Jekcedo 
                
                
                
                
                  
                
                
              
              
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Are we still in E1? or did we move to E2 for the computers? If we haven't been to E2 then I suggest go there. if we are in e2 then I suggest the door north E2.
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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You are in E2.
The door that goes north from E2 goes into E3.
Nearly every inch of flat surface here is covered with colored mushrooms, from the floor to the oval table that occupies much of the room. Doors on the east and west ends of the room exit south.
You hear faint sobbing coming from a dark corner of the room.
              
                
                
                   
                
                
                   RZMR 
                
                
                
                
                  
                
                
              
              
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Will: 1d20 + 5 ⇒ (1) + 5 = 6
Do not sob, for the time of salvation is near. Only through repentance and undying loyalty shall you find atonement, and only through laboring for the good of the collective shall your reward be obtained.
RZMR has a glance into the room, but has no need to be at the front here.
Perception: 1d20 + 0 ⇒ (3) + 0 = 3
              
                
                
                   
                
                
                   Xeno The Chronicler 
                
                
                
                
                  
                
                
              
              
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DC 15 Will: 1d20 + 3 ⇒ (2) + 3 = 5
"It's real!" Xeno exclaims. "Don't cry. Where are you? We are here to help." the old man looks for the source of the sobbing.
Perception: 1d20 + 1 ⇒ (6) + 1 = 7
              
                
                
                   
                
                
                   Jekcedo 
                
                
                
                
                  
                
                
              
              
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Will: 1d20 + 5 ⇒ (15) + 5 = 20
"The sound is illusionary, I can't tell what's causing it, but I suspect the mushrooms. Let me see if I can locate what's causing it."
Jek tries to see what might be causing the sound
Mysticism: 1d20 + 11 ⇒ (12) + 11 = 23
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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It's hard to tell. You might have to actually go into the room to see properly.
              
                
                
                   
                
                
                   Jekcedo 
                
                
                
                
                  
                
                
              
              
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Jek opens the door to E3 and from the doorway has a look 
"I wonder if it's coming from in here?"
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
              
                
                
                   
                
                
                   Tuek the Kleptovoyant 
                
                
                
                
                  
                
                
              
              
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Will: 1d20 + 1 ⇒ (15) + 1 = 16
"Even illusory sound must have some source." notes Tuek as he enters the room to take a look.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Please move my token accordingly
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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Tuek moves in and has a look around - please make a will save.
              
                
                
                   
                
                
                   Tuek the Kleptovoyant 
                
                
                
                
                  
                
                
              
              
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Will: 1d20 + 1 ⇒ (6) + 1 = 7
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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The feeling of fear causes Tuek to be shaken for the next hour.
              
                
                
                   
                
                
                   Jekcedo 
                
                
                
                
                  
                
                
              
              
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Was Jek able to see anything from the doorway or notice what happened to Tuke? Not sure if Jeks last perception check from the door way would have noticed. Perception: 1d20 + 10 ⇒ (19) + 10 = 29
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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With a roll like that, yes, you can see that Tuek has had an adverse reaction, you're just have no idea what caused it.
              
                
                
                   
                
                
                   RZMR 
                
                
                
                
                  
                
                
              
              
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The frailties of the neuronal connection have the power to rattle even those of the strongest mettle. It is unwise to trust on the strength of the arm alone when the integrity of the battle line can be breached by panic sweeping the ranks. Any source of doubt, and any potential root cause of terror must be dealt with in the swiftest way possible, so that strength can be applied without reservation. RZMR says, then switches to his announcing voice Poshkettle tea, for when you need a moment of calmth.
RZMR deals with the source of terror by closing the door, nodding at the other one, as if to say: let's deal with the contents of this room later.
Either someone with strong will goes in, or we investigate the rest of the floor and come back later?
              
                
                
                   
                
                
                   Tuek the Kleptovoyant 
                
                
                
                
                  
                
                
              
              
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"Tuke you ok? what happened in there?
"I have a bad feeling about this." Tuek replies.
              
                
                
                   
                
                
                   Jekcedo 
                
                
                
                
                  
                
                
              
              
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Jek goes in to make sure Tuke is ok then looks around 
"I got a bad feeling about this too."
Will: 1d20 + 5 ⇒ (18) + 5 = 23
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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Jek isn't shaken but he does detect the psychic waves of fear. Dirk is shaken though. Could the mass accumulation of mushrooms be responsible?
              
                
                
                   
                
                
                   Xeno The Chronicler 
                
                
                
                
                  
                
                
              
              
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Xeno is afraid to get closer to the source of the faint sobbing but he stands firm that the voice is real.
"What did you see? What did you see?" the old man calls out to those who have gotten nearer to the faint sobbing source.
              
                
                
                   
                
                
                   Jekcedo 
                
                
                
                
                  
                
                
              
              
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"The mushrooms seem to be responsible for causing psychic waves of fear. I wonder if they are trying to scare us away or projecting their fear of us, could be both I suppose. Let me try to calm them."
Jek tries to send a telepathic feeling of calm to the mushrooms, basically, Jek is just doing the telepathic equivalent of chanting Om to the mushrooms.
Mysticism: 1d20 + 11 ⇒ (17) + 11 = 28
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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It seems to be only a temporary fix, for as soon as you stop doing that, the fear effect picks up again.
There seems to be nothing else in here.
              
                
                
                   
                
                
                   Jekcedo 
                
                
                
                
                  
                
                
              
              
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Speaking to Dirk and Teuk
"I think it's best we head out of this room.  I don't see anything in here other than lots of mushrooms in here.
to the rest of the party
"Just mushrooms in there, Where to next? How about that door next to Dirk?"
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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Down a short corridor you enter another room.
Strips of fabric in shades of dark green, steel gray, and white hang from the ceiling, affixed with some unknown substance. A comfortable-looking bed is up against one wall, adjacent to a large wardrobe whose doors hang open. A writing desk with a personal computer terminal on it stands in the southeast corner. The air here smells faintly of cinnamon and freshly dug soil.
A creature lounges on the bed, his pale, grotesque form glowing faintly from within thanks to a recent snack. He waves a clawed hand for you to step farther in the room and speaks.
“Darlings! So good of you to pay me a visit in my humble abode! But we have yet to be formally introduced. I am Skorusko, master of dread and despair, horticulturist extraordinaire, and all-around gourmand. And who might you delectable morsels be?”
              
                
                
                   
                
                
                   Jekcedo 
                
                
                
                
                  
                
                
              
              
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Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Jek uses his limited telepathy to let the rest of the party know there is keycard at the bottom of the wardrobe. Jek moves into the room spreading out trying to avoid area attacks just in case. 
"Nice to meet you Skorusko, my name is Jek, if you are looking for delectable options, let me tell you shirren is not it, as for my friends I got them hooked on shirren food so they don't taste good either, I think you're best option is to order out for a pizza, I suppose you are getting tired of mushrooms, so may I suggest some other toppings? I don't have a pizza cutter with me but this knife might work if needed."
Jek takes out their survival knife and makes a pizza-cutting motion with it in a non-threatening way, but is ready to use it if needed.
              
                
                
                   
                
                
                   RZMR 
                
                
                
                
                  
                
                
              
              
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The feared leadership will find that order is established quickly and ruthlessly, yet the long term requires regular re-establishment of the terms of fear. Fear of the unknown is stronger than fear of the known, and dread only carries as long as the threat it implies is realistic. Fall short of that implication, and any opressed masses will rise and carry out swift revenge. RZMR orates, not to impressed by a master of dread who is hiding in a corner with limited people to instill dread upon. He then switches to his announcement voice and says Cold appetizers are served at seven.
And otherwise lets the group do the talking
              
                
                
                   
                
                
                   Tuek the Kleptovoyant 
                
                
                
                
                  
                
                
              
              
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Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Spotting a key card in the wardrobe, Tuek unconsciously palms it and slips it into a check pouch without drawing much attention to himself.
Sleight of Hand: 1d20 + 10 ⇒ (11) + 10 = 21
Stealth: 1d20 + 12 ⇒ (12) + 12 = 24
When Skorusko speaks, Teuk finally acknowledges the creature's presence. "Our pardons, but we were led to believe this facility was no longer occupied. We understood the owners of the place to be gibrani and you do not appear to be gibrani." notes Tuek.
"We have been tasked with exploring this facility, identifying any weapons, and removing any hazards within it." The ysoki continues. "Any information--or confirmation --along those lines that you can provide would be most helpful. Just how does one acquire the title of 'master of dread and despair'?"
              
                
                
                   
                
                
                   Xeno The Chronicler 
                
                
                
                
                  
                
                
              
              
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"I am no food, no thanks. You would not want to eat an old human whose skin is as leathery as boiled leather." Xeno retorts.
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
"What are you doing here? Are you..." Xeno trails off, trying to collect his words about who they are dealing with now.
"And you are glowing. Always fascinated with glowing beings, actually."
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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Master of dread and despair? Well ... I'm so good at it. You should have seen the Base Commander here after I had finished with him. Had him so paranoid he was jumping at shadows .... ah ... so fun ... oh so fun. I wonder what feelings of dread I can get out of you lot .... hmmmmm? Or should I just cut straight to the dessert course.
              
                
                
                   
                
                
                   Jekcedo 
                
                
                
                
                  
                
                
              
              
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"I dread boredom."
Jek telepathically tells the rest of the team This thing is creeping me out, if you want me to preemptively cast Mind Thrust on the Master of dread and despair, just ask me to order a pizza
If no one asks Jek to order a pizza Jek will ready an action to cast Mind Trhust if the Master of Dread takes any hostile action
              
                
                
                   
                
                
                   RZMR 
                
                
                
                
                  
                
                
              
              
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Dread and despair do not feed the soul, but instead leaves the mind the mind hungry, draining all will until there is None Left. Beef is what is ordered to fill the hungry stomach, and hope and optimism is what fuels the mind towards victory. RZMR orates with a stern look at Jekcedo, then adds, in announcer forget In case of unexpected detonation, remember to duck and cover
Probably a bit preliminary, but I just couldn't resist.
              
                
                
                   
                
                
                   Jekcedo 
                
                
                
                
                  
                
                
              
              
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"One none left beef pizza coming up."
Jek cast mind thrust at the Master of dread
Mind Thrust damage: 4d10 ⇒ (6, 8, 9, 4) = 27 DC 15 will save for 1/2
Jek has a history of ordering pizza in-game as a destraction, but this is the first time as an attack trigger, so also could not resist.
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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will: 1d20 + 8 ⇒ (15) + 8 = 23
And this is how the fight started. Skorusko roars and attacks.
Dirk: 1d20 + 0 ⇒ (3) + 0 = 3
Jekcedo: 1d20 + 1 ⇒ (20) + 1 = 21
RZMR: 1d20 + 1 ⇒ (9) + 1 = 10
Tuek: 1d20 + 8 ⇒ (18) + 8 = 26
Xeno: 1d20 + 6 ⇒ (14) + 6 = 20
Skorusko: 1d20 + 5 ⇒ (9) + 5 = 14
Tuek, Jekcedo and Xeno are up first.
              
                
                
                   
                
                
                   Xeno The Chronicler 
                
                
                
                
                  
                
                
              
              
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"Well, I think it is expected to happen. We are gonna be eaten either way, I guess?"
Xeno enters the room and blasts a ray of fire at Skorusko.
Energy Ray Spell Attack: 1d20 + 3 ⇒ (14) + 3 = 17 vs Skorusko EAC
Spell Damage: 1d3 ⇒ 1 fire damage
              
                
                
                   
                
                
                   Tuek the Kleptovoyant 
                
                
                
                
                  
                
                
              
              
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"Why not simply recall some of your own past dread for consumption?" inquires Tuek as he brings forth a portion of an earlier time, before drawing his rifle.
Mysticism to ID immunities: 1d20 + 5 ⇒ (6) + 5 = 11
Cast injury echo 
Slashing damage: 1d6 ⇒ 1
 Will save (DC 12) for half
 Bludgeoning or piercing damage if immune to slashing
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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Both of you have no idea. And, even if it saves, half of one is still one.
((-14)). Tuek also discovers there is damage reduction in play.
Jek gets a return Mind Thrust
mt: 2d10 ⇒ (8, 2) = 10 DC 16 for half
Everyone is up.
              
                
                
                   
                
                
                   Jekcedo 
                
                
                
                
                  
                
                
              
              
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Will: 1d20 + 5 ⇒ (13) + 5 = 18
As a reaction
Destructive Rebuke: 1d6 ⇒ 1 
DC 15 fort save for 1/2 damage and prevent being flat-footed until the end of Jek's next turn
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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fort: 1d20 + 5 ⇒ (4) + 5 = 9
              
                
                
                   
                
                
                   RZMR 
                
                
                
                
                  
                
                
              
              
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RZMR stoically calls forth a trio of magical missiles to slam into the strange squatter.
Magic Missile: 3d4 + 3 ⇒ (4, 2, 2) + 3 = 11
              
                
                
                   
                
                
                   Dirk Starcliffe 
                
                
                
                
                  
                
                
              
              
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"Give up! You don't have to get hurt more!" shouts Dirk.
He gets in the squatters face but doesn't attack.
Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21
              
                
                
                   
                
                
                   phaeton_nz 
                
                
                
                
                  
                
                
              
              
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((Shurosko -36))
After being hit from two volleys of magic hittiles it may be too late for diplomacy.
              
                
                
                   
                
                
                   Tuek the Kleptovoyant 
                
                
                
                
                  
                
                
              
              
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Looking for something like cover, Tuek scrambles as he retrieves his rifle and fires.
Move
Ranged attack (hunting rifle): 1d20 + 6 ⇒ (16) + 6 = 22
Damage (P): 1d8 + 3 ⇒ (1) + 3 = 4