Jarreck Lightfoot |
both sounds options, perhaps the arc grenades as well
"Redtooth, thank you for your hospitality and pledge of assistance. Alas at the moment I need to rest a bit, today's fight did not go well for me. Perhaps you have a bolt hole I could borrow for a moment. Afterwards if my friends have not done so we would be very happy to trade with you. At this moment I'm still seeing a bit double, which could be both good and bad."
diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
Seems I have failed to put any points in appraise, One of my more intelligent companions can probably best my +2 modifier :-) Care to let me move a point from intimidate, Niles?
GM Niles Iron Gods |
What's the diplomacy roll for?
Redtooth looks at Jarreck oddly You got scrap for brains? I just said this is your warren too. Warren means you get to sleep, but the holes might be a bit tight for you.
There's always next level...
Jarreck Lightfoot |
He's trying not to be rude while just looking for somewhere to crash. And as for the last, I figured as much but couldn't hurt to ask :-)
"Thank you, at this moment I doubt I'll notice cramped"
busy couple days at work will try to get something up this evening more comprehensive.
Seven.teen |
Seventeen sits down and dissects logically and dispassionately the various options the group has, "Our goal is to take down the Lords of Rust, in order to investigate this Hellion. I'm not sure this is a wise course of action, we can expect significant resistance. Still we are following a logical approach doing favors for other gangs in exchange for 'scrap worth'. A most puzzling concept, just like money but apparently when 'One is in Rome...'" She pauses and frowns, "Peculiar, I have no record of this 'Rome'. Anyway we currently are owed favors by Sevoth's gang and now Redtooth's. The next logical step is to make overtures to Dinvaya. We should rest and travel there in the morning."
Before she retires for the night, Seventeen asks, Redtooth "Can you tell us anything about Dinvaya. I understand she is a follower of Brigh, but I know little beyond that."
Next morning Seventeen will set out to visit Dinvaya unless something crops up to prevent it.
Guaire |
Still we are following a logical approach doing favors for other gangs in exchange for 'scrap worth'. A most puzzling concept, just like money but apparently when 'One is in Rome...
"Bartering of favors, an every-day concept, if money isn't the commodity one side values or needs. But whatever lies ahead, we'll handle it one step at a time. Not much else to...... '
*a bump against Guaire's knee*
..alright Spike, here's some food.'
*Lies down to munch on the food.*
GM Niles Iron Gods |
Redtooth responds to Seven's question
Crazy Clockwork worshipper stays to herself. She doesn't bother us we don't bother her. She has traded with us from time to time...I think she might be building something.
Omo Nijj |
Jarreck can you knock off the cost of those nanite canisters from our party pool?
"I agree with Seventeen that we should go meet the priestess. In the morning. Definitely the morning. I'm not sure I've ever been so tired."[/b]
Seven.teen |
Seventeen ponders, "Its likely hard to predict even if we had an itemized inventory. We shall find out tomorrow morning."
1. Enlarge person, mage armor, obscuring mist, vanish
2. Web, Protection from Technology
Jarreck Lightfoot |
Jarreck gets up the next morning stiff but feeling much better than he did when he went to bed. Retrieving a bundle of blunt arrows from his gear he hands them to Guaire. "You must be getting low on these by now. I also have one more bundle if those run out."
Taking the surplus gear that had been building up plus what they brought back from the encounter with Marrow he begins sorting stuff out into a couple of piles. Perusing the items that Redtooth had shown willingness to trade he's matched a few different piles up to discuss with his companions.
Pile 1:
+1 studded leather, +1 hide armor, the MWK bucklers(4), MWK hand crossbow, and the 2 MWK handaxes From what I can tell everyone's armor is better than these
for: 4 nanite canisters, 2 CLW potions, and the wand of CMWs
Pile 2:
6 gas grenades
for: 2 arc, 1 flechette, and the 3 zero grenades
Pile 3:
Odds & Ends, battered pistols, Soothe potions?
for: Blue Whinnis(10) for Mort
"What do you guys think? The armor and weapons we don't really need but the warren can most likely put to use or trade for something else they need. The grenades would give us more versatility, and Mort has a penchant for using poison to good effect."
Jarreck Lightfoot |
"Thank you Omo, much better" Feeling the aches and tension subside Jarreck looks refreshed once more.
by my count, that should put you two uses into the next canister, 3 canisters in reserve, before trades.
GM Niles Iron Gods |
Redtooth accepts your trades except for the Soothe, she won't touch that stuff and won't let her rats touch it either.
Redtooth tells the party This came while you rested and shows them a curious silver metal bird. The bird flaps and moves as if real and then a voice comes from it
You have shown yourselves to be resourceful. Come and visit me at the Clockwork Chapel. I have need of those such as you.
Omo Nijj |
Omo presses Jarreck with another Shield infusion. "Prevention is the best form of medicine. Take this before we enter battle every time, and much fewer things will hit you."
The alchemist then says his goodbyes to Redtooth before heading towards the chapel. "I'm honored to be a member of your Warren."
Seven.teen |
Satisfied that everything that should be done has, Seventeen walks outside and calls out to the others, "Come. We must see what manor of problem besets the follower of Brigh."
She sets off to find out.
Mortimer 'Mort' Burrwaddle |
Sorry guys, been a very busy day, not really time to check the forums.
Mort nods quietly at Jarreck when the group exits the warren/building. "Thank you for the praise, though I have seen little effect from the poisons up till now. But it certainly is nature's way of weakening and culling the herd. I merely bring an aspect of it into my work and life. I hope you're not that afraid of me. I can feel Seven stare from time to time, I think she finds me dangerous."
He whispers softly to Jarreck.
Jarreck Lightfoot |
Jarreck thanks Redtooth at her willingness to help outfit them for the next step in their journey; expressing his doubts of using Soothe his self.
"It appears we have been summoned, shall we? Redtooth, thank you for your support and your hospitality. Honored that we could bring Whiskifiss back to the warren."
Later walking with Mort, "Take no offense from Seven, she is young and still has the ideals of youth, irregardless of what she may be. With time and experience I think she will come to understand you. As a Druid, you are pretty much one with nature, nature uses poison to defend itself so your use of poison doesn't bother me as much. Granted, should I find you applying blue whinnis to my nightly tea I may have to resort to some of my less savory skill sets." The last is said in an obvious jest with a quick hand clasp to the shoulder before the elf moves forward to take his normal position.
While ever hopeful that the word of his companion's actions had reached the neighboring gangs, and would prevent additional attacks on them; he moved ahead of the group looking for any trouble coming their way
stealth: 1d20 + 11 ⇒ (1) + 11 = 12
perception: 1d20 + 10 ⇒ (6) + 10 = 16
Apparently the new rifle is throwing Jarreck's balance just a bit and he keeps banging the stock off the walls when he turns to look over his shoulder.
GM Niles Iron Gods |
Random Encounter Time!: 1d100 ⇒ 66 Perhaps not...
Random Encounter Time!: 1d100 ⇒ 32 Perhaps not...
Random Encounter Time!: 1d100 ⇒ 43 Perhaps not...
The party is given a wide berth by the denizens of Scrapwall, perhaps their reputation precedes them?
The party arrives at the Clockwork Chapel and finds The tumultuous sound of metal grinding on metal issues forth from a constantly churning, grinding wall of gears that blocks off the western portion of this narrow valley. Only two larger gears remain motionless, situated at ground level in the center of the wall where one might expect to see a pair of doors.
Seven.teen |
Seventeen looks at the strange sight for a long moment, and blinks once, "Most... Peculiar. Come, we should see what Dinvaya wants."
Cautious, but not intentionally discourteous, Seventeen casts the detect magic cantrip and observes her surroundings.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
If she does not find anything untoward, she enters what is apparently the door and calls out, "Dinvaya?"
GM Niles Iron Gods |
Seven looks at the doors and tries them, and they remain stuck closed.
However, upon further inspection she finds a small level to the side of the door and the two gears roll open.
She sees an antechamber devoted to Brigh, clockwork effigies cover the walls and decorate the chamber. Another set of gear doors lay directly in front of the party.
Map is updated. Take a look and make sure everything is ok
Jarreck Lightfoot |
Jarreck looks around the antechamber of the Clockwork Chapel admiring the craftsmanship that is evident.
perception: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
"We have come as has been requested"
GM Niles Iron Gods |
The antechamber is empty and nothing can be heard aside from the grinding gears of the outer wall.
Jarreck Lightfoot |
Jarreck moves up to the doors (f2) knocking smartly and opening them should they be unlocked.
Niles, assuming my previous perception check would have noted any traps upon the doors, advise if incorrect in that assumption.
Mortimer 'Mort' Burrwaddle |
Mort wanders into the new room as well and murmurs in general.
"So we've been invited and there's no sign of our host. This feels weird, either this is a trap or a test."
GM Niles Iron Gods |
Jarreck notices the doors are not trapped and he finds the hidden level to open the gearlike doorway.
Inside the next room is the Chapel proper, several statues of Brigh dot the inside in four alcoves. Nothing else stirs although sounds can be heard coming from one of the rooms off the chapel.
Map updated
Guaire |
Guaire walks into the chapel, Spike moving right besides him, sniffing in the air.
"This place sure is something else. Look at the decorations.
Given the weird metal things so far and that statue we fought back at our encounter with the crazy lady, i wouldn't be to surprised to see one or two of them come to life. Having said that, it would not be my preference if they would."
Am i jinxing by saying that?
GM Niles Iron Gods |
Yes you are
Guaire: 1d20 + 3 ⇒ (5) + 3 = 8
Omo: 1d20 + 3 ⇒ (7) + 3 = 10
Seven.Teen: 1d20 + 3 ⇒ (17) + 3 = 20
Mort: 1d20 + 2 ⇒ (10) + 2 = 12
Jarreck: 1d20 + 4 ⇒ (16) + 4 = 20
Golems: 1d20 - 1 ⇒ (5) - 1 = 4
The metal constructs come to life! Brigh herself seems to attack you!
The Golems stalk forward to engage Guaire and Spike Sonic.
Round 1
Seven
Jarreck
Mort
Omo
Guaire
Golems
GM Niles |
Guaire |
I know the DC was 15, just saying 25 looks better than 24. ;)
"Guys, be careful, these appear to be junk golems.
They can disassemble at will to become a swarming mass of trash, capable of inflicting disease. Omo, this is straight up your alley."
Jarreck Lightfoot |
"Well isn't that just lovely."
Jarreck moves towards the doorway where the sounds are coming from. Opening the door to see if there missing host is inside.
perception: 1d20 + 10 ⇒ (18) + 10 = 28 quick look at door to check for traps before opening
Hoping to see their missing host, Jarreck calls into the room beyond.
"Are these friends of yours we'd hate to return them to the piles of junk you brought them forth from."
-----calls out loudly if door locked or trapped --------
Mortimer 'Mort' Burrwaddle |
Mort casts Produce Flame and moves up towards the mechanical beings and into the room, hiding a bit behind Gauire and his pilo friend.
"Lovely is not the word I would be looking for Jarreck, even though the sarcasm is obvious."
Seven.teen |
Seventeen raises an eyebrow when the 'Brigh' statue comes to life. In a dispassionate voice she asks the group, "Am I right to think that inviting us here and then attacking without provocation is considered rather rude?"
Without waiting for an answer, Seventeen whispers an incantation "Defendarus!" and summons an Auroch to defend Guaire! The powerful animal immediately attacks, but it's hampered by the strange environment...
Gore: 1d20 + 9 ⇒ (3) + 9 = 12Gore Damage: 1d8 + 11 ⇒ (1) + 11 = 12
Try and get Sonic to flank.
Guaire |
"These things are made by magics, not artifice. Also...this part is less convenient, nothing short of adamantium can deal damage to it's full effect. "
Shot, pbs, fav enemy: 1d20 + 12 ⇒ (2) + 12 = 14Dmg: 1d8 + 3 ⇒ (8) + 3 = 11
Damn the dice roller.
Guaire takes distance, seeing his attempt was not effective.
"Spike, kill.", he motioned at the thing near the auroch.
The hedgehog hops to it.
Acro vs AoO: 1d20 + 6 ⇒ (20) + 6 = 26
Gore vs golem, PA, flank: 1d20 + 7 - 1 + 2 ⇒ (2) + 7 - 1 + 2 = 10 Dmg: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Omo Nijj |
Omo wrings his hands. "Stop. Stop. We are here to see your mistress!"
He readies a bomb to throw if they attack his friends.
Bombs Away: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Fire Damage: 3d6 + 5 + 1 ⇒ (1, 4, 3) + 5 + 1 = 14
GM Niles Iron Gods |
Thank you guys for drawing the lines, and sorry for my absence yesterday...was traveling home from the conference
Round 1
Seven summmons a cow and it misses.
Jarreck goes to the door and he sees a smallish woman working furiously at a desk scribbling notes. She either doesn't hear Jarreck or chooses to ignore him.
Mort casts Produce Flame and moves.
Omo readies a bomb
Guaire retreats and misses, Sonic misses and flanks with the cow.
Golems
Square smashes Sonic triggering a bomb from Omo. Smash: 1d20 + 8 ⇒ (3) + 8 = 11 Smash2: 1d20 + 8 ⇒ (17) + 8 = 25 hitting the Pilo for 1d6 + 4 ⇒ (5) + 4 = 9
Circle steps up and smashes Mort. Smash: 1d20 + 8 ⇒ (20) + 8 = 28 Smash??: 1d20 + 8 ⇒ (13) + 8 = 21 Smash 2: 1d20 + 8 ⇒ (6) + 8 = 14 hitting once critically for 2d6 + 8 ⇒ (5, 3) + 8 = 16
Good guys up
Round 2
Seven
Jarreck
Mort
Omo
Guaire
Golems
Guaire |
"Damn heap of junk, raising a hedgehog like this one isn't easy you know."
Niles, both Mort and the Pilo are small, can i shoot over them without the cover penalty?
Rapid, PBS, fav enemy: 1d20 + 12 + 2 - 2 ⇒ (1) + 12 + 2 - 2 = 13Dmg, PBS, fav enemy: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Rapid, PBS, fav enemy: 1d20 + 12 + 2 - 2 ⇒ (4) + 12 + 2 - 2 = 16Dmg, PBS, fav enemy: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
...this is just...utter b@$@~!%s.
Spike keeps goring, angry it got hit.
Gore, flank, pa: 1d20 + 7 + 2 - 1 ⇒ (15) + 7 + 2 - 1 = 23Dmg: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Tail slap, flank, pa: 1d20 + 7 + 2 - 1 ⇒ (16) + 7 + 2 - 1 = 24Slap: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Mortimer 'Mort' Burrwaddle |
Mort retaliates on the golem that hit him with flames and fiery retribution.
Melee Touch Attack: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 5 ⇒ (5) + 5 = 10
Seven.teen |
Seventeen eyes the strange scrap Golems and wonders, 'Maybe acid will work vs these.'
Ranged Touch: 1d20 + 5 ⇒ (1) + 5 = 6Acid Damage: 1d3 ⇒ 2
Not with that roll it won't.
The auroch angered by it's earlier miss, snorts loudly and lurches forward with it's wickedly sharp horns!
Gore with flank: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27Damage: 1d8 + 11 ⇒ (6) + 11 = 17
Jarreck Lightfoot |
"Well it was worth a try, don't let us bother your....research?"
Jarreck takes a shot at the golem attacking Mort.
laser rifle: 1d20 + 7 ⇒ (13) + 7 = 20
damage if hit: 2d6 ⇒ (4, 2) = 6
*edit*
-5 damage when unconcious
+11 first heal
+5 full nights rest
+30 second heal
+5 belt
-----
45 of 45
GM Niles Iron Gods |
Jarreck does your arrow indicate movement? Also are you keeping track of charges on the Laser Rifle?
Round 2
Seven hurls acid that misses, her cow however smacks the pile of junk hard.
Jarreck fires his Laser Rifle dealing 6 damage, Dinvaya looks up distractedly What's all the noise about? Can't you see...OH! My Brighbots Version One point Seven are active! I must observe and take notes!
Mort burns the construct for 10.
Omo burns the construct for 13
Guaire fires two ineffectual arrows and Sonic deals a total of 7 damage
Golems both discorporate becoming swarms of junk dealing 1d6 ⇒ 2 damage to Mort and Sonic. Both must save Fort DC 14 or be nauseated. You can roll that on your turn
Good guys up
Round 3
Seven
Jarreck
Mort
Omo
Guaire
Golems
Jarreck Lightfoot |
Disregard the arrow please, had a change of tactics, when I remembered that Guaire mentioned the bot going to pieces and causing disease
*edit* went back and look and I have only fired 1 other shot from the rifle out of the 8 we acquired it with. Will start making notations of how many rounds are left
Jarreck takes a shot at the swarm attacking Mort
laser rifle: 1d20 + 7 ⇒ (3) + 7 = 10 5 of 20 remaining shots
damage if that hits: 2d6 ⇒ (5, 4) = 9
Mortimer 'Mort' Burrwaddle |
Fort Save: 1d20 + 7 ⇒ (11) + 7 = 18
Mort resists the nauseating swarm and moves back, then burns the same swarm/bot again with his fire.
Melee Flame Touch: 1d20 + 6 ⇒ (3) + 6 = 91d6 + 5 ⇒ (3) + 5 = 8
Guaire |
"Damn......this'll complicate matters. Omo, you're our best bet at this."
Guaire takes distance.
"Seven, unless you can damage a surface, taking some space between ourselves and this would be good, until they reform."
Fort Spike: 1d20 + 7 ⇒ (2) + 7 = 9
Spike makes poor growling sound, obviously experiencing some discomfort.
Spike runs to the side, awaiting its foe to reassemble.
Omo Nijj |
Bombs Away (RT): 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Fire Damage: 3d6 + 5 + 1 ⇒ (4, 5, 3) + 5 + 1 = 18
Omo takes aim at a space between the two swarms (AC 10) so that they would be hit by the splash damage.