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King Klearsaard, are you going to walk up to the buttons?

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We should at least look through the rooms before we report back.
If no one else does, Jong will move to the doorway and look into the room.

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King Klearsaard runs in, curiosity getting the better of him. Suddenly caustic cleaning fluids gush from spouts in the ceiling and walls.
Squish, Search: 1d20 + 7 ⇒ (8) + 7 = 15
Lande Striden, Scout: 1d20 + 10 ⇒ (8) + 10 = 18
Jong Sasaki, Search: 1d20 + 7 ⇒ (5) + 7 = 12
King Klearsaard, Search: 1d20 + 7 ⇒ (20) + 7 = 27
Kromrock Crushmaster, Search: 1d20 + 9 ⇒ (15) + 9 = 24
The Doctor, Search: 1d20 + 8 ⇒ (15) + 8 = 23
Smiley Init: 1d20 + 10 ⇒ (5) + 10 = 15
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COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
Successes required to disable: 5
Engineering Lore / Thievery (Trained) to deactivate the control panel
Athletics / Acrobatics to plug the spouts that release the chemicals
Before Your Turn
DC 20 Basic Fortitude Save:
DC 20 Basic Reflex Save: King Klearsaard (Acid Damage, Half if save succeeds: 1d8 + 4 ⇒ (5) + 4 = 9)
------------------
Those with ** may go
**King Klearsaard - AC 18 (20 w/shield), 14/14
**Kromrock Crushmaster - AC 17 (19 w/shield), 20/20
**The Doctor - AC 15, 26/26
**Lande Striden - AC 19, 15/36
Smiley
Squish - AC 18, 25/28
Jong Sasaki - AC 17 (18 Mage Armor, 19 MA+Shield), 22/22 (AC 18)

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2 actions to disable. Also you don't need a fort save... not yet, anyway :)
The Doctor waves his sonic screwdriver at the control panel and has some success disabling the device.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
Successes required to disable: 4
Engineering Lore / Thievery (Trained) to deactivate the control panel
Athletics / Acrobatics to plug the spouts that release the chemicals
Before Your Turn
DC 20 Basic Fortitude Save:
DC 20 Basic Reflex Save: King Klearsaard (9 pts acid damage on failure)
------------------
Those with ** may go
**King Klearsaard - AC 18 (20 w/shield), 14/14
**Kromrock Crushmaster - AC 17 (19 w/shield), 20/20
The Doctor - AC 15, 26/26
**Lande Striden - AC 19, 15/36
Smiley
Squish - AC 18, 25/28
Jong Sasaki - AC 17 (18 Mage Armor, 19 MA+Shield), 22/22 (AC 18)

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Fort DC 20: 1d20 + 4 ⇒ (13) + 4 = 17
Reflex DC 20: 1d20 + 5 ⇒ (14) + 5 = 19
King Vaagz looks over at the Doctor incredulously. "What did you push!?" he immediately begins smashing new buttons to try and get it to stop, all the while looking like he knows what he is doing.
Thievery: 1d20 + 5 ⇒ (12) + 5 = 17
HP 5/14 (Resist Fire 1)
AC 18 (20 w/ shield)
Spells 1st: True Strike
Divine Font (Harm) 3/3

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King Klearsaard isn't fast enough to get out of the way in time and is burned by the caustic disinfectants. He starts mashing buttons trying to disarm the mechanism but is unsuccessful.
There might be a delay in updating tomorrow as I have a supplier visiting. I might be able to post an update during the day but no promises...
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
Successes required to disable: 4
Engineering Lore / Thievery (Trained) to deactivate the control panel
Athletics / Acrobatics to plug the spouts that release the chemicals
Before Your Turn
------------------
Those with ** may go
King Klearsaard - AC 18 (20 w/shield), 5/14
**Kromrock Crushmaster - AC 17 (19 w/shield), 20/20
The Doctor - AC 15, 26/26
**Lande Striden - AC 19, 15/36
Smiley
Squish - AC 18, 25/28
Jong Sasaki - AC 17 (18 Mage Armor, 19 MA+Shield), 22/22 (AC 18)

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The dwarf tries to do the same action as Lande but with another method.
Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13

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Lande and Kromrock move to try to block the spouts. However, neither one manages to climb high enough.
More caustic vapors flood into the room.
Acid Damage, DC 20 Basic Fort Save for half: 2d6 + 2 ⇒ (6, 5) + 2 = 13
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COMBAT TRACKER
Round: 1-2
Tactical Map
Special Conditions:
Successes required to disable: 4
Each check requires 2 actions
Engineering Lore / Thievery (Trained) to deactivate the control panel
Athletics / Acrobatics to plug the spouts that release the chemicals
Before Your Turn
DC 20 Fortitude Save: King Klearsaard, Kromrock, The Doctor, Lande
S: 6 damage
F: 13 damage
CF: 26 damage
------------------
Those with ** may go
-2-
**King Klearsaard - AC 18 (20 w/shield), 5/14
**Kromrock Crushmaster - AC 17 (19 w/shield), 20/20
**The Doctor - AC 15, 26/26
**Lande Striden - AC 19, 15/36
Smiley
-1-
**Squish - AC 18, 25/28
**Jong Sasaki - AC 17 (18 Mage Armor, 19 MA+Shield), 22/22 (AC 18)

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Fort: 1d20 + 5 ⇒ (4) + 5 = 9
The dwarf continues his task.
Acrobatics: 1d20 + 6 ⇒ (10) + 6 = 16
Then knowing he won’t stand another round he goes out of the room.

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Kromrock, that's a crit fail. Do you want to hero point that?

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Jong moves into the room and tries to plug the holes.
Acrobatics to plug holes: 1d20 + 6 ⇒ (2) + 6 = 8
What is it with the dice roller on this thread?
I am going to use a Hero point to reroll.
Acrobatics to plug holes: 1d20 + 6 ⇒ (6) + 6 = 12
And not do much better with the Hero Point.

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Doctor Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13
The Doctor's flesh burns from the caustic vapors but Kromrock collapses from the burning pain in his lungs. Lande manages to hold his breath long enough to run out of the room after unsuccessfully trying to plug the holes in the wall. Jong runs in to help but also does not succeed in plugging the spouts.
Still at the control panel, The Doctor again manages to find the right combination of buttons to push.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Special Conditions:
Successes required to disable: 3
Each check requires 2 actions
Engineering Lore / Thievery (Trained) to deactivate the control panel
Athletics / Acrobatics to plug the spouts that release the chemicals
Before Your Turn
DC 20 Fortitude Save: King Klearsaard
CS: Unaffected
S: 6 damage
F: 13 damage
CF: 26 damage
------------------
Those with ** may go
-2-
**King Klearsaard - AC 18 (20 w/shield), 5/14
The Doctor - AC 15, 13/26
Lande Striden - AC 19, 9/36
Kromrock Crushmaster - AC 17 (19 w/shield), 0/20 (Dying 2)
Smiley
-1-
**Squish - AC 18, 25/28
Jong Sasaki - AC 17 (18 Mage Armor, 19 MA+Shield), 22/22 (AC 18)

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King Klearsaard gets overwhelmed and drops to the ground. Squish sends some much needed healing to Kromrock.
More acidic vapors hiss from the spouts in the walls, covering everyone in the room.
Acid Damage, DC 20 Basic Fort for half: 2d6 + 2 ⇒ (2, 3) + 2 = 7
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COMBAT TRACKER
Round: 2-3
Tactical Map
Special Conditions:
Successes required to disable: 3
Each check requires 2 actions
Engineering Lore / Thievery (Trained) to deactivate the control panel
Athletics / Acrobatics to plug the spouts that release the chemicals
Before Your Turn
DC 20 Fortitude Save: King Klearsaard, The Doctor, Kromrock, Jong
Recovery Check: King Klearsaard
------------------
Those with ** may go
-3-
**The Doctor - AC 15, 13/26
**Lande Striden - AC 19, 9/36
**Kromrock Crushmaster - AC 17 (19 w/shield), 9/20 (Wounded 1, Prone)
**King Klearsaard - AC 18 (20 w/shield), 0/14 (Dying 1)
Smiley
-2-
**Squish - AC 18, 25/28
**Jong Sasaki - AC 17 (18 Mage Armor, 19 MA+Shield), 22/22 (AC 18)

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Did we not take time to heal after the previous encounter? I am not sure why we are injured. (Lande isn't trained in medicine, but I assume someone is. Not sure why we wouldn't have just waited until everyone was healed.)

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Technically I think I should be able to play before the hazard as my init should have been displaced right before it.

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Fort save, DC20: 1d20 + 5 ⇒ (11) + 5 = 16
This stuff Stings!
◆◆Acrobatics Check to disable the trap: 1d20 + 6 ⇒ (18) + 6 = 24
◆ Then move back out of the room.

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Did we not take time to heal after the previous encounter? I am not sure why we are injured. (Lande isn't trained in medicine, but I assume someone is. Not sure why we wouldn't have just waited until everyone was healed.)
I gave the party 20 minutes to patch yourselves up. Nobody seems to have done anything about it. Squish mentioned here that Lande is injured but the post was up for 2-3 days (depending on which timezone you use) and nobody did anything. Everyone was saying 'go' before that...

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More waves of the Sonic Screwdriver has the cleaning mechanism weakened. The Doctor also manages to cover up from the caustic vapors. Jong was caught taking a deep breath when the caustic chemicals sprayed and is reduced to a coughing fit. He does, however, manage to plug some holes in the wall.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Special Conditions:
Successes required to disable: 1
Each check requires 2 actions
Engineering Lore / Thievery (Trained) to deactivate the control panel
Athletics / Acrobatics to plug the spouts that release the chemicals
Before Your Turn
DC 20 Fortitude Save: King Klearsaard, Kromrock
Recovery Check: King Klearsaard
CS: Unaffected; S: 3 Acid Damage; F: 7 Acid Damage; CF: 14 Acid Damage
------------------
Those with ** may go
-3-
The Doctor - AC 15, 10/26
**Lande Striden - AC 19, 9/36
**Kromrock Crushmaster - AC 17 (19 w/shield), 9/20 (Wounded 1, Prone)
**King Klearsaard - AC 18 (20 w/shield), 0/14 (Dying 1)
Smiley
-2-
**Squish - AC 18, 25/28
Jong Sasaki - AC 17 (18 Mage Armor, 19 MA+Shield), 15/22 (AC 18)

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Technically I think I should be able to play before the hazard as my init should have been displaced right before it.
You're right. My bad. Kinda hard to retcon that though... Apologies.

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Kromrock, what I can do is I can let you have a turn before you make your Fort save

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It's easy to retcon this. Kromrock goes away from the room before the hazard plays again. Otherwise the hazard plays twice before I can act. Then with 2 new saves which will be (probably) failed Kromrock will die as he's now wounded 2. He will pass to dying 4.

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Lande rushes in to plug the spouts but his hand slips and he is unable to reach the spout.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Special Conditions:
Successes required to disable: 1
Each check requires 2 actions
Engineering Lore / Thievery (Trained) to deactivate the control panel
Athletics / Acrobatics to plug the spouts that release the chemicals
Before Your Turn
DC 20 Fortitude Save: King Klearsaard, Kromrock
Recovery Check: King Klearsaard
CS: Unaffected; S: 3 Acid Damage; F: 7 Acid Damage; CF: 14 Acid Damage
------------------
Those with ** may go
-3-
The Doctor - AC 15, 10/26
Lande Striden - AC 19, 9/36
**Kromrock Crushmaster - AC 17 (19 w/shield), 9/20 (Wounded 1, Prone)
**King Klearsaard - AC 18 (20 w/shield), 0/14 (Dying 1)
Smiley
-2-
**Squish - AC 18, 25/28
Jong Sasaki - AC 17 (18 Mage Armor, 19 MA+Shield), 15/22 (AC 18)

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It's easy to retcon this. Kromrock goes away from the room before the hazard plays again. Otherwise the hazard plays twice before I can act. Then with 2 new saves which will be (probably) failed Kromrock will die as he's now wounded 2. He will pass to dying 4.
Actually you'll only be Wounded 1. You also have 1 hero point remaining to stabilize in case everything fails.

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Squish digs deep and tries to get things done.
BLUB
Using my campaign coin to reroll Lande's disable attempt.
Lande Reroll: 1d20 + 11 ⇒ (16) + 11 = 27
[ooc]I think that gets things done before the last blast and neatly wraps things up :P

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Lande manages to climb the wall and plug the remaining spout, while Kromrock gets up and manages to run out the room. The hazard immediately shuts down and goes into maintenance mode.
ENCOUNTER OVER
The exploration done, there is nothing left but to report back to Calisro Benarry (after waking King Klearsaard from his nap). Calisro Benarry listens to your report with rapt attention. Finally, she offers you the opportunity to join them and the other faction leaders for dinner at the base camp. Over the course of a hearty meal (prepared by Gorm Greathammer), you get a chance to share your findings, impressing the leaders if you were successful. The leaders thank you and make it clear the work you have done will make it possible for more thorough explorations in the future.
Thanks for playing!