
c02s04e17 - Boss Raid After the team had cleared the cavern dais of enemies, they began clean up. Frank goes snake hunting along the cavern floor. thx examines the statues; serches for magicks. Dhraksis begins unloading boxes. Dhraksis deduces the seeds are of infernal origin... background Evil radiation along with a light sulfur bouquet... but he's not sure what the seed will sprout. THX surmises the carved faces and large relief statue are shamanic gods from the old Darguun culture. They are worn and pocked with deteriation within the damp cavern. deteriorated carvings along the wall on either side hint at dark rituals and sacrifices performed by the various caricatures whose faces resemble those that line the raised platform. From the cavern entrance, bright bolts of force energy open fire from the cavern's entrance-- the flashes of light reveal a large warmec outfitted with a cluster of autoturrets-- the large 40foot wide bat-like frame having somehow crept close enough to open fire without noticing its approach. Frank bounces with jump jets along the stalagmite-covered cavern floor towards the intruder while THX and Dhraksis head towards the newly-recovered ships. The warmec begins targeting the visible weapons on both ships-- focusing on the more combative RaziR first, shifting attention to the Marlin once the scorpion ship has been declawed. Dhraksis takes helm of the RaziR and wills the craft full throttle towards the batship while THX returns fire with the one autobalista he's able to keep in working order. The ranger crit fails the RaziR straight into the wall just left of the tunnel, throwing the shift off-balast, spilling Dhraksis off-deck to the snake-infested cavern floor. The warmec is the size of a small merc ship - 40 feet across, 80 feet long with long bat wings folded alongside the sleek crystal/metal frame. Two shoulder-mounted force bolt turrets perch forward on the frame. the top of the mec lies obscured under a veil of darknes that Frank happily charges into, sword hefted. Behind the shroud the deckspace is lit enough to see without deadening sight beyond the craft... Frank is immediately punted out of the shrouded space by a demon monk prepared for the charge. Frank arcs smoothly via feather fall to the stalagmite floor landing next to Dhraksis as the ranger plants a Sunlight spell into the tunnel wall adjacent to the warmec, above the disabled RaziR, dissovling the top deck darkness shroud. The back of the warmec allows the crew to see around and beyond the ship without those outside the shroud from seeing inside. There's a steel door hatch leading down in front of the back mounted turret that continues firing on the Marlin against THX. a three-fiend wet work team atop the deck-- punting munk, wizard type, and a blaster mage) The warmec tears into the RaziR like it's a felled deer. Necrotic bolts fire from the blaster mage plus a fireball from the wizard type light up the two paladins before they close distance again and storm the deck. A flurry of Frank chops drop the blaster mage to a knee immediately while the punt-munk tries repeatedly to get the raging paladin off the deck with no success. fire wizard dispells the sunlight spell, so Dhraksis climbs aboard after frank. When the warmec disengages the RaziR and begins focusing on the two heroes on its back to shake them clear, he knocks necrobolt off deck to a swarm of mechanized snakes that begin shredding him apart. Wizard and Frank fall off deck and punt munk disappears from sight, leaving Dhraksis on deck. and THX continuing to pepper the warmec with The Marlin's remaining autobalista. The warmec flees back up the tunnel, swatting ineffectively at Dhraksis; back turret firing wildly trying to hit the jostling ranger. The hatch and stairs down are trapped; heat metal radiating the enclosure; impossible to stay within. THX helms The Marin and gives chase, scooping up Frank and the fire wizard along the way.. the necroblast mage is eaten by snakes but no sign of the punt munk. the warmec grinds its back along the wall while accellerating down the tunnel to the waterfall entrance. Frank calls ahead for the 4 carriers to open fire when it emerges while The Marlin falls back and Dhraksis jumps clear. 40 autobalista hail fire as the warmec clears the waterfall's curtain... a few rounds later it's reported the bat ship has fallen below horizon with terrible damage and disappeared in the depths... they did not give chase. Back in the waterfall grotto, the team gets some healing in and interrogates the fire wizard through Speak with Dead, which proves useless as the fire wizard just taunts and squanders the conversation. THX warms up a ritual to bring the wizard back for some real zone of truth conversation.... <end of session> day 201 now level 17 Loot acquired ------------- from the corpse of the wizard, Fire Todd - ring of shielding +5 ac vs ranged (require standard action to recharge after 1st hit - magic robes of armor 16 ac - wizard book of spells - 2 healing potions 4d8 damage each from the corpse of Necrobolt the blaster mage - bracers of impact.. attune = +2d10 damage to eldritch blasts - magic headband grants darkvision 90' - magic boots 1 hour of overland flight at 40mph - magic chainmail ac 16