + 18 = 21

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Tolar tries his best, but his attack is parried.... at the very last moment. You must do better than that
Likewise Jaqweh's speech goes flat. Heroes always try the same line.
Id however concentrates his mystic energies forcing back the king he is facing. It redoubles its efforts...
Jackojare has no more luck in impressing a king that Jaqweh. And Kait'lax thinks that his physical prowers are never going to impress them.
Even Joe seems off his game. That last battle must have really taken it out of the team. Or maybe it is the constant shaking of the tower. It sounds like the Hellknights are building up to something impressive.
The psychic effort is quite intense and takes a toll on your bodies..
Please give me two DC 19 fortitude saves with your next round of attempts to impress them.
Status, Slumbering Kings Awaken! Round 2. Successes:1; Bold to act.
Joe: 47/168SP;
Kait'lax : 55/110SP; antigravity used 4/20;
Killdroid 54/110HP;
Jackojare: 0/132SP; 83/83hp;
Jaqweh : 14/15rp; antigravity used 4/20;
Tolar: 0/110SP; 71/77HP; haste used(5r); inspiring boost used;
Id: 86/99SP; damage; (antigravity 4/20);
Dridapex (pink)
To help you a little, you can work out from the above that you'll need to do at least a little better than hitting KAC 29 to impress with your combat skills. Not combat skills the DC is north of 31.

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Fortitude Save: 1d20 + 11 ⇒ (2) + 11 = 13
Fortitude Save: 1d20 + 11 ⇒ (15) + 11 = 26
I don't really want to fail a save now.
Fortitude Save, Reroll, 2 Novas: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Kait'lax will try to help Joe land a more impressive attack.
Attack vs. KAC, Aid Another: 1d20 + 8 ⇒ (9) + 8 = 17

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fortitude DC 19: 1d20 + 10 ⇒ (16) + 10 = 26
"Well how about this then?"
Tolar does some feats of strength including climbing the walls.
Athletics check: 1d20 + 23 ⇒ (13) + 23 = 36 +8 more to climb.

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Fortitude DC 19: 1d20 + 8 ⇒ (10) + 8 = 18
Fortitude DC 19: 1d20 + 8 ⇒ (4) + 8 = 12
Any chance of using stargazer or communalism to reroll those?
Id pushes back against the resistant psyches of the kings, preserving his own remaining spell energy and focusing with all his might.
Caster Level: 1d20 + 11 ⇒ (20) + 11 = 31

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Joe recovers his resolve and some strength and with a bare mind push his Living Lash to move...
Fortitude (+Toughness?): 1d20 + 14 ⇒ (5) + 14 = 19
Clash again? EAC?: 1d20 + 18 ⇒ (16) + 18 = 34
Lash strikes back at the Kings creating loud BHAM

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Fort 1 : 1d20 + 9 ⇒ (9) + 9 = 18
Fort 2 : 1d20 + 9 ⇒ (18) + 9 = 27
You said this was due to "psychic effort." His armor is voidglass. "Shards of voidglass can be embedded or woven into the material of any armor or shield in order to enhance its wearer’s psychic defenses. Wearing armor or wielding a shield that contains voidglass grants you a +1 enhancement bonus to saves against mind-affecting effects." I did NOT include the +1 from the armor in the saves, pending your ruling.
Jaqweh takes note of the Kings' feedback on his speech and changes up the tone and theme.
Diplomacy, Expertise: 1d20 + 22 + 1d6 + 2 ⇒ (18) + 22 + (1) + 2 = 43

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Kait starts to feel very tired but digs deep and keeps his eyes open.
Tolar shows off his athletic prowess climbing the tumorous and quite disgusting walls.
Second fort save still needed.
Id again proves his mastery of the mystical arts, driving back the king he faces. The psychic cost is high though Exhausted
Joe crosses swords with the king again, this time his own prowess push the king backward. I'll let Toughness apply here. And I'll let the voidglass benefit also apply
Jaqweh's eloquence increases. As he speaks he feels the mental pressure of the kings presence, however the mystical nature of his armour bolsters his resistance.
Status, Slumbering Kings Awaken! Round 3. Successes:4; Bold to act.
Jackojare: 0/132SP; 83/83hp;
Dridapex (pink)
Kait'lax : 55/110SP; antigravity used 4/20; .
Killdroid 54/110HP;
Tolar: 0/110SP; 71/77HP; haste used(5r); inspiring boost used; fort DC19 still required
Id: 86/99SP; damage; (antigravity 4/20);Exhausted
Joe: 47/168SP;
Jaqweh : 14/15rp; antigravity used 4/20;

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Id takes a knee as the others keep pressing the kings. He reaches for his spell gem of lesser restoration to relieve his exhaustion somewhat.
Casting spell gem to go from exhausted to fatigued.

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fort: 1d20 + 14 ⇒ (20) + 14 = 34 fort: 1d20 + 14 ⇒ (12) + 14 = 26
Jackojare will make an attack roll with his survival knife hit: 1d20 + 19 ⇒ (4) + 19 = 23 vs KAC.

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Jack puts a lot of energy into resisting the kings auras of lethargy, but doesn't manage to time his attack very well.
And onto round three, last chance to impress! One more fort save this round
Status, Slumbering Kings Awaken! Round 3. Successes:4; Bold to act.
Jackojare: 0/132SP; 83/83hp;
Kait'lax : 55/110SP; antigravity used 4/20; .
Killdroid 54/110HP;
Tolar: 0/110SP; 71/77HP; haste used(5r); inspiring boost used; fort DC19 still required
Id: 86/99SP; damage; (antigravity 4/20);Exhausted
Joe: 47/168SP;
Jaqweh : 14/15rp; antigravity used 4/20;
Dridapex (pink)

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Fort, voidglass: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Id failed on an 18, so think I'm gonna reroll.
Fort, voidglass, reroll : 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Nat 20! That'll suffice!
Seeing what worked, Jaqweh keeps to the same theme, expounding on the points he made earlier.
Diplo, Expertise : 1d20 + 22 + 1d6 + 2 ⇒ (19) + 22 + (5) + 2 = 48

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Jaqweh continues to wax eloquent. His king retires to the wall, seemingly satisfied.
Status, Slumbering Kings Awaken! Round 3. Successes:5; Bold to act.
Jackojare: 0/132SP; 83/83hp;
Kait'lax : 55/110SP; antigravity used 4/20; .
Killdroid 54/110HP;
Tolar: 0/110SP; 71/77HP; haste used(5r); inspiring boost used; fort DC19 still required
Id: 86/99SP; damage; (antigravity 4/20);Exhausted
Joe: 47/168SP;
Dridapex (pink)
Jaqweh : 14/15rp; antigravity used 4/20;

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Id is presently casting his spell gem, so not engaging the kings for 3 rounds.