Faced with a seemingly endless supply of gamma moths, Nar thinks that the generator in the room needs to be shut down, and with Robot1s help, succeeds! Robot1 also realizes that others have been accessing the computers here…recently. One lasting gift of the moths is more mutation for Buckthorn and Nar: venomous spines for the elf, and the ability to redirect incoming missiles for the Halfling.
They continue to explore the ruin. A room of pools is avoided. A chamber with a man, a “knight” working one of the terminals, is found. In spite of Buckthorn’s threats, the man is soon joined by another knight, and by some kind of lizard men!
The other knight were powerful armor that gives him both a deadly needler and puts a hard punch on a ceramic sword he wields (and has some other features not seen in battle). The lizard folk turn out to be “sleeths” an intelligent and normally peaceful raise with mental powers. In this case, the sleeth “shaman” wears a skull around his neck, and is really not peaceful at all. On top of these three, the first knight figures out how to use the bases security system to shoot lasers at the party.
The shaman mentions some sort of sleeth death prophet named “Tak Ha’Sssth”.
They inflict a great deal of damage (Buckthorn actually runs out of healing surges) but are stopped, in no small part to Robot1 also learning to use the security system to shoot them. The room is searched after words, and among the item discovered include a small computer on which a little man appears. There is some issue with Robot1’s security clearance…but eventually the little man is able to tell the party things.
They also note that the sleeths were gathering various hardware (bits of computers, cables, etc) inside the base.
Lucian shows up and warns them of more sleeths. They leave to camp out. But decide they wish to learn more from the ancient base. They succeed, probably more than they (or the DM) could have imagined.
The little man on the computer gives them a map of the base. They in turn do some exploring and then decide to lay an ambush in case the sleeths return.
Returning to where they fought the sleeths and humans, they carefully watch the main exit to the outside…and barricade another door. The sleeths try that one…then open a third (exactly the way the party came in the previous day).
They respond…with Nar setting Forge on fire and putting him to sleep, Robot1 making a devastating hit on this other sleeth shaman (no skull) with the security system and, after bragging of being unhurt, Nar withstanding a devastating hit of his own.
Nonetheless, they are defeated quickly enough, and this other shaman actually starts to talk to the party.
Mostly about Tak Ha’Sssth. And how the sleeths were once a peaceful people, but decided that wasn’t the thing to be.
They return to Burlin, with this other shaman tide up and gagged, carried by Forge. They have set their mind on meeting Lord Dillard, and through Dar Tenibor are able to arrange a meeting, where they describe their findings at the ancient base, including their captive.
From this and other talks:
*It is confirmed many times that the knights, who are members of a cryptic alliance called the Knights of Genetic Purity, seem to be strange allies for the normally knowledgeable and peaceful sleeths;
*The sleeths are also pre-cognates (can see the future to varying degrees) and have other mental abilities;
*They were probably gathering stuff from the base to build or repair or augment an artifact of great power, this is probably a bad thing;
*They think that the captive shaman may not have been all bad, but has some kind of mental control or block thanks to Tak Ha’Sssth;
* Tak Ha’Sssth’s deathly visions may have common from contact with a strange entity. This sets off immediate speculation that this involves the demi-lich.
*The “third base” deep in the deadliest part of the deadlands, is again noted.
* Dar Tenibor and his associates are also members of a cryptic alliance known as the Brotherhood of Thought;
The Lord takes the captive and contemplates the situation.
Meanwhile, the party gets a message to meet with Wald, the other sage and bookseller.
They are led to a backroom in his shop. Wald steps out. Some knights and sleeths step in.
The party makes pretty short work of them, dropping the two sleeths. As the one knight seeks to flee, dragging the other knight with him, he makes a parting shot with a “micro missile” built into his armor. Its blasts the shop…fortunately everyone survives (and Forge had been healed by Robot1).
They do everything they can to hang about and inspect the shop. A ledger is found that links Wald to Sir Dept (the brother of Lord Dillard) and the Halfling filches a powerful mecha-gauntlet for this third arm.
They meet the Lord again. He has an offer, given their seeming interest to follow up on the plotting of the Knights and Tak Ha’Sssth: They try to infiltrate the homeland of the sleeths. With the shaman, his mental control now lifted, as their guide.
They agree.