Rhoreen appears by the door and puts the walls on fire!
Black Ref DC 22:1d20 + 4 ⇒ (9) + 4 = 13 White Ref DC 22:1d20 + 4 ⇒ (9) + 4 = 13 Red Ref DC 22:1d20 + 4 ⇒ (14) + 4 = 18 Yellow Ref DC 22:1d20 + 4 ⇒ (1) + 4 = 5 Violet Ref DC 22:1d20 + 5 ⇒ (16) + 5 = 21 Blue Ref DC 22:1d20 + 5 ⇒ (5) + 5 = 10 Orange Ref DC 22:1d20 + 5 ⇒ (10) + 5 = 15
The Leaguers burst in flames, they shout and cry as their skin burns, but they keep their formation. For now.
Khalia waits to see the robot arrive, but there is no view angle yet.
Black: 23 damage, badly wounded
White: 23 damage, badly wounded
Red: 23 damage, badly wounded
Yellow: 23 damage, badly wounded
Violet: 23 damage, slightly wounded
Blue 23 damage, slightly wounded
Orange: 23 damage, slightly wounded
Party buffs: life bubble 3.5 h, resist fire (20) 12 min (+10 Rhoreen/Rūha)
Khalia: 24 damage, longstrider 11.5 h
Yambul: 1 damage, barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: 9 damage, mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: 11 damage, see invisibility 104 min
Round 5: Battleguards, Zzvkgrogk, Khalia, Rhoreen, Rūha, Yambul
Zzvkgrogk's zapping renders useless the robot sensors, who does not see Yambul's swing coming. With a furious coup it cuts the robot in two, pieces that fall off to side and side of the wall!
From that point, the Kellid sees, a force of robots and Leaguers are gathering at the platform some meters away.
One correction: the rocket before, half damage came from fire, but you have resist 20 fire, so you took less damage than I thought, sorry. It should be fixed now!
The party repositions and takes some time to heal, then the battleguard arrives, in a rushed move, just to find its colleague frozen and shattered on the ground "**Alarm!**Intruders in the dorm!**Alarm!**"
Party buffs: life bubble 3.5 h, resist fire (20) 12 min (+10 Rhoreen/Rūha)
Khalia: 24 damage, longstrider 11.5 h
Yambul: 1 damage, barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: 9 damage, mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: 11 damage, see invisibility 104 min
Round 4: Battleguards, Zzvkgrogk, Khalia, Rhoreen, Rūha, Yambul
The gearsman is well zapped by Rūha's pistol, the electromagnetic field causing considerable damage on its systems.
Rhoreen gives onus luck to the Kasatha while the others look for better positioning.
"**Alarm!**Intruders in the dormitory!**Alarm!**" shouts the gearsman before descending the stairs to try smash Rūha with its baton.
Stun baton+height:1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 371d8 + 9 + 1d8 ⇒ (2) + 9 + (8) = 19
The swing is strong and takes Rūha by surprise in one shoulder.
Green: 15 damage
Party buffs: life bubble 3.5 h, resist fire (20) 12 min (+10 Rhoreen/Rūha)
Khalia: 44 damage, longstrider 11.5 h
Yambul: 45 damage, barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: 9 damage, mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: 8 damage (11 NL), mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: 22 damage, see invisibility 104 min
Round 2: Battleguards, Zzvkgrogk, Khalia, Rhoreen, Rūha, Yambul[/b]
Ref DC 15 (evasion):1d20 + 19 ⇒ (1) + 19 = 20
The burst takes everything 30' around, including Khalia who just shows up her face at the moment everything explodes!
She does retaliate with adamantine arrows, which alongside Zzvkgrogk's shots send the gearsman downside the wall crushing into the inner grounds.
The others move around, as well as the compound upper ground defenses.
Rūha hears the southern door opening.
Party buffs: life bubble 3.5 h, resist fire (20) 12 min (+10 Rhoreen/Rūha)
Khalia: 44 damage, longstrider 11.5 h
Yambul: 45 damage, barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: 9 damage, mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: 22 damage, see invisibility 104 min
Round 2: Battleguards, Zzvkgrogk, Khalia, Rhoreen, Rūha, Yambul
Zzvkgrogk harms the robot with an electrical zap while the rest of the party takes positions.
The gearsman turns around towards the source of the harm, its sensors spinning to adjust to the distance "**Alarm!**Intruders in the perimeter!**Alarm!**"
He levels up his launcher and shots towards the door.
Rocket vs Yambul:1d20 + 14 ⇒ (20) + 14 = 34 Bludgeoning/Fire damage:12d6 ⇒ (4, 1, 4, 6, 4, 3, 6, 2, 2, 3, 6, 3) = 44
The rocket hits directly on Yambul, bursting with a big bang that disjoints the door and makes the building tremble.
Ref DC 15 for half (Yambul takes a direct hit and cannot save)
The loud noise of the burst echoes throughout the complex.
Yellow: 55 damage, considerably damaged
Party buffs: life bubble 3.5 h, resist fire (20) 12 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: 1 damage, barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: 9 damage, mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 104 min
Round 1: Battleguards, Zzvkgrogk, Khalia, Rhoreen, Rūha, Yambul
The door opens into what seems the compound walls. A 5-food-wide platform allows defenders to move about along the walls, 10 feet over the ground. The wall itself is made 2-inch-thick plates of glaucite over a steel structure.
Zzvkgrogk quickly notices there are gearsman battleguards patrolling the walls. He thinks he has not been noticed.
Khalia starts opening doors in quick succession through the corridor. She finds out plenty of League dorms, with two bunks each. The dorms rest all empty. The Leaguers have gone elsewhere.
Pushing through she comes into a larger room D11, which is certainly the captain's room of this section of the compound. There are plenty of notes about medical research and how to implant cybernetic tech.
In front, there is the Kitchen D10. Food stores are kept here, and you find enough to have a reasonable meal and extra storage for a few days.
The last room of the building is the dorm foyer D9 which has a door that clearly brings outside.
This section of the compound has been effectively abandoned due to your previous actions in Starfall.
Opening the door, you find a long corridor full of doors.
By the end of it, there is a lounge. You find hints someone has been relaxing here a day or two ago already, but again, they left in a hurry and left behind three glasses and a bottle of strong Numerian moonshine half consumed.
The whole building feels empty. No sounds. Just echo.
The set of stairs here go slightly upstairs, like to the roof of the place.
D14. Dormitory workshop
You make up the stairs to find a large laboratory after another door. The benches and tables are full of experiments and projects magical and technological in nature, all at mid-work. By the disarray, it seems the handful of people that was working here left in a hurry. You also notice there are no weapons or any object useful in combat. It is like whomever was working here left ready to put a big fight.
Survival DC 18:
By the look of it, at least 7 humans were working here with a battleguard. You estimate they left this room a few hours ago. By the time you started the revolt at Starfall.
---
There are two other doors here, the one to the west (up in the map) appears to be an exit to the exterior of the compound.
Ref DC 18:1d20 + 3 ⇒ (3) + 3 = 6
Rhoreen baths the remaining wasps in good cleansing fire. Many of them fall to the ground in burning flames.
Khalia looks for a safety place.
The remaining wasps remain stationary and bite Yambul.
Swarm damage (Yambul):2d6 ⇒ (6, 3) = 9 Fort DC 13 to avoid poison, and another Fort DC 13 to avoid 1 round nauseated from the distraction swarm ability.
The doors remain closed and Yambul does not notice anyone trying to open.
One by one retreats from the area before the grenade explodes, except for Rūha, who has no time, nor intention.
I assume you move away, as it explodes at Rūha's turn and she goes last in initiative, I assume you all except Rūha have time to move before. She will need to save against the grenade.
Ref DC 18:1d20 + 3 ⇒ (3) + 3 = 6
There is a big explosion and the force bursts and dismisses the remaining wasps in the corridor!
We are back out of initiative for now, while you decide if you open the door or not.
Yellow swarm: 61 damage, dead
Party buffs: life bubble 3.5 h, resist fire (20) 13 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: 18 damage, barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: 9 damage, mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: 9 damage, mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 105 min
Zzvkgrogk's special explodes virulently, burning down the blue wasps and severely harming the yellow one.
Yambul and Rūha fights off the vile noise as much as they can as well as the wasps.
The Kellid closes the door, and picks up a grenade, while the Kasatha drops one grenade to the ground.
Rhoreen, as the door is shut, your fireball can only target the yellow wasps, but Yambul and Rūha are in the middle. Do you still want to cast or do you want to revisit your actions? Also, Rhoreen on her vast knowledge would have understood the wasps are the product of just one of the creatures casting insect plague :)
Yellow: 15 damage
Party buffs: life bubble 3.5 h, resist fire (20) 13 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: 9 damage, barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: 9 damage, mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: 9 damage, mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 105 min
Round 1: Zzvkgrogk, Khalia, Yambul, Rūha Round 2: Rhoreen, Beasts
You also know these diminutive swarms cannot be damaged with weapons, and only area damaging magic or alchemical splash weapons are really effective against them.
Swarm damage (Yambul, Rūha, Rhoreen):2d6 ⇒ (3, 6) = 9 Fort DC 13 to avoid poison, and another Fort DC 13 to avoid 1 round nauseated from the distraction swarm ability.
And "Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level)."
The other beast starts grinding and clicking its mandibles and chitinous plates together causing a horrific noise.
Anyone approaching to 30' from pink (Yambul and Rūha right now) has to Will DC 20 or be affected by feeblemind.
Party buffs: life bubble 3.5 h, resist fire (20) 13 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: 9 damage, barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: 9 damage, mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: 9 damage, mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 105 min
Round 1: Zzvkgrogk, Khalia, Yambul, Rūha Round 2: Rhoreen, Beasts
The source of the fumes and bubbling noise becomes obvious as you open the doors to see one of the rooms you have witnessed before on remote.
F11. Acid Pits
A metal catwalk connected by two bridges spans the perimeter of this acrid-smelling chamber. Ten feet below this catwalk, a bubbling vat of pale lavender fluid churns and smokes. Gray metal chains attached to winches suspend small cages or hooks over these pools of eye-watering fluid.
The pool below is only 5 feet deep, but the fluids that fill the pool are a powerful acid, probably used to swiftly reduce the bodies of creatures with cybernetic implants for easy harvesting, and simply to dispose of biological leftovers from other experiments.
The catwalks that surround the pools are slippery DC 10 Acrobatics check to navigate (fail by more than 5 and you fall to the pool).
Zzvkgrogk thinks he can effectively jam the door's mechanism to delay whomever might come here. It will delay you as well if you try to go the other way of course.
Please give me a Disable Device if you indeed want to do it
Rūha follows the corridor until it reaches a dead end. But it truly is? An observant observation finds out another secret door like the one at the other side. Beyond, there is a set of stairs leading up, and a door going east.
Past the door, you hear a bubbling noise and feel an acrid smell.
A metallic roaring song clanks around as Yambul cuts through the full armor with his chainsaw in vital spots, dismembering it as the junctures of arms and neck are taken out of position!
Combat is over!
Warlord: 188 damage
Party buffs: life bubble 3.5 h, resist fire (20) 16 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 108 min
The mercenaries are well equipped.
Loot:
potion of bear’s endurance
potion of cure moderate wounds
potion of heroism
+1 full plate
lion’s shield
+1 vicious flail
masterwork throwing axe
throwing axes (2)
belt of giant strength +2
cloak of resistance +1
potion of align weapon (4)
potion of bull’s strength (4)
potions of cure light wounds (8)
chainmail (4)
heavy steel shield (4)
+1 bastard sword (4)
spiked gauntlet (4)
javelins (20)
cloak of resistance +1 (4)
358 gp
In the commander's quarters, the table is well stuffed with notes.
Reading the notes:
These are deployment instructions of troops through the city, guard schedules and the like.
There is a suite of armor hanging on a stand.
Spellcraft DC 24:
This is a +3 martyring o-yoroi, probably taken from a samurai warlord.
Khalia's arrows get rid of the last sellsword. Their leader is another thing, as the arrows just bounce out of his full armor. AC
Fort DC 25:1d20 + 15 ⇒ (3) + 15 = 18
The man is humilliated by Rūha though, as with her first punch, he renders the man breathless, and dropping the flail to the ground.
Yambul takes profit of this position to sink his chainsaw on the full plate, causing terrible damage.
Will DC 23:1d20 + 8 ⇒ (14) + 8 = 22
Rhoreen adds insult to injury, rendering the man also cursed.
Zzvkgrogk's shots find an easy target on the armored-stunned man, as he can barely move to try avoid the shots.
The man tries to move to attack, but stunned, he barely can do other than just recover.
Red: 116 damage
Warlord: 87 damage, retaliate curse, disarmed
Party buffs: life bubble 3.5 h, resist fire (20) 16 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 108 min
Round 3: Sellswords, Yambul, Rhoreen, Rūha, Zzvkgrogk, Khalia
Zzvkgrogk's shots finish off another of the sellswords, while Khalia moves into the room to have a line of shot on the next ones. Her arrow
The remaining man, badly injured, seems up to surrender, when the eastern door breaks open. The man with the flail and clad in full armor you saw on the other rooms' windows, appears yelling and tries to strike once on Rūha.
Flail:1d20 + 20 ⇒ (3) + 20 = 231d8 + 10 + 2d6 ⇒ (8) + 10 + (5, 6) = 29
But despite the surprise, the Kasatha easily blocks the attack.
The other sellsword seems to recover his bravery, and charges on Yambul swinging his bastard sword.
bastard sword:1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 171d10 + 7 ⇒ (7) + 7 = 14
But slides with the blood around and almost falls to the ground!
Yellow: 86 damage Blue: 91 damage
Red: 75 damage
Party buffs: life bubble 3.5 h, resist fire (20) 16 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 108 min
Round 2: Sellswords, Yambul, Rhoreen, Rūha, Zzvkgrogk, Khalia
Then, they are bathed on ice and fire by Rūha and Rhoreen.
Yellow Ref DC 20:1d20 + 5 ⇒ (15) + 5 = 20 Green Ref DC 20:1d20 + 5 ⇒ (2) + 5 = 7 Blue Ref DC 20:1d20 + 5 ⇒ (13) + 5 = 18 Red Ref DC 20:1d20 + 5 ⇒ (17) + 5 = 22
Green Ref DC 21:1d20 + 5 ⇒ (1) + 5 = 6 Blue Ref DC 21:1d20 + 5 ⇒ (18) + 5 = 23 Red Ref DC 21:1d20 + 5 ⇒ (13) + 5 = 18
One man falls due to the terrible combination, while the others suffer great injuries.
Yellow: 53 damage
Green: 97 damage
Blue: 70 damage
Red: 75 damage
Party buffs: life bubble 3.5 h, resist fire (20) 16 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 108 min
Round 1: Sellswords, Yambul, Rhoreen, Rūha, Zzvkgrogk, Khalia
You open the door into a corridor that ends into another door that gives away into the barracks.
F2. Sellsword Barracks
Several simple bunk beds line the walls of this long hall, while a few tables and chairs with dirty plates and mugs of half-consumed ale decorate the center of the room.
You see there is space here for up to 18 men, but they must be fighting in the chaos of the streets for there are only four mercenaries here and are resting.
"Who the f!@* are you?!" they look back at you when they notice the door opening.
Rūha checks around the desks and boards for a map or some sort of indication, but she finds none. The surveilers here must have known the locations by memory.
You examine the monitors with Rūha's help. You see signs of the complex to be mobilized but not in actual alarm state. The rooms you see in these windows, you do understand they are underground, for they have no windows to the outside.
In one room you see a group of four sellswords, quietly resting resting. In another similar quarter, there is another sellsword armed with a vicious flail and a shield while he trains.
A larger room has three pits of bubbling pale lavender fluid smoking. There are two wicked creatures with a deadly and vicious bouquet of insectile claws sprouting from them, three-legged and multi-eyed.
In another room, there is a triangular-shaped table surrounded by a dozen chairs. Two gearsmen like the one you defeated on the tunnel exit are guarding the room.
In a different room, there is an almost empty platform with some robot pieces, and two metallic creatures with pincer-tipped arms, a single red eye, and an array of deadly armaments.
In a darker room, there are some pods of waters hanging on the walls, where tangles of strange plant life are growing. A short table is covered with a mound of soggy paperwork you cannot read from here.
Finally, there is another room with a platform, very similar to the other one, and two other robots of the same type.
K. engineering DC 30*:
You deduce these platforms rooms communicate one to the other, the platform is like some type of wide lift.
---
There are some other windows to corridors and stairs where nothing is happening right now.
You see no trace of any invisibly moving door or chair or anything, nor people alarmed or altered that would let you understand the halfling is there.
Rūha lands two heavy hits, that leaves the halfling at the verge of falling. Just enough for Yambul's first swing to finish him by cutting heavily through!
Combat is over!
The halfling has a good trove of magical objects and utility gear.
Loot:
3x +1 construct-bane bolts
3x +1 undead-bane bolts
2x potions of cure serious wounds
scroll of neutralize poison
scroll of remove curse
scroll of remove disease
scroll of teleport
wand of delay poison (10 charges)
5x antitoxin
5x holy water
5x tindertwigs
+1 mithral chain shirt
+1 heavy crossbow with 20 bolts
masterwork rapier
amulet of natural armor +1
belt of incredible dexterity +2
cloak of resistance +2
gloves of arrow snaring
ring of protection +1
everburning torch
masterwork thieves’ tools
spell component pouch
56 gp
The room has many boxes on the walls where there are windows with lights that show what is happening in other chambers and corridors of the complex.
Zzvkgrogk drinks and the halflings clearly appear in front of his eyes, just ready to attack in the middle of the room.
Rūha breaths where the ratfolk points out, but they show uncanny skill to avoid the dangerous acid.
Green Ref DC 21 (evasion):1d20 + 16 ⇒ (14) + 16 = 30 Red Ref DC 21 (evasion):1d20 + 16 ⇒ (19) + 16 = 35
Rhoreen forces them to show up with a bit of brilli-brilli, one of them even has the glitter stuck on his eyes, blinding him.
Green Will DC 19:1d20 + 10 ⇒ (1) + 10 = 11 Red Will DC 19:1d20 + 10 ⇒ (11) + 10 = 21
Khalia puts an arrow on the non blinded one.
Yambul arrives and cuts one arm of the foe, who bleeds extremely bad.
"This brute disgrace has cut my arm!! I am leaving brother!!" the halfling screams, stepping away from Yambul and casting a spell before disappearing once again from sight.
Concentration:1d20 + 12 ⇒ (3) + 12 = 15
The second one, blinded and scared, tries to escape with the same trick, but Yambul swings nearby and ruins his magical movements!
Green: blind r13
Red: 105 damage, near dead
Party buffs: life bubble 3.5 h, resist fire (20) 18 min (+10 Rhoreen/Rūha), haste r14
Khalia: longstrider 11.5 h
Yambul: barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Zzvkgrogk: see invisibility 110 min
Round 2: Halflings, Zzvkgrogk, Rūha, Khalia, Rhoreen, Yambul
F6. Security Station
The walls of this room flicker and glow with numerous images of various underground chambers. Two semicircular tables surround a pair of chairs in the middle of the room. Two half-sized beds sit to the north.
The images on the walls depict various chambers throughout the basement, but not the aboveground floors.
Two bored halflings clad on leathers full of arcane components turn towards Yambul and stare at him. One's hand goes to a wand, their eyes widen as Yambul steps into view "By the bent gears of... Where did you get that saw?!"
The second elbows his likely brother "Told you there was someone moving at the corridor"
They exchange a glance, then shift into a guarded stance, half-covered behind the tables and crossbows at the ready "No way you are a member of the mighty Technic League" "He smells more like the Kellid rabble who is revolting at the city, Brekk" "Those rats must have found a hole somewhere"
There is no clear way to just switch off the generator. There is clear place to charge things though. Zzvkgrogk and Rhoreen know it would be possible to overload it, by requesting more output than it requires to yield, and this can randomly bring a failure that would shut it down and require an hour work and specialized work to restart. There is a chance for explosion though.
Khalia and Rūha investigate ahead, and open doors into a corridor, and then into crossing of corridors and multiple other doors.
Yambul tries to go into the room but that quickly attracts the attention of the demodands.
mwk short sword+flank+no 2WFpenalty:1d20 + 27 + 2 + 2 ⇒ (15) + 27 + 2 + 2 = 461d6 + 9 ⇒ (5) + 9 = 14 mwk short sword+flank+no 2WFpenalty:1d20 + 27 + 2 + 2 ⇒ (14) + 27 + 2 + 2 = 451d6 + 9 ⇒ (6) + 9 = 15
They cut on him, but then the Kellid then takes a good chunk from one of them.
Khalia clusters arrows on the first demodant, all her arrows but one landing on the same spot that pierces through its hard skin.
Rūha retaliates with a single, well positioned punch.
Will DC23:1d20 + 12 ⇒ (6) + 12 = 18
It seems to work, as the demodand halts, pressed on the mystic point.
Zzvkgrogk's barrage of electrical beams proofs effective. Still, it takes his special, and Rhoreen's special hasten magics to find the final of the creature.
Thanks to the combined strength of the party, the creature finally falls.
Rhoreen jinxes then the remaining demodand.
Will DC23:1d20 + 12 ⇒ (4) + 12 = 16
That stares blankly at you oozing green blood, eyes on rage, but unable to retaliate.
Crit?:1d20 + 27 ⇒ (15) + 27 = 421d6 + 4 ⇒ (2) + 4 = 6
Their left hands attacking takes Rūha by surprise a few times, as they punch once and again on her belly.
Abyssal:
"Fresh blood, come here, some good entertainment"
The air here is extremely hot, but fortunately your life bubble makes it easy for you to breath and tolerate.
Red: 1 damage
Party buffs: life bubble 3.5 h, resist fire (20) 20 min (+10 Rhoreen/Rūha)
Khalia: longstrider 11.5 h
Yambul: (NL 3), barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: 31 damage (7 NL), mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Round 1: Khalia, Yambul Round 2: Zzvkgrogk, Rūha, Rhoreen, Demodand
Zzvkgrogk cautiously protects the team from fire given the perceived heat. Then Yambul opens the door and the heat slaps on your face while the noise surrounds you.
F15. Reactor Chamber
This room is searing hot. The air in the room's central area shimmers with heat, while five rumbling walls of glowing metal and tangles of steaming pipes fill the chamber with a thunderous rumbling sound.
The searing heat in this room is extreme.
Five enormous devices rumble away in the chamber. They seem to be spinning crazy with the steam produced by the heat coming up of the earth itself.
K. engineering DC 25*:
Seems you have stumbled with one of the most important rooms of the complex. These are geothermal generators and produce enough power to power up the entire Technic League compound. You calculate that with all five running, these generators produce a total yield of 1,000.
A more detailed inspection will let you understand that nearly all of the power is dedicated to running the various labs, traps, lighting, and other mechanical elements of the complex, leaving an available yield of only 30, would you like to recharge your batteries or use it on some tech device.
Khalia observes the door but it will not budge yet. She leaves a rigged gift behind, just in case.
Rhoreen and Zzvkgrogk notice quickly there is a loud noise of engines past the door. The half-elf also notes the door is abnormally hot, very very hot, not to the point that it burns, but the atmosphere at the other side must be extremely sweating.
Rūha does not observe any danger or hear patrols coming down the stairs. What she notes though, is the sound of a forge upstairs. Someone is working on metal over metal.
Party buffs: life bubble 3.5 h
Khalia: longstrider 11.5 h
Yambul: (NL 3), barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: (7 NL), mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Khalia's arrows strike true on the robot, which is distracted by Rūha for Yambul to cleave through with the saw roaring. Pieces of metal splash all around the room, finishing off the last guard.
After carefully listening for noises and other signs of activity, you open the two doors that depart from this room. Both bring into long corridors with more doors.
The one to the south ends in stairs that bring upstairs.
Yambul lands a commanding blow that dismantles the first of the robots!
Zzvkgrogk's beam easily touches the other robot, the electricity causing havoc on its internal circuitry!
Rūha is still mastering her new mystic strike and fails to make it work once more, though mastery comes with experience, so here is that. She connects with her second blow though the hard hull absorbs most of the damage.
The robot quickly reconsiders its target "*beep* reduce dangerous individual with oversized weapon *beep*"
Baton:1d20 + 19 ⇒ (15) + 19 = 34 Baton:1d20 + 14 ⇒ (9) + 14 = 23 Slam:1d20 + 12 ⇒ (14) + 12 = 26 Non-lethal damage:1d8 + 9 ⇒ (3) + 9 = 12 Electrical damage:1d8 ⇒ 2
It strikes once on Yambul's left leg, leaving it numb.
Strangely, this opens cracks on the robot's arm, that damages it half as much despite its own immunity to non-lethal damage.
Zzvkgrogk's special bursts through the gearsman with crackling electricity for great effect!
Rūha strikes with the palm of her hand over the sensors of the robot.
Will DC 23:1d20 + 5 ⇒ (20) + 5 = 25
The attack does not seem to cause any damage though.
About half an hour has past since the battle with the First Sovereign, the tunnel was long but your pace brisk.
The secret tunnel door opens into a chamber clearly inside the Technic League compound.
F13. Guardpost
Two gearsman battleguards stand sentinel in this chamber; they quickly turn towards the sound of the opening door behind them, and ready their weapons to attack!
K. engineering DC 20:
These are the Technic League gearsmen battleguards you have seen all along the city, armed with stun batons and rocket launchers.
You can expect a hardness hull 10 and vulnerability to critical strikes.
You have also noticed they are equipped with an auto-repair feature that takes care of them (+10 hp per hour).
Party buffs: life bubble 3.5 h, advice (+3)
Khalia: longstrider 11.5 h
Yambul: 2 damage, barkskin 2 h, heroism 3.5 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 23.5 h, see invisibility 3.5 h, flight 11.5 h, heroism 3.5 h, filter mask
Rūha: mage armor 23.5 h, heroism 3.5 h, barkskin 1.5 h
Round 1: Zzvkgrogk, Rūha, Bots, Khalia, Rhoreen, Yambul
New Technic League low level map is available!
(squares are 5x5 feet)
I am having some computer issues at the moment, if you could copy/put your tokens on place it would be great, thanks!
The tunnel winds down several hundreds of meters before it abruptly ends in a wall. It is not difficult though to find out a secret door and its moving mechanism.
Survival DC 20:
Noting the dust and no signs of passage, you think no one has been using this tunnel in decades.
Two of Zzvkgrogk's shots get the First Sovereign this time, the fire and magic nature of the attack bypassing some of its defenses. incorporeal
Yambul closes up with the robot, and despite it is not evil, his chainsaw cuts through the hull with enough ease that he quickly dismantles it for good!
Rhoreen reclaims the pearl's power as her own!
Rūha vs SR:1d20 + 12 + 4 ⇒ (12) + 12 + 4 = 28
Rūha focuses her ki on the Sovereign, the fire taking the the reminders of the dybbuk that gets consumed in the flames to never return!
Combat is over!
First Sovereign: 223 damage, retribution r6
Robot: 32 damage
Party buffs: life bubble 4 h, advice (+3)
Khalia: longstrider 12 h
Yambul: 20 damage, shield 11 min, heroism 4 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 24 h, see invisibility 4 h, flight 12 h, heroism 4 h, filter mask
Rūha: mage armor 24 h, heroism 4 h, barkskin 2 h
The cavern bellow the ziggurat is littered with the remains of robots and other old tech that was offered to the First Sovereign spirit to placate her rage towards the technology.
Appraise DC 20:
Thanks to your good eye, you are able to scavenge components for a net value of over 100 silverdisks.
Perception DC 40:
Well hidden at the end of the cavern, you find out a secret door that results to communicate into what can only be the tunnel that communicates with the Technic League Compound!
You have conquered the Palace of Fallen Stars dungeon, and with it earned the experience to master level 13th!
The spirit is very swift and evades all of Zzvkgrogk's laser shots.
Yambul connects twice, the anointed saw cutting through for true, despite only damaging the essence part on the material plane. No DR but incorporeability
One of Khalia's arrows make it through for good measure, despite the ghostly touch, the spirit is still well resistant. DR
Rhoreen vs SR:1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35
Rhoreen pierces through the ghost's defenses, her missiles harming fully into the spirit's world.
Rūha's shot is accurate, and the magically powered electricity damages the ghost partially. No DR but incorporeability
Slam:1d20 + 9 ⇒ (17) + 9 = 261d6 + 6 ⇒ (5) + 6 = 11 Slam:1d20 + 9 ⇒ (18) + 9 = 271d6 + 6 ⇒ (1) + 6 = 7
The robot approaches Rūha but once more she blocks both slams.
The sovereign shies away from the dangerous saw, slightly floating away into a save spot +19 Fly so, auto-success to float. She looks at the powerful wielder and her eyes shine red.
Yambul or Spellcraft DC 24:
Yambul is assaulted by a dominate monsterWill DC 26, and senses a non concrete request to stop the fight.
First Sovereign: 178 damage, retribution r6
Robot: 32 damage
Party buffs: life bubble 4 h, advice (+3)
Khalia: longstrider 12 h
Yambul: 20 damage, shield 11 min, heroism 4 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 24 h, see invisibility 4 h, flight 12 h, heroism 4 h, filter mask
Rūha: mage armor 24 h, heroism 4 h, barkskin 2 h
Round 4: First Sovereign, Zzvkgrogk, Rūha, Khalia, Yambul, Rhoreen
Will DC 23:1d20 + 17 ⇒ (4) + 17 = 21
This time Rhoreen's rod makes its work and the ghost gets overcursed.
Yambul uses some blessing liquids to anoint his weapon. A sacred chainsaw non the less!
Khalia's salted arrows harm the incorporeal but not as much as expected DR, and she avoid the last two shots.
Slam:1d20 + 9 ⇒ (19) + 9 = 281d6 + 6 ⇒ (2) + 6 = 8 Slam:1d20 + 9 ⇒ (5) + 9 = 141d6 + 6 ⇒ (1) + 6 = 7
The robot attempts to get on Rūha but she deftly blocks both slams.
Inflict serious wounds (touch):1d20 + 25 ⇒ (1) + 25 = 26
On the other side, the ghost floats over to Yambul, but makes an incredibly predictable move the Kellid quickly avoids. The ghostly hand keeps shining with negative energy.
First Sovereign: 64 damage, retribution r6
Robot: 32 damage
Party buffs: life bubble 4 h, advice (+3)
Khalia: longstrider 12 h
Yambul: 20 damage, shield 11 min, heroism 4 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 24 h, see invisibility 4 h, flight 12 h, heroism 4 h, filter mask
Rūha: mage armor 24 h, heroism 4 h, barkskin 2 h
Round 3: Robot, Zzvkgrogk, Rūha, Khalia, Yambul, Rhoreen
Rūha vs SR:1d20 + 12 ⇒ (17) + 12 = 29 Ref DC 21:1d20 + 17 ⇒ (8) + 17 = 25 Ref DC 21:1d20 + 0 ⇒ (13) + 0 = 13
Rūha pushes through the Sovereign ghostly defenses, but still the magic only half affects the incorporeal. The robot takes it almost full and is only protected by its hardness.
Zzvkgrogk further harms the ghost, though she avoids one of the shots.
You can see the rage on her eyes, but seems unable to answer the ratfolk.
First Sovereign: 47 damage
Robot: 32 damage
Party buffs: life bubble 4 h, advice (+3)
Khalia: longstrider 12 h
Yambul: 6 damage, shield 11 min, heroism 4 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 24 h, see invisibility 4 h, flight 12 h, heroism 4 h, filter mask
Rūha: mage armor 24 h, heroism 4 h, barkskin 2 h
Round 2: Robot, Zzvkgrogk, Rūha, Khalia, Yambul, Rhoreen
Zzvkgrogk's shot finds the sovereign, the magical laser only taking half the vitality of the entity.
Yambul shields himself while he waits for Rhoreen to share her incommensurate knowledge about the creature's defenses.
I would assume she shares that info, but one never knows with Rhoo! :D
Rūha assesses the robot is very standard for what the group has been fighting so far, with construct immunities and good hardness (10).
Khalia starts to shoot arrows at the climbing robot, each arrow breaking through the hull until it is totally shattered and destroyed despite its natural hardness.
Will DC 23:1d20 + 17 ⇒ (18) + 17 = 35
Rhoreen tries to curse the ghost, but it seems so badly cursed already she refuses to get even more.
"Usurpers!" she shouts in rage as the possessed robot fells. She automatically possess another one, which starts moving and climbing up while she flies up the ziggurat to touch Yambul.
Inflict serious wounds (touch):1d20 + 25 ⇒ (5) + 25 = 30 Negative energy damage (Will DC 20 for half):3d8 + 15 ⇒ (8, 3, 2) + 15 = 28
Despite his agility and magical shield, the ghost touches the Kellid, opening vicious wounds on him.
The second robot does not reach further away from where the first one fell.
First sovereign: 18 damage
Robot: 91 damage, destroyed
Party buffs: life bubble 4 h, advice (+3)
Khalia: longstrider 12 h
Yambul: 6 damage, shield 11 min, heroism 4 h, bubonic plague (+1 dose), slimy doom, 1 Con damage, 2 Cha damage
Rhoreen: mage armor 24 h, see invisibility 4 h, flight 12 h, heroism 4 h, filter mask
Rūha: mage armor 24 h, heroism 4 h, barkskin 2 h
Round 2: Robot, Zzvkgrogk, Rūha, Khalia, Yambul, Rhoreen