
c02s01e10 - Expanding Horizons later, day 24 jared/Tusk absent today... Tusk exits the portal for the rest of the day (destination of her choice) Rest of the party presses on.. Definitely in the residential area of the facility. barracks, bath house, room full of rum barrels, cold storage, as well as a scrying room that has been stripped out, a second prayer room, and another alchemy lab. the prayer room had a slew of undead skeletons attempting to pray to a blatantly evil scroll. The team cleans up the skeles and take the scroll taht likes to whisper evil to Tusk from his backpack the cold storage has a large freezer full of paralyzing zombies... there's a magic freezing machine that deals "cold" necrotic damage that heals nearby undead. Team clean these up too. One of the rum barrels has a thick black goop that tries to pull objects into the barrel with it... Team put a lid on that. "do not touch" The alchemy lab has a servant-spell that has separated everything in the lab into piles, and tries throwing the party around when they enter... the team eventually find the invisible entity and smite it good, take all the alchemy stuff back to their own lab. 2 things further worth mentioning.... 1. there's a big hole in the floor in one of the rooms that tunnels down into the earth... the team presumes that's where the giant spiders had gone when the room was caught on fire. 2. in a secret corridor, the team finds an alcove with a lever. The lever opens a floor pit trap that leads Down deep. Frank shimmies 100' down the shaft and finds dark, open space. the shaft ends as a hole in the rough ceiling. 60' of light, and no walls or floor can be found. Like a massive cavern. Frank Nopes out of there when a bat-like wing flaps at the edge of the light's reach. despite the Spider Tunnel and Pit to Nope, the team calls the area secure, and invites Abbot Bobbi to join them. Bobbi is overjoyed, and the team gives him acid resistant armor before having him try to acid door in the teleport lab. No fear-- he tries to disarm the trap. He dies. Easily. Frank heals him back to stability, and Bobbi doesn't flinch at all. After some time in the freezer, they reanimate some skeletons for Bobbi to fight, and he farms the fuck out of that xp, leveling up in the process. He's in. He's SO in. he's content with the team fronting future locations... he'll keep his side of the deal and will research some more clues. Team sets back to take a long rest, recouperate, do a ton of identification and some research... This is the end of Season 1. time spent in game: about 3 hours 2/3 to level 6 acquired loot: 1 tentacle bot -- this one has a laser! 1 necrotic shower that deals 4d10 damage in an adjacent 5 foot area 1 barrel of animated goop "do not touch" 1 scroll of summoning "Diminius" Level 5 ritual DC 20 religion / arcane check 1 necrotic "freezer" dealing 0 to 1d5 "cold" necrotic damage in 10 foot radius 1 alchemy lab - worth of inventory plus identified stuff... lab room gizmos 1. orange ointment-- fire immunity. 1 dose = 1 minute. 1 use 2. weapon augmentation crystal - fuses with weapon for 1 hour. int save dc 14 or be teported 15 feet random direction. 1 use 3. spy grenade - whevere you throw the device you can scry there for the next hour records. 1 use 4. magic handle d8 necro damage-- permanently melded to surface (will eventually rot off of flesh in 2 months) 1 use spy tech 1. spiked helm of horror - renders user blind and def but gives ethereal vision. deals 1 necro damage / minute ... total of 1 hour / day 2. spider goggles - unlimited remote viewing and control of robot spider 60' range 3. nectar of the gods soap pump (1 taste = full food/water needs for the day) 6/day 4. large sized collapsable self propelled floating cart .. 10 x 10 unlimited weight 5. needle telepathy 1hour / day x 6.. 24 hour duration, unlimited range same plane... 1 hour tinkering to add/remove a needle from network. Relics of Evil 1. magic mace - Kule Karanov - deals necrotic damage instead of blunt, attune = 15' reach docent = orb of annhil on crit -- destroys docent. 2. magic long sword +1 - Ander Chernin - sword flies back to controller, attune = fly 1 per day... duration = concentration docent = dancing sword: 1 attack / round as the attuned. 3. magic staff - Aust Meliamne - darkness at will; duration , attune = focus + rit dc-2 docent = wis dc 18 or blind+def permanent... attuned may see and hear as victim unlimted range until concentration is broken/sleep