![]()
![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() BR-N3R leads you to the shaft at the center of the complex. He scuttles up the wall, pressing the bottom of his body against one of the familiar glowing green locks. And then he waits an uncomfortably long time. Finally, he makes his way to to the edge of the doorway, peering up and down the shaft. He beeps out, "Broken. Climb?" ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() "Lomrick in facility, not know where. He find you, very interested in homeworld. Uncertain, damage assessment needed. You take BR-N3R to gate, assess." ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() The little robot has no response to Kag's philosophical statement. "Yes, in charge." ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Beeps and whirrs, "BR-N3R leave, not safe. Lomrick scientist for Celestial Helix Scions. Gate, top floor." Voleryn:
Reishi: As those thoughts run through your mind, you look up to reassure your old mentor, but Merilin is nowhere to be found. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() There are more beeps and whirrs as BR-N3R replies, "Many killers loose, big meteor storm. Lomrick have abducted. Many experiments, anomaly detected. Lomrick fascinated. Leave, gate top of prison." ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() I know the website's been a bit wonky. I'll try to push things forward, though. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() There are a few beeps and whirrs that somehow indicate a high stress level. "Killers on loose. Try to kill BR-N3R." Sensing an opening, the little robotic creature says, "BR-N3R know much. No hurt BR-N3R." ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() "Aww, but he's so cute," Andretta mildly objects. A thin metallic voice says, "Do not hurt BR-N3R." ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() As soon as the case breaks, the tiny robotic creature scurries for the door. As it does, Voleryn's spell hits it, well, right under it's plasma torch tail, and that does slow it down. Kag, Reishi, and Zeroks take shots at the ooze which quickly breaks a part into a swarm and tries to envelop Kag. Andretta, operating on a hunch snags the little robot by the tail as it tries to sneak by. It takes a couple of moments of avoiding hitting your dwarven companion, but eventually, the threat of the ooze is nullified. ------------------------------------------------------------------- GM: 1d20 ⇒ 7
GM: 1d20 + 10 ⇒ (2) + 10 = 12 GM: 1d20 ⇒ 12
![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Kag & Voleryn: Walking through the room, the two of you see that each case houses some form of ooze. On the bench is an organized stack of papers and several vials. The diagrams above the workbench represent scientific illustrations identifying two uniquely different creatures. One is represented as a translucent slime with two protruding pseudopods; the other diagram resembles a roughly square, backpack-sized glob of gray-green sludge and twisting fungal growths. The writing on the diagrams and the papers is recognizable as the same language that you saw on the lowest level. As you are inspecting the workbench, a tiny robotic creature scuttles out from beneath the bench and uses its plasma torch to shatter one of the cases, releasing one of the oozes. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() This elongated, octagon-shaped chamber holds several glass cases, each big enough to contain a large dog or halfling. A solitary workbench rests on the floor to the south with two unusual diagrams affixed to the wall above it. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() I see. My perspective was that you would tell me where you wanted to go next. If you just want to continue opening rooms in sequence, we can do that. And there didn't seem to be a decision made about going back to the room with the table that Zeroks already saw. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() This room has a light source in the form of a metal plate bolted to the ceiling that glows with enough light to see clearly. Several glass cages stand on the floor, all of them partially smashed open. The remains of plants, rocks, and feeding dishes clutter the bottom of the cages and suggest they once housed living specimens. A long table lines the southern wall. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() 1: You have the keys. 2: By yourself, or gathering the troops? ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Kag: There isn't anything like that nearby; it's just the vats and alchemy tables. Zeroks: The floorplan is different, but this level is otherwise similar to the that you wake up on. There are several doors and the lighting is inconsistent. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() That sucks. I hope everything turns out well. And thanks for the heads-up. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Nothing interrupts your rest and the quiet of the room is only occasionally interrupted by a bubbling of one of the vats. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Short Rest: A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. Edit: And I don't think Reishi has taken damage yet. Kag had the worst of it. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() The door opens easily using the key. The interior of this room is unlit until Andretta enters with her light spell. Four vats sit on the floor of this rectangular room with slanted corners. Each vat is four feet in diameter and four feet tall, filled with a thick opaque, greenish liquid which slowly bubbles, though no steam rises from the top. Next to each vat is a wooden enclosure filled with glass bottles and alembics connected by a maze of glass pipes. These contraptions appear to create the greenish fluid and slowly pump it into the adjacent vats through four, transparent, flexible hoses. Along the wall, there are four sets of normal breastplate armor and battle axes. A fifth set is a suit of half plate armor and a silvered battleaxe. Otherwise, the room appears unoccupied if you'd like to take a short rest. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() In case it wasn't clear, the silver rods are the keys for the doors. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() "It wasn't a conscious thought. It just seemed like the thing to do." Noting Zeroks' trouble with the door, Merilin picks up two silver rods from the corpses. "These should help." ------------------------------------------------------------------- @Kag: LOL... and inspiration. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() If you look over at Merilin when Zeroks points at him, you see him crack open the skulls of the zombies and eat their brains. And his injuries are healing very rapidly. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() -------------------------------------------------------------------
Voleryn's bolt of frost hits the zombified creature in the face, giving Zeroks the opportunity to stab it through the mouth. It collapses to the floor as Andretta's magic gives a similar opportunity to Merilin. The second zombie is torn apart and its head rolls off to the side, its tongue quivering in a final spasm before going limp. -------------------------------------------------------------------
Andretta: Ray of Frost: 1d20 + 5 ⇒ (12) + 5 = 17
Merilin: Bite: 1d20 + 5 ⇒ (15) + 5 = 20
![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() -------------------------------------------------------------------
Merilin manages to bite one of the zombies while absorbing quite a bit of damage from them. "He" backs away a bit to make room for those coming up the shaft and trying to draw one of them away. The ploy works somewhat, though the first zombie follows its comrade. Sensing how close it was to a meal, not only does it renew its attacks on Kag, but even its tongue lashes out at the dwarf, finding its target, and Kag falls again. The second zombie attacks Merilin with its claws at first. The lights start flickering and, on some unseen cue from its fellow, the zombie turns its head completely in a grotesque stop-motion action and lashes out with its tongue at Zeroks. Meanwhile, Andretta finally reaches the top and screams at the sight of the zombies. Moving her hands in an intricate gesticulation, she sends twin rays at each of the zombies, but misses with both. -------------------------------------------------------------------
Merilin: Bite: 1d20 + 5 ⇒ (18) + 5 = 23
Merilin: Stinger: 1d20 + 5 ⇒ (7) + 5 = 12 Zombie 1: Claw: 1d20 + 4 ⇒ (10) + 4 = 14 Zombie 1: Claw: 1d20 + 4 ⇒ (19) + 4 = 23
Zombie 1: Tongue: 1d20 + 4 ⇒ (15) + 4 = 19
Zombie 2: Claw: 1d20 + 4 ⇒ (6) + 4 = 10
Zombie 2: Claw: 1d20 + 4 ⇒ (10) + 4 = 14
Zombie: Advantage(Pack Tactics)
Andretta: Ray of Frost: 1d20 + 5 ⇒ (7) + 5 = 12 Andretta: Ray of Frost: 1d20 + 5 ⇒ (3) + 5 = 8 ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Thunderwave is a no-go for now for what you want to do; Zeroks up. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Sorry for the delay, eclipse weekend, and a little laziness on my part. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() -------------------------------------------------------------------
The sounds of a struggle continue as most of you continue to climb. Voleryn and Zeroks reach the top and see an unconscious Kag on the ground and two pale versions of the green creatures that you fought before, but with blank stares and thick, lashing, dark blue tongues that end in toothy suckers. -------------------------------------------------------------------
Merilin: Bite: 1d20 + 5 ⇒ (4) + 5 = 9 Merilin: Stinger: 1d20 + 5 ⇒ (4) + 5 = 9 Zombie: Advantage(Pack Tactics)
Zombie 1: Claw: 1d20 + 4 ⇒ (11) + 4 = 15
Zombie 2: Claw: 1d20 + 4 ⇒ (1) + 4 = 5
Zombie 2: Claw: 1d20 + 4 ⇒ (9) + 4 = 13
Merilin: Bite: 1d20 + 5 ⇒ (18) + 5 = 23
Merilin: Stinger: 1d20 + 5 ⇒ (19) + 5 = 24
Zombie 1: Claw: 1d20 + 4 ⇒ (15) + 4 = 19
Zombie 1: Claw: 1d20 + 4 ⇒ (6) + 4 = 10
Zombie 2: Claw: 1d20 + 4 ⇒ (17) + 4 = 21
Zombie 2: Claw: 1d20 + 4 ⇒ (18) + 4 = 22
![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() -------------------------------------------------------------------
The two zombified creatures rush at Kag, swinging wildly with their arms and dragging their claws against his armor and chest, causing significant damage. Meanwhile, in the shaft, the rest of you hear the sounds of conflict taking place. Merilin leaps onto a different wall, easily climbing past the rest of you. Reishi is distracted by the sound of battle, loses his grip, and slides down several feet, slowing his progress. -------------------------------------------------------------------
DM:
Andretta: Ath: 1d20 + 3 ⇒ (15) + 3 = 18 Initiative: Kag: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative: Andretta: 1d20 + 1 ⇒ (3) + 1 = 4
Initiative: Zombies: 1d20 + 1 ⇒ (17) + 1 = 18 Zombie: Advantage(Pack Tactics)
Zombie 1: Claw: 1d20 + 4 ⇒ (15) + 4 = 19
Zombie 2: Claw: 1d20 + 4 ⇒ (8) + 4 = 12
Zombie 2: Claw: 1d20 + 4 ⇒ (19) + 4 = 23
![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Just to inform, waiting on Kag's reaction to the situation. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Kag: The two zombie-like creatures see you and are coming towards you. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Kag:
You move forward as you finally hear movement in the shaft below you. At the same time, in front of you to the east, two creatures emerge from opposite corridors. They resemble pale versions of the green creatures that you fought before, but with blank stares and thick, lashing, dark blue tongues that end in toothy suckers. ------------------------------------------------------------------- Eyeing your new companion warily, the rest of the group begins making its way up the shaft. Climbing order and new Athletics checks, please. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() The creature does not appear hostile. "Escape and vengeance? I can go along with that. No, my injuries are minor." In fact, you can see the small cracks in Merilin's exoskeleton repair themselves as you stand there. "So, there are four of you?" Kag, you receive no answer. What are you doing in the meantime, if anything? ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() There is the faint sound of Kag yelling something, but it is indecipherable at this distance. Kag: You climbed a long way up. They will not be getting to you quickly even if they start climbing immediately. Zerok's exclamation brings Voleryn and Andretta running up. The light from her spell illuminates the area, making it clear that the bodies are not eaten, though there is something that you can't quite put your finger on. "They attacked me, I had no choice." ------------------------------------------------------------------- Non-Kags: Perception(DC:15):
The bodies of the bahgra are torn up, but not eaten. Each of their heads is broken open, but there is no brain matter anywhere. Andretta: Per: 1d20 + 2 ⇒ (9) + 2 = 11 ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Kag:
The long climb to this landing ends at an already open doorway where darkness looms in the corners and halls beyond. Your initial impression is that the room you are looking into is similar to the one below, with several halls and rooms branching out of it. For a brief moment, you hear something moving in the darkness, but you do not see the source.
------------------------------------------------------------------- "I'm scared, Reishi. Something is wrong and I'm not feeling myself." Merilin's voice is still coming from the northern room where you found Andretta. Andretta stays by the shaft, torn about Kag going one way while Reishi and Zeroks move toward the voice. The latter two make their way cautiously toward the room. The first thing they see is a lot of blood from the bodies of the three bahgra that the group left in here. Even more cautiously, the two peer around the corner and see a large creature. Upon seeing them, the creature presses its back toward the wall and cries out in Merilin's voice, "Don't attack! I don't know why I am like this!" ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Reishi: It is. "I'm here," Merilin's voice calls from the north. "There were some creatures here. I don't understand what's happening." ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Without hesitation, the voice replies, "Aye, lad, it's me. And 'twas 'The Battle of Harlan Valley'." ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Voleryn attempts to climb up, achieving a height of about 10 feet, halfway up, before slipping and falling on her rump. There is that awkward moment when everyone's gaze is on one person and nobody wants to say anything about what just happened. As Voleryn stands up and dusts herself off, Andretta awkwardly says, "I'll go next." She climbs up, followed by Voleryn, and finally, Reishi. Once everyone is back on the original level, Kag and Zeroks continue with their plan of climbing up first. As the rest of the party watches them make their way, a voice calls out from the darkness of the original level. "R-Reishi, is th-that you?" ------------------------------------------------------------------- Reishi: You recognize the voice calling to you as the voice of Merilin, the human bard with whom you were studying before being kidnapped and brought here. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Let's wait for Reishi & Voleryn to catch up. I have something in the works. ![]()
| Spell Areas | Map: Level 1 | Map: Level 2 |
![]() Kag and Zeroks climb back up to the first level without incident. Once there, they wave the rest of you up. ------------------------------------------------------------------- Athletics(DC:10) to climb up without issue. DM: 1d20 + 6 ⇒ (20) + 6 = 26
|