Hunting Urvis (Part 2)

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Log Info

  • Title: Hunting Urvis (Part 2)
  • GM: Telamon
  • Place: Greater Alexandros, near the Desolation

The passage into the watchpost is wrought of stone, well crafted, but inscribed with strange greenish-hued runes that flicker on and off. Standing there at the threshold, one can see down the hall -- it runs straight up to a stout-looking oaken door that is noticeably closed. A cool breeze can be felt blowing down the hall, presumably from the small vents set high up on the wall.

GAME: Karasu rolls Spellcraft: (19)+22: 41

Noticing the flickering hue of the runes, Karasu spends a heartbeat studying it before nodding to Cor'ethil that it seems safe enough to move forward through the space. He allows the other man to lead however, knowing from experience that Cor'ethil's armor is far more effective a protection than his own clothing is. Still, he stays close to the other man, ready to react if anything changes. "Just a broken door bell." His fingers reassure those that can understand such.

Upon being informed that this area seems safe, Cor'ethil nods. For the war golem's benefit, he murmurs quietly, "We're proceeding with caution." He moves carefully, although he's rather painfully aware that stealth is... not his strong suit. (Probably because his suit of armor prevents it from being a strong suit.)

Rapier drawn, Corey advances, determination written on his face.

MAC-B1G scans the entryway from its previously halted position before panning optics towards its fellow taskforce members. It remains in place until another speaks and advances. "Acknowledged." The construct then begins to approach the entrance at a reserved pace. As with unit-designate Corey, its movement is not especially inconspicuous.

Slipping her tools away, Rune reclasps the leather kit and tucks it into a pouch in her belt before sliding her dagger back into the sheath at her boot. Pushing herself back to her feet, she peeks around the door, staying a bit behind the others as she spies down into the hallway. "It looks like our escapee has been very busy."

Without any way of discerning the use of such glowing markings, the rogue depends on the magical sight and knowledge of others to assess the situation. Thankfully, Karasu seems to know what he is talking about. "With this place being the hide out of a mage, we'll need to keep an eye out for more magical traps, especially if he has any idea that we're coming."

She seems more than happy to let Corey lead the way, since stealth is not really an option here, given their party.

Soon enough, and without incident, you stand in front of the wooden door. It's iron-bound, made of stout oak, and looks terribly sturdy.

Corey stares at the door. It's the final threshold between him and... whatever's on the other side. But there's a thing with closed doors. They could be locked. They could be traps.

"Trying it," Corey murmurs again, and then... He puts his hand on the handle. His thumb goes to test the latch, and... He blinks. "Oh. Unlocked!" He smiles brightly, and then he opens the door, making sure that it stays open for everyone behind him to follow through as he opens it and walks in!

Karasu hesitates a step behind Cor'ethil. Waiting to see if any terror befalls the other man before slipping Toge out of its sheath and deftly following the other man within. His dark eyes are already searching for some sign of other people or for more magic. He motions with his free hand another 'stop' at Mac, not wanting all of them caught in a trap if there is one here.

A quiet hallway without any sort of problem or issue is enough to raise the hairs on the back of Rune's neck. She's been an Adventurer long enough to have become just a little paranoid when it comes to suspicious circumstances. Not so paranoid that she interferes, however.

Instead, she only opens her mouth to say something in warning about the door, just in time for Corey to take care of the problem himself. So, her mouth snaps shut. Either this will go badly, or it won't. If nothing else, she might see how resistant that shiny armor is to traps.

MAC-B1G's faceplate and optics focus upon the door as Corey actuates and opens it. Caution was advised, after all. When no detonations, energy bursts, projectiles, or other countermeasures activate, the construct begins to plod forward into the open portal. Only one stride cycle is completed before it halts in the doorway at Karasu's signal. Faceplate then traverses to Karasu. "Clarify any further threats detected."

The room beyond is some kind of old storeroom. Stacked crates sit here and there, reaching ten feet tall. More of those strange greenish runes adorn the walls and ceiling, and small mana lamps cast enough light to illuminate the room, which shows that you are not alone.

Standing in the middle of the room, turning to face you, are two metallic figures. They gleam in the light, gold and silver and copper. But they are clearly not wargolems -- their design has a faintly alien proportion to them, and one's face has three eyes, in an upward triangle formation, while the other has two square-shaped eyes set vertically in the center of its head. Slung on their backs are heavy swords.

"Excuse me," the three-eyed one says in a voice like that of a brass instrument, "Might we know your business here? I'm afraid this is private property."

GAME: Corey rolls Bluff: (14)+4: 18

Corey stares at the war golems that are assembled in front of him. One of them's got three eyes. Weird. Makes sense, though. After all, a construct isn't necessarily beholden to the rule of two eyes that are present on many humanoids on account of requiring spatial definition--

Focus, Corey! The paladin clears his throat. "We're here to discuss a very urgent matter that requires the attention of a Mister Urvis Ironshanks." It's kind of true. If discussion is 'somewhat violent detaining of a runaway mage who strips war golems of their parts'. "May you be able to lead us to him? Please?"

GAME: Telamon rolls 1d20+22: (2)+22: 24
GAME: Karasu rolls Sense Motive: (2)+17: 19
GAME: Karasu rolls Sense Motive: (8)+17: 25
GAME: Karasu rolls Perception: (19)+17: 36
GAME: Karasu rolls Diplomacy: (4)+19: 23

Karasu glances at Cor'ethil. It's one of those days. He can tell at a glance that the not-war golems are not actually going to buy these words. He opens his mouth but... These aren't war golems. Whatever they are is something else. Will his words mean any more to them than Cor'ethil's? "We have been sent by the authorities."

Which is true enough considering the situation, but... he adds a little more flair than usual, throwing Toge across the room at the four-eyed creature. "Block us at your own peril." This is about to get messy. He just knows it.

Today is one of those days.

GAME: Karasu rolls 1d20+12: (7)+12: 19
GAME: Karasu rolls Will: (16)+11: 27
GAME: Karasu rolls Will: (16)+11: 27

The constructs seem taken aback by the sudden jump to violence, as the dagger thrown by Karasu skips off the shoulder guard of the three-eyed one. "Leave now," it demands. "Or you will be punished." Smoothly, like clockwork, they draw long bastard swords from off their back. Then as one, they gesture with their free hands, pointing at Karasu as they cast in unison -- the spell fortunately failing to take the wily thief-witch into its grasp.

GAME: Rune takes ten on acrobatics: (10)+23: 33

There are times that being short and in the back of the group means that you have an armored Sildanyari and a War Golem to try to peek between to get a view of what is beyond the door. Poor Rune has to stand on her tip toes to finally get a view of the two metal automatons. She doesn't even have time to get a word in edge-wise before she spots Karasu leaping into the fray.

"Oh, we're doing this?!" A moment of actual surprise seizes hold. Then, her lip quirks. "Okay, game on." It isn't always the rogue who resorts to stabbing things. Sometimes it is the other rogue.

Rune reaches for her blades.

Since she still has to close distance between herself and the golems, Rune dashes forward, sliding between the legs of one of the golems only to pop up on the other side, weapons drawn, ready to make life just a little harder for these creatures once her allies engage.

GAME: Karasu rolls 1d20+12+2+1: (18)+12+2+1: 33
GAME: Karasu rolls 1d20+12+2+1: (7)+12+2+1: 22
GAME: Karasu rolls 1d20+12+2+1: (12)+12+2+1: 27
GAME: Karasu rolls 1d6+1+4d6: (6)+1+(12): 19
GAME: Rune rolls weapon1+2: (15)+20+2: 37
GAME: Rune rolls damage1+1d6+7d6: aliased to 1d6+3+1d6+7d6: (2)+3+(5)+(23): 33

Karasu rushes forward in the wake of Rune. The two attacks against him and the words of the not-war golems only proves to him that he was correct in his assessment of the situation. After all, they wouldn't let them move through this area either way in his estimation. "So it seems." He says back to her calmly, his weapon slicing across the creature's armor. The strike doesn't pierce as deeply as it should, but that only means that he has more of a fight to make his way through.

The moment that Karasu joins her against the golem in front, Rune can't help but offer a small grin in return, "Don't get me wrong, I like a good fight. I just kind of figured your man over there would have had more of a silver tongue. He looks the sort." It's a sign that she doesn't really know either of them particulraly well, though perhaps that is something to change in the future. As soon as Karasu's strike distracts the creature, Rune takes the opportunity to jab into one of the joints, though there is a sound of scraping metal on metal. "These things ... they're tough, I give you that."

GAME: MAC-B1G activates its Titan Armor, gaining: +4 Str
GAME: MAC-B1G casts Shield. Caster Level: 10 DC: 13

"Threats detected." MAC is confident, as the other constructs announced their hostile intentions. "Combat protocols engaging." Numerous metal plates begin to extend and telescope from pockets in its chassis to prodive an additional layer of protection. This includes a visor forming over its faceplate with a single horizontal window for its optics to view through. A moment later an energy hemisphere springs into existence. It then approaches the construct not currently directly engaged. "Disengage and stand down," it addresses the one it approaches. "You have six seconds to comply."

GAME: Corey rolls weapon1: (17)+22: 39 (THREAT)
GAME: Corey rolls weapon1+4: (15)+22+4: 41 (THREAT)
GAME: Corey rolls damage1+damage1+1d6: aliased to 1d6+8+1d6+8+1d6: (3)+8+(6)+8+(2): 27

The paladin strides forward in search of protecting his nightingale from at least one of the enemy war golems. "Stay thy thirst," he murmurs to the blade, and it gains a different sheen, somehow, in the light.

Corey comes up beside Karasu and delivers a thrust that should have been quite powerful into the golem... But his eyes go wide as he realize the war golem does not take any damage from the blade. "It is immune to the enchantment of mercy on my blade," he mutters unhappily. "Seems there is only one conclusion to this fight."

GAME: Telamon rolls 1d20+20: (10)+20: 30
GAME: Telamon rolls 1d20+15: (18)+15: 33
GAME: Telamon rolls 1d20+10: (9)+10: 19
GAME: Telamon rolls 1d10+8+1d10+8: (9)+8+(6)+8: 31
GAME: MAC-B1G rolls will: (15)+4: 19
GAME: Telamon rolls 1d20+16: (19)+16: 35
GAME: Telamon rolls 1d4: (3): 3

The second machine-man lets out a warbling cry that sounds more angry than distressed as Karasu and Rune shank it. As it pulls away, the rents in his frame are already starting to knit back together, metal flowing smoothly. It points at Mac, and intones, "Begone from this place!" before laying into Rune with its sword, slashing at her viciously.

The other machine-man steps up next to its kin, leveling its finger at Karasu. "You will not stop us. We are inevitable." A crackle of black energy races up the construct's arm and blasts out from its finger, washing over Karasu and leaving him feeling drained from the assault.

GAME: Rune takes ten on bluff: (10)+27: 37
GAME: Rune rolls weapon1-2: (11)+20+-2: 29
GAME: Rune rolls weapon2-7: (6)+18+-7: 17
GAME: Rune rolls weapon1-7: (20)+20+-7: 33 (THREAT)
GAME: Rune rolls weapon1-7: (3)+20+-7: 16
GAME: Rune rolls damage1+1d6+7d6: aliased to 1d6+3+1d6+7d6: (1)+3+(5)+(27): 36
GAME: Rune rolls damage1+1d6+7d6: aliased to 1d6+3+1d6+7d6: (5)+3+(4)+(30): 42

The one problem with fighting in close quarters, is that it is easy to find yourself in a place where it's difficult to move to avoid an incoming blow. Despite her best efforts, the golem's blade catches her across the side, slicing through leather and mithral chains before digging into flesh. Rune hisses, her teeth gritting as she instinctively moves a hand down towards the wound. "Ffffuck that hurts."

She follows the movement of the enemy with her eyes, turning to face it even as it moves side to side with the other robot. "You might be big, but you still have weak points..."

Rune makes a quick movement, leading the creature to believe she is going one way, when in fact she dives at the other, stabbing once into the golem's foot, trying to disable the joint, and then a second time higher at the knee joint. There may be sparks flying, in the damaging robots sort of way, not the romantic way.

GAME: Karasu rolls Heal: (5)+6: 11
GAME: Telamon rolls 1d20+12: (10)+12: 22
GAME: Telamon rolls 1d20+11: (10)+11: 21

Karasu feels the weakness in his limbs and in the labor of his breath keenly. "It is you, who should know fear." Darkness gathers around the man, like the flickering of flames in his shadow and around his body. The blackness of his eyes seeps out and he reaches at the not-war golem with a hand. "You will not heal. You will not win. You will die, and Vardama hold your soul."

The words echo with power and they are spoken true. He steals from it the ability to heal the damage that Rune has done to it... at least for a time.

GAME: MAC-B1G rolls knowledge/the planes: (20)+3: 23
GAME: MAC-B1G spends ONE use of CHARGE POOL.
GAME: MAC-B1G rolls weapon4+2: (19)+15+2: 36
GAME: MAC-B1G rolls damage4+2: aliased to 2d6+8+2: (6)+8+2: 16

MAC-B1G scans the construct further, specifically the one nearest it. "Threat identified: Construct, extra-planar. Secondary affiliation: law. Capabilities: highly-resistant chassis; regenerative protocols. Recommended countermeasures: Excessive force." With the last, MAC strikes its heavy manipulator into the target.

GAME: Corey rolls weapon1: (16)+22: 38 (THREAT)
GAME: Corey rolls weapon1+4: (4)+22+4: 30
GAME: Corey rolls weapon1-5: (18)+22+-5: 35 (THREAT)
GAME: Corey rolls weapon1-5+4: (13)+22+-5+4: 34
GAME: Corey rolls weapon1-10: (10)+22+-10: 22
GAME: Corey rolls weapon1-10: (11)+22+-10: 23
GAME: Corey rolls damage1+damage1: aliased to 1d6+8+1d6+8: (6)+8+(5)+8: 27
GAME: Corey rolls damage1+damage1: aliased to 1d6+8+1d6+8: (6)+8+(6)+8: 28

"KARASU!" Corey's not one to shout normally. He's a man of a gentle house in Llyranost. They generally do not yell... Except for some occasions. Such as when his mother has leapt to her feet to angrily confront people who have hurt her husband's feelings. Or have flirted with her husband. Or--

No, Corey's not thinking anymore as he steps forward and drives two powerful punches into the first war golem with his rapier, cold iron flashing forward. "You! Will!" Missed swing. "Not hurt him!"

GAME: Karasu rolls Will+10: (18)+11+10: 39
GAME: MAC-B1G rolls will+4+4: (14)+4+4+4: 26
GAME: Rune rolls will+4: (17)+12+4: 33
GAME: Telamon rolls 1d2: (2): 2
GAME: Telamon rolls 1d20+20: (1)+20: 21 (EPIC FAIL)
GAME: Telamon rolls 1d20+15: (13)+15: 28
GAME: Telamon rolls 1d20+10: (20)+10: 30
GAME: Telamon rolls 1d20+10: (15)+10: 25
GAME: Telamon rolls 1d10+8: (1)+8: 9

The two-eyed inevitable seems confused that it's not regenerating, and falls back, sword held out. Abruptly it gestures and a wave of ghostly white emanates from his hand, the fear washing out... and over, and through the adventurers. But they still remain.

Meanwhile, the three-eyed inevitable is getting battered savagely by Corey, though it starts to regenerate as soon as it's damaged. "Depart now. This is meaningless. You will not be allowed to proceed. We cannot allow it." There's something almost regretful in its speech, as it swings at Corey -- the first two swipes missing, but the third cutting a bloody line through his shoulder. "In the end, it has to be this way."

GAME: Rune rolls weapon1-2: (5)+20+-2: 23
GAME: Rune rolls weapon2-7: (2)+18+-7: 13
GAME: Rune rolls weapon1-7: (10)+20+-7: 23
GAME: Rune rolls weapon1-2: (13)+20+-2: 31
GAME: Rune rolls damage1+1d6+7d6: aliased to 1d6+3+1d6+7d6: (5)+3+(1)+(28): 37
GAME: Rune rolls weapon1+1d6+7d6: 20+(5)+(23): 48
GAME: Rune rolls damage1+1d6+7d6: aliased to 1d6+3+1d6+7d6: (4)+3+(6)+(23): 36

The fact that these things are throwing around powerful magics is enough for Rune to be more than a little wary, though it doesn't stop her from continuing to press the golem up against the walls and boxes of the storage room. "You can keep commanding all you want, but no one is listening."

Her head turns towards Corey, brows raised in a way that suggest a thought of: 'Well, dayum.' However, the vengeance dealt out by the Paladin only distracts her for a moment before she sweeps in another quick series of blows against the golem, eventually landing a couple of hits to the plates along its torso. The sound of metal against metal sounds sings out again, and more sparks fly.

GAME: Telamon rolls 1d20+11: (11)+11: 22

Karasu's lips curl at the edges, his dark hair weaving in the wind of his own magic. Somewhere a raven crows.

Doom. Doom. Doom.

"Bleed, and despair." He whispers to the wind, and to the creatures that tried to steal his strength. He disappears into Cor'ethil's shadow for a moment and then reappears behind the one that had dared harm him. Such a sentiment is not Karasu's but Cor'ethil's. To Karasu the weakness is nothing. Passing.

All fall in the end, and so too with their enemies.

GAME: MAC-B1G spends TWO uses of CHARGE POOL.
GAME: MAC-B1G rolls weapon4: (10)+15: 25
GAME: MAC-B1G rolls weapon4: (20)+15: 35 (THREAT)
GAME: MAC-B1G rolls weapon4: (8)+15: 23
GAME: MAC-B1G rolls weapon4: (15)+15: 30
GAME: MAC-B1G rolls damage4+damage4+2d6: aliased to 2d6+8+2d6+8+2d6: (8)+8+(7)+8+(8): 39

MAC-B1G observes the resilience and regeneration protocols. "Analysis updated. Overwhelming force insufficient. Adjusting nethercite intermix ratio." Its cyan receptors pulse and brighten, tinging towards violet. A rush of similar-tinted energy flows from its core to engulf its appendages. "Validating hypothesis." Its cone-shaped 'fist' is shoved at the threat construct thrice: two are barely glancing blows to no effect, while the third embeds itself deeply into the target's chassis with squeal of rending and sparks of metal upon metal.

"Hypothesis confirmed."

GAME: Corey rolls weapon1+2: (13)+22+2: 37
GAME: Corey rolls weapon1-5+2: (20)+22+-5+2: 39 (THREAT)
GAME: Corey rolls weapon1-5+2+4: (16)+22+-5+2+4: 39 (THREAT)
GAME: Corey rolls weapon1-10+2: (2)+22+-10+2: 16
GAME: Corey rolls weapon1-10+2: (19)+22+-10+2: 33 (THREAT)
GAME: Corey rolls weapon1-10+2+4: (9)+22+-10+2+4: 27
GAME: Corey rolls damage1: aliased to 1d6+8: (5)+8: 13
GAME: Corey rolls damage1+damage1: aliased to 1d6+8+1d6+8: (3)+8+(2)+8: 21
GAME: Corey rolls damage1+damage1: aliased to 1d6+8+1d6+8: (5)+8+(4)+8: 25

Cor'ethil does not relent. The paladin keeps a deadly focus--the light to Karasu's shadow, the hope to Karasu's doom, the two work together in a beautiful concert of contrasts. The paladin thrusts once.

Then he punches twice. Hard.

Then he punches thrice. Even harder.

None of his attacks are doing the full force of damage that they ought to be, but that's okay. He'll see them through this. He'll see his group through this ordeal. "Almost... Finished!" He grunts.

GAME: Telamon rolls 1d20+20: (8)+20: 28
GAME: Telamon rolls 1d20+15: (15)+15: 30
GAME: Telamon rolls 1d20+10: (15)+10: 25
GAME: Telamon rolls 1d10+8: (1)+8: 9
GAME: Telamon rolls 1d20+20: (2)+20: 22
GAME: Telamon rolls 1d20+15: (12)+15: 27
GAME: Telamon rolls 1d20+10: (19)+10: 29
GAME: Telamon rolls 1d20+10: (20)+10: 30
GAME: MAC-B1G rolls 1d100: (54): 54
GAME: Corey casts Paladin's Sacrifice. Caster Level: 13 DC: 16
GAME: Telamon rolls 1d10+8+1d10+8: (10)+8+(5)+8: 31

The inevitables are being pressed back by the onslaught from the adventurers! The two-eyed one slashes at Rune, but does little more than draw a flesh wound as a shower of sparks comes from its chest, causing its blows to go awry as it shudders.

The three eyed inevitable glares at Mac, though. "Chaos wielder detected. PURGE THE UNCLEAN!" Its eye-lenses flash as the sword slams into Mac's shield once, twice... but just as the third blow would wound the wargolem, Corey draws the injury into himself, causing the inevitable to look absolutely confused. "...WHAT."

GAME: Rune rolls weapon1-2: (2)+20+-2: 20
GAME: Rune rolls weapon2-7: (11)+18+-7: 22
GAME: Rune rolls weapon1-7: (7)+20+-7: 20
GAME: Rune rolls damage2+1d6+7d6: aliased to 1d6+1+1d6+7d6: (3)+1+(4)+(18): 26

There is another hiss of pain as the blade catches her along her thigh, but it isn't enough to even slow Rune down. As she doesn't have to chase the golem, this time, the half-sil continues to attack with those series of blade strikes, though it seems that most of them simply deflect off of the armored shell of the golem. However, one of her blades does get through, stabbing into some more of the construct's internals. "Mental. Note." She grunts between strikes, "Spend. More. Gold. On. Weapon. Enchantments."

GAME: Karasu rolls 1d20+12+2+2+1: (20)+12+2+2+1: 37
GAME: Karasu rolls 1d20+12+2+2+1: (10)+12+2+2+1: 27
GAME: Karasu rolls 1d20+7+2+2+1: (3)+7+2+2+1: 15
GAME: Karasu rolls 1d6+1+1d6+1+4d6: (1)+1+(6)+1+(10): 19
GAME: Corey rolls weapon1+2: (15)+22+2: 39 (THREAT)
GAME: Corey rolls weapon1+2+4: (10)+22+2+4: 38
GAME: Corey rolls damage1+damage1: aliased to 1d6+8+1d6+8: (3)+8+(1)+8: 20

Karasu's thin smile has not left his lips, and his sword weaves a delicate pattern that cuts and then teases along metal to draw attention to himself so that Cor'ethil can attack from behind. "We do not die here this day." He says this with absolute certainty. Spoken with faith and conviction.

Doom.

"We live this day!" Cor'ethil replies to Karasu as his rapier finds another strong strike into the golem. So great is the paladin's focus that he doesn't express dismay when the golem's still upright. "Finish it, my friend!"

Wait. Does he mean MAC-B1G?

GAME: MAC-B1G spends TWO uses of CHARGE POOL.
GAME: MAC-B1G rolls weapon4: (15)+15: 30
GAME: MAC-B1G rolls weapon4: (14)+15: 29
GAME: MAC-B1G rolls weapon4: (15)+15: 30
GAME: MAC-B1G rolls damage4+2d6: aliased to 2d6+8+2d6: (11)+8+(4): 23
GAME: MAC-B1G rolls damage4+2d6: aliased to 2d6+8+2d6: (6)+8+(4): 18
GAME: MAC-B1G rolls damage4+2d6: aliased to 2d6+8+2d6: (11)+8+(9): 28

MAC-B1G expected that its shield would deflect most or all incoming attacks. That is its purpose. As the one penetrated its defenses, it also expected the impact and possible chassis damage. What it does not expect is... that this impact does not occur.

The cyan line of its visor darkens to nothing for a moment before flaring back to full intensity. Said visor traverse to the suddenly further damaged Corey. It then rotates sharply back to the threat before it.

"Threat is inevitable. Functional status of threat remains variable." Once more its core flares more magenta than cyan. "Altering."

A fresh impact of armored manipulator upon armored chassis.

"Altering."

The other forelimb drops down overhand into upper thorax, buckling the enemy threat's stance.

"Altering."

A third jab breaches the previously formed rent, penetrates chassis, and partially exits the rear plating. This ruins all components in its path.

MAC removes its manipulator, leaving the sparking, sputtering and vacated chasses to collapse. "Status rectified."

The inevitable crashes to the floor, sparking and smoking, and it makes a horrid grinding noise before rasping, "Initiating... recall... process...." Suddenly there is a flash of light, and both inevitables have vanished, along with their swords. Back to their home plane, presumably.

The air is oddly still now, but one can see the greenish runes that are traced onto the walls are glimmering brighter, pulsing on and off intermittently. An uneven cycle.

GAME: Corey rolls Knowledge/The Planes: (16)+7: 23

One moment, the robots are there, the next they are gone, just as Rune was about to go in for another flurry of strikes. It actually sets her off-balance a little, causing her to trip into the spot that the creature had been a moment before. As she lands onto her knees a bit roughly, Rune tucks one of her blades away and clutches at her side, offering a colorful curse in Draconic.

"Well, there they go." She looks around at the pulsing green symbols on the walls, then over to the others, "Those look a bit more excited than before. I'd hazard a guess our disappearing robot friends may be related to that?" It sounds as if she's guessing.

Pushing up to her feet, Rune tries to shake off the injury, as their job isn't quite done yet. "We may want to keep moving. I'm pretty sure our prey knows we're here. I doubt that fight went unnoticed."

Cor'ethil stares at the spot where the war golems once stood, and he frowns. "Inevitables," he says. "Lawful beings but... devoid of morality. It's like an extreme end of what I seek to do as a paladin. For while I must keep order and bring it to where it is needed in the chaos that often comes with evil and darkness..."

He smiles at MAC-B1G, despite there being a bit of blood on his armor now. "A paladin must have a heart, too," he says. "I'm glad I could take that hit for you."

To Rune's remark, Corey nods. "Yes," he says softly. "But... That's another thing. Inevitables typically are summoned as guardians, but they can also monitor over contracts or oaths. This Urvis Ironshanks is up to... Interesting things."

Corey frowns. "The bad kind of interesting," he clarifies. As if that wasn't apparent.

MAC-B1G's combat protocols disengage as the threats vanish, plating retracting and core dimming to normal luminescence. Its attention turns to its taskforce peers. "Recommendation: Damaged units enact regeneration protocols and make repairs." MAC's focus ends at and lingers upon Corey. "This unit unable to parse logic of that action. Recommend immediate repairs."

The green runes glow brightest just over the door leading northward, and then suddenly a faint, shimmering mist appears there. At first it doesn't seem to do anything, but then starts to crackle and resolve, like clay being sculpted by unseen hands. Blue and green light weaving together to form a feminine countenance, delicate and lovely, but with a faintly disdainful expression and glowing, solid-green eyes.

The image peers around, and then speaks, "The scrying spell is not functioning, Urvis. As I warned you it would not." A pause, as if listening to some unseen speaker. "Perhaps," she purrs. "But the fact remains that I cannot perceive anything. We will have to try again." Judging from the way her eyes track, she clearly isn't seeing you or hearing you.

You hope, at any rate.

<OOC> Corey rolls to Lay On Hands self (9 times remaining today after this cast)
GAME: Corey rolls 6d6: (18): 18

Cor'ethil stares at the image of the woman who is trying to peer around. He murmurs a prayer to his god under his breath, letting the prayer's healing energy wash over him and begin to knit his wounds.

"An ally," he murmurs. He doesn't like this. His eyes track over to his nightingale, then to MAC-B1G and Rune. "His ally. This has become more complicated."

The suddenly appearing, and very creepy looking feminine figure is enough to cause Rune to freeze in place momentarily. She stares at it, then towards the others. If the thing can't currently see them, then Rune is going to do what she does best. Well, other than stabbing things.

Hide.

The rogue darts to the side on nearly silent feet, blending in with the shadows where they appear behind the stacked crates. Better not to be spotted. Just incase.

GAME: Rune takes ten on stealth: (10)+23: 33

"Taskforce units are allies," MAC-B1G advises, "with numerical advantage to force of target Urvis and ally. Estimated probability of taskforce success: seventy-four point three zero nine five percent." It then observes the unexpected and unknown ally which currently appears unaware of their presence in return.

GAME: MAC-B1G rolls spellcraft: (16)+13: 29

OOC

Map: https://www.mipui.net/app/index.html?mid=mdl3miu326t