
c02s01e05 - Cragwar Bunker dark and cold, the stone-walled facility has yielded to tree roots and loose soil over the centuries. dirty floors make tracking movement easy throughout the structure, which is inhabited by small automatons... 1st type is the construct dogs TJ the converted warforged had mentioned... fast, but easily disabled. 2nd type is the animated armor... gnome sized plate that is heavily rusted, and defends whichever room they are stationed with single-minded focus. By far the most difficult to hit, but crumple quickly once the team gang up on them 3rd type is the most troublesome-- construct scorpions with pinchy claws and a tail that emits a green light causing petrification to any organic material getting too close to is. a con save removes the effect and grants temporary immunity to the effect, but 2 failed saves undeer influence petrifies the victim. After destroying one, the team finds a greenish liquid inside the metal body that acts as a fuel source for the green light. Collecting a few of them from the little robot horrors proved useful in one particular room of statues (actual carved statues, not just petrified victims)... one of the statues was of a blindfolded grim reaper with a small insert slot that the liquid fitted into. the statue used up the fuel and would convert stone back to flesh. Frank needed this device TWICE during the exploration of the facility because he rolls 1's on con saves ALOT. After searching 6+ rooms, they haven't found any warforged, but they did find a caved-in motorpool where a few mechsuits were mostly buried under what had to be tons of rock and earth... old cyre war machinery that is likely usable if it can be salvaged from under the rubble. Other things they found were -- acid slime that likes to form films across doorways, causing acid damage to organic material. Nero got a face full of that at one point, and some pit traps they stumbled into were full of this stuff too. --floating, tentacled, balls of jizz-pollen that got real up in Nero's comfy space before exploding sticky goop all over. lotsa poison damage with a con save that was passed... no seeming adverse reactions other than being thoroughly slimed. More disturbing than this was the small devil on the back of a very large demonic phase spider that literally sauntered out of a wall at one point, threatening Nero that if he ever wore protective wards again that he'd be "in serious trouble"... but the infernal messenger wasn't interested in a Q&A session... before it got violent, THX stepped in as Nero's liason, throwing a 24 on bluff to get the creature to back down... it made a "eyes on you" gesture before backing out into the ether. They also found petrified athasians clawing at a secret door next to the Blind God statue. Pushing through that door is where THX fell into one of the pit traps full of acidy goop. Frank roped him out of there. The team was getting low on HP and spells... but 20 minutes into a short rest they heard distant screams of torture. Knowing that the missing Rangers may have been taken captive, they bailed on the rest and pushed further into the facility until opening a door revealed the first actual warforged they've encountered since the entrance to the facility. Some fast-talking got these two 'forged off the defensive fairly easily... they knew there was a time gap and that they didn't know recent history after going dormant 300 years ago. They are eager to lead the team to their Commanding Officer further in the facility... maybe the team won't have to fight their way to the core of this place after all. End of session... about 90 minutes spent in game. Team is now level 4 Loot acquired: -- extra armor pieces to finish up Frank's plate -- 3 fuel cells of green petrification liquid (also worth noting is that the team has TWO favors from Cragwar... one for the crab custard, the other for successfully escorting blacksmith supplies to the town from marketplace) Loot expended: -- 2 fuel cells of green petrification liquid (expended restoring Frank twice)