Almost immediately, Gruthor (the big guy) gets stunned and confused. We may have a convert on our hands.
And then there’s still this Meyanda. I’m not sure what to make of her, from the distance of safety, I can’t quite make out if there’s flesh on her. One thing I am sure about? This statue, this grotesquery to a false god. I decide to do what I can, and do what I feel is right, so I set the statue on fire. I stand beside my decision, despite the unfortunate side-effect of helping Gruthor snap out of it.
However, it is all irrelevant. We dispatch the wrong-doers, and manage to secure a different-colored access card. This one is white. It would appear that this new white card grants us more privileges and opens more doors than the other colored cards afforded.
This newly opened room has a raised level, a large amount of machinery, and two huge, cylinders emitting a strange purple light. Up on the platform is a terminal. After a bit of using it, we learn we can shut down power transmitter, by smashing or disabling the device. After a few shocking failures, we’re able to disable the transmitter. A low level but rising buzz starts. I check the screen for a status, and all that power that was diverted to this transmitter is now being sent back to where it needs to go. I can’t look it up, but we assume the torch is now, or will shortly be relit, and the rest of this metallic monstrosity is “waking up”.
In another room that we couldn’t get to earlier, sits a big dead robot and two dead orcs. I am now the proud possessor of:
Timeworn Neural Inhibitor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. 8 charges. While powered down, this sturdy, 2-foot truncheon functions as a mace. Once it is activated by expending a charge (with a Use an Object action), each time the weapon hits a target, it consumes 1 charge and the creature struck must make a DC 10 Constitution saving throw or have disadvantage on attack rolls, ability checks, and Wisdom saving throws for one round. Creatures immune to the charmed condition do not have to make the Constitution saving throw.
Continuing to explore a bit in safety, we unlock a chest. In it we find: timeworn autograpnell, timeworn panic suit, timeworn emergency beacon, 24 silverdiscs, 2 batteries (unburnt silverdiscs).
Being a bit battered and weary, we decide to go back to big room (one door, white key card) to lock up and rest. Before sleeping, we search the room a bit more. We find a masterwork backpack w/ 2 nanite cannisters, a bedroll, 11 silverdics, and 62 gold. This would appear to all be Meyanda’s former possessions.
856xp. curry gets 120.
800gp when we return town as heroes.