Session 35: Enter the lab Report
General Summary
We start with the group navigating the rooftops to position themselves strategically and explore their opponent. Spells and attacks later, the black pudding is dispatched without causing any injury. It turns out, the real bad guy of this scene, was gravity, causing a couple of missed jumps to end in a bit of bludgeoning damage.
Investigating the scene, fire was used to cleanse the area and create what was confirmed as humanoid remains who died locked in the pudding's tar. Regrouped, they all headed up to the lab. There, they found a landing platform with cranes and the remains of containers, blocked by a large, heavy double door, slightly dented. Nina sends Many to explore the passage below that seems to be a dark concrete corridor for vehicles.
GAME BREAK
On return, the group splits in two:
- Astara, Eavaan and Senra stay by the door to figure out how to pass through.
- Merta, Nina and Trajan head in the corridor, after Many returns safely. They bring Koji.
Outside, the group manage to burst through the double door and find a mini corridor leading to more double doors, and a side weapons office, like a guard post, with items within. Astara takes the 10 minutes needed to ritual-cast Detect Magic.
Inside, group 2 finds an easy ramp to climb, arriving in some type of loading bay/warehouse setup, with doors to either side, a loading crane and upper platform leading to an office. The office offers a ledger, listing ins and outs, and 2 keys. These stopped around 12 years ago, expect a recent one where the loading bay was mostly picked cleaned, something they logged (likely the townfolk). The orders mixed fluids, potions of resist lightning and tinkering goods. Exploring more, they found a supply room to the right, with tinkering tools and scraps, and to the left, stairs going down. Left to open was the double door to the center.
Once the bracers in the item pile was identified as the only magic here, the group 1 opened the double door and found themselves in the loading bay, regrouped. The set then headed below in a small corridor with a broom closet and stairs going down, but collapsed. Two other doors are there. Trajan explored one briefly, once it was set that many carried lights with them to make up for some lack of darkvision. There, was a hallway with slightly strange noises and now active set of lights. Trajan back-tracked.
The other room had another locked door, with a key pad to each side. Trajan brought the 2 keys and as a group, used both keys simultaneously, which unlocked AND opened the door. Within is a large dome-like circular room, with glass contraptions all around, and a tinkered suits to the center. Two large machines are on each side, with tables along the walls, and boards laden with notes. More noticeable, is the presence of 2 glowing humanoid beings in the room. After some debate, it was clarified that the intelligence of the beings is limited to set behaviors, attacking the group. Round of combat ensues, and one of them is injured.
Astara tries to end the combat by disguising as one of them, and tell them to stand down. With a good rolls, they stop. Nina gathers the paper notes, Senra begins to copy down the blackboard. A quick view of the notes talks of schematics for the making of the suit and its application with the trains (a.k.a. the main point of the contract). However, Astara pushes with some questions and investigate with Astara is "a defective magen". Attempts to identify what these are fails for the most part, other than known they are magical beings of some sort. Astara agrees and immediately they go to the back door to fetch yet another magen, a bit different looking, to dispel Astara (revealing these can be dispelled in the process). Another initiative is rolled. Some retreat partly, Merta charges forward to take the tank, and a forth magen enters the circle room.
GAME END
Rewards Granted
- Ledger with notes
- Bracers of Defence
- General weapons & ammo
- Crafting Tinkering Scraps
Character(s) interacted with
Magen Creatures