Book-keeping Notes, Session 99 (3/9/16):

Book-keeping Notes, Session 99 (3/9/16):

– We left off at 11:49am on the 2nd of Jourilden with the party looting the residential quarters in the Pathogen Facility. The party has been adventuring — with some rest — for ~178 turns (29 hours and 49 minutes).

– Contemplating the artificial nature of time: Finkleworm

– Wishing they had Loyalty Checks: The Automata

#exploration-bookkeeping

Quick Update Regarding Axel

Quick Update Regarding Axel

Antony Nicklin  and I have discussed what to do in upcoming sessions (as well as Axel’s fate) and made some decisions. The most relevant decision for the party is that Antony will be playing Derich in the near term, making that character a full PC.

Book-keeping Notes, Session 98 (3/2/16):

Book-keeping Notes, Session 98 (3/2/16):

– We left off at 8:20am on the 2nd of Jourilden with the party wrapping up their cleansing of the Pathogen area’s lower level. The party has been adventuring — with frequent short rests — 158 turns (26 hours and 20 minutes).

– Staring forlornly at a door that will not open: Axel

– Contemplating the artificial nature of time: Finkleworm

– Nursing a very tired sword-arm: Thorfus

– Simultaneously frustrated with the party and pleased with Edan: Kalgunn

#exploration-bookkeeping

SESSION 97 : 9AM 1st of Jourelden

SESSION 97 : 9AM 1st of Jourelden

We left off trying to come up with a plan to save Axel.

After some option discussion with Kalgunn, the remain Starchy Boys decide to write their counter-offer and show it to Axel’s captors:

“To the foolishly ignorant and arrogant blunderer in command of the forces currently holding hostage the Starchie Boy known as Axel Rhomkel ; we have within our power not only to keep you entombed in darkness forever but to irrevocably destroy the ancient dwarven power source for all the ancient dwarven weapon research facilities. This one act would not only seal your doom, it will also render the portal transport network useless forever. It is now your task to understand that if any further harm to Axel Rhomkhul be it further aging, physical assault, mental manipulation or death, will force our hand. We will destroy the ancient dwarven power source leaving you and yours entombed where you are. There is no version of the future where you leave your prison without our largesse. Here is your only option : surrender all Paskeys and Portal Stones to Axel Rhomkhul along with one magical item from each of your lieutenants and your most preferred personal magical items. You will also turn over all control circlets to Axel. Lastly, you will dismantle all desynch devices under your control and stage the entire mechanisms in the Botany portal chamber. Once Axel and all required items are collected in the Botany portal chamber, you and only you will stand in attendance in the room directly north of the portal room with the door propped open. You will be interviewed at this time, be it known that we have an ancient artifact that will alert us if you dissemble, and will have an opportunity to present your case for mercy. Of you at found lacking in sincerity, veracity or faithfulness the fate already outlined is yours. If however, you are better than our established opinion of you, your group will find freedom to return to the eastern jungle at a time of our choosing. Signed with all sincerity, the Starchie Boys.”

Upon opening the portal,an undying was waiting with a sign telling us that, “Negotiations will recommence in one hour at the BioForge. To indicate good faith, your comrade will be returned at that time.”

Which prompted us to shut down the portal and check the other engineering portal for fear of being flanked.

Luckily – we were not and that portal had not been used for years (according to the repair automaton.)

With heavy hearts we decide not to comply their demands, and retry the Botany Facility an hour where a message confirms that we’ve hit an impasse – powering the Bioforge would give them an avenue of escape which we could not risk.

After some drinks in memory of Axel – we move to clean out the rest of Pathogen lab.

Edan, Thorfus and Chuck head into the Pathogen lab leaving the rest of the hirelings behind in order to limit the chance of mass infections.

Upon entering they notice that the “grabber bots” aren’t responding to Thorfus’ commands – not just the 7 de-charged – but we assume the other remaining ones.

Although the mechanical monkey Thorfus brought along were able move the “grabber bots” but were unable to lower the elevator. So the team decides then to go to the pathologist’s office to see if they can get the elevator to work remotely.

They manage to get the elevator work, but discover that the remaining infected have destroyed the remaining bots, and when the unpowered ones were lowered they were summarily destroyed. So Thorfus decides to lock down the lower levels until further notice.

After some deliberation – it’s decided to try to clear the lower area by using a combination of spells and creative monkey use. But before that Edan has to rest for some time in order to cast the correct spells.

So Thorfus has the mechanical monkey to lure the more “intelligent” infected away so that Edan can cast his WEB to block them from swarming back.

With the webs in place, after Chuck and Edan “shadow step” into range and back. With Edan manning the elevator, Thorfus and the mechanical monkees manage to get the Grabber Bots back to their charging bays.

After the web dissipate – they use the “grabber bots” to help them eliminate the remaining infected – Boney first – then the necronic – again – and again – and again (for hours) until Edan mentions that they’ve been regenerating. After a collective face palm, the necronic and remaning spore infected are left below so that the can be dispatched later.

Bonus is that Thorfus has mastered box axe and sword thanks to the repetative slaughter of the necronic infected.

Interesting article on Roll 20 macro for indicating what AC is hit.

Interesting article on Roll 20 macro for indicating what AC is hit.

Simply in double square brackets indicate what is needed to hit AC0 and subtract the d20 roll.

From the example in the article of a 7th level fighter: [[14-d20]].

When I first tried this, I got that I hit AC 11, hovering over the result shows that a 3 was rolled. 

I think I’ll make new macros for proficient weapon, non-proficient weapon, and specific magic weapons. Thus a button click should reduce the need to type formulas and slow things down.

https://songoftheblade.wordpress.com/2015/12/29/simplifying-thac0-with-a-roll20-macro/

Session 96     February 17, 2016

Session 96     February 17, 2016

29th of Faurilden, 3:55pm.

Our Impunity Team Building exercise proceeds as planned. Thorfus has the grapplers retrieve the rubbery infected first. We are concerned that the other varieties of infected are more infectious. Chuq’s mental scans show the patients are fearful as they see two dwarves helmeted with hazmat suits when the grapplers bring them up the lift. It doesn’t help that grapplers are staking the corpses in a corner.

The attendant auto monkey is tasked with guarding the hallways to our back. As if by a fluke, about a half hour into our team building, we notice motion to the west. A gaggle of shapes are approaching the door with purpose. They are fungal infected! Edan drops one with a quickly loosed arrow. Chuq moves quickly and closes the intervening door expecting to lock the foes on the other side.

Curses! Despite repeatedly pressing the control panel, the door opens letting the Shit Tackies through. Behind them is an infected dwarf in power armor. A furious melee follows with the dwarves holding the line felling one after another. Edan and Chuq tandem shadow step to viciously back stab the armored dwarf. Up close,  we see that this dwarf looks like one of the Silver Throne Mercs viewed in a security recording. His weapons and shield look top shelf, him not so much. The pair step away and back, the second stab misses.

Thorfus instructs the auto monkey to take swipes at the dwarf’s armor release. Success! The power armor unfurls off the dwarf. It flees to the west followed by Chuq and Axel.

As each Shit Tackie died, it belched a cloud of spores. The air gets so thick with spores that Chuq and Edan are stranded on one side of the accumulated cloud because they couldn’t see beyond it. Similarly, when the power armor poped off the dwarf, a cloud of spores erupted from within. Edan was caught in this cloud, we fear he has contracted the dwarf’s ailment since he had a brief coughing fit.

Chuq and Axel confront the fleeing dwarf at the top of a flight of stairs to the north. He was banging on the door pleading to be let in. The chase continues as some unseen agent remotely opens the door for the dwarf. We all converge on him within the decrepit lounge/foyer we explored earlier (last session). His flight and life end at a pair of doors to the north.

To the north, Chuq detects anger and worry with his ESP skull cap. The thoughts are in ancient dwarven. Axel is rearing for another fight. He and Thorfus refresh with Healing potions. Edan hears metallic noises beyond the door. We reassess and decide to enlist auto monkeys to cleanse the vacant power armor via the antiseptic sprayers.

Thorfus determines the failsafe would incinerate the power armor by tossing an exposed spike within an airlock. New plan, the auto monkeys will widen some door ways so that we can enlist them and the grapplers against the unknowns to the north (especially any wearing power armor).

Once summoned, the auto monkeys fail to arrive. The dwarves stumble into an occupied observation room, where they hoped to review security footage to determine what happened to the auto monkeys. Boney infected charge our heroes! The young buck gets slapped around before he can close and lock the door. Thorfus soothes Axel’s boo boos. When in the clear, they read a log and can see that the auto monkeys were DISINTEGRATED! We’re on our own and done with dawdling about.

Assembled at the double door, we are trapped as the northern door refuses to unlock and the other three doors slam shut and are now locked. The dwarves can’t lift the door. Edan suggests we hot wire the door controls. He whispers advice in Chuq’s ears as the monk fiddles with the wires. The doors open! Our protagonist and his cronies lurk beyond.

The cronies are three power armored dwarves. The protagonist looks like an amalgam of all the infected types. We launch our surprise attack. Tora Tora Tora!

Chuq and the probability sword (with Thorfus in tow) shadow step next to Amalgamdwarf while Axel and Edan dance with the cronies. Thorfus commands the last surviving auto monkey to strip power armor. Edan magic missiles a crony. Amalgamdwarf utters “Lightning” in modern dwarven. Chuq and Thorfus are lanced by an arc of lightning. In response, Thorfus activates his probability sword slaying Amalgamdwarf. His cronies put up a good fight but the day is ours. That is until we see Axel skewered by both of his dance partners. It’s a miracle! As brutal as his demise appeared, he is still breathing when Chuq rushes to his aid.

When it’s just us left alive and Axel’s life is no longer about to end, we turn our attention to our surroundings. Like the other chief administrator offices, the desk here interacts with Thorfus. He reads the following options in ancient dwarven:

1. Reset the emergency shutdown of the outbound portal – blinking because the shut down is in effect

2. Pathogen Facility Map and Controls

3. Controls for the disinfection chamber

4. Memos

Funny, we spend a while examining the map yet just a few minutes later, we are fumbling about. Must be the loss of blood…The map tells us the Amalgamdwarf was once known as the Chief pathologist. To be safe, Thorfus locks all the doors.

The only memo tells a tale of how all the staff here were infected which is why the Chief Pathologist shut down the outbound portal to protect the outside world despite the rebels.

Edan researches the various information pedestals. The ancient dwarven demands a silver paskey to override the power reservation protocals. The different pedestals give details of the four infected types we have seen here. The prognosis for our own infected is good, we have days to find a cure. Hopefully Luppa can help us….

Book-keeping Notes, Session 97 (2/24/16):

Book-keeping Notes, Session 97 (2/24/16):

– We left off at 9am on the 1st of Jourilden with Axel trapped in the Botanical Research area and the rest of the party in Power & Engineering. The party has been adventuring just 18 turns (3 hours).

– Waiting for a Sign: Finkleworm

– Contemplating the Fickle Nature of Friendship: Axel

– Jealous of Axel’s +1 Strength: Thorfus

#exploration-bookkeeping

Session 97

Session 97

7:19pm, 29th Faurilden

We return to a bloody and diseased party, currently discussing the idea of utilising the facility’s showers, and also escape. Thorfus posits the idea of subverting the disinfection rooms, jamming the doors and breaking into the tanks of cleaning solution to attempt to remove the disease. They also discuss bringing the suits of power armour along.

With time to look, Thorfus inspects the axe he had won, discovering a triangular etching at the base of the grip. There is a small blinking light, flashing in groups of two. We also now have a whole bunch of magical weapons lying around.

The priority seems to be to escape, have Derich patch up the wounds of those still walking as best as possible, then make for the nearest Cleric or Paladin who can cure diseases. Luckily, now the party has access to the administrator’s desk, they should be able to override the counter-measures and allow escape.

For now, they attempt to go and fetch Derich to get everybody walking. Thorfus remains behind to deactivate the scanning whilst Chuq heads through, the reasoning being that in a pinch, Chuq can use shadowstep to escape. He makes it through safely however, and pokes his head through the portal.

A quick telepathic exchange, and Derich joins Chuq, following him through to the Pathogen Labs, and then directly to the dwarves. Thorfus asks him to rescue Axel first, and with a quick spell, the younger dwarf’s breathing returns to normal, though Derich remarks that he has a fever. Derich then heals up Thorfus, restoring much vigor to his veins, and finishes off my tending to Chuq.

After a few moments of working out the logistics of moving Axel and any other equipment, Edan eventually whips out a Levitation spell. Casting it on one of the tables in the lounge area, the party uses it to carry Axel and the magical weapons. Chuq, being immune to the infectant, takes the time to clear everybody out and extricate the rotting bodies from the unopened suits of armour. One of the occupants seems to be succumbing to the plastinous infection, and the other two calcite. They pile the two calcite-owned suits onto the table also.

Whilst removing the helmets, the monk notices that there are some more differences internally to what he remembers of Axel’s suit. Namely, the internal viewpoint of the helmet, but also the presence of a number of lights in the collar. Each suit has two red lights and three clear.

As the party heads for the showers, Thorfus tries raise the Grappler Automatons, but they are non-responsive. Checking them visually shows the lights on their bodies are now dead. The party makes it way into the showers, taking the time to wash off one by one, then dragging in Axel, and also the armour and weapons. We also loot the room for gold and jewels.

Once they’re sure they won’t accidently infect anybody, Thorfus deactivates the scanners again and the party heads through the portal back to the Engineering facility. After reuniting with our hirelings, we reset the portal and return to the Temple in the Lower City with the destination of Lupaa, who Derich says can cure the diseases we may have picked up.

Axel awakens sometime in passing through the Hall of Pillars, very much thinking they are still in combat. He lies back down in the cart, which he had been placed in when Edan’s spell ended, feeling very ill. During the journey, he offers his own suggestions as to various issues as the party fills him in. One of interest is the potential that the Grapplers work off of a charge, going by the stations they were in, and their inactivity was caused by being out of them for two long.

Chuq wonders if Kalgunn could help us merge the recharging stations and the power armour in some fashion, though Edan has confined the sword to a chest for now, whilst we see Lupaa.

Lupaa realises something is off by the taste in the air when we arrive, and after filling her in on the situation, she asks us to rest whilst she prepares her magic. We set a watch and bed down exhausted. Chuq takes the time to look out over the valley between the peaks, inspecting the edges of the city.

It takes some time, but Derich and Lupaa are able to begin healing up the party. We inspect the new equipment in the mean-time. The axes we found for example, are made out of what appears to be a similar material to the cubes we found. On further investigation of the Administrator’s axe, the blinking section at the bottom of comes off completely, appearing to be a different type of power unit.

Axel checks out the power armour, revealing them to be an obviously more primitive design, lacking voice-activated features and the intelligence from his other suit. Inspecting the battery reveals the receptacle to be triangular instead of rectangular, and is similarly locked in. The monkeys are also unable to deactivate the suits. Sometime in the time since Chuq checked the collar, another of the ten lights has switched off, leaving two clear and two red. Axel sits down to watch and time the lights.

Edan decides to cast his Identify spell, testing it on the power armour. He has some difficulty, as it seems the majority of the armour is mundane. The battery however seems to have some magical component to it, in terms of raw power, and would be able to power the suit for 12 more days. Additionally, the battery would be removeable in just two days.

We also learn that the armour is constructed from a special alloy of several metals and the same stone-like material used to constuct a lot of the Ancient Dwarven technology, such as the portals and information reliquaries.

After almost a day of rest and healing, Lupaa announces Edan finally cleansed, and ponder our next move, which would logically be the Botany facility. Chuq asks Lupaa for a Divination of the facility, and she tells us that she senses a dark presence waiting for us. It wants something from us, and may give something in return.

Realising we’re low on Healing Potions, Chuq shadowsteps up to the Upper City with Thorfus to visit Ancelm Mordale. He only has the two unfortunately, apparently the leader of the guard had been buying a bunch up recently, and despite the best efforts of Pouchmaker and Belroar to procure ingredients, he’s having trouble keeping up. They cost 800 gold each.

They also look to buy some disease-curing potions, which he reckons he can mix up a purgative, but nothing proper.  Ancelm also offers an infatuation potion for 400 gold, which is turned down. They do buy all his oil however.

Edan takes the time to speak to Kalgunn about the Administrator’s axe, and they realise that by the language of the command word, the axe is a modern creation of the Silver Throne. It was likely built from Marchmain’s knowledge, though he probably lacks the materials and factories of the past. The elf also continues discussing his idea of a flying ship, and puts forward several ideas that Kalgunn very much approves of. He also is impressed by Edan’s casting of magic, and praises Edan’s reply of ‘tapping into an otherworldly source’ when questioning his use of it.

Kalgunn also offers his opinion on the newer armour suits, which proves his hypothesis that they lack the manufactories. It makes us wonder where they are building such things however. He also calls the strange stone-like material ‘nano-carbon’.

The next day, which is now the beginning of Jourilden, Socrates alights on Chuq’s shoulder and warns him of Finkleworm’s impending arrival at the Pathogen Labs, so we have him halt his advance.

Unsure of whether to head back to Pathogen to loot, or move on to Botany, we head back to the portal, Thorfus bringing along a fresh batch of monkeys. We return to our base in Engineering, and use the portal there to begin scouting the Botany facility after some contention.

Chuq’s helm picks up a single, watchful presence somewhere on the other side. Afterwards, a monkey is sent through, entering the room with the softly glowing blue pillars. After a moment, it runs to the side and Thorfus loses contact as it is obviously hijacked by something. We decide to send the chicken Toni through, and Chuq is able to communicate with her, though the hen is fixated on the scent of food somewhere beyond one of the doors and has to be yanked back.

Starchy is asked to sniff the other side of the portal, and can only say it’s fairly clean, but people have passed through. After some questioning, we work out that there have been injured Undying in the room.

We decide to head through, though with perhaps a little more force this time, inviting Derich and Kottar to join us. Axel steps through first, noticing that there are shapes floating within the pillars. Thorfus follows, unceremoniously roped and held by Chuq, and when we pass through, it appears to the monk that we freeze.

They pull hard, and pull Thorfus back through, giving Axel a momentary movement. When they look again, the door Toni was drawn to is open, and a native islander is standing there holding a sign with a message that reads:

To Thorfus of the Ironhand Clan: Ilsske, War Leader of the Lord Marshal’s Western Forces, proposes a trade. In exchange for your comrade and the platinum key you seek, close the gate and return power to the BioForge facility for one day. At the end of the day, reopen the gate and collect your prizes. Refuse, and your comrade will age to dust in a moment’s time and the key will be destroyed. Answer by written message visible through the portal in one hour with a simple yes or no.

Thorfus himself noticed no passage of time at all. They try to lasso Axel, but naturally the rope also slows in time. Checking with Kalgunn reveals that shutting down the power would also shut down the portal, so once again the party is left trying to rescue Axel.

The party hatches a plan involving cycling the power to disrupt the power to the stasis field and portal, then quickly reopening the portal, lassoing Axel and hopefully dragging him back through. Unfortunately, when they enact the plan, all it seems to do is move time forward another instant. Axel moves slightly, and the door is now closed. Even trying to simply reach through is like trying to push through rock.

They decide the best chance I have is to deactivate the power for ten minutes and hope I can work out what to do.

Axel comes too in the now dark room. The portal and none of the doors work at all, and he can’t force them open. The tubes have nothing of use that he can see, being something to do with ‘scrubbing oxygen’. Axel then breaks out his pickaxe and starts trying to break through the door, pausing only to break a few power conduits in the wall.

When he finally breaks through, he is face to face with a whole group of Undying on a balcony. Within the group are two clerics, one eyeless and one earless. After a short conversation where they surprisingly do not kill him, he realises some of the situation he is in, and writes a message on his shield asking them to turn the power to the Bioforge.

After several stop-motion exchanges, Axel has been aged 27 years, and the clerics have proved the ownership of the final platinum key. Axel talks to the eyeless cleric a little more, trying to think of a way to bargain his way out, but comes up with nothing, so writes a final pleading message to his friends to free him.

The power is cycled for a final exchange to see the party’s response.

Treasure Gained, Session 96 (2/17/16):

Treasure Gained, Session 96 (2/17/16):

– 4 Power Armor Suites (Dwarf-sized; unknown charge)

– 4 Magical Axes (Glowing)

– 1 Enchanted Shield

– 1 Magic Ax (Glowing/Electrified)

– Pathogen Facility Administrative PAS Key (Platinum)

– 8 Information Reliquaries (Disease Information)

– 4 Black Rectangular Cards with Silver Throne Constellation Design

– Broken Leather Armor with Disease Protection Runes (Repairable per house rules)

#treasure-gained

Book-keeping Notes, Session 96 (2/17/16):

Book-keeping Notes, Session 96 (2/17/16):

– We left off at 7:18pm on the 29th of Faurilden with the party split between the Pathogen Research and Power & Engineering facilities. The party has been adventuring 86 turns (14 hours and 10 minutes). – – The group will need to rest imminently to avoid penalties.

– Damaged Weapons: Thorfus’s Bow (-2) – Still Charging ahead: Finkleworm

– Justified in their Paranoia: Slag Piles Formerly Known as Monkeys

– Barely Standing: Thorfus, Chuq, and Edan

– Hanging On by a Re-Roll: Axel

– Feeling a bit Under the Weather: Edan and Thorfus

#exploration-bookkeeping