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Forums of the Coast • Fires of Creation, Part IV
Page 1 of 4

Fires of Creation, Part IV

Posted: Wed Feb 03, 2016 9:11 pm
by littleangryman
After leveling up, doing whatever shopping needs doing, and receiving their masterwork weapons from Mr. Otterbie (morningstar for Niles, light crossbow for Harskgun, and dagger for Manizei,) the party reenters the habitat module. They make their way through the now-active, and really quite lovely, artificial desert and into the set of rooms where was fought the strange undead alien. There a door stands, deliberately sabotaged by the alien in an attempt to force the party to confront him. Confront him you did, but the sabotaged door remains.

The damage to the otherwise functional door looks simple enough. Anyone who wants to repair it, give me a Disable Device or Craft: Mechanical check.

Re: Fires of Creation, Part IV

Posted: Thu Feb 04, 2016 1:44 am
by Mr_Praetorian
"Stand back and cover me." Niles instructs, as he gets to work on the door.

(Disable Device: 1d20+11= 20)

Re: Fires of Creation, Part IV

Posted: Thu Feb 04, 2016 4:35 pm
by littleangryman
Niles effects the necessary repairs, and the door in the hallway slides open. You notice a sign next to the door that reads (in Androffan, of course) "Science."

Beyond the door, you see a large metal desk with blinking lights and strange glowing panels, sitting atop a raised area on the east side of the room near a circular table. Two couches covered in black material sit to the south, as do a pair of black metal pillars. Splatters of dried blood stain the floor and walls near the door to the north, while here and there, patches of rust-red mold and fungus cling to the southern wall. The room itself is brightly lit by glowing panels on the ceiling.

Two doors lead onward: the one to the north with all the bloodstains, or a large double door near the desk and table. How do you proceed?

Re: Fires of Creation, Part IV

Posted: Thu Feb 04, 2016 6:07 pm
by Mr_Praetorian
Before entering the room, Niles takes a good look around, and also sees if he can identify that fungus/mold.

(Perception: 1d20+11= 20
Knowledge (Dungeoneering): 1d20+7+1d6= 17)

Re: Fires of Creation, Part IV

Posted: Fri Feb 05, 2016 2:57 am
by littleangryman
It looks as if this is where Gerrol picked up his russet mold infection. Closer inspection, however, reveals it to be inert, as if the remainder of that expedition neutralized it already.

Re: Fires of Creation, Part IV

Posted: Fri Feb 05, 2016 4:50 am
by Mr_Praetorian
Niles moves into the room and inspects the desk with the glowing "whose-'a-whatsits".

(Knowledge (Engineering): 1d20+10+1d6= 24)

Re: Fires of Creation, Part IV

Posted: Fri Feb 05, 2016 3:27 pm
by littleangryman
It's a desk. With monitors. Seems to have belonged to some sort of security personnel at some point. Most of these monitors either don't work or show nothing remarkable, but one shows a room with a number of beds and a large metal pod large enough to hold a man being guarded by several robots.

Poking around the desk also reveals a storage closet tucked away behind it, and not readily visible from the doors. It responds to you black access card, and contains several lockers, which in total yield:

-Bits of technological junk and/or spare parts, probably worth 60 GP to Torch's junkmaster.
-a flashlight
-3 batteries
-26 silverdisks

One small security bin at the back of one of the lockers is marked with white paint and its electronic lock does not respond to any access card currently in your possession. If you want to open it regardless, give me a Disable Device check. (You have that e-pick and the Technologist feat, so no penalties.)

Re: Fires of Creation, Part IV

Posted: Fri Feb 05, 2016 9:28 pm
by Mr_Praetorian
Niles drinks an infusion of Ant Haul and then attempts to open the locker.

(Disable Device: 1d20+11+1d6= 1d20+11= 31)

Re: Fires of Creation, Part IV

Posted: Sat Feb 06, 2016 6:54 pm
by Sajuuk
Harskgun inventories the discoveries so far and packs them away.
(Propitiation for the day is Craft [Mechanical], so I have a +10 if needed, +14 if dealing with metal or stone)

Re: Fires of Creation, Part IV

Posted: Sun Feb 07, 2016 4:25 am
by Berryshine
Her musket held ready, Manizei keeps an eye on the doors while the others attempt to open the locker, just in case their attempts make noise or otherwise draw unwanted attention. After the last visit down here, she is just a bit jumpy.

Re: Fires of Creation, Part IV

Posted: Mon Feb 08, 2016 6:01 am
by littleangryman
Just as Niles is about to give up on the lock in frustration, he has a flash of inspiration and it opens right up. inside are a strange weapon, four different spherical objects, and what appears to be some sort of clothing or armor. (Know: engineering to identify.)

There remains the matter of which door to leave the room through: large double door, or the one that looks like it's had a battle happen inside?

Re: Fires of Creation, Part IV

Posted: Mon Feb 08, 2016 7:11 am
by Mr_Praetorian
(Knowledge (Engineering): 1d20+10+1d6= 29)

(DM EDIT: What you have here are: two bang grenades, a soft grenade, and a flash grenade (Technology Guide pg. 46) as well as a timeworn stun gun (TG pg 55, 28) and a suit of neraplast armor (adventure path pg 60; let me know if you need the actual description and I'll type it up.))

Re: Fires of Creation, Part IV

Posted: Wed Feb 17, 2016 4:53 am
by littleangryman
(Right. Well then.. *tosses coin* Blood hallway it is!)

The hallway to the north is marred by bloodstains and scorch marks, indicating a pitched battle taking place here relatively recently. Four tangled mounds of scrap, identifiable with some concentration as destroyed robots, lie scattered about. Two doors, one to the west and one to the south, end the hallway. The blood trail, which looks as if whatever was bleeding was being dragged, goes through the western door. How do you proceed?

Re: Fires of Creation, Part IV

Posted: Fri Feb 19, 2016 7:00 am
by Mr_Praetorian
Niles tucks away the armor and grenades, and also moves some rolled papers out of an open case so that he can "holster" the stun gun.

(Can Niles determine how many charges the armor and the gun have?)

(DM: (5 charges for the stun gun, and 6 for the armor)

Afterwards, he inspects the pile of scrap for anything of interest.

(Perception: 1d20+9= 23)

(DM: Destoryed robots. Good for another 20 GP's worth of scrap, but more importantly, most appear to have been done in by magic consistent with what you've heard is Khonnir's style.)

Re: Fires of Creation, Part IV

Posted: Sun Feb 21, 2016 5:24 am
by Sajuuk
Harskgun scowls as they examine the demolished robots. "Khonnir's been here. Can't tell how recently, but he's been slinging some spells down here."