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23:47, 30th April 2024 (GMT+0)

Chapter 1 The Fires of Creation.

Posted by DM VentrikelFor group 0
DM Ventrikel
GM, 7 posts
Sat 1 Apr 2017
at 16:46
  • msg #1

A Dying Torch


Our story begins in Torch, a large town built around a hill in the barren lands of Numeria. The road - made of packed, dry dirt - is well trafficked, the Market Square is just 100 feet away and visitors from out of town as well as Torch inhabitants are walking to and from the merchants there. Humans, dwarves, some half-orcs, and a couple of gnomes make up the crowd over there, and every single one is there for the skymetal craftsmanship. Later, when the sun goes down, the street would be faintly illuminated in the purple glow of the flame giving Torch it's name... The purple flame has burnt likely for over a hundred years, steadily for all those years (except for the infrequent outbursts when the flame forms a pillar of light into the sky, a hazard that the smiths of the town has learned to anticipate and avoid), and it's been a defining feature of Torch not only for the appearance. The flame burns constantly and evaporates nearly anything thrown into it, making it the waste disposal system of the town, except metals which it melts with ease. Skymetal too, the strange alloys found in the buried structures found around Numeria, can be melted with ease by the flame making Torch a hub for crafting and trade with skymetal and creations made with it.

Rather, it burned constantly. Eight days ago it stopped. Suddenly and without any dramatic displays, as far as you've heard. People are worried, of course, but the situation isn't catastrophic. Tourists and traveling merchants are still in town, the crafters have a stock to sell off... But in the street where you're standing, there are piles of trash near the house walls and buckets with human waste standing around corners in alleys, spreading their stench. Torch will be forced to change, and there's no solution for the waste problem yet. Of greater interest to those hoping to gain gold, reputation, or just to go on adventures is the fact that the same day that the flame died Khonnir Baine discovered a large amount of footprints on the banks of the Weeping Pond to the north, and in the pond a submerged tunnel leading into a set of caves. Khonnir Baine is a wizard, a liked and respected member of the council, and the owner of the Foundry Tavern which he runs with his daughter Val. He gathered a group of people and went on an expedition into these caves, but not before a group of halfling adventurers, and then a group of local thugs went down there without returning. Khonnir did return after initial investigations of the caves, and a few days ago, yet another group - this time devotees of Brigh - ventured into the caves without returning. Khonnir organized a second expedition and left just two days ago. He has not returned. Town Hall has now announced that a reward of 4.000gp will be awarded to anyone who can rescue him from whatever trouble he faced in the caves, a reward separate to the 4.000gp reward to anyone that would reignite the flame atop the hill.

A pair of dwarves, two women carrying big pouches likely filled with gold and silver, walk by you on their way to the market. You hear them talking: "Tell me again what happened to your brother!" "He was with that Kazkar fellow at the Copper Coin drinking away, what do they call that - 'rust beer'? They got hammered, as usual, and - I don't know who started it - but there was a dare, and they both went up the hill to the flame! You know, there's only sludge there now, some sort of... I don't know what. So anyway, they both drank it! Rogtym, they tell me, his muscles grew like a beast! Just for a moment, I think, well he looks as usual now. But he's been sleeping more than twice the usual - and that's a lot - since. I guess he maybe caught that headache, too... Anyway, Kazkar he didn't fare so well. Heard it nearly burnt a hole through his gut! Anyway, he's okay now, the healing was costly but he's recovering." They walk on towards the market, likely to spend the gold they're carrying.
Ren Ulyms
player, 1 post
Mon 3 Apr 2017
at 01:02
  • msg #2

A Dying Torch

Ren sighed as she heard the tale of two drunken fools who nearly killed themselves drinking strange sludge. She was sure her companion, Darek, would find it amusing but this kind of brashness could explain why the Torch had failed in the first place.

She had discussed it with the others and they were all in alignment to investigate the caves. Darek knew many who had gone missing and Nameless was eager to investigate any mystery in the area to find out where he (she? it?) came from.

Chakha was just looking for a fight, and with so many going missing there was bound to be a fight down below.

Ren lead the party towards the market place to browse the adventuring wares before they would depart. She pondered the thought for a moment as they walked.

"Perhaps we should buy up waterskins. If it's a long swim perhaps that is why so few have returned."

Darek grunted and shook his head.

"Nah...Bolek went missing and he was a beast in the water. I swear he was part fish or something. I mean it's still a good idea but that can't be the only reason. Besides I'm sure old Khonnir had plenty of magic to breath underwater or in stone or wherever he was and needing breath."

Chakha grunted.

"Good. I would hate to get excited only to find a bunch of sodden corpses instead of some beast."

Just saying the words made her iron-corded arms ripple as she instinctively flexed. Her biceps were easily larger then Darek's thighs, and her mighty thighs were larger then his waist!

Nameless walked along with its completely unnatural gait. It paused and tilted its head slightly as they overheard the two women talking.

"Perhaps we should investigate the Hill first. A sample of that sludge might prove to be both interesting and useful for future study and may provide some clues as to what has happened to the others. It may indicate the true source behind the Torch's mysterious malfunction."

Darek just grunted.

"Malfunction? The only malfunction was a couple of dwarves who couldn't hold their liquor. I mean how is that even possible? I've heard dwarves getting buzzed drinking pure acid!"

Ren pondered the input from her companions and then gestured towards the top of the hill.

"It would be foolish to think that whatever happened to the torch is unrelated to the caves that were discovered. It would only be a couple hour delay to investigate the black hills for this supposed sludge. Let us buy our waterskins and some glass vials that we can take some with us to study as we delve."

OOC: Hope that's clear to you. Stocking up on some extra water skins and some glass vials or jars in the market and then heading to Black Hill for sludge sampling.
DM Ventrikel
GM, 9 posts
Mon 3 Apr 2017
at 08:14
  • msg #3

A Dying Torch

Walking up Black Hill is no problem, and there's not many people to meet on the way there. From the top of the mountain, there's a good view over most of Torch, but mostly people don't come here for the view. The hole where the flame once burst has collapsed on itself, a funnel-shaped dent in the ground can now be seen, it's diameter nearly 10 feet. Halfway down the slope sits the surface of the sludge the dwarves had drank. It's black, and much thicker than water but still a fluid. Ripples trace their way across the surface, and a small swirl spins and vanishes only to appear again, near the middle. There's a prismatic sheen to the ripples and swirls. As Nameless descends to take a sample, a big bubble grows on the surface, and bursts; spreading a strange, sweet scent with tones of crude oil, flowers, vanilla and sour fruits. Filling vials with the sludge is no problem. You gather two pints in total, divided among a couple of vials and jars.
Nameless
player, 1 post
Mon 3 Apr 2017
at 19:10
  • msg #4

A Dying Torch

Nameless puzzles over the sludge, letting it slide too and fro within the glass vial.

"Given the chaotic nature of it's results, if the dwarves are to be believed, one might surmise that this is actually a mixture of several different fluids and the proportions determine the effect. Unfortunately if that is the case the applicational uses are limited as it would be impossible to determine what ratio of what component fluids deliver what effect."

Darek just rolled his eyes from the lip of the mountain.

"So in other words, a waste of our time?"

Nameless turned back at him, his face completely unmoved by the slight jeering.

"That is not what I said. On the contrary it could still have various applications as we might be able to determine what each individual container does via small scale testing. Rats for example could be fed proportionally small samples and the effects noted."

It was a good idea but Darek had long since lost interest and was now busy kicking rocks into the sludge, watching it puff or sizzle as appropriate.

Ren snapped her fingers to draw their attention.

"In any event as agreed we can study it later. Come on, let us head towards the caves. If anyone is in danger they might still be alive but the longer we take the chances of survivors drops lower and lower."
DM Ventrikel
GM, 10 posts
Mon 3 Apr 2017
at 19:39
  • msg #5

A Dying Torch

The weeping pond is nearly straight west of the location near the top of Black Hill where the flame used to be, but the trek down the hill ends on the south-eastern slope, downtown. The road leads all the way past the market square and up to the big manors that are built in north-western Torch. The weeping pond is just under 200 feet off the road, enclosed by a crescent-shaped cliff on all sides but to the south. It's mostly quiet here, a few birds can be heard from over the cliff. Nothing grows near the waters, not even the resilient weeds one would usually find growing between rocks and in the sandy wastes of Numeria. The water itself seems dirty almost, there's nothing on the surface but it's murky and smells of sulfur and other chemicals. Anyone investigating the water will realize that the submerged tunnel you've heard of is about 45 feet long. At least the waters are calm and thus easy to swim through.

I'm not sure if that should pose a problem or not, that might depend on your characters. DC10 to swim at half your speed, fail = doesn't move forward. You can hold your breath for a number of rounds equal to your constitution while swimming this way.
Ren Ulyms
player, 2 posts
Tue 4 Apr 2017
at 18:34
  • msg #6

A Dying Torch

Ren hands out the extra waterskins and starts taking off her armor. She felt practically naked without the layer of hide and steel however it would only weigh her down and restrict her movements.

Within her mind the familiar voices swirled around her consciosnesss

...you will die down there...
...drowning death...
...drink the elixer...

She shook her head to clear her mind. The voices were always there and she always had to at least mind them as they sometimes whispered secrets however now she needed to concentrate.

Chakha flexes as she strips out of her armor. She easily hoists her backpack onto her shoulders and Daken and Ren hand off their packs as well to her.

OOC: Ren passes along 14.5 lbs in her backpack and Daken hands of 9.5 lbs. This allows everyone to operate at light load.

This will allow everyone to just take 10s and pass through in 3-4 rounds. The 'air bladders' if you will are just extra precautions.

DM Ventrikel
GM, 11 posts
Wed 5 Apr 2017
at 12:17
  • msg #7

A Dying Torch

The group breaks the water with little more than ten feet above the surface to the ceiling. Dampness hangs in the air of this cave, condensing into heavy moisture on the slick, stone walls. The calm, dark waters wind around to the east up north, along a stony, soot-scarred beach. A five-foot-high ledge sporting several stalagmites rises to the east, beyond which a low-ceil inged cave beckons.
They stand up in the two-foot-deep water by the shore, may even walk up to the shore, and look around for a few moments before the group realizes that the cave is actually lit by something. The light radiates from cracks and crevices along the cave walls, and soon, a scratching noise starts to rise within the cave. Three bugs, each the size of a gnome, crawl out onto the beach and towards the intruders. Their eyes and mouthes glow as if made out of molten rock.


 12345 
A     A
B     B
C     C
D   B2 D
E   B2 E
F     F
G  B1  G
H     H
 12345 
Initiative:
Beetles 11 (AC12, HP4)


DC11 Fort to avoid nausea for 1 minute
Today: DM Ventrikel, for the NPC Beetles, rolled 12 using 1d20.  Initiative.

Darek
player, 1 post
Fri 7 Apr 2017
at 00:27
  • msg #8

A Dying Torch

Almost everyone emerges from the toxic water unscathed except for Daken. Almost at the end he stubbed his toe and out of reflex swallowed some water. Emerging from their dive he immediately keeled over and started retching.

The beetles emerged while nobody was looking...nobody except for Nameless. With a swift motion it whips its rapier into the ready position.

Nameless struck true and hit a weak joint in the bug's armor but he was only able to sink a bit of the blade in before the bug shifted and knocked the blade out.

OOC:
Move Action: Moving to D3
Standard Action: Attacking B2 (either one), hitting AC 15 for 3 pts of piercing damage


OOC:
Ren: Initiative: 3, Fort Save: 14
Nameless: Initiative: 13, Fort Save: 19
Chakha: Initiative: 10, Fort Save: 13
Daken: Initiative: 9, Fort Save: 6 - Nauseated (Can only take a single move action per turn)

DM Ventrikel
GM, 14 posts
Fri 7 Apr 2017
at 08:29
  • msg #9

A Dying Torch

The foul smelling water leaves a tingling, almost burning sensation on the skin of everyone in the group - but noone else was affected like Daken... With steady, quick movements of their many legs, the beetles all closed in on their prey and sprang to motion with hind legs and wings to bite. Glowing glands spread their light towards the torsos of the humanoids, but the jaws of the beetles reach only as far as the thighs - two of them not even being able to bite down on their intended target, while the third one rips up a wound in Chakha's leg. The scuttling and screeches of the beetles echo against the walls, the only noise that can be heard in the cave apart from the occasional dripping of water, and the sound of the newly arrived group.

 12345 
A     A
B     B
C     C
D  NB3 D
EDCB2  E
F R   F
G  B1  G
H     H
 12345 
Initiative:
Nameless 13
Beetles 11 (AC12, HP4 - B3 1/4HP)
Chakha 10
Daken 9
Ren 3

B3- Standard: Bite Nameless, roll 13, miss.
B2- 5-foot step, Standard: Bite Chakha, roll 18, 2 damage
B1- Standard: Bite Ren, roll 8, miss.

I went ahead and placed your characters, the next time you would be free to place them wherever you see fit tactically and (especially) within the bounds of the story though! :)

Nameless
player, 1 post
Sat 8 Apr 2017
at 18:34
  • msg #10

A Dying Torch

Chakha flexes and swings but the beetle in front of her wiggles away and her blade bites nothing but dirt and mud.

OOC:
Move Action: Pass
Standard Action: Attack B2 hitting AC 6
13:27, Today: Chakha rolled 6 using 1d20+5.  attacking B2.


Daken holds his stomach and tries very hard not to throw up.

OOC:
Move Action: Pass
Standard Action: N/A
Status: Nauseated (1/10)


Ren likewise grips her morningstar and slams it down and again the beetle skitters out of the way and she splashes up more dirt and mud.

OOC:
Move Action: Pass
Standard Action: Attack B1 hitting AC 7





Seeing an opportunity, Nameless shifts through a gap in combat, twirling around behind one of the beetles.

OOC:
Move Action: 5' step to E4 to flank B2
Standard Action: Sneak Attack B2 hitting AC 15 for 6pts of piercing damage.

This message was lightly edited by the player at 18:34, Sat 08 Apr 2017.
DM Ventrikel
GM, 15 posts
Sat 8 Apr 2017
at 19:00
  • msg #11

Re: A Dying Torch

A beetle begins turning along with Nameless, trying another bite but not quick enough to spin with his step and hit. The other one still alive responds to Ren's morningstar strike, spreading its wings for a jump-like assault, it's jaws easily pushed away with the morningstar. The stabbed beetle screeches and lies still on the ground, it's glands still spreading their light over the small beach.


 12345 
A     A
B     B
C     C
D   B3 D
EDC N E
F R   F
G  B1  G
H     H
 12345 
Initiative:
Nameless 13
Beetles 11 (AC12, B1 4/4 - B3 1/4HP)
Chakha 10
Daken 9
Ren 3

B3- Standard: Bite Nameless, miss.
B1- Standard: Bite Ren, miss.

Chakha
player, 1 post
Sat 8 Apr 2017
at 19:17
  • msg #12

Re: A Dying Torch

Chakha steps forward and brings her giant sword down on top of the beetle spraying Nameless and herself with guts and ichor.


Move Action: 5' Step to E3
Standard Action: Attack B3 hitting AC 12 for 16 pts of slashing damage.
14:13, Today: Chakha rolled 16 using 2d6+6 with rolls of 4,6.
14:10, Today: Chakha rolled 12 using 1d20+5.


Daken takes one look at the beetle exploding like a ripe melon and loses it, retching onto the ground.


Move Action: Pass
Standard Action: N/A
Status: Nauseated (2/10)


Ren grips her morning star, adjusts her position and again brings it smacking down only to hit nothing but dirt and mud.


Move Action: 5' Step to G2
Standard Action: Attack B1 hitting AC 9





Round 3

Nameless circles around to flank the last beetle. Once again he finds a gap in the bug's carapace and this time sinks his rapier blade in halfway to the hilt.


Move Action: Moving to G4 via F5 to flank B1
Standard Action: Attacking B1 hitting AC 21 for 4pts of piercing damage.

14:17, Today: Nameless rolled 4 using 2d6+1 with rolls of 1,2.
14:16, Today: Nameless rolled 21 using 1d20+5 with rolls of 16.

DM Ventrikel
GM, 17 posts
Sat 8 Apr 2017
at 19:27
  • msg #13

Re: A Dying Torch

As the beetles die, the sounds they made cease and the cave goes quiet. Their glowing glands don't seem to lose any of whatever natural power those beetles possessed, the light from them spreads across the area still. Beyond the ledge to the east, the ceiling is at the same height leaving only about five feet down to the cave floor, and stalagmites to crawl around to add to that. To the north, the water turns a corner and leads to the right, possibly to more open areas of the cave. Just ten feet away from each of the beetles, the light starts to dim and another couple of steps forward it's darker than any human could see... But Ren and Nameless, upon looking to the east in the tight space, can spot a humanoid lying in between the stalagmites.


Survival checks could give info, climbing up the ledge is DC10 (you can see it and the stalagmites in the map above). The water leading north-east is only about two foot deep, and does not require swimming. I'll be back tomorrow.
Nameless
player, 2 posts
Sat 8 Apr 2017
at 20:30
  • msg #14

Re: A Dying Torch

"There appears to be someone lying on the ground past the ledge. Chances of survival...unlikely."

Chakha just grunted and peered. Unable to see she lights a torch and holds it out to Nameless to hold for her. Nameless shakes his head.

"I believe I am most qualified to get there. I can see without needing a torch and my lower arm strength and grip are comparable to yours."

The barbarian woman frowned and straightened up, towering over the bland human-like android. If he noticed her attempts at intimidation or posturing he made no response.

Carefully Nameless picked his way through the stalactites and made his way to the body.

OOC:
Chakha got a 23 on a survival check.
Nameless got a 19 on a climb check to go check on the body.

15:29, Today: Nameless rolled 19 using 1d20+5 with rolls of 14. Climb check
15:26, Today: Chakha rolled 23 using 1d20+4 with rolls of 19.  Survival check.

DM Ventrikel
GM, 18 posts
Sun 9 Apr 2017
at 13:04
  • msg #15

Re: A Dying Torch

Nameless climbs 20 feet into the area, the passage filled with stalagmites, before reaching the dead body of what was once a female half-orc. The tight passage with stalagmites is a 5-10 foot wide tunnel probably reaching 50 feet of distance before opening up. Even with his colorless vision in the darkness, he can by the tusks and the shape of the ears and face recognise the woman: she was well known, a popular brawler in Torch that almost everyone would call a friend. Parda Garr was her name. She joined one of those earlier expeditions, a group of local thugs, something that came as a surprise and disappointment to many.  Glancing forward, 20-30ft away the cave branches into one opening to the south, and an open chamber with a similar but longer beach leading into what is probably the same waters as those you came from.
Meanwhile, Chakha finds the tracks of many people - it seems more than one of the groups that have been before have climbed up to the stalagmites and gone that way.
Ren Ulyms
player, 3 posts
Sun 9 Apr 2017
at 18:13
  • msg #16

Re: A Dying Torch

Nameless calls back to the others informing them of what he found.

"It looks like she traveled this way on purpose."

Chakha grunts and nods.

"A whole group of people went that way."

Daken, finally finished retching walks over to join them.

"Hmmm...she left with a group of thugs. Maybe they did her in?"

Ren had started to unpack her armor but hearing that made her put her armor back in her backack.

"We're here to find out what happened and that is as good a lead as any. Let's head that way and try to figure out how Parda died."

Without any dissent the party once again hands their packs to Chakha and slowly and carefully climb through the stalagmites.

OOC: They should again all be able to take 10s and pass. Once there Ren and Nameless will examine the body to try and find out what might have happened to Parda while Daken will casually check her pockets for 'clues'.
This message was lightly edited by the player at 11:20, Mon 10 Apr 2017.
DM Ventrikel
GM, 19 posts
Mon 10 Apr 2017
at 10:39
  • msg #17

Re: A Dying Torch

The body has bled a lot from a couple of wounds in her torso and stomach, but neither Ren nor Nameless can determine what caused those wounds. There's nothing of value on her body, no weapons and even any armor has been stripped off her. The way forward is a tight passage. About five feet wide, so for at least ten feet it's impossible to move more than one person forward at a time. Drops of water leaving the ceiling and hitting the small part of the lake that extends into these caves occasionally make faint sounds that echo softly through the caves... And there are other sounds too. Maybe footsteps. Or maybe its just the sound of water in small waves hitting rock walls and the beach.


The cave is completely dark after leaving the glow from the beetles. Does anyone use any light spells, or torches? I rolled heal checks for Ren and Nameless.
Nameless
player, 3 posts
Mon 10 Apr 2017
at 11:23
  • msg #18

Re: A Dying Torch

The party dons their armor before having Nameless lead the way, letting his darkvision guide him. Then comes Ren and Daken with Chakha (reluctantly) taking up the rear guard. Chakha will light one of her torches for the journey.
DM Ventrikel
GM, 20 posts
Mon 10 Apr 2017
at 11:50
  • msg #19

Re: A Dying Torch

The party walks onward... Soon, a dark cavern, the ceiling 20 feet up covered in small stalagtites, opens up before them. A rocky shore overlooks a placid pool and stream, fed by a trickle of water leaking from a narrow fissure to the north. A small garden of toadstools and dark mold grows along the banks. Another cave tunnel leads to the south, but before anyone has the time to investigate it, a dark shape moves through the darkness, and begins approaching the group, baring sharp teeth and raising front paws with five claws on each. The being resembles a frog: a big head with a wide mouth, bulbous eyes standing out of the head and webbing between the fingers of the paws... But it's big. The same size as the beetles before. On it's head, an old leather hood hangs in strips, and you can just barely make out a brand of some sort on its side, signs you don't immediately recognise. It's skin is milk white and almost translucent, you can see the outlines of muscles and tendons moving as it crawls forward. It begins approaching the group, biting in the air in a threatening manner.

OOC:

 ABCDEFG 
1       1
2       2
3       3
4    F  4
5CRN    5
6 D     6
7       7
 ABCDEFG 
Initiative:
F: Frog-creature - 9 (AC 16, HP ?/?)
N: Nameless
R: Ren
D: Daken
C: Chakha

This message was last edited by the GM at 11:55, Mon 10 Apr 2017.
Chakha
player, 2 posts
Mon 10 Apr 2017
at 15:10
  • msg #20

Re: A Dying Torch

Chakha had been itching for another fight after being squeezed through the passageway and seeing the frog advancing on them she charged forward before anyone else could react.

With a mighty swing she nearly severed the frog in half.

Dake and Nameless both tried to assist but her massive swing disrupted both of their aim.

OOC:

08:35, Today: praguepride rolled 58 using 4d20 ((8,13,20,17)).
Chakha: 22
Daken : 22
Nameless: 16
Frog: 9
Ren: 9


Chakha:
Full-Round Action: Charge to D4 hitting AC 16 for 14 points of slashing damage.
Status: Charged (-2 to AC)

Daken:
Move Action: Pass
Standard Action: Acid Splash hitting Touch AC 6

Nameless:
Move Action: Move to D5
Standard Action: Attacking Frog hitting AC 10.

DM Ventrikel
GM, 21 posts
Mon 10 Apr 2017
at 16:56
  • msg #21

Re: A Dying Torch

The creature shrieks in pain from the slash: a rasping, eerie parody of a croak. As it regains some composure a few seconds later, just before it jumps forward - slashing with teeth and claws, there's a sudden burst of light from it's bulbous, faintly red eyes. The light is so bright that it lights up the entire area in front of it, illuminating even far into the tunnel behind the group - and the light burns the eyes of the four that stand in front of the creature. Then it's teeth sink into Chakha's arm. And then it rips at her, and again. The vicious attacks can be heard by everyone, but the onset of the strong light radiating from the eyes of the frog was enough to make everyone shut their eyes by reflex and open them just to see it land on the ground ready for another round - though some open their eyes and see nothing but darkness.

 ABCDEFG 
1       1
2       2
3       3
4   CF  4
5 R N   5
6 D     6
7       7
 ABCDEFG 
Initiative:

Chakha: 22
Daken : 22
Nameless: 16
Frog-creature - 9 (AC 16, damage 14/?)
Ren: 9

Free action: Blinding Gaze - Fortitude DC 13 or blinded, everyone!
Full attack:
Bite Chakha, 21 to hit, 4 damage.
Claw Chakha, 15 to hit (depending on blind!), 2 damage.
Claw Chakha, 24 to hit, 3 damage.

Chakha
player, 3 posts
Mon 10 Apr 2017
at 20:05
  • msg #22

Re: A Dying Torch

With a blinding flash both Nameless and Daken had their sight overloaded by the frog. Chakha and Ren both shut their eyes in time avoiding the worst of the gaze.

OOC:
Ren: 17
Nameless: 9
Chakha: 15
Daken: 3

14:56, Today: praguepride rolled 37 using 4d20 ((16,8,11,2)).


Ren circles around and attacks the frog from the side but the hoppy foe leaps out of the way and once again Ren's morningstar eats dirt.

You failed like you always failed
Have faith for only through faith will you find service]
You will die here
Everyone will die here
Orange is better ice cream then Red

She hated the voices in her head and when she failed like this she lost some of her willpower to suppress their steady stream.


Move Action: Move to D3
Standard Action: Attacking Frog hitting AC 14.





Chakha resisted the urge to fly into a barbarian's fury but she felt the red haze start to take over. She resisted it though and let loose another mighty swing with her blade biting deep into the frog once again.


Move Action: Pass
Standard Action: Attacking Frog hitting AC 17 for 13 pts of slashing damage.


OOC: I'll pause there to see if it's still alive before I decide what Nameless and Daken are doing. How bad the frog looks will determine their next actions...
DM Ventrikel
GM, 23 posts
Mon 10 Apr 2017
at 20:21
  • msg #23

Re: A Dying Torch

The frog dies! Blindness will last one hour!
Chakha
player, 4 posts
Mon 10 Apr 2017
at 20:45
  • msg #24

Re: A Dying Torch

With a mighty slash Chakha cleaves the frog dead before checking on her companions, frowning to see Daken and Nameless both waving hands in front of unseeing eyes.

She shrugs and starts cleaning the ichor off of her massive blade.

Ren starts searching the area as they wait to see if the blindness will wear off. When it doesn't she frowns.

"First thing's first..."

She prays to her god and places a healing hand upon Chakha, binding some of the larger woman's wounds. Seeing her ally still needing healing she does it again.

OOC: Casting x2 Cure Light Wounds to heal a total of 12 pts of damage (Chakha is healed back to full 15


After a few minutes more of waiting Chakha likewise gets restless and while Nameless and Daken wait blind Chakha and Ren peek around corners scouting out the exits and looking around for more clues as to what happened before they arrived there.
DM Ventrikel
GM, 25 posts
Mon 10 Apr 2017
at 22:10
  • msg #25

Re: A Dying Torch

Ren quickly finds a human body lying in the water. The body is half eaten, part of the face ripped off and the rest bloody and beaten, but the body is still barely identifiable as human... A pouch of coins is tied to the belt of the body, the contents of the pouch total 72 gold pennies and 35 copper pennies. Around his neck hangs a silver symbol, a square with rounded edges at the top appearing to bear the likeness of an inscription on the front - an inscription perhaps not meant to be readable. In another pouch, two vials containing liquid and air (they are apparently water-tight) are contained.
Walking just a few steps to the south, Chakha finds that the tunnel curves to the south-west but then goes straight into an open cave where it branches yet again. From where she's standing, she can see what appears to be rubble and trash lying on the floor... Metal and wood, but if it's from broken objects or no longer needed items lying around is hard to tell from a distance.
Daken
player, 2 posts
Mon 10 Apr 2017
at 22:59
  • msg #26

Re: A Dying Torch

Daken was having a miserable time. He could hear Ren and Chakha moving around, talking to each other but Daken was once again isolated from the group, more burden then help. To tell the truth he fancied both women in his party and he longed for a way to prove himself. Chakha was...rough around the edges but she reminded him of home with her wild barbarian ways and while she wasn't much of a talker and could pass for a half-orc from both size and facial features there was a thrilling power that emenated from her and a wild passion in battle he couldn't help but wonder about in other situations.

But Ren...Ren was the real prize. Ren was the reason he had signed up in the first place. Her heavenly features and beautiful, if somewhat crazy, spirit had entranced him from the moment he had seen her. Oh he knew she was crazy. It was always like she was listening to something that wasn't there and she knew things she shouldn't, couldn't possibly, and yet she spoke like it was a fact.

He wasn't foolish to think a romantic liaison would blossom in this festering pit but with his vision gone he had nothing to do but sit and imagine.

He heard Ren and Chakha discuss the body they found and the various directions they could go and he could only curse his rotten luck. IF he had a chance with Ren he was surely blowing it. First he vomited profusely in their first real fight and then he was stricken blind and now useless.

He used his elbow to nudge Nameless and confirmed the silent 'man' was still sitting there. Daken crossed his arms and pouted some more.

He heard footsteps approach and both he and Nameless scrambled for weapons but Ren's voice echoed out.

"Hold, friends, it is only us. We have no idea how long your vision will remain lost or if it will ever come back. At this point it might be best to continue to press forward. We found some more traces of those who came before and perhaps one might eventually provide a cure in some matter. Chakha and I will lead the way and call out any danger. If things go poorly Chakha will hold them off while we retreat back the way we came. It might be rough but I'm sure we can escape despite your condition with our stout friend bringing up the rear."

Beside Daken, Nameless shifted but remained silent. For all Daken kenw he was nodding his head or shaking it vigorously. Ren's feet shifted and from her lack of response he assumed Nameless had agreed.

Daken wanted to turn back now but he was horribly afraid of drowning. He just knew with his rotten luck he would get his foot stuck or turn the wrong way and drown. Besides, both women and Nameless were pressing to move forward and he needed to be brave if he hoped to restore himself in everyone's eyes. If he turned back now, he knew they wouldn't call him out for being a coward but they would know and eventually everyone in Torch would (assuming they made it out alive).

With a sigh he nodded his head. Big meaty Chakha-like hands slapped his shoulder and hauled him to his feet. He was handed his spear which he used like a blindman's cane to tap out the way forward.

"Just follow my footsteps. Or the sounds of battle."

Daken sighed again and continued to tap his way forward...

OOC: Party is staying put for a couple of minutes and then moving forward. Ren and Chakha in the lead with Nameless and Daken behind them being lead forward.

Unfortunately Daken is the only one who can identify potions through spellcraft yet he doesn't have his sight to see the auras from Detect Magic.

DM Ventrikel
GM, 26 posts
Tue 11 Apr 2017
at 16:53
  • msg #27

Re: A Dying Torch

The tunnel leads on to the south-west for nearly fifty feet before opening to a rectangular cave, approximately measuring 30 by 10 foot. Chakha is still ten feet from the opening when the echoes of Daken's tapping is joined by the sound of light feet against the cave floor, someone swiftly running away. The sound comes from the tunnel that opens to the south-east, out of the room ahead of the group. A big heap of what appears to be trash lies in front of this opening, making it somewhat difficult to get past there. Straight ahead, another tunnel leads onward to the south-west. As they take a few more steps forward; Chakha and Ren sees a collection of crates, boxes, rubble, and scavenged metals heaped in the northwest section of the damp cave. The walls are marked with several strange chalk drawings of twisted, spiny plants, a strange three-legged creature, and four-armed humanoids.
Ren Ulyms
player, 4 posts
Wed 12 Apr 2017
at 00:34
  • msg #28

Re: A Dying Torch

Ren pauses to consider the chalk drawings but Chakha moves quickly towards the south-east tunnel.

"We can search this place later, first we find the one fleeing from us."

She grips her massive sword at the ready and leads the way to the south-east.

OOC: Order of battle: Chakha <- Ren <- Nameless <- Daken
DM Ventrikel
GM, 27 posts
Wed 12 Apr 2017
at 06:27
  • msg #29

Re: A Dying Torch

Clambering past the pile of rubble, the four make their way into the next tunnel. After a slight bend to the west, an opening to a great chamber appears before them. In the torchlight, one cannot see the eastern wall of the cave. The ceiling rises nearly thirty feet overhead. Chakha and the others step out on a five-foot wide ledge that slopes down to the cave floor ten feet below. Four ramshackle huts made of what appear to be strips of metal, hides, and some sort of fibrous plant matter sit in the cave. To the south yawns a dark pit. Ren, when she steps into the cave, can just barely make out a strange wall to the east, a smooth wall perhaps made out of metal. You hear what appears to be the same, light footsteps and a thin figure can be seen by the nearest hut below. Female and humanoid in shape, her skin has a dark gray tone and covered by next to no clothes at all - the reason for which you understand as the steps out in front of the hut and her skin begins to slowly shift in the colors of the hut behind her. You can imagine she'd be good at hiding. Athletic muscles bulge under her skin on arms, torso and legs, and she keeps both hands behind her back. She begins to speak words in common with a thick, strange accent.
"Guests of our chamber-home. Please, no weapons to hold up! We wish for you to see our Sef-chief. Will you? Only two, only two other stay here."


 ABCDEFGHIJ 
1          1
2 DNC      2
3  RLH   H 3
4          4
5          5
6  H       6
7      OO  7
8          8
 ABCDEFGHIJ 
OOC:
O = pit
H = hut
L = The woman

Chakha can see roughly up to column J. The ledge makes a difference, but I didn't mark it on the grid - it can be seen on the image with the map.

This message was last edited by the GM at 10:22, Wed 12 Apr 2017.
Ren Ulyms
player, 5 posts
Wed 12 Apr 2017
at 21:54
  • msg #30

Re: A Dying Torch

Ren lowers her morningstar and leans over to describe what they see to Daken and Nameless. Without a pause, Daken speaks up.

"I'll go."


"But you can't see."

"Doesn't matter, does it. I heard the common tongue. A bit broken but understandable. If they can disguise themselves then sight isn't going to mean much."


"No, you can't see. Can't see if a knife is heading to your throat."

Daken sighed. He would have rolled his eyes but he couldn't trust he was facing the right way for it to have any impact.

"Weren't you listening? She said two. I volunteered but we can bring someone else. Maybe someone less confrontational?"

Ren nodded although Daken couldn't see it.

"He has a point. We don't know if his vision will come back but maybe these people can help. And if it is a trap then it'd be best to have someone like you on the outside so you can spring us, or Nameless who can slip in unseen. No this makes sense. Plus he doesn't need a weapon."

Chakha scowled.

"IF his sight comes back."

Daken just shrugged and started tapping his way away. He actually started heading straight over the cliff before Ren pointed him in the right direction. She showed the woman that she was disarming by handing her morningstar to Chakha. Ren then caught up to Daken and took away the spear he was using as a cane. He seemed unhappy about that until she took him by the hand and led him down towards the strange woman from the hut below.

OOC: Ren disarms and leaves her pack with Chakha. Ren will lead Daken down to meet with the Sef-chief.
DM Ventrikel
GM, 28 posts
Thu 13 Apr 2017
at 09:26
  • msg #31

Re: A Dying Torch

"No no, to here!" She brings out her right hand from behind her back and with the dagger she holds she points to an opening in the north wall, along the ledge your standing on. She then fastens the dagger and the short sword she had in her left hand, in leather straps in her belt and starts climbing up to the ledge close to Ren and Daken. Standing up straight, she's as tall as anyone in the group but her thin limbs and torso make her seem much taller. She leads the way along the ledge, and as Ren leads Daken past the corner further down the ledge she sees another one of the same kind as this woman. A man, well hidden before they came up right next to him - his skin a dark brown color very similar to the cave wall behind him - with an expression that's hard to read, strained but with interest. He says nothing and makes no gesture to greet them, but he too secures his dagger in the straps of his belt.

A ten foot tunnel follows, then Ren and Daken enters a cramped cave, metal junk covering almost every inch of ground. This precarious pile of junk rises up in a heaplike hut to the northwest, and by the hut entrance stands a woman. Strapped to body with belts on legs, waist and torso are ten daggers and a shortsword, but her hands are open as she greets you.

"I am Sef, chief here." She speaks with less accent that the first one, but still quite noticable. "We heard you coming, and I want to have agreement with you. You can go safe through our homes, but I want two things. First, you leave us safe. Second, if you follow tunnels that way" she points to the eastern exit from her cave, and further north-east "you will find trickster jinkins, which you need to kill. We are few and they are threats..." She goes quiet for a moment to let the visitors in front of her think about it, then she - with a face still not showing much of any humanlike expression or emotion at all - adds "If you help us with this, we have strange treasure to offer, our gratitude."


Meanwhile, out in the larger cave, a fourth being (counting Sef and the others encountered so far) of the same kind has emerged on the ledge, south of Chakha and Nameless. Hands behind his back, his skin shifting from dark brown to dark gray as he steps away from the wall, he smiles a little - even this facial expression of this foreign being seeming very strange and hard to read. "Hello. Yadriss," he says, "you?"
Ren Ulyms
player, 6 posts
Fri 14 Apr 2017
at 02:28
  • msg #32

Re: A Dying Torch

Ren considered Sef's words. She didn't like the idea of getting involved in some kind of war without additional details but perhaps there was a way to resolve things peacefully. Otherwise perhaps these trickster jinkins were not the kind of creatures that could even be reasoned with. Ren chose her words cautiously.

"We will do what we can for your situation. Perhaps you could help us as well? Several days ago groups of people like us came into these tunnels. The great flame up top has gone out and we don't know why. Has anything strange been happening here in the past few weeks?"




Chakha just grunted in reply. She wasn't sociable at the best of times and chatting with strangers while there was trouble brewing didn't make her any more personable. Nameless, however, was intrigued by these people. He couldn't see them but perhaps they knew something about his origins.

"This one is called Chakha. She is a mighty warrior from her tribe. I do not have a name so they just call me Nameless. Where do you come from Yadriss?"
DM Ventrikel
GM, 30 posts
Fri 14 Apr 2017
at 10:30
  • msg #33

Re: A Dying Torch

Sef nods sternly, the situation being very serious for her. "I don't know of a flame, but yes - we have met many people coming in here. The first was a woman with purple hair, she had many others with her - orcs, humans, and rodent-people we have not encountered before. She met with then-chief, and payed him so we would attack anyone coming after her. They have not been here after, only others trying to go the same way."


"Chakha. Name-less." He points with a hand that, similarly to the first woman, was concealing a dagger behind his back - he points to the pit straight east from where he's standing. "We come from far down. Flying through open, with big might, we come up. And now here. Where come you from?"
Ren Ulyms
player, 7 posts
Sun 16 Apr 2017
at 23:38
  • msg #34

Re: A Dying Torch

Ren leaned over and whispered to Daken.

"Does that description sound familiar?"

Daken just shook his head and shrugged.

OOC: Neither of them have knowledge: local! Nameless does and probably can identify when he rejoins the pair.


Straightening back up she asks a follow up question to the chieftess.

"Which way did they leave? They might be the ones we are seeking. Also what more can you tell us about these 'trickster jinkins'? That name isn't familiar to me and we would like to be prepared before facing them. What do they look like? How do they attack? Are they weak or afraid of something in particular? How do you and your people fight them?"

OOC: Ren will attempt to shift their attitude via diplomacy while they talk.
If they are indifferent it's a success, otherwise...
18:35, Today: Ren Ulyms rolled 15 using 1d20+10.  diplomacy.





Nameless cannot follow the gesture of the Yadriss. After a momentary pause Chakha grunts out...

"There's some big pit he is pointing too."

Nameless cocks his head to the side and ponders the meaning.

"Ah, I see. Well I don't but I mean to say I understand. Was this a recent relocation for your tribe? Why did you migrate?"

OOC: FYI Nameless will continue to chat and ask questions of Yadriss up until Ren and Daken return and it's time to go. The group will head to deal with the 'trickster jinkins' first assuming they don't sound like insta-sudden death so they are ready to move on when you are. Otherwise after an hour of talking with both groups and Daken and Nameless' eyesight returns they will move on.

DM Ventrikel
GM, 31 posts
Mon 17 Apr 2017
at 17:19
  • msg #35

Re: A Dying Torch

"Same way you are to go. They went through jinkin tricksters' caves, then through the flat wall, I think. The thing with the jinkin is, they're of a magical kind since long back. Jumps through the air to land in another cave, three walls away. Or other worlds. If we brought the whole group of skulk, they would never stay. Instead they make traps, wait behind rocks and strike when not seen. And even to corner one, your sword needs a good strike" Sef gestures, putting all her power behind an imaginary attack aimed at a likewise imaginary jinkin "because of the magic in them, else they just laugh and jump away. Even magic needs certain strength, says then-chief."
She goes on describing them, scaly beings with sharp teeth and pointed ears - tiny beings. She does not seem convinced by Ren's cooperation however, Sef is quite cooperative herself but seems to keep her distance from you relation-wise.


Yadriss tells Nameless with great enthusiasm, gesticulating wildly, of the migration. "With magic, we fly up - it was magic of other skulk. Great power, greeeaaat power. We skulk always move sometimes, for new home. For more to have. Only short since this, we fly maybe... Since three weeks. Four. Five. Not long."


The group gathers in the big cave room with the four huts, after a while, telling each other the news. Upon hearing of the jinkins, Chakha realizes that this sounds a lot like some sort of fey. Gremlins, perhaps, but fey nonetheless - with the accompanying weakness to cold iron. Vision gradually returns for the men, during this conversation, revealing the pit as well as the strange wall to the east. It's a smooth wall made out of a dark gray metal going straight through the cave, one would think it could hide the rest of a great cavern on the other side - but a circular opening in the wall five feet off the ground reveals some sort of hallway on the other side.
The way to the jinkins, however, goes to the north. Ren and Chakha has had time to check it out. Right outside of Sef's chamber there's a small, easily climbable ledge leading in two directions: a dark chamber to the east with a tunnel leading further east before branching south and north; and a tunnel heading north and branching into a chamber to the northwest as well as turning toward the east. They couldn't see any specific contents of either chamber, they're mostly empty, but no matter which direction one would choose - there's only five feet of space from the floor to the ceiling.
Ren Ulyms
player, 8 posts
Mon 17 Apr 2017
at 17:55
  • msg #36

Re: A Dying Torch

Ren re-organizes the group to better plan for their progress. She decides to take the branch immediately North once everyone has their packs re-assembled and armor donned. Daken takes the time to conjure a magical set of armor and his body is outlined in a shimmering golden haze.

Ren leads the way once again. With her shield and armor she is the most fortified against a sudden ambush. Chakha goes next, trying to angle to the side as much as possible to provide clear charging lanes with her greatsword.

OOC: Assuming she can even swing her sword in this environment, otherwise she'll opt for her club instead.

Daken goes next, thankful that he can finally see. He is ready to hurl globs of acid at any 'jinkins' he sees, hoping the magical energy will bypass the protection that the chieftess spoke of.

Finally Nameless takes up the rear, almost walking backwards to keep an eye on any ambushers that might be sneaking up behind them.
DM Ventrikel
GM, 36 posts
Thu 20 Apr 2017
at 08:14
  • msg #37

Re: A Dying Torch

The group climbs the ledge one at a time, and begins to walk through the cramped tunnels, somewhat crouched. When Ren gets up to the first chamber and peeks inside it, Chakha is right behind trying to get a clear passage to attack anyone coming from the right and Daken has just stood up after climbind the ledge. Nameless is just below the ledge. Even with her great vision in the darkness, Ren sees nothing but stones of various sizes, collected there or perhaps fallen from the roof in some minor earthquake, before suddenly a tiny, scaled being stands in front of her with an evil grin and a shortsword pointed at her! The jinkin attacks before she manages to collect her wits, and she has no way of avoiding taking a hit. The creature is no great fighter with those thin arms, but he angles the sword exceptionally well to get straight through an opening in the hide armor and cut into her flesh.


 ABCD 
1    1
2 J  2
3 R  3
4  C 4
5  D 5
6  N 6
 ABCD 
Initiative:
Jinkin - 24 (AC18, HP6/6)



OOC: Greatswords can be swung, however you are squeezing: -4 to attack, -4 to ac, each square moved counts as two.
Climb DC 10 for Nameless, it's only 5ft up.
Surprise round: Standard - Swort sword sneak attack for 1 nonlethal and 4 damage, 23 to hit. (also, 5-foot step)
BTW, I did roll perception for Ren, but it was registered as secret just like the stealth roll.

This message was last edited by the GM at 16:17, Tue 20 June 2017.
Chakha
player, 5 posts
Sun 23 Apr 2017
at 02:58
  • msg #38

Re: A Dying Torch

Daken jumps at the sudden attack and out of pure instinct lobs a blob of acid at the 'jinkins'. The acid splashes onto the cave wall and starts sizzling as it etches into the stone.

Chakha flexes to wield her sword but stops as the cave walls are too confined. With a growl of anger she lunges forward and attempts to just grab the tiny creature and crush it in her hands. Unfortunately the little creature squirts right out from her hands.

OOC: Free Action: Dropping sword
Free Action: Entering rage
Move Action: Move to C3
Standard Action: Attempt to grapple, hitting CMD 6 :(
21:51, Today: Chakha rolled 6 using 1d20+4 with rolls of 2.  Grapplin' Time!


Ren swings her morningstar to the side but only succeeds in clubbing the rock walls and making her arm go numb from the vibrations.


Move Action: Pass
Standard Action: Attack hitting...sigh...AC -1
21:54, Today: Ren Ulyms rolled -1 using 1d20-2 with rolls of 1.  morningstar attack.


Nameless attempts to climb up the wall but with the sudden sound of combat up ahead he misjudges a foothold and his foot slips out. He manages to catch himself and eventually makes it up the ledge.


Move Action #1: Climb check: FAIL but within 5 so doesn't fall.
Move Action #2: Pass! Nameless moves up to B4

21:57, Today: Nameless rolled 16 using 1d20+4 with rolls of 12.  climb #2.
21:55, Today: Nameless rolled 8 using 1d20+4 with rolls of 4.  climb check.


OOC:

Init:
Daken: 18
Chakha: 17
Ren: 11
Nameless: 9

20:32, Today: praguepride rolled 44 using 4d20 with rolls of 10,6,15,13.  group init (+1, +3, +2, +5).

DM Ventrikel
GM, 38 posts
Sun 23 Apr 2017
at 15:18
  • msg #39

Re: A Dying Torch

Before any of the adventurers have the time to react, the Jinkin strikes Ren again - another stab through the armor. It quickly draws the sword back out and starts running, escaping down the tunnel to the north-east, disappearing into one of the openings too quickly for anyone to notice which way it took.



Initiative:
Jinkin: 24
Daken: 18
Chakha: 17
Ren: 11
Nameless: 9

To clarify, the jinkin took a surprise round standard action, then rolled a great initiative and took another full round before anyone else. You're free to go out of initiative order if that makes things easier, but if you run after right away we might as well stay in initiative.
Standard action: 18 to hit vs flat footed, squeezing Ren. Damage: 1 nonlethal, 6 lethal sneak attack damage.
Move action: Move, hide. Last seen in D2.

Daken
player, 3 posts
Sun 23 Apr 2017
at 21:58
  • msg #40

Re: A Dying Torch

Daken pauses to consider their situation. In these cramped tunnels the 'jinkins' has quite the advantage but if they...

Too late...

Chakha charges forward after the thing.

OOC: BARBARIAN RAAAAGEEEE!

Daken will hold his action and Chakha will move forward to I believe either C1 or D2. We'll wait and see what's around the corner before the rest of the party moves.

DM Ventrikel
GM, 39 posts
Mon 24 Apr 2017
at 14:32
  • msg #41

Re: A Dying Torch

Chakha runs up, looks left - immediately sees a tripwire for some sort of trap, a rocky cave with rocks big enough for a tiny creature to hide behind, and a tunnel leading east. Looks right - sees a small chamber with tunnels leading south (connecting to the chamber you didn't go through) and north, big rocks ideal for a tiny creature to hide behind, and the scaly little jinkin with shortsword in hand hastily hidden behind a rock just by Chakha's feet.


 ABCDEFG 
0    XXX0
1       1
2   CJ  2
3 RD    3
4 N     4
5       5
 ABCDEFG 



OOC:
Initiative:
Jinkin - 24 (AC 18, HP 6/6)
Daken: 18 / delayed?
Chakha: 17
Ren: 11
Nameless: 9

15:54, Today: DM Ventrikel, on behalf of Chakha, rolled 19 using 1d20+4.  Perception.
Trap (tripwire) will trigger if one enters C1, although it's possible to carefully step over it.
Attacks on Ren total 2 nonlethal, 10 lethal (sneak attacks). Does that make her unconscious? Good thing you have one potion since she's the healer ;)

This message was last edited by the GM at 16:17, Tue 20 June 2017.
Chakha
player, 6 posts
Tue 25 Apr 2017
at 13:23
  • msg #42

Re: A Dying Torch

OOC: Oh yeah, Ren is at -1

Chakha shouts behind her.

"Get around behind it! Back the other way!"

Daken watches in horror as Ren collapses from the stinking little thing and rushes forward, digging in Ren's pouch to pull out her magical healing potion and drains it down her throat.
OOC: Using her Potion of Cure Light Wounds to cure 9 pts of L and NL damage
08:14, Today: Daken rolled 9 using 1d8+1.  cure light wounds.


Ren picks herself up channels her god, providing a small enhancement to Daken.


Move Action: Stand up
Standard Action: Casting Guidance on Daken for +1 to his next attack.


Nameless rushes back the way they came, climbing and squeezing his way to another passage behind the 'jinkins'

OOC:
Move Action: Moving to E5
Move Action: Moving to G3

DM Ventrikel
GM, 40 posts
Tue 25 Apr 2017
at 13:57
  • msg #43

Re: A Dying Torch

Nameless easily spots the tripwire strung across the entrance to the southern cave, steps over it and continues forward. Arriving at the other end of the cave Chakha's in, Nameless sees the northbound tunnel opening into a greater cave room with enough height to stand up easily but has no time to watch it further as another Jinkin comes into sight, hiding and preparing to stab Chakha with it's shortsword. Alerting Chakha to it, she's ready when it jumps forward. The first Jinkin quickly follows up a stab with an attempt to bite her with a full set of sharp teeth - but she easily steps out of the way. The second one, however, succeeds. The shortsword hits her well, but the strength of the Jinkin is not enough to pierce her hide armor - and only leaves a big bruise. It then catches her arm in it's mouth and bites down - again not with great strength and the teeth only scratch her skin.

 ABCDEFG 
0    XXX0
1    J2  1
2   CJ1  2
3 RD   N3
4       4
5       5
 ABCDEFG 



OOC:
Initiative:
Jinkin - 24 (AC 18, HP 6/6 DR5/cold iron)
Jinkin 2 - 19 (AC 18, HP 6/6 DR5/cold iron)
Chakha: 17
Daken: 16
Ren: 11
Nameless: 9

Jinkin 1: Attacks 7, 10.
Jinkin 2: Attacks, critical - 19 to confirm, 2 nonlethal damage. Attacks again, 15, 1 nonlethal.
Nameless:
15:37, Today: DM Ventrikel, on behalf of Nameless, rolled 21 using 1d20+7.  Perception, checking for traps.
Tripwire crossing E5.
DR5 - from previous knowledge roll before you found them.

Chakha
player, 7 posts
Wed 26 Apr 2017
at 02:46
  • msg #44

Re: A Dying Torch

Chakha roars and disregarding her earlier plan just resorts to the tried and true "hit it with the biggest thing at hand."

She swings her sword at the newcomer with all of her fearsome might and just barely misses the tiny creature.

OOC: NOooooooo!!!
Move Action: pass
Standard Action: Attacking J2 hitting AC 17!!!!


Daken pokes his head around and seeing the pair of jinkins decides to start in with the magical effects. Seeing Ren struggling to get to the front he moves to the side to allow her to go forward and then he begins twisting the winds of magic into a powerful soporific.

Move Action: Backing up to B4
Standard Action: Casting Sleep (will complete right before Daken's next turn.
DC 16


Ren moves forward and this time provides magical guidance to Chakha.

Move Action: Move to C3
Standard Action: Casting guidance on Chakha for +1 to next attack/skill roll.


Nameless meanwhile moves up to flank the jinkins and help keep them from fleeing and hiding again. He tries to jab his sword forward but it skips off a rock instead.

Move Action: Moving to F2
Standard Action: Attacking J1 hitting AC 2 (sigh)

DM Ventrikel
GM, 41 posts
Wed 26 Apr 2017
at 10:59
  • msg #45

Re: A Dying Torch

The tiny creatures laugh and sneer as swords swing through the air and miss them. "Eh heh heh HEH!" The first one responds, attacking Chakha again, hitting with sword and sharp teeth. The second one, growing cocky as its small body is so hard to hit in the cramped cave, runs heedlessly to gain a better position behind Nameless - leaving openings for swings from both the fighters next to it. It stops behind Nameless, the android now being threatened from both sides by the sharp swords, and it attacks. The sword finds its spot, and pierces deep.

 ABCDEFG 
0    XXX0
1       1
2   CJ1NJ22
3  R    3
4 D     4
5       5
 ABCDEFG 



OOC:
Initiative:
Jinkin - 24 (AC 18, HP 6/6 DR5/cold iron)
Jinkin 2 - 19 (AC 18, HP 6/6 DR5/cold iron)
Chakha: 17
Daken: 16
Ren: 11
Nameless: 9

J1: Full attack - 20, 16. 2 nonlethal.
J2: Move (provoking AoO from C and N), Standard: Attack. Nat 20, 15 to confirm with flanking (forgot that in the roll). 2 nonlethal (assuming 15 is hit when squeezing), 4 lethal sneak attack. Ignore if it's killed by the AoOs ;)

I gave you the info on SR so I might as well give you the number too, makes things flow easier:
SR12

Chakha
player, 8 posts
Wed 26 Apr 2017
at 13:27
  • msg #46

Re: A Dying Torch

The jinkins turns to run and Chakha lunges forward with her massive sword. The point of her sword was pointed but it didn't matter as she thrust forward with such force that it easily splits the fey creature through the middle. With a flick of her wrists she bisects the thing and chunks of what was the jinkins falls to either side.

AoO: Hits AC 21 for 18 pts of damage

Chakha turns and tries to follow through into the other jinkins but fails to connect.

Move Action: Pass
Standard Action: Attacking hitting AC 8


Daken's sleep spell goes off but the fey creature easily resists the effects. Cursing he throws more acid towards the jinkins but has no chance to actually land it.

Move Action: Pass
Standard Action: Acid splash hitting touch AC of 1 after all the penalties...


Ren shouts at Chakha to move her giant ass.

"If you push forward the three of us can trap it in the corner there and finish it off."

She then proceeds to provide more magical guidance to the mighty barbarian.

Move Action: Pass
Standard Action: Casting Guidance on Chakha for +1 to next attack/skill roll


Nameless thrusts forward again but again fails to sink his blade into the agile creature.
DM Ventrikel
GM, 42 posts
Wed 26 Apr 2017
at 14:17
  • msg #47

Re: A Dying Torch

The Jinkin steps to where it's comrade was just killed, out from the position right between the barbarian and the rogue. "Uaaaah!" it yells, seemingly frustrated, at Chakha and makes quick arcane gestures in the air. A second later it begins to take a step forward, and the whole group sees that as the body moves forward it begins to disappear, as if it's passing through an invisible doorway to some completely different world.


5-foot to E1
AoOs for spellcasting, unless it's killed it will complete its action and disappear without a trace!

Chakha
player, 9 posts
Thu 27 Apr 2017
at 03:24
  • msg #48

Re: A Dying Torch

With a final roar Chakha takes the foul creature's head clean off it's scrawny neck.

She growls and looks around for anything else to challenge before letting the warrior's fury bleed off. She slumps to her knees and slowly crawls forward a bit before finally just lying down.

As the rest of the party moves up to consolidate their position, Nameless goes around and attempts to disable the traps they spotted earlier.

OOC: CHAKHA SMASH!

AoO hits AC 23 for 17 pts of damage. This is why I love level 1 barbarians (although that battle did use up almost all of her rage 5/6 rounds...


Daken meanwhile takes a closer look at the bodies to see if there is any treasure or clues as to where they might have been heading. Once that is done he begins cutting off an ear from each to provide to Sef as proof of their deeds.
This message was last edited by the player at 03:25, Thu 27 Apr 2017.
DM Ventrikel
GM, 43 posts
Thu 27 Apr 2017
at 12:51
  • msg #49

Re: A Dying Torch

They each carried a shortsword only, but in the darkness behind the stones, Daken finds two braided baskets - by the looks of them made from material found above ground, perhaps stolen from Torch or another human settlement. One of them contains a rather heavy bolt of undyed linen; the other a stack of 15 gold coins, 87 silver coins, and 3 coppers.

Nameless goes to disable the trap Chakha spotted first, close to where Ren and Daken just came from. His first attempt is not enough to figure out how to disable it, and with the second attempt he takes a bigger risk - unhooking the wire from a part of the rock it was set around. As he does, the wire suddenly tightens and in a split second he realizes that he's set off the trap. A spike on a wooden arm swings out from a hidden groove in the wall, and hits Nameless. The group hears a similar noise echo from both ahead of them and behind them as other traps go off simultaneously.


Nameless: Take 10 for 15 vs mechanical trap, fail by 4 or less. Roll total 11, fail by 5 or more. Trap sprung.
14:43, Today: DM Ventrikel, for the NPC Trap, rolled 5 using 1d6+4.  Dmg Nameless.
14:43, Today: DM Ventrikel, for the NPC Trap, rolled 21 using 1d20+10.  To hit Nameless.
Bolt of linen worth 5gp, weight 10lbs.

Ren Ulyms
player, 9 posts
Thu 27 Apr 2017
at 21:20
  • msg #50

Re: A Dying Torch

Nameless cries out in pain and the rest the group arms themselves when noises echo around. When all the commotion dies down Ren goes over to bind Nameless' wound.

"Maybe we should just mark the traps next time. At least until you feel better about disarming them."

Nameless stays quiet but nods. Chakha meanwhile puts the swords, coins, and linen into her backpack. Daken was about to protest but considered that the linen looked heavy and better to have the giant barbarian carrying their stuff then the rest of them.

Nameless, despite his injuries, moves to the front when they reach the more open part of the cave with Ren and Chakha behind him and Daken taking up the rear creating a diamond like formation.

Nameless and the others keep their eyes open for more traps or potential ambushes.
DM Ventrikel
GM, 48 posts
Fri 28 Apr 2017
at 08:38
  • msg #51

Re: A Dying Torch

Several different tunnels converge on a narrow ledge overlooking a rubble-filled cavern. The far wall is made of a smooth, dark gray metal. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble. The group moves forward carefully, Nameless climbing down first and then the two behind him, but their eyes were just not sharp enough to detect the jinkin sneaking up on them. He jumps up, hidden behind a thin but wide metallic plate lying in the rubble, and stabs Nameless. He yells, showing his sharp teeth, in a language none of you understand. "Brak veet Jazvit thod!"



 ABCDEF 
1      1
2      2
3    J 3
4  RN  4
5  DC  5
6      6
7      7
 ABCDEF 

Initiative:

Jazvit - 7 (AC 22, damage taken 0)


Surprise round: 16 to hit flat-footed Nameless, 1 nonlethal & 3 lethal damage.
Climb DC 10 to go up the ledge, going down only takes double movement. Once down on the rubble-covered ground you're no longer squeezing (so Daken is still squeezing).
The map is hard to translate into the grid as usual :) But the shaded areas fill two purposes: outlining major obstacles to make it easier to compare with the image, and they are a rough estimation of what squares one cannot stand in (but one can sometimes move through them, judgements should be made here based on the image.

This message was last edited by the GM at 18:36, Sat 29 Apr 2017.
Nameless
player, 4 posts
Sun 30 Apr 2017
at 01:25
  • msg #52

Re: A Dying Torch

Nameless gets stabbed and falls to his feet. The earlier wounds take their toll and while the android is still conscious it is clear he is in bad shape.

Ren summons the divine energy of the stars and the heavens and silvery light pours out of her hands and embraces Nameless. His bruises and wounds start to bind and he recovers. Seeing that Nameless is back in relatively fighting shape Ren circles around to flank the tiny creature for the rest of her companions.

Standard Action: Casting CLW on Nameless to heal 5 L and NL damage (so he's at 6/9)
Move Action: Moving to D2 (I'm assuming it would be climb checks to move to C1/D1 so she won't be able to flank but if I'm wrong just assume that she goes to E2 instead to flank for Nameless.


Nameless maintains his passive face as he slides to the side and works his rapier forward to pierce the tiny creature but it easily dodges behind some rubble and Nameless misses completely.

Move Action: 5' step to E4
Standard Action: Attack hitting AC 21 (23 if Ren can flank) for 9 pts of piercing damage.

19:44, Today: Nameless rolled 21 using 1d20+3.  oops, real attack this time.
19:45, Today: Nameless rolled 9 using 2d6+1.


Chakha roars and charges into combat. She keeps the red fury out of her vision but her anger still bubbles beneath the surface.

Full Round Action: Charging to D4 hitting AC 28 (no crit) for 13 pts of slashing damage.

19:46, Today: Chakha rolled 28 using 1d20+8.  chaaarrrrrgggee!
19:46, Today: Chakha rolled 18 using 1d20+8.  crit?
19:46, Today: Chakha rolled 13 using 2d6+6.



Finally Daken takes up the rear and works his way down from the ledge. He doesn't have any interest in joining the melee in front of him but takes up position to make sure
the creature doesn't try to escape this way.

Move Action: Double move to move down to C4


Init Order:
Ren: 18
Nameless: 15
Chakha: 13
Daken: 10
Jazvit: 7

DM Ventrikel
GM, 49 posts
Sun 30 Apr 2017
at 01:41
  • msg #53

Re: A Dying Torch

As Chakha finishes the combat, slicing yet another jinkin open - scales scattering on the ground from the wound - one more of those tiny, evil faces look out from the northern chamber visible from the big cave room. It's face displaying a mix of fear and hatred, it mumbles arcane words with a foreign twist to them and steps through an invisible portal, eager to leave.
Nameless
player, 5 posts
Sun 30 Apr 2017
at 02:39
  • msg #54

Re: A Dying Torch

Nameless cautiously moves forward, eyes peeled for any additional hidden dangers while Daken again pats down the dead and removes an ear for proof.

Ren and Chakha poke through the rubble before heading towards the metal doors to examine them.

"Perhaps that is where the rest of the expeditions went? The chieftess did say the others passed this way and perhaps in sufficient numbers the 'jinkins' would hide instead of ambush?"
DM Ventrikel
GM, 51 posts
Sun 30 Apr 2017
at 12:33
  • msg #55

Re: A Dying Torch

The creature carried nothing but a short sword. The rubble on the floor lies in small piles here and there, and in places one can see the cave floor below the metal scrap. There are metal plates, many of them much thinner than would be practical for the sort of construction metal smiths usually work with - weapons, armor, hinges and locks and various tools. But it's all made out of skymetal, the material said to have once rained down from the sky. Skymetal really is more than one type of material, there are several different kinds - the most commonly known one called "Numerian Steel". It's a dark metal often found to be very flat and smooth, like the strange wall in this cave. It is well known that Adamantine is a component of numerian steel, but even though adamantine is expensive and very useful, it's rarely extracted from the numerian steel. The purple flame marking the black hill in Torch enabled the smelting and working of skymetals such as numerian steel, but even then extracting the adamantine was very time consuming and expensive.

Plates, twisted and sometimes seemingly burnt lie scattered in the rubble. Some are the size of a hand, some three times or five times as large. Here and there lie cylindrical or cubic objects, the shells of some object from long ago. Short metal sticks; even in some places pieces of the alien, sturdy but bendable plastic material - nearly all of them burnt and melted in the edges - join the metal plates. Anything useful seems to have been picked out already.

The circular door is shut tight with no handles or windows. Those with better darkvision remember that there was a similar door on the wall in the cave where they first found Sef's tribe, but can't remember if it was identical. The door and the wall is dark gray and smooth - appearing to be made of the numerian steel, very hard to break through.
Ren Ulyms
player, 10 posts
Sun 30 Apr 2017
at 21:57
  • msg #56

Re: A Dying Torch

The group gathers around the door to decide their next course of action. Nameless seems obsessed with the door, combing every inch of it for any clue as to how it opens or what lies beyond.

OOC: he'll take a 20 perception check for 27 while the others are talking.

Ren opens her mouth to speak but Daken beats her to the punch.

"We should go back. We've got three ears, we should turn them in and see what kind of aid Serf will provide now."

"You mean Sef?"

Daken frowns and nods.

"Yeah, the chameleon chief. She said she could give us a reward for these and she might spill some more info about these doors. Look we don't even know how they work and there's no way we're battering our way through them..."

Chakha grunts as if Daken was issuing a personal challenge but Ren steps in as usual as the mediator of the group.

"We shall see about that but there is wisdom in your words. I would like to go back and examine the other door we saw. And you're right, maybe Sef will be able to advise us on how to move forward. Nameless, are you listening?"

But he wasn't, he was obsessing over the door.

OOC: The party will sit tight and let Chakha's fatigue wear off and give Nameless time to inspect every inch of the door. Assuming he doesn't open it they will head back to present the jinkin ears to Sef.
DM Ventrikel
GM, 54 posts
Mon 1 May 2017
at 14:38
  • msg #57

Re: A Dying Torch

"You killed these?! Great news for us!" Sef reacts with surprise and appreciation when the group returns. She immediately turns away from you and walks towards her hut, talking over her shoulder and soon starting to rummage around in there. "We know they are more than three, more than ten we think. But they are cowards. Appear out of nowhere, take things, sometimes attack - then run again! But I hope this gives them a better scare than before."

Investigating the door did not reveal much of interest, but the door and wall itself was odd enough to speculate. The whole wall has an alien look to it. If one hasn't visited any of the bigger cities in Golarion, one has probably still heard of the great buildings found therein. The enormous marble temple of Abadar in Korvosa, or the much bigger pathfinders' Grand Lodge in Absalom - such buildings are well built with the kind of smooth walls that by themselves are a work of art. But this wall is made out of metal, and not any metal but skymetal. Except for a couple of scars here and there that one could have guessed were from falling rocks if they weren't almost horizontal, it all probably looks as the day the wall was made. And the door too. Thin grooves around it mark the circular door, but other than that it does not appear to be much more than just another part of the wall. It's only this, and it's size and location that makes it seem like a door - as Nameless finds no way that anyone could open it. Except perhaps jamming something into the grooves and prying the door open - a feat that would likely require great strength.

"This is for you." Sef hands Daken a brown leather pouch containing forty-nine of the small, circular, coin-like objects that are in Numeria referred to as Silverdisks. They're commonly used as currency, each being worth ten gold coins. "And I have this, as I have said. Strange things." She holds forth five strange thin strips, each about the length of an index finger and about half as wide. They're made of the same flexible and smooth material you found in the rubble, plastic. They're mostly dirty gray with no text on them, but each feature a brown stripe on one side. "Treasure, as I said. The one with the purple hair asked for us to keep watch for such things, she wanted them, so I consider them treasure. But I don't know what to have them for.
Nameless
player, 6 posts
Tue 2 May 2017
at 04:12
  • msg #58

Re: A Dying Torch

Chakha adds the coins to her pouch and once again Daken starts to protest but then thinks against it.

We'll divvy it up in the end...it's fine, she can carry it for now...

Nameless meanwhile grabs the thin plastic strips and puzzles over them a bit, flexing them with his hands. He examines the thin profile of them and then heads towards the nearby door attempting to stick the strips into the narrow grooves around the edge of the door to see if they are some kind of key.
DM Ventrikel
GM, 55 posts
Tue 2 May 2017
at 07:09
  • msg #59

Re: A Dying Torch

Nameless goes to the southern door; it's nearly the same distance but less climbing, no corpses in the way, and the area does not seem to be trapped. Approaching the scorched and battered metal wall, he finds that the door is open - where the other one was shut solid he now only finds an opening five foot off the ground. Inside are corridors to the left and right, and one straight ahead - that one too with an open doorway. Outside this inner door, on the wall, sits a small black box with small, foreign symbols on them. Numbers, Androffan numbers from one to nine lined up nice in a square pattern. The corridor seems to continue through a room and past two more sets of doorways, and that's as far as he can see. There's rubble here and there, not at all as much as in Sef's cave or the jinkin caves, but some. And in the corridor, just 20 feet away from him, is a construction of some kind. A piece of furniture of a very alien design, or even a being of some sort. It has three legs, a somewhat thick upper body resting on these, and a strangely shaped, thin thing where the head would be. Two lights glow faintly from this 'head', as if eyes watching Nameless.

"You going there?" Yadriss walks up behind Nameless, hands behind his back. "You be careful. Is haunted by the dead with four arms. You can die." He seems to hold genuine respect for the area as a dangerous place, but finishes his sentence with a cruel smile.


"Are you going through the wall?" Sef asks the group. "Two other groups have gone before, more than the one with purple hair. Not one has returned."
Ren Ulyms
player, 11 posts
Fri 12 May 2017
at 02:21
  • msg #60

Re: A Dying Torch

Ren nods at Sef.

"We came here to find out what happened to the purple haired one and the others. So yes, we will go inside. Do you have any maps about where this goes or what's inside? Any little bit will help..."




Nameless nods at Yadriss. When Ren rejoin them Chakha takes the lead, marching cautiously down the hallway towards the furniture with lights. She pauses 10' away from it, halfway down and motions for Nameless to come forward and inspect it.

OOC: Pause here in case the party entering causes something to happen.
Otherwise they will proceed down the left branch first.

Chakha - Ren - Nameless - Daken

DM Ventrikel
GM, 57 posts
Mon 15 May 2017
at 19:37
  • msg #61

Re: A Dying Torch

Sef draws up a crude map on a piece of paper. Soon enough, the group have themselves seen the same things that she drew on the paper: going through the circular entrance in the wall, they stand in a curved hallway with floor, walls and ceiling made out of smooth dark metal. Panels of lighter material run along the ceiling eight feet above. To the left and right, the hallway is blocked only five-teen feet from the entrance by metallic junk and rubble from ground to floor. The rubble is spread over the floor, as if someone has been digging through it for valuable items. In the short hallway straight ahead, the metallic object does on closer inspection seem to be a being of some sort. Three legs, a head with glowing eyes, and metallic strings and tubes running through the body, but no-one in the party can recognise the creature. It's entirely, eerily motionless. The area beyond the smooth wall is just as dark as the cave, only Nameless and Ren can see - but the room ahead of them is bigger than the hallway. Peeking inside, they see a tangle of what appears to have been cages, and in between the metallic wires lie organic material - it appears to be ancient bones from some long dead creature. The cage tangle is against the northern wall, to the south lie small mounds of rubble in front of a closed flat door. An open door sits straight ahead through the room, the contents of the room cannot be seen from here, but another door appears to lead back to a cave. Even though they can't see that far even through the darkness, the group knows what's there.

"Sand," Sef had said. "Sand, sand everywhere. A small cave, then sand as far as my eyes can see, in a cave that is bigger than most. And sands there are cursed, haunted by undead - skeletal creatures but arms are four!"


I see there's no knowledge: engineering either! :)
Edit: Daken has it! But is treated as untrained when it comes to technology, without the Technologist feat.

This message was last edited by the GM at 19:40, Mon 15 May 2017.
Ren Ulyms
player, 12 posts
Mon 15 May 2017
at 21:23
  • msg #62

Re: A Dying Torch

Throughout their explorations Ren grabs little knickknacks and loose pieces of rubble until she has quite the pocketful of odds and ends. When they reach the opening to the sand cave everyone readies their equipment for attack and then she starts throwing the junk into the room, one piece after another.

"If it's some kind of mechanical trap or creature it might detect the vibrations and let us get a good look at it first."
DM Ventrikel
GM, 58 posts
Tue 16 May 2017
at 12:32
  • msg #63

Re: A Dying Torch

The group gathers before the final room leading to the desert cave. Within it, two strange machines sit to the north and south against the walls here. Their faces appear similar to coils of metal tubes with several nozzle-like protrusions pointing into the room itself. In order to try and discover some sort of trap, Ren goes to gather a few extra pieces of rubble - bent metal cut with sharp edges and often round angles. She picks a piece up, and the group immediately hears a metallic noise from behind. "Whzzzz!"
In an instant, a metallic net comes flying through the air over Daken's head, hits the wall behind Nameless and lands by his feet; as the immobile creature from the hallway emerges to attack the group!

 ABCDEFG 
1       1
2       2
3       3
4   C   4
5E DN   5
6   R   6
 ABCDEFG 

Initiative:
9 - Enemy construct (AC 14, damage 0/31)

Surprise action: Net vs FFtouch
14:25, Today: DM Ventrikel, for the NPC Enemy construct, rolled 6 using 1d20+4.  Surprise net VS Daken.

Daken
player, 4 posts
Fri 19 May 2017
at 00:51
  • msg #64

Re: A Dying Torch

Daken flinched and cursed as a net went sailing by over his head.

"Let's just ignore the glowing construct! Let's just walk on by without giving it a second glance!"

His sarcasm betrayed his fear as the automaton menaced the group and he jumped to the side and instinctively flung a glob of acid at the thing. To his surprise it landed dead center on the construct and sizzled and bubbled as it ate into the armor.

Move Action: Stepping aside to D6
Standard Action: Acid Splash hitting touch AC 20 for 3 pts of acid damage.


Nameless paused. He wanted to rush forward however with Chakha rumbling for a charge he hesitated to wait for the large barbarian to rush forward first. In the end his artificial brain quickly came to the conclusion that inaction was inexcusible and he did his best to run forward and attack ahead of the giant northerner.

He plunged his rapier forward but the angle was off and it slid across the metal surface causing little more then light scratches on the surface.

Move Action: Move to B6
Standard Action: Attack hitting AC 11


In Chakha's mind combat was very simple. See the enemy. Run to the enemy. Put all your weight behind your first blow. If it was still standing you repeated that last step over and over again until it was a bloody heap at your feet. Her opponent might not have guts to disembowel or blood to drain from a cut throat but she saw no reason to change battle tactics at this point. She charged. She swung with all her might. Her sword bit deeply into the construct, crumpling a whole section of what could reasonably be described as its torso.


Full Round Action: Charrrge!
Hitting AC 17 for 18 pts of slashing damage.

19:50, Today: Chakha rolled 17 using 1d20+7.  chaaarrrrrgggee!
19:51, Today: Chakha rolled 18 using 2d6+6.  damage!




Initiative:
Daken: 20
Chakha: 15
Nameless: 16
Automaton: 9 - 18 slashing, 3 acid damage
Ren: 4

12:42, Today: praguepride rolled 44 using 4d20 with rolls of 3,13,13,15.  group init (+1, +3, +2, +5).

DM Ventrikel
GM, 59 posts
Mon 22 May 2017
at 12:35
  • msg #65

Re: A Dying Torch

Tiny black dots appear in the spot where Chakha hit the being with her sword - in the light from the dropped torch, they look like little bugs. Hundreds of them crawl over the metallic body, and the body actually seems to heal as they emerge - the scarred metal bending as if very slowly coming back together. The does not seem to focus much on this process, as it quickly raises a metallic, mostly cylinder-shaped hand and slams it straight into Chakha's stomach.

 ABCDEFG 
1       1
2       2
3       3
4       4
5EC     5
6 NDR   6
 ABCDEFG 
Initiative:
Daken: 20
Chakha: 15
Nameless: 16
Automaton: 9 - AC 14 19/31
Ren: 4

Standard: Slam Chakha, 16 to hit and 10 damage.

14:30, Today: DM Ventrikel, for the NPC Automaton, rolled 10 using 1d4+6.  Slam dmg.
14:29, Today: DM Ventrikel, for the NPC Automaton, rolled 16 using 1d20+6.  Hit Chakha.

Chakha
player, 10 posts
Sun 28 May 2017
at 15:46
  • msg #66

Re: A Dying Torch

Daken attempts to throw more acid into the fray but Chakha blocks any real chance of success.

Despite her exhaustion Chakha enters her final bout of rage, roaring in fury as she slams home her sword. With one last mighty swing she brings her sword down and splits the automaton nearly in two before falling to her knees in exhaustion.

Free Action: Enters rage (6th round for the day, she is done)
Standard Action: Attacking hitting AC 23 for 15 pts of slashing damage.<


The rest of the party moves forward to confrim that the construct is vanquished and Daken is prepared with acid in case it starts moving again.
DM Ventrikel
GM, 60 posts
Sun 28 May 2017
at 16:05
  • msg #67

Re: A Dying Torch

The bug-sized beings continue to crawl over the destroyed body, healing it slowly - but the group quickly finishes the job, attacking it again until even the regeneration stops. It carries no weapons, but the net it previously threw as well as four more can be extracted from it's body - all of them constructed from alien, sturdy material.
This message was last edited by the GM at 16:09, Sun 28 May 2017.
Ren Ulyms
player, 13 posts
Mon 29 May 2017
at 21:11
  • msg #68

Re: A Dying Torch

As is par for the course, Chakha packs away the nets, easily handling the added bulk with her massive frame. The party returns to the cavern of sand and Ren resumes tossing bits and bobs into the room to try and 'trigger' any guardians or predators waiting in ambush.
DM Ventrikel
GM, 62 posts
Wed 31 May 2017
at 14:27
  • msg #69

Re: A Dying Torch

The two machines on the walls of the final room before the desert cave seem to be there for some strange purpose, but they are motionless and seem entirely dead - there's not a single light on them. Ren, standing in the room, begins tossing pieces of metal on the sand ahead. The cave turns north and leads to what seems to be an enormous sand-filled cavern... Near the wall in one place stands a large rock with many small holes and dents, it looks strange. It's large enough to nearly block the way, but one can squeeze past it. And as Ren tosses little pieces of metal on the ground... Nameless, watching it, for a moment sees what appears to be an eye, lurking behind one of the holes in the big rock. Then it disappears, as if something covers the hole again.

 ABCDEFG 
1       1
2       2
3    X  3
4  C    4
5 DR    5
6  N    6
 ABCDEFG 

X: The large rock, with something inside?
Nameless
player, 7 posts
Wed 31 May 2017
at 21:32
  • msg #70

Re: A Dying Torch

Nameless gestures towards the others.

"There is someone or something behind that rock. Those holes allow it to spy, possibly even fire a crossbow or some thing similar from protection. I would advise caution."

Ren nodded and positioned her shield, motioning for the others to fall into step behind her. The party creeps cautiously towards the rock, eyes peeled for danger or ambush.

OOC: Moving up slooowly. Essentially they're in combat mode and taking Full Defensive standard actions (+4 dodge AC) as they move towards the rock.
DM Ventrikel
GM, 63 posts
Thu 1 Jun 2017
at 11:47
  • msg #71

Re: A Dying Torch

As the group approaches, purple flesh shows briefly behind the holes in the rock. And then it begins to grow out. Long tentacles extend from more than ten places on the surface of the rock. The party stops, preparing for battle... And the three that are standing on the sand find themselves sinking, their feet entangled by sticky fluid in the ground! Tentacles lash out for Chakha and Ren, but the women - guarded and prepared - easily deflect the attacks. More purple, fleshy extensions from the creature in the rock work to lift it up, moving it slowly backwards from the approaching group.
 ABCDEFG 
1       1
2    X  2
3       3
4   RC  4
5  DN   5
6       6
 ABCDEFG 


Initiatives:
X: Aberration 20 (AC 14, HP22)
I went ahead with some actions due to high initiative.
Full round: Attack (2 tentacles)
Five-foot step.

Fortitude DC 14 or entangled for Chakha, Ren and Nameless.
Roll another save if you make it and move to another square.
Tentacles extend far enough for 10ft reach.

This message was last edited by the GM at 11:48, Thu 01 June 2017.
Ren Ulyms
player, 14 posts
Fri 2 Jun 2017
at 16:20
  • msg #72

Re: A Dying Torch

Daken once again is the quickest to react. Seeing the tentacled beast on the other side of the wall he attempts to summon magical slumber to befall the creature.

OOC: Casting sleep. Will go off right before his next round's action.


Ren is caught and her feet sink into the ground. With all her effort she manages to slog forward to put herself (and her shield) between the rock and the rest of her group. How they would get around the rock was another issue entirely.

Entangled! -2 to attack and -4 to dex and 1/2 speed movement. She can still slog forward 5 ft though as a move action to E3 and standard action is to strike defensively.

-4 to attack for defensive, -2 to attack from entangled + 2 melee attack = net -2. Hit!

She strikes for 7 pts of B or P damage, whichever is better against this blob.

+2 AC from defensive fighting offsets the -4 DEX from entangled


Chakha and Nameless are both stuck and with Ren block the way all they can really do is aid her in trying to keep Ren on her feet.

Both of them will aid another to give her +4 to her next entangled roll


The creature attacks and Ren fends it off.

Daken's spell fires off pervading the area with a magical sense of slumber.
OOC: DC 16 sleep spell. I'll pause here to see if it lands or not.


OOC: Initiative
Daken: 25
Ren: 20
Abberration: 20
Chakha: 10
Nameless: 9


Looks like you were a bit hasty but that's fine, I'll just skip over the beasties actions and go straight into round 2 for Ren and Daken.

This message was last edited by the player at 16:21, Fri 02 June 2017.
DM Ventrikel
GM, 65 posts
Sat 3 Jun 2017
at 11:01
  • msg #73

Re: A Dying Torch

The aberration resists the spell! Those standing in the thick, sticky mud feel something latching on to them from below - a sharp sting!


12:54, Today: DM Ventrikel, for the NPC Aberration, rolled 17 using 1d20+5.  Will.
A character who was entangled and remains in the area around the creature takes 1 bleed damage at the beginning of their turn.
The creature moved away, so unless Nameless moved up to D4, he's safe - and the ground around him quickly dries up meaning he's not entangled anymore.
B and P both worked fine!

Daken: 25
Ren: 20
Abberration: 20 (AC14, HP 15/22)
Chakha: 10
Nameless: 9

Daken
player, 5 posts
Mon 5 Jun 2017
at 18:16
  • msg #74

Re: A Dying Torch

Daken fires off another glob of acid when it's clear his spell didn't take hold. As usual his aim is off and a spot of it hits the side wall instead of his target.

Ren, with the help from Nameless and Chakha, frees herself from the sticky, stinging mud and moves forward for another attack. Her morningstar doesn't hit the tentacle she was aiming at, instead skittering off the stone as the tentacle squirmed out of the way.

Aberration is up. I also rolled for nameless and chakha and if it matters they free themselves next round from the entanglement

Daken: 25
Ren: 20
Abberration: 20 (AC14, HP 15/22)
Chakha: 10
Nameless: 9

DM Ventrikel
GM, 66 posts
Mon 5 Jun 2017
at 22:28
  • msg #75

Re: A Dying Torch

The creature flails with its tentacles towards Ren, missing twice!

OOC: Breaking the entangle lets you avoid the bleed damage.
This message was last edited by the GM at 15:50, Wed 07 June 2017.
DM Ventrikel
GM, 67 posts
Sun 11 Jun 2017
at 14:25
  • msg #76

Re: A Dying Torch

OOC: That is, Full round action - two tentacle attacks: 5, 15 to hit.
Ren Ulyms
player, 15 posts
Mon 12 Jun 2017
at 15:58
  • msg #77

Re: A Dying Torch

Ren sounds the retreat. This was just too awkward a positioning for the group to succeed at and it was taking all her effort to avoid being overwhelmed by tentacle attacks.

The group pulled back to the entrance of the sandy cavern, hoping to draw the monster out into the open so they could charge and flank it and attack it as a cohesive group.

OOC: Chakha moves to B6, Nameless moves to B4, Daken retreats back to A5, and then Ren will withdraw to B5. Everyone goes full defensive.

This message was last edited by the player at 15:58, Mon 12 June 2017.
DM Ventrikel
GM, 68 posts
Thu 15 Jun 2017
at 11:44
  • msg #78

Re: A Dying Torch

Ren retreats carefully, getting out of the way safely... But before she manages to reach the door, a tentacle hits her hard in the back. The monstrous tentacles extend further than she had expected! The monster moves up behind her, tentacles flailing in the air around her friends.

 ABCDEFG 
1       1
2       2
3       3
4 N R?   4
5AR X   5
6 C     6
 ABCDEFG 


Initiatives:
Daken: 25
Ren: 20
Abberration: 20 (AC14, HP 15/22)
Chakha: 10
Nameless: 9

Leaving E3 didn't provoke due to withdraw, leaving D4 did - attack: 22 to hit, 6 damage.
Don't know at all what HP Ren has, so I marked where she would fall if she was brought below zero.
Move to D4. Accidentally rolled two attacks, but it only gets a standard. Also, looking at the map, it can't see Chakha where she's standing... So Attack on Nameless, miss.

Ren Ulyms
player, 16 posts
Sun 18 Jun 2017
at 04:20
  • msg #79

Re: A Dying Torch

Ren took a stinging bash to the back but she held it together to reach her target and spin around, ready to defend herself. Seeing the creature out and exposed allowed them to enact their "master plan"...which was turn around and charge it and pound it to oblivion.

Chakha was the first, stepping forward between the tentacles and slamming her giant sword down with full barbarian fury. With a sickening sound she buries the sword halfway through the aberration, but somehow it is still standing!

Move Action: 5ft adjust to C6
Standard Action: Attack hitting AC 23 for 13 pts of damage.


Nameless stepped forward to deliver a flanking strike however his thin blade was not very effective against the already gravely wounded creature and he was unable to finish the fight.


Daken flung more acid around completely ineffectually.

Finally Ren moved forward, again hoping to finish it off with a swing from her morningstar but again the creature was able to evade death by the aasimar's hands.




Was debating having Ren hold back to heal as she's the only one who can right now.  Thought I could risk it given how Nameless AND Daken had failed. 2 PTS OF DAMAGE IS ALL I NEEDED! CURE YOU GAMBLER'S FALLACY!!!

Anyway, what happens happens :D

Current HP:
Ren: 2/8  AC 17
Nameless: 6/9 AC 16
Chakha: 5/15 AC 14
Daken: 7/7 AC 11

DM Ventrikel
GM, 71 posts
Sun 18 Jun 2017
at 07:52
  • msg #80

Re: A Dying Torch

The tentacles twist and shake with pain as Chakha strikes into it's flesh, through the carapace. The being seems enraged from the pain, as the tentacles gather around Chakha. Lightning-fast, two tentacles are brought down on Chakha from above - but she reacts even faster, and dodges both.

 ABCDEFG 
1       1
2       2
3       3
4  N    4
5D RX   5
6  C    6
 ABCDEFG 


OOC: Haha, this is exciting! But I get another round with low rolls, so now it's probably over :P

Initiatives:
Daken: 25
Ren: 20
Abberration: 20 (AC14, HP 2/22)
Chakha: 10
Nameless: 9

Chakha
player, 11 posts
Mon 19 Jun 2017
at 15:08
  • msg #81

Re: A Dying Torch

Chakha gave a mighty roar as she brought her sword down.

"GORUM! SEE MY STRENGTH!"

With a mighty chop she split the monster in two.

The rest of the group paused to consider their situation but both Ren and Chakha were heavily injured and Ren took steps to heal them both up before the group continued forward.

Ren will CLW on both herself and Chakha.

10:07, Today: Ren Ulyms rolled 6 using 1d8+1.  CLW chakha.
10:07, Today: Ren Ulyms rolled 7 using 1d8+1.  clw Ren.

Ren: 8/8  AC 17
Nameless: 6/9 AC 16
Chakha: 11/15 AC 14
Daken: 7/7 AC 11

Man I miss Cleric healing bursts.

The group will look around for hidden treasure before continuing forward. Also keep an eye out for a place that looks safe to rest as they're getting pretty tapped out...


DM Ventrikel
GM, 72 posts
Mon 19 Jun 2017
at 15:51
  • msg #82

Re: A Dying Torch

The group looks around. Inside the shell containing the pinkish, tentacled creature - nothing is to be found, and neither on the sandy stone ground of the cave tunnel. Nameless probably checks out the two constructions on either side of the room just before the cave chamber - metallic beings entirely attached to the wall. They seem relatively intact - no wounds, no major dents, and no signs of degeneration of any sort - and one could guess that if only given a spark of life, they could perhaps again come back to life. How this would be accomplished is though impossible to tell. Chakha, meanwhile, takes a look back in the room with the broken cages, just before the room Nameless is in. In a corner, among the rubble, she finds some items that could probably be useful:
One large metal tool resembling blacksmith's tongs. It doesn't take long to figure out how the simple mechanisms work, the front part of the tongs can be locked shut, and unlocked again.
Two silverdisks, with an unusual sparkle to the tiny lines criss-crossed in irregular patterns on both sides - distinguishing them as probably more worth than a usual silverdisk.
One rather complex object, appearing to be a tool. A black handle leads to a metal shaft with several small protrusions in different shape. The protrusions are odd enough to make one think of the head of an insect with antennae and split jaws, even though it is most likely not made to look like an insect. How to use buttons on the handle as well as the purpose of the supposed tool itself is impossible to tell.

Investigating the area further, as there is nothing more to explore in the rooms with the metallic walls and roofs, the group turns to the cave with the aberration. Only 20 feet away from the door, the cave opening with a rather different sight awaits them. At first glance, this cold cavern presents a strange and disconcerting vista-that of a desert valley under a starless night sky. A stretch of sand covers the ground, a vista broken here and there by bits of strange, spiky shells or contorted, dead fronds that look like branches. A trail turns along the cave wall to the right, and looking around the corner the group sees that it continues for as far as Nameless and Ren can see, turning away from the wall and leading straight to the east across the sand.

The area that can be seen from the cave, to the north where the cave opens, and to the east around the corner, is all sand. There is no place to rest nor escape nor hide, provided the group wants a few walls and perhaps a roof. The metallic rooms behind them or the Black Hill Caves themselves could offer walls and a roof, but with at least one unexplored tunnel and a hole into dark caverns below (both found in the chamber with Sef's tribe), the safety of these areas can be questioned. No more than half an hour away, although this includes a rather uncomfortable swim, lies Torch. That route also takes you by the corpse of the half-orc denizen of Torch that you previously encountered.



Providing a map for explored areas of the caves, to be found under the Game Map link :)
The first item found, Grippers grants a +2 circumstance bonus on strength checks when used as a crowbar. Can also be used for an attack: standard action (proves AoO), if hit (melee attack, improvised weapon): 1d4+7 damage.

This message was last edited by the GM at 20:27, Mon 19 June 2017.
Ren Ulyms
player, 17 posts
Mon 19 Jun 2017
at 20:45
  • msg #83

Re: A Dying Torch

Although Daken is intrigued by their finds, especially by the silvery disks Ren frowns at the scene in front of them. A wide vista of sand was hardly what she was expecting.

In fact this whole cavern was quickly turning to oddities. Constructions that were far more complicated then anything she had ever seen before. Strange metals and strange devices that all made her head hurt.

...it's because you're too stupid to know what's going on...
...you never know what's going on...
...oooh, shiny bits over there!

"QUIET!"

Her companions jumped at the sudden noise. Ren looked around, nearly as startled as the rest. An awkward silence fell on the group as her companions, as ordered, were silent. Finally Ren just shook her head and sheepishly tried to apologize.

"I....uh, sorry. It's been a long day and all this is giving me a headache."

She waved half-heartedly towards the construction around them. Chakha glared and Daken and Nameless exchanged confused look. Nobody had really been talking. Nameless and Daken had been discussing trying to use the gripper device to try and force open some doors and Chakha, as usual, had been silently looking around. It was especially odd as Ren was their leader but hardly gave commands like that, and especially not to Chakha. The giant woman was still covered in gore and ichor from their last fights and the giant barbarian was not someone to anger by shouting at them.

After a few more awkward moments Daken cleared his throat and Ren nodded to let him speak.

"Uhhh...sorry Ren. Nameless and I want to try and have Chakha use these to open up that locked door back behind us. If it's shut it might have something good inside of it..."

...most likely just death...
...you'll all die down here...
...maybe could be something nice? deadly but nice?

The voices in her head were always talking and the ones she could hear almost never had anything pleasant to say. There were potentially hundreds of them, Ren had never tried counting them all but the ones she knew best were a trio she called Mr. Whispers, Mrs. Grim, and Dummy. Whispers sometimes had useful information but mostly would be vague and cryptic. Mrs. Grim mostly just commented about how Ren was a failure and doomed to die. Ren could sometimes shut her up by being happy but Grim would always return. Dummy...was just that. Easily distracted, often speaking nonsense. There were more, dozens if not hundreds mores but those would come and go while those three were always there right behind her ears.

Distracted by the voices in her head she just nodded and waved for Chakha to lead them onward. Ren was feeling exhausted having almost completely depleted her miracles. Chakha also looked exhausted, especially from after that fight with the construct at the entrance. Ren only hoped that Whispers and Grim were wrong and that they wouldn't find their death behind that door.

OOC:
Chakha will try to use the grippers to force open the door? Otherwise Nameless will start rubbing everything they found against the locked door hoping something happens :D

DM Ventrikel
GM, 75 posts
Tue 20 Jun 2017
at 11:21
  • msg #84

Re: A Dying Torch

Chakha locks in the grippers on a small edge found along the otherwise smooth metal door, takes a good position, and pulls with every muscle in her body... A moment later, she stumbles backward as she releases the grip - the door still in a closed position. In trying to break it open, she did move it half an inch and realized that it can slide straight up into the roof - but it is way too heavy. Letting Ren be with her headache, Nameless and Daken join in to help pull on the grippers - and they all make another try. Slowly, quietly, it begins sliding open - but it's heavy work! Suddenly it slides right back down into the floor with a bang, they make another attempt, working to slowly push it up into the roof. Two minutes later, the grippers are detached and the door is stuck in the roof, in an open position like the other doors that were already open. The room beyond proves to be something of a disappointment. A few feet in, a wall of twisted metal and rubble block passage to whatever lies beyond. On the floor, among the rubble, a cylindrical metallic item can be found - one looking to be worth something as it does not appear to be broken. The cylinder is rougly 10 inches long, little less than 2 inches wide, with one transparent layer above a roughly conical metallic plate in one end, the other end just a smooth metallic surface.
Daken
player, 6 posts
Tue 20 Jun 2017
at 15:51
  • msg #85

Re: A Dying Torch

Daken picks it up and examines it, turning it this way and that. With a shrug he puts it into his backpack for later examination.


10:44, Today: Daken rolled 9 using 1d20+6.  knowledge engineering.


Meanwhile Nameless starts mentally reviewing their journey and comes up with three possible avenues of exploration.

"I believe that there is a cavern structure we bypassed early on. We followed the body of the dead half-orc and then encountered Sef and her people but in doing so bypassed a cavern structure. To the north there is another set of closed doors beyond the junk pile and finally we have the journey through the sands. Looking north I did not see any exits from the northern cavern so one might surmise that the northern doors leads to a smaller set of rooms, rooms that perhaps like this one might have interesting items that can aid us in our travels."

Daken just scoffs at the idea.

"Interesting items? we've got a bunch of bits and bobs that we don't even know what they're good for. We start twisting, pushing, or pulling and we might very well blow ourselves up or transport ourselves directly to the Abyss or who knows where. We're collecting junk for all we know..."

Ren stands up and interrupts the group, her headaches passed.

"Nameless is right though, we should make another attempt at exploring that northern door before going through the sands. In fact I don't think we should go through the sands at all until we have rested. Chakha and I are both drained and it would be best to heal and rest before making a lengthy journey. We might also want to explore that cavern or ask Sef for food and water for our journey."

Daken hesitated but eventually nodded and of course neither Nameless or Chakha argued. The group left back out the way they came and headed back towards the northern door to either force open the doors or rub everything they had acquired so far around the outside of it in an attempt to somehow unlock the strange portal.
DM Ventrikel
GM, 77 posts
Tue 20 Jun 2017
at 16:51
  • msg #86

Re: A Dying Torch

Daken realizes that he has no knowledge of this sort of other-worldly technology. The group heads to the other metal door, where they fought the last of the jinkins... This door appears different to the one they just broke open, like an outer gate to a building it is more sturdy. With the grippers and the help of the whole group, the door still does not at all respond to their gathered strength, it feels as though a group of giants would be needed to break it open. Taking a break, the group are watching the door when a drop of water lands on Daken's head. Looking up, he spots what appears to be a giant, muddy drop of water, slowly sliding along the ceiling towards the wall. Alerted by Daken, they all look up, and spot two more of these formless but apparently living beings. One slowly sliding along the ceiling towards one of the far walls, one just now about to touch the ground as it slides down the southern wall. Nameless recognizes the beings as a type of ooze creatures, these particular ones are Amoebas, they're likely quite acidic and while not large enough to completely suck a creature into them as is common in the stories - they look to be rather sticky, and will likely hold on to their victims as they attack.



 ABCDEFG 
1       1
2    D+O1R 2
3   +O3NC 3
4       4
5   O2   5
6       6
7       7
 ABCDEFG 

+ denotes beings currently on the ceiling, the ceiling is 15 feet high here.
Initiative:
9 - Oozes

Ooze 1 AC 6 hp 15/15 (ceiling)
Ooze 2 AC 6 hp 15/15 (ground)
Ooze 3 AC 6 hp 15/15 (ceiling)

Knowledge: engineering works as if untrained for Daken, who is missing the Technologist feat!

Regarding the door: as with the southern, open one, there is no visible lock mechanism. Rubbing and swiping the cards prove to have no effect at all. Chakha taking 20 with grippers (for a total of 26) did nearly open the last door, with aid from just one person it was broken open. On this one, Chakha taking 20 with grippers and aid from three (for a total of 32) does not move the door at all.

This message was last edited by the GM at 17:35, Tue 20 June 2017.
Ren Ulyms
player, 18 posts
Wed 21 Jun 2017
at 03:54
  • msg #87

Re: A Dying Torch

Ren once again girds herself for war. Using the last of her magical strength she summons a blessing for all her allies.

Move Action: Drawing weapon
Standard Action: Bless.


Chakha strides forward, sword singing and with a challenge on her lips. With one clean slice she cuts the ooze from end to end reducing it to a sizzling puddle at her feet.

Moves to E4 and hits AC 25 for 22 pts of damage.


Seeing one of the giant blobs right above him Daken moves with full speed out of the way to avoid it dropping on him. With a toss over his shoulder he sends a glob of acid sailing up at the blob above him.

Moving to F1 and acid splashing against touch ac 11 for 4pts of acid damage.



Blobs are up! O2 is dead and maybe O1 has 4pts of acid damage on it... maybe.

Initiative -
Ren: 17
Chakha: 14
Daken: 11
Oozes: 9
Nameless: 8


22:43, Today: praguepride rolled 39 using 4d20 with rolls of 16,5,12,6.  group init (r+1, n+3, c+2, d+5).

This message was last edited by the player at 03:54, Wed 21 June 2017.
DM Ventrikel
GM, 80 posts
Wed 21 Jun 2017
at 12:05
  • msg #88

Re: A Dying Torch

As one ooze spreads over the floor, the slash of Chakha's sword revealing a semi-transparent, soft mass; the other two slide slowly along the ceiling and walls. Rather than dropping straight down in the middle of the group, they stick tightly to the cave rock, sliding into the corners where ceiling meets wall, sliding forward, barely seeming to change shape or position when moving unlike any humanoid. The one from the roof above Daken moves in a southern direction, eventually touching the ground just between Ren, Chakha and Nameless. The other one continues in a western direction, landing at some distance from anyone in the group.

 ABCDEFG 
1     D 1
2  O3  R 2
3    NO1 3
4    C  4
5       5
6       6
7       7
 ABCDEFG 

Initiative -
Ren: 17
Chakha: 14
Daken: 11
Oozes: 9
Nameless: 8

Ooze 1 AC 6 hp 11/15  - Double move, 20 ft total, to F3.
Ooze 3 AC 6 hp 15/15 - Double move, 20 ft total, to C2.

Ren Ulyms
player, 19 posts
Wed 21 Jun 2017
at 14:06
  • msg #89

Re: A Dying Torch

Nameless attempts to attack and skewers the ooze in front of them.

Nameless attacks O2 hitting AC 16 for 4 pts of P damage.

Round 2

Ren smashes her morning star and lands a solid blow on the otherwise unsolid enemy.

Ren hits O1 AC 19 for 4 pts of B/P damage.

Seeing Ren seemingly take care of one ooze (as it is surrounded by most of her companions), Chakha ducks over to bisect the other ooze.

Chakha 5' moves to D3 and attacks O3 hitting AC 11 for 19 pts of damage.

Daken grips his spear and moves in behind Ren to stab at the ooze as well, hoping to finish it off but somehow manages to hit only dirt with his spear, instead of the giant blobby thing in front of them.
DM Ventrikel
GM, 81 posts
Wed 21 Jun 2017
at 14:20
  • msg #90

Re: A Dying Torch

Only a single one of the weird creatures remain somewhat whole. A ripple goes through it after the last blow, then a mass of the water-like substance it consists of bounces right back out of the same position, launching at Ren. The mass, extending like an arm of sorts, hits her right in the shoulder - the slam itself not of any significant strength, but Ren can feel the being trying to burn her skin with it's acid. The mass sticks to her shoulder, growing around the shoulder - the sticky substance and the strength of the being holding Ren hard, beginning to crush her.

Initiative -
Ren: 17
Chakha: 14
Daken: 11
Oozes: 9
Nameless: 8

Ooze 1 AC 6 hp 3/15
Attack, slam: 18 to hit, 2 damage + 2 acid (resisted).
Grab, grapple: 21 vs CMD. Constrict: 4 damage + 2 acid (resisted).

This message was last edited by the GM at 14:22, Wed 21 June 2017.
Ren Ulyms
player, 20 posts
Wed 21 Jun 2017
at 17:01
  • msg #91

Re: A Dying Torch

Ren struggles with the blob until Chakha walks up and drives her sword clean through it, killing the ooze and ending the fight.

Ren breaths a sigh of relief and the group readies themselves and catches their breath. With the door seemingly impossible to get through there was only the sand caverns as a way forward.

"Let us rest and recover at Sef's village, if possible."

The others gave nods, weary having fought through oozes and dark fey and strange abominations and constructs so far. When the group returned to Sef's village Ren meets with Sef to share their adventures and to inform them of what they had found and fought.

"Perhaps now you can have the chance to expand your territory and secure these areas for the future. In the mean time we would like to rest and recooperate here. Can we trust your people to watch over us while we rest?"
DM Ventrikel
GM, 82 posts
Wed 21 Jun 2017
at 17:29
  • msg #92

Re: A Dying Torch

"We are few, but cave was not enough. With jinkins gone, we have more space now. It is a great favor from you, we will guard when you rest." Sef taking a quite formal stance, offers areas to sleep in the communal cave. Once or twice someone in the group wakes up, hearing a pair of the skulks whispering to each other, sneaking by some entrance to the cave - but apart from that, their sleep is not interrupted.
Ren Ulyms
player, 21 posts
Wed 21 Jun 2017
at 22:49
  • msg #93

Re: A Dying Torch

Waking up fresh and refreshed Ren suggests they poke their heads into the last unexplored part of the cavern system before continuing towards the desert. Depending on how the desert goes after a day of travel will determine if they keep going or go back to Torch for supplies.


OOC: Yep, exploring that last section next to the cave where they met Sef. Coming in on the bottom (southern) tunnel.

DM Ventrikel
GM, 83 posts
Thu 22 Jun 2017
at 10:14
  • msg #94

Re: A Dying Torch

Temperature drops as they head down the passageway, and frost lines the walls and floor. A layer of brown dust carpets the floor of the whole cave ahead, and a body sits slumped against the wall to the left. A ten foot ledge leads to the tunnel to the north. Nameless recognizes the brown dust as Brown Mold, it might be very dangerous to get close to it, and it can be killed with such things as magically cold attacks.
Nameless
player, 8 posts
Fri 23 Jun 2017
at 16:10
  • msg #95

Re: A Dying Torch

Nameless throws out a hand to warn everyone else from getting to close but the warning proved to be unnecessary. The sight of the body and the frost was more then enough to cause people to pause.

"It's brown mold. Sucks the heat out of everything around it. You can fight it with frost though."

The group turns to Daken who only shakes his head.

"I know, I know, there are plenty of wizards who can summon frost at the snap of their fingers but I use acid. I'm sorry. There isn't anything I can do at the moment."

He pauses and considers the scene.

"It might be possible to use a pole or something to move the body closer and snatch it away from the mold...maybe. Or maybe a flask of liquid ice to splash and freeze the mold."

"Or maybe little caster should learn a useful spell. Globs of acid that you cannot aim haven't been much help."

Chakha's low voice from behind him makes him jump as it is rare she speaks beyond roaring challenges in combat. Her words hit home though and he falls silent. Ren considers the situation and the motions for the group to head out towards the desert.

Heading out to the desert path, going to follow the trail thingy we saw. They have 4 days of rations each I believe and waterskins.

DM Ventrikel
GM, 87 posts
Sat 24 Jun 2017
at 07:36
  • msg #96

Re: A Dying Torch

Again, the desert opens up before the party as they leave the metal rooms. The desert is, just like the caves where they slept, just as dark in the day as they are in the night - and it's hard to know what time of day it is now. The group follows the trail, turning south and are about to head east when the sand to the south of them suddenly moves. Rising, charging at them from the sand is a skeleton with four arms but otherwise humanoid in shape. Nameless with his darkvision sees yet another skeleton to the north east, this one seems to have been hidden by the rock they can barely make out some 60 feet away, just north of the trail.

The skeleton charges up to Chakha, slashes at her with one arm, but the aim was way off.



 ABCDEFGHIJKLMNOP 
1                1
2                2
3                3
4                4
5        S2     XX5
6  D           X 6
7   N            7
8 XXR            8
9 XX C           9
10 XX S1           10
11XXXX            11
12XXXX            12
13XX              13
14XX              14
15X               15
16X               16
 ABCDEFGHIJKLMNOP 

Initiative:

18 - Skeletons


Skeleton 1: AC 14 (charge), hp 4/4 - surprise round: charge, claw (5 to hit)
Skeleton 2: AC 16, hp 4/4 - surprise round: move

This message was last edited by the GM at 15:28, Sat 24 June 2017.
Daken
player, 8 posts
Sun 25 Jun 2017
at 17:39
  • msg #97

Re: A Dying Torch

The skeleton at range is just out of his 'good' aim but Daken attempts to throw a blob of acid at the distant skeleton anyway. The acid bursts onto the chest of the skeleton and the bones start to bubble and hiss as the acid starts eating through it.

Daken hits touch AC 15 for 3 pts of acid damage

InitNameACHPWeaponTo-HitDamageStatus
19Daken117/7Acid Splash+1 touch1d3-
18Skelly 1164/4Claws+1???-
18Skelly 2161/4Claws+1???-
15Chakha1612/15Greatsword+52d6+6-
13Ren179/9Morningstar+21d8+2-
9Nameless167/9Rapier+31d6+1-

Resource Tracker:
Ren
  • Trail Rations (per day): 6
  • 1st level spells 4/day: 4 (Bane, Bless, CLW)
  • Glitterdust 1/day: 1


Daken
  • Trail Rations (per day): 4
  • 1st level spells 4/day: 4
  • Disorenting Touch 7/day: 7
  • Torches: 10
  • Acid Flask: 1


Chakha
  • Trail Rations (per day): 4
  • Rage 6/day: 6
  • Arrows: 20
  • Torches: 9


Nameless
  • Trail Rations (per day): 4
  • Nanite Surge +4 1/day: 1


DM Ventrikel
GM, 88 posts
Sun 25 Jun 2017
at 19:02
  • msg #98

Re: A Dying Torch

The attacked skeleton charges towards Daken, the claws of one of its four arms slashing through the air in front of his face. The one close to Chakha steps up towards the rest of the group, stoping near Chakha and Ren, it's four arms slashing nearly simultaneously towards the both of them, the attacks not well aimed enough to get through their armor. In the distance, several more skeletons come running at top speed. Ren and Nameless see them all, and see them first, two or three of them get close enough for the torch Chakha has dropped on the ground to illuminate their shapes. Humanoid as they are, there is a very alien air about their shapes - entirely due to the four arms on their bodies. They each come running from the east, but from different positions to the north and south. One approaches from the rock shape that sticks out of the desert straight to the east, and as draws closer, the group can see eerie green lights hovering in front of its eyes.


 ABCDEFGHIJKLMNOP 
1         S5      1
2                2
3                3
4                4
5              XX5
6  DS2    S4     X 6
7   N            7
8 XXR            8
9 XXS1C           9
10 XX     S6       10
11XXXX      S3     11
12XXXX            12
13XX              13
14XX              14
15X               15
16X              >S716
 ABCDEFGHIJKLMNOP 


InitNameACHPWeaponTo-HitDamageStatus
19Daken117/7Acid Splash+1 touch1d3-
18Skelly 1164/4Claws+1??-
18Skelly 214c1/4Claws+1??-
18Skelly 312r4/4Claws+1??-
18Skelly 412r4/4Claws+1??-
18Skelly 512r4/4Claws+1??-
18Skelly 612r4/4Claws+1??-
18Skelly 712r4/4Claws+1??Q16
15Chakha1612/15Greatsword+52d6+6-
13Ren179/9Morningstar+21d8+2-
9Nameless167/9Rapier+31d6+1-


Skeleton 1 slashes at Chakha and Ren with all four arms, missing them both. (5-foot step)
Skeleton 2 charges at Daken, claws and misses.
Skeleton 3-7 runs (7 is in Q16, off map).
Skeleton 4: green lights in eyes.

Chakha
player, 12 posts
Sun 25 Jun 2017
at 23:35
  • msg #99

Re: A Dying Torch

Chakha slides into flanking position and smashes the first skeleton to smithereens.

Chakha 5' steps to D10 and attacks Skelly 1 hitting AC 17 for 10pts of slashing damage.

Ren takes the momentary pause in combat to cast a blessing upon her allies channeling her faith into a subtle guidance to their weapons and spells. With her spell cast she readies her shield and marches out into the sands, shouting at the skeletons to dare stand against her and her faith.

"Desna's song shall sing eternal and I shall dance the dance of the stars and the skies. Those who stand for the dead of darkness shall never triumph over the song of the stars!"

Casting Bless: 10 round duration
Then Ren moves out to F9 to cover for the others.


While Ren shouts at the skeletons rising around them Nameless quietly shifts into position behind the nearest one and stabs at the skeleton. He skewers it right through the neck hole and out the mouth and with a flick of his wrist tears the thing in two.

Nameless 5' moves to E6 and CRIT! on skelly with 1 HP remaining. Crits for 14pts of piercing damage.

Round 2

With Nameless taking care of the immediate threat, Daken throws acid at the glowing eyed skeleton. Unfortunately between the range and the darkness it falls short, splattering on the sand. His attack finished he moves into protection behind Nameless.

Acid splash hits touch AC 10. Daken moves to D7

InitNameACHPWeaponTo-HitDamageStatus
19Daken117/7Acid Splash+1 touch1d3Bless (2/10)
18Skelly 312r4/4Claws+1??-
18Skelly 412r4/4Claws+1??-
18Skelly 512r4/4Claws+1??-
18Skelly 612r4/4Claws+1??-
18Skelly 712r4/4Claws+1??Q16
15Chakha1612/15Greatsword+52d6+6Bless (1/10)
13Ren179/9Morningstar+21d8+2Bless (1/10)
9Nameless167/9Rapier+31d6+1Bless (1/10)

DM Ventrikel
GM, 90 posts
Mon 26 Jun 2017
at 17:14
  • msg #100

Re: A Dying Torch

The skeletons keep on running straight at the group, one charging at Nameless - but it dodges the claws; another one charges at Nameless - this one with the green glowing eye sockets, bits of acid splattered over its ribcage from Daken's attack... The dead, evil stare catches Nameless off guard, and the claws hit where they're aimed at, slashing through its skin. One of the skeletons does not quite reach the group, but two others charge at their nearest target: Ren. Ganging up, they both sink their claws deep in her flesh.

 ABCDEFGHIJKLMNOP 
1                1
2                2
3                3
4                4
5     S5        XX5
6    NS4        X 6
7   D            7
8 XX             8
9 XX  RS6         9
10 XXC  S3         10
11XXXX            11
12XXXX  S7         12
13XX              13
14XX              14
15X               15
16X              >S716
 ABCDEFGHIJKLMNOP 


InitNameACHPWeaponTo-HitDamageStatus
19Daken117/7Acid Splash+1 touch1d3Bless (2/10)
18Skelly 314c4/4Claws+11d4+1-
18Skelly 414c3/4Claws+11d4+1The Green Glow
18Skelly 514c4/4Claws+11d4+1-
18Skelly 614c4/4Claws+11d4+1-
18Skelly 7164/4Claws+11d4+1-
15Chakha1612/15Greatsword+52d6+6Bless (1/10)
13Ren170/9Morningstar+21d8+2Bless (1/10)
9Nameless164/9Rapier+31d6+1Bless (1/10)

S3: Charge Ren, 21 to hit, 4 dmg.
S4: Charge Nameless, 22 to hit, 3 dmg.
S5: Charge Nameless, 15 to hit.
S6: Charge Ren, 21 to hit, 5 dmg.
S7: Double move

Touch AC is AC-2 for these, so Daken's attack hit when it had spent the round running!

Chakha
player, 13 posts
Mon 26 Jun 2017
at 18:58
  • msg #101

Re: A Dying Torch

Chakha quickly assesses the situation and swings wide to try and put opponents between her and more enemies. She takes a swing at a skeleton but misjudges the distance and her blade only succeeds in separating a few claws from a hand.

Chakha moves to F8 and attacks S6. Swing and a miss.

Ren was struggling and gasping for life after being clawed apart by the skeletons. Gasping for breath she staggers back as Chakha charges past her, giving her the room she needs to channel life bringing magic into her battered body.

Ren 5' steps to E9 (free action) and casts CLW on self (standard action) for 7pts.

13:27, Today: Ren Ulyms rolled 7 using 1d8+1.

Because she is no longer disabled the standard action doesn't inflict HP damage.


Nameless shifts and strikes hoping to take down another skeleton but his rapier gets tangled in its rib cage and while he disentangled it eventually the strike did absolutely nothing.

5' adjust to F7 and whiff

Seeing that melee combat would be inevitable, Daken readies his spear and girds himself in magical shimmering armor.

Readying spear (so he has reach I believe and threatens E6 and casting Mage armor

Daken meanwhile was panicking.


InitNameACHPWeaponTo-HitDamageStatus
19Daken157/7Acid Splash+1 touch1d3Armored, Bless (2/10)
18Skelly 314c4/4Claws+11d4+1-
18Skelly 414c3/4Claws+11d4+1The Green Glow
18Skelly 514c4/4Claws+11d4+1-
18Skelly 614c4/4Claws+11d4+1-
18Skelly 7164/4Claws+11d4+1-
15Chakha1612/15Greatsword+52d6+6Bless (1/10)
13Ren177/9Morningstar+21d8+2Bless (1/10)
9Nameless164/9Rapier+31d6+1Bless (1/10)

Resource Tracker
Ren
  • Trail Rations (per day): 6
  • 1st level spells 4/day: 2 (Bane, Bless, CLW)
  • Glitterdust 1/day: 1


Daken
  • Trail Rations (per day): 4
  • 1st level spells 4/day: 3
  • Disorenting Touch 7/day: 7
  • Torches: 10
  • Acid Flask: 1



DM Ventrikel
GM, 92 posts
Mon 26 Jun 2017
at 20:25
  • msg #102

Re: A Dying Torch

The skeletons keep clawin, fiercly with all four arms, ripping through skin and bones - leaving both Nameless and Daken dying in the sand.

 ABCDEFGHIJKLMNOP 
1                1
2                2
3                3
4                4
5              XX5
6    S5S4        X 6
7   D N          7
8 XX  C          8
9 XX RS3S6         9
10 XX  S7          10
11XXXX            11
12XXXX            12
13XX              13
14XX              14
15X               15
16X               16
 ABCDEFGHIJKLMNOP 



InitNameACHPWeaponTo-HitDamageStatus
19Daken15-5/7Acid Splash+1 touch1d3Armored, Bless (2/10)
18Skelly 314c4/4Claws+11d4+1-
18Skelly 414c3/4Claws+11d4+1The Green Glow
18Skelly 514c4/4Claws+11d4+1-
18Skelly 614c4/4Claws+11d4+1-
18Skelly 7164/4Claws+11d4+1-
15Chakha161/15Greatsword+52d6+6Bless (1/10)
13Ren174/9Morningstar+21d8+2Bless (1/10)
9Nameless16-3/9Rapier+31d6+1Bless (1/10)

S3: Claw Chakha, 21 to hit, 2 to confirm crit, 5 dmg. 2x claws missing ren. Crit hit again on Chakha! Not confirmed. 2 dmg.
S4: Claws Nameless, 2 hits, 7 damage.
S5: Claws Daken, 2 hits (incl. 1 crit). 12 damage.
S6: Claws Chakha, 1 hit, 4 dmg.
S7: Charge Ren, hit, 3 dmg.

Chakha
player, 14 posts
Mon 26 Jun 2017
at 21:51
  • msg #103

Re: A Dying Torch

Ren and Chakha decide to go down swinging. Chakha smashes S3 and adjusts back to E8 while Ren misses and holds her ground.

RIP brave adventurers. Hit 'em with your best shot!
DM Ventrikel
GM, 95 posts
Tue 27 Jun 2017
at 09:47
  • msg #104

Re: A Dying Torch

The skeletons attack the two standing warriors furiously, Ren and Chakha each avoid many, many of the claws but there are just too many skeletons with too many claws. Chakha's throat is ripped open, she falls with her face down in the sand. Claws dig deep into Ren's abdomen, then more rip at her shoulders and arms. The pain is intense, she sees the sand rapidly approaching her face as she falls, seconds from unconsciousness and death.

The sand melts, forming one fluid mass... The yellow hue turns shadowy gray, and the fluid surface rushing towards her face becomes an unnaturally flat, solid floor. She gets her arms out underneath her, catching herself just before her face would hit the ground of the strange metal tunnels they entered on their way from the cold brown mold to the desert. Looking up, she can see the cave leading to the desert up ahead. The very same desert she just died in.
Ren Ulyms
player, 22 posts
Tue 27 Jun 2017
at 23:51
  • msg #105

Re: A Dying Torch

"no...No...NOO!!!"

Ren came to struggling and flailing. Thinking she was having one of her seizures Chakha came forward and wrapped her in a giant bear hug, pressing her tightly and nearly crushing her. Daken and Nameless looked on with concern as she struggled and against Chakha's might. Ren grunted and squirmed for a few more seconds before coming to her senses and after calming down she gave a nod to the giant barbarian who finally released her. Daken and Chakha just waited silently and it was Daken who was the first to speak.

"Ummm...what happened? Are you okay?"

Ren shook her head, her golden hair coming loose and flowing across her face.

"Death awaits us out there in the sands. Bones and claws...too many...too many."

"Uhhh...what? I mean they warned us about some kind of skeleton but..."

Ren grabbed him and shook him a bit in frustration.

"Dozens of them! They were all over us. We were swarmed in seconds and ripped apart seconds later."

Chakha grunted and flexed a giant bicep.

"I run from no one, not even your strange dreams. If I am to die in battle so be it. I will make it a glorious death."

Daken and Nameless didn't seem as eager to walk into some kind of threat but Ren shook her head in exasperation.

"Does Gorum teach you to throw your life away needlessly? To wage war without strategy? We have to cross the sands but we can do so on our terms. Holy water, and lots of it."

Daken considered the bulging pouch and backpack that Chakha carried, full of the treasures they had looted.

"We do have a lot of stuff. If we cross the desert and find more even muscle mountain here might not be able to carry it all."

Chakha grunted but with a sigh gave a nod for Ren to lead them back.





On their way back, perhaps because she was dissapointed that they were fleeing, no, delaying confrontation with their foes, when they reached the river Chakha explored a ways North, swimming to see what was around the bend.

OOC: Heading back through the river to Torch to sell, identify, and shop. Chakha's going to poke her head into the northern cavern if possible.

DM Ventrikel
GM, 97 posts
Wed 28 Jun 2017
at 10:24
  • msg #106

Re: A Dying Torch

Chakha, swimming around the corner, finds a small beach with three corpses of halflings - according to rumors, the first group that decided to explore the caves since the torch died were a couple of halflings. Looking closely from the water, Chakha sees that they appear to have been looted - no weapons or useful items remain... But lodged under one of the corpses, a small gem sparkles in the light from her torch. At the same time, she sees - crawling over and around one of the bodies: small, gelatious creatures somewhat similar to the amoebae encountered before, but not the same creature. She also picks up a faint smell of mold.

Heading back to Torch, possibly going to fight the creatures upon re-entering the cave, the group swims through the chemical-smelling waters, through the underground tunnel, and emerges at the beach of the Weeping pond. A couple of dwarves and a human watch them from the street, as they gather themselves after the swim. More passers-by of different races watch, exchanging a couple of words - perhaps talking about the group. Market Square is a good place to buy and sell whatever one has or would want, so they walk south - occasionally cathing some warming light from the sun between the clouds. It seems to be midday. The four are just a few hundred feet from Market Square, not on a crowded street but with people walking back and forth on their right and left, when a gnome walks up to them. His facial features are somewhat odd, and he's even shorter than most gnomes, likely a kid. "Uh, you're the adventurers, right? The new ones? Mister Ulreth says to give you this, says I'll find you lookin' strange and with weapons." He looks up and down at Chakha's greatsword, stuffing the index finger of his left hand deep into one of his nostrils, digging around. With his right hand he produces a sealed, brown paper envelope and hands it over. "From mister Ulreth." he says, taking his finger out of his nose, studying the contents he got out of it before brushing it off on his pants. "An invitation, if I heard right from the mister."

Nameless recognizes the name, a Garmen Ulreth is supposed to be one of the most influential people in Torch - which is quite remarkable considering he's neither a councilor nor a legitimate merchant.

The envelope holds five papers, the first one being a message.
Rumor spreads fast around this town, and I was glad when I heard that yesterday yet another group decided to challenge the dangerous Black Hill Caves - in hopes of relighting the torch and aid our missing councilor I can only assume! You're doing our town a great favor, and in return - I hereby invite you to the illustrious tavern and card room, Silverdisk Hall! Your entertainment is on the house, and I look forward to meeting you personally.
G.U.


The other four papers are identical:
The holder of this certificate is entitled to card games and entertainment at Silverdisk Hall for a total worth of no more than one hundred gold pieces (ten silverdisks).
The certificate is valid for one week.

The papers are signed this morning.
Ren Ulyms
player, 23 posts
Wed 28 Jun 2017
at 21:12
  • msg #107

Re: A Dying Torch

Daken starts for the gaming hall immediately but Ren grabs him by the collar to slow him down.

"First we secure the supplies we need. Then we can go see what this is all about..."

Ren leads the group to the Market Square where they offload some of the loot they had acquired and purchasing much needed supplies.

Selling:
x3 Short Swords (15gp)
x4 Nets (40gp)
x1 Bolt of Linen (2.5gp)

Buying:
x6 Trail Rations
x2 Vials of Liquid Ice (80gp)
x4 Bottles of Holy Water (100gp)
x1 Club (free)


Once that is done the group will poke around looking for someone to try and identify some of the other items they acquired, namely the plastic strips, the fancy silver discs, the grippers and the 10' long cylinder.
DM Ventrikel
GM, 98 posts
Thu 29 Jun 2017
at 16:11
  • msg #108

Re: A Dying Torch

Approaching the market, Nameless steers the group towards one of the stalls - that of a man named Sanvil Trett, a merchant based in Torch for months at a time before traveling to other places. This Sanvil is known for his expertise in these areas: he is an expert at identifying and understanding technological devices, and can even - just as Nameless can - read the language sometimes found on them. He's a human male with long, well combed black hair and several ornate leather bags worn in belts around his waist, and from his waist over one of his shoulders. "Hello there, everyone. Interested in buying anything?" He makes a sweeping motion over the few items he has on display. "Unfortunately I do not have much to sell at the moment. But travellers always find their way to my stall, I'm sure I'll have better stock in a week. Today I can offer delicious food kept in very compact little devices" he holds up a container of sorts, small enough to fit several in his hand, seemingly made out of a rather flexible metal material - and with a strange cork at the end. "One of these is enough for one day, for one of you, and I'll sell them at the price of six gold pieces - or two for a silverdisk!" Next he shows up what he describes as a technological bomb with a button for a fuse, easy to hold in one hand and throw.

"Ooh, you come with items of your own? I'll take a look at the lot of them for two gold pieces. Should you afterwards decide to sell me one or more, you can consider this investigation free of charge!"
The small silverdisks, the two that were somewhat different, he shows you a couple of identical ones he's currently selling - one of them even glowing with a faint blue light. "These are batteries, used to give power to small devices such as weapons. Insert them into the device and it will suck the power right out of the battery, then they're empty - such as the two you're holding. They can be used again - but must be recharged, which can be a hassle. That takes advanced equipment of the sort I've only heard can be found deep in the mysterious places hidden in the mountains around Numeria, places where the walls, floor and ceiling are made out of metal - where technological constructs stand guard! I'd pay 50 gold for each of them."

"Now to these other items. These are cards, access cards. Used to open doors. Many doors in these alien, technological areas are closed without doorknobs... Most common, is that they are connected to a power much stronger than that which can be contained in these batteries. If they are, they can be opened by a type of these cards... But not every card can open every door, and these brown cards that you carry are for that reason not worth much. 1 gold 5 silvers each. If you were to find a black card however, it could open the same doors as those brown ones - and more! I would give 5 gold pieces for one of those!"

"The cylinder is called a flashlight. It needs power from a battery, and can't be used unless you find - or purchase - one, but if you get power for it, it will light up much stronger than a torch! 15 gold pieces for that one.

"And then to this little device. It is called an E-pick, E for electronic - electrical power is what runs through devices such as the batteries. It follows the same color pattern as those cards - so this one is of better craftsmanship than what a brown one would be, although the reason for that is unclear. You use it to rig and disable different sorts of electrical devices: doors, bombs, traps, whathaveyou... I'll give you 50 gold for that.

Leaving the items, he turns his attention to the group. "So, where did you come across these items? Wait - let me make a guess! You're the ones that just came out of the Black Hill caves? Heard about it from old mrs. Venter as she passed by just a moment ago, her son had seen you come out of there. What are your plans now then? When are you heading back?"

As he talks, Ren gets the sense that there is something odd about him - for being a merchant, if that's what he is. Something about his smiles perhaps. Or maybe it is rather that he seems well equipped himself while not having much to sell...


Shopping list - no problems! Sorry for long post, just couldn't stop myself from telling these fantasy adventurers about the technology :D

Technological items: 2x Battery, no charges (0/10); 5xAccess Cards (brown); Flashlight, 0/10 charges; E-pick (black), enables disable device on electrical objects without penalty and with a +1 to the roll.
18:01, Today: Secret Roll: DM Ventrikel, for the NPC Ren, rolled 20 using 1d20+2.  Sense motive.

Ren Ulyms
player, 24 posts
Fri 30 Jun 2017
at 19:06
  • msg #109

Re: A Dying Torch

Daken is about to respond but Ren interrupts him with a clear of her throat.

"We... don't really know. Thank you for your knowledge however I think we will carry these with us a little while longer."

She puts two gold pieces down and leads the rest to walk away. Once they were away from the stall Daken spun on Ren with a quizzical look.

"Is this one of your visions again?"

She glowered at him and shook her head.

"No, just a bad feeling. What do you know about the Technic League?"

Daken just shrugged.

"Not too much, same as everyone else."

"You don't find it weird that he was willing to buy everything we offered at a mint to boot but then didn't have anything to pawn off on us?"

"Maybe because you didn't ask. Maybe because he had some of those...'batteries' things and it was worth more combined."

Ren shook her head.

"No, that wasn't greed. That was something else. And how he was asking questions..."

Daken shook his head in frustration right back at her.

"Maybe he's just curious. That's what people are when an adventuring party rolls through with loot and tales from the underside."

Ren thought about trying to argue further but decided against it. It wasn't worth it and they had a gambling hall to get to. Entering the establishment it took all of Ren's wrangling to keep Daken and, surprisingly, Chakha in check as they went to one of the staff to find Garmen.

"You can gamble after our meeting..."

She glared at the two of them but this time Chakha protested.

"Given how today has gone you will find some reason for us to storm out of here and we will be left with gold that we cannot spend."

She waved one of the slips in front of Ren but Ren's will was adamant and so the party found itself delaying their gambling spree for a meeting with Garmen Ulreth.
DM Ventrikel
GM, 99 posts
Tue 4 Jul 2017
at 15:05
  • msg #110

Re: A Dying Torch

Silverdisk Hall, north-east of the market, is a large house in the rough shape of an L. Torchlit gamling rooms can be seen through the row of windows facing the street from the top floor, the bottom floor windows are covered with thick curtains on the inside. The group opens the door, and are hit by the clamour of partying locals in this large well lit hall. Just inside the door stands a tall woman, one of her oversized boots flat against the wall as she leans against it. Dirty, ruffled hair over a face toughened by a hard life... In her right fist, knuckles covered in dried blood, she's holding the end of a rope; with her other hand she alternately wraps and unwraps the knuckles of the fist. Her gaze meets those of the group entering the place for a moment before going back to her fidgeting with the rope.

A long counter runs along the right wall, behind it two bartenders are putting forth drinks to patrons squeezing in between the passed-out men and women sitting on stools. Three large tables stand close to walls around the hall, on walls behind them sit multicolored wheels-of-fortune - not many moments pass without at least of them spinning, the clicking noise of the indicator passing the nails sitting on the outer rim of the frame soon becomes an important feature of the place's aura. A couple of smaller tables feature Technic Ticken, a game of cards spread from town to town via the large mining populations the technic league move around Numeria as they find new areas to exploit (the game itself is by the miners referred to only as Ticken).

Most patrons of the place are young or middle aged men and women, and judging by the clothes and the language they belong to the working class of Torch, and all of them are drunk. Ropefists, as the thugs are known, stand in different corners, guarding the room - all of them young, unarmed but tough-looking men and women. "Welcome, newcomers." a man has walked up to the group as they enter Silverdisk Hall, he bows and then extends a hand for proper introductions with the group. "I am Garmen Ulreth, proprietor of Silverdisk Hall."

"You are newcomers, right? To Torch? Don't think I've seen any of you before." His voice is deep and pleasant to listen to. He steps aside and shows the group to do the same, as one of the ropefists women drags a drunk, slurring 20-something man towards the exit. The man grabs at the air, as if trying to make his arms extend to reach the thirty feet to the wheel of fortune where he might have left something on the table. "Larghawah... I wanted burdavaaah..." his voice soon disappears behind the door as the ropefist drops him outside and comes back in.
"I'm sorry, we're working hard to keep Silverdisk Hall pleasant for everyone." Garmen nods towards the man who was just thrown out, then adjusts his posture to take a more formal, straight stance. "Welcome, and welcome to Torch to those of you who are new here! I trust you will enjoy your stay here."


Garmen will politely keep the PCs company for a short while if they wish to ask any questions or so, otherwise he will retreat to offices behind locked doors on the other side of the counter.
Gambling is the only way to get the money from the certificates (although it can be spent on drinks) - go ahead and try to win some money if you wish :) For simplicity, let's stay you can bet 10, 50 or 100gp - perhaps representing many, smaller bets.

Wheel of Fortune - Each patron selects one number from 1 to 20. Roll 1d20: hit your number: earn 15 times the gold you gambled. Each time anyone does hit their number, they get to spin the wheel twice again for the jackpot, this time hoping for their own number or for 20 - if they get it, they multiply their winnings by 4!

Technic Ticken - The house deals a card to each player, then they get to chose: another card, or stay. If the total of the cards is higher than 21, the player will lose. When all players stay, the bank deals two cards to themselves. If the bank is not higher than 21, their total is compared to each player: anyone with ah higher number than the bank wins and earns double the money they gambled. If a player manages to draw more than two cards total and win against the bank (that is, have a higher total but not higher than 21, their winnings is multiplied by the amount of cards they have. A player always wins on a first deal of 20.
Roll 1d20 for the first card and each additional card drawn, total it.
Then roll 2d20 for the bank, if higher than 21 - dismiss it, if lower: that is the bank total.

This message was last edited by the GM at 15:56, Tue 04 July 2017.
Ren Ulyms
player, 25 posts
Sat 8 Jul 2017
at 18:35
  • msg #111

Re: A Dying Torch

Ren keeps Daken and Chakha around just long enough to make introductions before they bolt to the gambling tables. Chakha heads to the Wheel of Fortune while Daken goes to the card table.

While they gamble, Ren takes the opportunity to ask a few questions of Garmen.

"As you can see my compatriots are quite thrilled from your invitation but I have to wonder what we did to deserve your attention. Is there something in particular we might be able to do for you?"

Although Ren was polite her voice couldn't hold back the suspicions. Someone like Garmen had plenty of thugs to do errands and chores for him so it most likely wasn't a simple reason why he would shower them with attention.

OOC: I'll do some gambling and summarize it in a later post. Feel free to continue this scene on in the mean time.
DM Ventrikel
GM, 100 posts
Sat 8 Jul 2017
at 21:41
  • msg #112

Re: A Dying Torch

Garmen smiles, spreading his hands wide in the sort of inviting gesture that makes one think 'What, does he think he owns this place?!' - and in fact Garmen does own this place. "I did not invite you to ask any favors of you, but for you to enjoy my establishment! I like to know who's who in this town, perhaps one day you will ask a favor of me - or I of you." And, with a more serious look, he adds: "Several groups - how many now, seven? Have gone into those caves before you. Sooner or later someone will find out what is actually going on down there. That is of interest to everyone in Torch, including to me. Let me offer you something to drink." He takes a few steps towards the bar, speaks to the bartender who a few moments later produces fine dwarven brews to those with Garmen and at the tables of those who have already left to gamble. Garmen, meanwhile, leans towards the bar, resting one elbow on the counter. "If you would tell me, I would be honored to learn of who you are. You do not appear to be just any ordinary people."
Ren Ulyms
player, 26 posts
Sun 9 Jul 2017
at 18:10
  • msg #113

Re: A Dying Torch

Ren smiles and nods her head to Garmen.

"You are correct, we are not ordinary people. We are adventurers, or so we strive to be. We are here to get to the bottom of both these disappearances and uncover the mystery behind Torch's dying light. I could see someone like you might be interested in keeping the Torch light going to keep trade coming to the region. I can also see you as the kind of person to be able to get the right information to the right ears most easily. To tide you over I will say that we have thoroughly explored the immediate caves in the black hills and while we have found a few bodies and a few signs of passage it seems that the other missing expeditions penetrated the depths far deeper then we had initially anticipated. Saving or recovering them will take quite some time it seems. Especially if we don't have access to the infamous black key card needed to unlock certain areas...

So far we have found the body of Parda Garr. I don't know if she was one of yours or not but I would appreciate if you could notify her friends or family."


Before Ren could continue there was an angry shout from the Wheel of Fortune. Chakha was pounding the table in anger having lost the last of her credits. Nameless, ever observant, was dragging her away before she could cause any damage, or decide to dig into the pouch of money they had left over from their purchases.

Meanwhile Daken was also wrapping up, only instead of anger there was smug satisfaction on his face and a stack of chips that he could exchange.

"I didn't exactly double my money but coin is coin, eh?"

Daken strolled on by towards the cashiers desk to cash out.

Later on once the group had left the tavern he swung by and picked up a potion of Cure Light Wounds with his winnings, tucking it away in his pouch for a rainy day.

OOC: I'm fine finishing up the scene with Garmen but assuming he doesn't provide them with a black access card (or a lead on where to find one) they'll head back to the caverns.

The first stop will be to use the vial of liquid ice to kill off the brown mold and loot that body. The second stop will be that northern cavern with the oozes/amoebas

DM Ventrikel
GM, 104 posts
Thu 13 Jul 2017
at 18:54
  • msg #114

Re: A Dying Torch

Garmen listens, thoughtful - and amused at the description of him. "The black keycard? Unfortunately I cannot help you with that, of course a few of these rare items pass through my establishment - but I am not a collector. This Parda Garr... I know of that name... Oh, the fighter! Sure, I'll make sure her family hears of this. I'm certain they'd appreciate it if you could bring her body back into Torch." He turns to Chakha, smiles, then looks back at Ren. "Well, not everyone can win! Better luck to her next time. Now, if you'll excuse me..." He nods goodbye before leaving through a door behind the bar.




Glass shatters, and the temperature of the air that was already cold drops rapidly. Viscous liquid spreads from the vial over the brown fungus on the cave floor, and as it does - the mold moves ever so slightly while taking on a dark gray color, as if drying up. Soon the whole room features only the blackened, dried up carpet instead of the lethal, soft, brown mold. Ren, having an innate resistance to the freezing pain the mold could inflict, tries approaching slowly - and the mold seems to be completely dead. The remains of two burnt-out torches lie scattered in the room where the mold once grew. The body, sitting against a wall, is pale from the cold but not frozen. Rust-colored ribbons and fibres grow along the spine, throat and chest of the human man, and Nameless recognizes this to be russet mold, known to hatch humanoid beings known as vegepygmies from the infected bodies. The man is wearing a masterwork chain shirt, masterwork thieves' tools, a masterwork hand crossbow with 5 bolts, 75 gold coins and several glass vials that likely once contained magical potions but are now not worth more than a few coppers.
DM Ventrikel
GM, 105 posts
Thu 13 Jul 2017
at 19:03
  • msg #115

Re: A Dying Torch

The northern room by the stream of foul-smelling water, the one Chakha previously scouted, is still guarded by three semi-liquid beings - all of them much smaller than the ones previously encountered. As the group approaches, they slowly slide over halfling corpses and cave ground to attack.


Initiative & stats
14 Slime 1 AC12, hp 6/6
14 Slime 2 AC12, hp 6/6
14 Slime 3 AC12, hp6/6

quick combat update here bcuz small encounter and not much time, I think we can do this one without a map :) Also, the room is now visible in the map for group 3. The slimes are all on the ground in that small cave.

Ren Ulyms
player, 27 posts
Sun 16 Jul 2017
at 00:25
  • msg #116

Re: A Dying Torch

Despite knowing what they were going to face the semi-liquid blobs move faster then they were expecting.

Ren and Nameless move up. Nameless sticks one perfectly and all the internal goo starts leaking out through the hole Nameless made.

OOC: Nameless hits AC 14 for 7 pts of piercing damage.

Ren likewise smacks one with her morningstar causing it to burst out in every direction.

OOC: Ren hits AC 16 for 7 pts of B/P damage.

OOC:
Nameless: 22
Ren: 16
Slimes: `3
Daken: 8
Chakha: 3

19:10, Today: praguepride rolled 38 using 4d20 ((15,19,1,3)).
(r+1, n+3, c+2, d+5).

In regards to the body from earlier, Nameless is taking most of it. MW Chainshirt, MW thieves tools and the hand crossbow. Coins get added to the party pool (aka Chakha's pouch)

DM Ventrikel
GM, 107 posts
Wed 19 Jul 2017
at 03:13
  • msg #117

Re: A Dying Torch

The third one, the one in the back, picks up speed and comes charging at Nameless - hitting with a surprisingly strong blow.

17 to confirm crit, 4 damage.
Slime 3: AC 10, 6/6hp

This message was last edited by the GM at 03:13, Wed 19 July 2017.
Chakha
player, 15 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Wed 19 Jul 2017
at 14:07
  • msg #118

Re: A Dying Torch

Daken has barely enough time to summon a globe of acid to throw when Chakha moves up and cleaves the blob in two with one massive swing of her giant sword.


Just like that, all three blobs of slime are dead leaving the party free to catch their breath and search the area for any other signs of the previous expeditions.

Once their search is complete they spend the next half hour gathering up the two bodies they had found and laying them next to the entrance. Daken uses acid to carve a crude note above them:

"Found these bodies in the caves
Please take back to Torch
- Ren's gang"

Once they were set and prepared they traveled back through the skulk caves and cautiously entered the sand caverns. Ren warned the group that skeletons might spring out at them from the ground so they everyone had their holy water vials ready as well as bludgeoning weapons. Chakha and Nameless both had clubs now and Daken had spent his free time in town learning a particularly potent spell to snip the lines of necromancy that animated dead bodies.
DM Ventrikel
GM, 109 posts
Wed 19 Jul 2017
at 16:56
  • msg #119

Re: A Dying Torch

With the slimes dead, the group looks over the three bodies of the halflings that came to Torch to try their luck at these caves. The gem Chakha previously found lies by one of the corpses, a piece of agate worth fifty-five gold.


The group walks into the desert - Ren warning them about the skeletons they all keep their eyes peeled. It is however only Chakha that sees the sand shift as one of the four-armed horrors rise from its position in hiding. As it does, small puffs of smoke appear before its eyes, soon vanishing to leave green lights hovering in the air just an inch in front of where the eyes must at one point have fit between the flesh that no longer covers the skull.



 ABCDEFGHIJKLMNOP 
1                1
2                2
3                3
4                4
5              XX5
6  D           X 6
7   N            7
8 XXR            8
9 XX C           9
10 XX             10
11XXXX            11
12XXXX            12
13XX  S1           13
14XX              14
15X               15
16X               16
 ABCDEFGHIJKLMNOP 



Surprise round - enter Chakha! Feel free to place your characters as you would have them walk into the desert - around the area where they're now standing. The sand is not difficult terrain.

InitNameACHPWeaponTo-HitDamageStatus
?Daken117/7Acid Splash+1 touch1d3-
12Skelly 112ff4/4Claws+1??-
12Skelly 212ff4/4Claws+1??-
12Skelly 312ff4/4Claws+1??-
12Skelly 412ff4/4Claws+1??-
12Skelly 512ff4/4Claws+1??-
12Skelly 612ff4/4Claws+1??-
12Skelly 712ff4/4Claws+1??-
?Chakha1612/15Greatsword+52d6+6-
?Ren179/9Morningstar+21d8+2-
?Nameless167/9Rapier+31d6+1-

Chakha
player, 16 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Fri 21 Jul 2017
at 19:01
  • msg #120

Re: A Dying Torch

Chakha is already moving as Ren calls out to hold position and start backing up. It is too late and Chakha rushes forward at the skeleton and with a mighty swing smashes it into splinters.


Move: Move to E12
Standard: BAM! Chakha attacks S1 hits AC 14 for 12 pts of slashing damage.


Initiative:
Daken: 25
Nameless: 22
Chakha: 20
Ren: 20


19,19,18,20.  group init (r+1, n+3, c+2, d+5).

They will be holding their actions for when skeletons get into range and then shielding Daken while he blasts them to bits with Disrupt Undead!

DM Ventrikel
GM, 110 posts
Mon 24 Jul 2017
at 23:46
  • msg #121

Re: A Dying Torch

Bones fly over the ground, and the green lights flicker and disappear. Another four-armed skeleton comes running over the unnaturally flat desert.

 ABCDEFGHIJKLMNOP 
1                1
2                2
3                3
4                4
5        S2     XX5
6  D           X 6
7   N            7
8 XXR            8
9 XX             9
10 XX             10
11XXXX            11
12XXXXC           12
13XX              13
14XX              14
15X               15
16X               16
 ABCDEFGHIJKLMNOP 



S1 - Move.

InitNameACHPWeaponTo-HitDamageStatus
25Daken117/7Acid Splash+1 touch1d3-
22Nameless167/9Rapier+31d6+1-
20Chakha1612/15Greatsword+52d6+6-
20Ren179/9Morningstar+21d8+2-
12Skelly 116-/4Claws+1??-
12Skelly 2164/4Claws+1??-
12Skelly 3164/4Claws+1??-
12Skelly 4164/4Claws+1??-
12Skelly 5164/4Claws+1??-
12Skelly 6164/4Claws+1??-
12Skelly 7164/4Claws+1??-

Daken
player, 9 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Tue 25 Jul 2017
at 01:17
  • msg #122

Re: A Dying Torch

This time it is Daken's time to shine. He summons the eldritch powers and sights the lines of necromancy that hold the alien bones together. The beam hits and the skeleton shakes but it's not quite enough to blast it apart. Cursing Daken prepares himself for another throw.

Meanwhile Nameless charges forward, smashing his club into the remains of the skeleton smashing bones all around the place.

Nameless charges to H5 and hits AC 13 for 4pts of bludgeoning damage.

Chakha moves back into position and Ren likewise takes a defensive stance to prepare for the rest of the skeletons. Ren especially knew that there were many, many more waiting for them.

Chakha moves to E7 and Ren moves to E6, both go hunker down and wait for more skellies.
DM Ventrikel
GM, 111 posts
Tue 25 Jul 2017
at 02:25
  • msg #123

Re: A Dying Torch

As another skeleton falls, more appear on the edge of the group's vision - even beyond the vision of some - in the everlasting night of the desert. The one closest, standing on the path going through the desert, stares at Chakha and Ren with glowing green, magical eyes.

 ABCDEFGHIJKLMNOP 
1         S3      1
2                2
3                3
4                4
5       N   S4  XX5
6  D           X 6
7   RC           7
8 XX             8
9 XX             9
10 XX     S5       10
11XXXX      S6     11
12XXXX            12
13XX              13
14XX              14
15X               15
16X              >S716
 ABCDEFGHIJKLMNOP 



Skellys: Run

InitNameACHPWeaponTo-HitDamageStatus
25Daken1110/10Acid Splash+2 touch1d3-
22Nameless1613/17Club+21d6+1-
20Chakha1626/26Greatsword+62d6+6-
20Ren1715/15Morningstar+31d8+2-
12Skelly 116-/4Claws+1??-
12Skelly 216-/4Claws+1??-
12Skelly 312r4/4Claws+1??-
12Skelly 412r4/4Claws+1??-
12Skelly 512r4/4Claws+1??-
12Skelly 612r4/4Claws+1??-
12Skelly 712r4/4Claws+1??-

Ren Ulyms
player, 28 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Wed 26 Jul 2017
at 03:05
  • msg #124

Re: A Dying Torch

Daken moved forward to bring another skeleton in range. This time the beam of magical energy was off mark, possibly due to the unusual form of the skeleton or the wild movements it made digging itself out of the sand.

Move Action: Move to F5
Standard: Disrupt undead (miss)


Ren called out to group up and Nameless followed suit. He fell back to cover Daken and readied himself for the impending skeleton charge.

Move Action: Move to G5
Standard Action: Ready to strike first skeleton in range hitting AC 4 (ha!)


Chakha meanwhile wasn't one to listen to orders and charged into the fray with a war cry on her lips.

Full-round action: Charging to H9 hitting AC 13 for 14 points of slashing damage.

Ren cursed as their formation was already breaking up but she moved into position anyways. She knew it was difficult keeping the barbarian in check however she could still bless the group with her goddesses divine vision.

Move: Moving to H6
Standard Action: Bless! Everyone gets +1 attack and saving throws against fear.

DM Ventrikel
GM, 112 posts
Fri 28 Jul 2017
at 12:15
  • msg #125

Re: A Dying Torch

Another skeleton falls, but four remain and charge towards the group, claws swinging. One rips a wound in Nameless' flesh, another one pierces Ren's armor with sharp claws.

 ABCDEFGHIJKLMNOP 
1                1
2                2
3                3
4      S3         4
5     DN S4     XX5
6       R      X 6
7                7
8 XX             8
9 XX    CS7       9
10 XX     S6       10
11XXXX            11
12XXXX            12
13XX              13
14XX              14
15X               15
16X               16
 ABCDEFGHIJKLMNOP 



Skelly3: Charge Nameless, hit AC 22. 2 damage.
Skelly4: Charge Ren, hit AC 20. 3 damage.
Skelly6: Charge Chakha, miss
Skelly7: Charge Chakha, miss

InitNameACHPWeaponTo-HitDamageStatus
25Daken1110/10Acid Splash+2 touch1d3-
22Nameless1613/17Club+21d6+1-
20Chakha1626/26Greatsword+62d6+6-
20Ren1715/15Morningstar+31d8+2-
12Skelly 116-/4Claws+11d4+1-
12Skelly 216-/4Claws+11d4+1-
12Skelly 314c4/4Claws+3c1d4+1-
12Skelly 414c4/4Claws+3c1d4+1-
12Skelly 516-/4Claws+11d4+1-
12Skelly 614c4/4Claws+3c1d4+1-
12Skelly 714c4/4Claws+3c1d4+1-

Chakha
player, 17 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Sun 30 Jul 2017
at 00:58
  • msg #126

Re: A Dying Torch

Daken steps back and prepares to blast the skeleton in front of him with his spell. Unforunately with Nameless engaging it, Daken's shot is difficult to land and the beam of energy ends up hitting Nameless. Luckily it has no effect on the Android.

MOve Action: 5' step to E6. Shoots Disrupt Undead and misses.

Nameless sees an opening and dives between two skeletons, hoping to bash it in the back. It spins around, but not fast enough to avoid Nameless from smashing it to pieces with his club. He connects with a full swing square to the chest that blows it's frame apart and sends bones flying.

Move Action: 5' step to H4.
Standard Action: Attacking S3 hitting AC 16 for 6pts of bashing damage.


Chakha meanwhile is chanting a Shoanti war chant as her giant frame cords and releases sending her massive blade flying at another skeleton. Almost in time to her chant she sweeps the blade across and bisects another skeleton through its spine.

Chakha attacks S6 hitting AC 21 for 10pts of slashing damage.

Ren likewise slides on over hoping to help box her skeleton in with Nameless. She blocks a series of attacks by the skeleton and swings her morningstar but the creature grabs her arm with two of its hands, halting the momentum. She pulls back with all her might and avoid getting grappled but her attack was ruined.

5' adjust to I6. Attack hitting (missing) AC 6.
DM Ventrikel
GM, 113 posts
Mon 31 Jul 2017
at 13:34
  • msg #127

Re: A Dying Torch

Bones rattle as the skeletons of some unknown four armed humanoid race are shattered and spread out over the sand. Chakha, standing eye to eye, alone with one of them, sees that green glow appear before the hollow eye sockets of the skull. Jaw opening and closing as if attempting to unleash a battle cry, it swings at her. Four arms clawing from different diagonal directions, like the attack of a spider in stories of adventurers delving far too deep in dark caves, the skeleton attacks - but it's precision not matching Chakha's speed. Meanwhile, another skeleton is nearly caught flanked by two combatants. Swinging arms to the left and right, it attacks them both - claws screeching against Ren's shield, and causing spurts of blood from the flesh of the already wounded Android. The skeleton follows the attack up with a step to isolate itself with its soon to be dead prey.

 ABCDEFGHIJKLMNOP 
1                1
2                2
3                3
4       N        4
5       S4      XX5
6    D   R     X 6
7                7
8 XX             8
9 XX    CS7       9
10 XX             10
11XXXX            11
12XXXX            12
13XX              13
14XX              14
15X               15
16X               16
 ABCDEFGHIJKLMNOP 



Skelly4: Full Attack. 2x miss vs Ren, 2x hit (hit 16) vs Nameless. 2+4=6dmg.
Skelly7: Full Attack. 4x miss vs Chakha (hit 13 max).

InitNameACHPWeaponTo-HitDamageStatus
25Daken1110/10Acid Splash+2 touch1d3-
22Nameless165/17Club+21d6+1-
20Chakha1626/26Greatsword+62d6+6-
20Ren1712/15Morningstar+31d8+2-
12Skelly 116-/4Claws+11d4+1-
12Skelly 216-/4Claws+11d4+1-
12Skelly 316-/4Claws+11d4+1-
12Skelly 4164/4Claws+11d4+1-
12Skelly 516-/4Claws+11d4+1-
12Skelly 616-/4Claws+11d4+1-
12Skelly 7164/4Claws+11d4+1-

Daken
player, 10 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Tue 1 Aug 2017
at 20:20
  • msg #128

Re: A Dying Torch

Daken once again shoots out a blast of magical energy that once again misses its target.

Nameless rolls to his right to flank the skeleton between him and Ren but his rising strike isn't enough to do more then superficial damage to the undead alien.

OOC: 5' adjust to G4

Chakha likewise laughs and swings but this time she fails to connect, just barely missing a finishing blow.

Ren likewise fails to connect with her strike, boxing in the skeleton but failing to make a connection.

Grrrr...
DM Ventrikel
GM, 114 posts
Thu 3 Aug 2017
at 08:38
  • msg #129

Re: A Dying Torch

One skeleton follows Nameless, swinging clawed arms at him, ripping through his skin yet again. The one with the green-glowing eyes begins to slowly circle Chakha as it attacks her, most of the attacks missing.

 ABCDEFGHIJKLMNOP 
1                1
2                2
3                3
4      N         4
5      S4       XX5
6    D   R     X 6
7                7
8 XX             8
9 XX    C        9
10 XX    S7        10
11XXXX            11
12XXXX            12
13XX              13
14XX              14
15X               15
16X               16
 ABCDEFGHIJKLMNOP 



Skelly4: Full Attack. Claws Nameless (18 to hit), 3 damage. Miss Nameless x3.
Skelly7: Full Attack. Hits Chakha, 2 damage.

InitNameACHPWeaponTo-HitDamageStatus
25Daken1110/10Acid Splash+2 touch1d3-
22Nameless162/17Club+21d6+1-
20Chakha1624/26Greatsword+62d6+6-
20Ren1712/15Morningstar+31d8+2-
12Skelly 116-/4Claws+11d4+1-
12Skelly 216-/4Claws+11d4+1-
12Skelly 316-/4Claws+11d4+1-
12Skelly 4164/4Claws+11d4+1-
12Skelly 516-/4Claws+11d4+1-
12Skelly 616-/4Claws+11d4+1-
12Skelly 7164/4Claws+11d4+1-

Chakha
player, 18 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Sat 5 Aug 2017
at 02:31
  • msg #130

Re: A Dying Torch

-- Solo Iron Gods --

Daken sees that Nameless could use a buddy to pin the skeleton down and clutches his spear as he moves to flank. His spear gives him sufficient reach to poke at the skeleton from a distance. He hits the spear right on target. In fact too on target as it slips between the ribs and skewers where the lungs and heart would be. For a skeleton though it does absolutely nothing.

Moving to G7
Attacking S4 hitting AC 19 for 1pt of piercing damage that gets completely absorbed by DR


Nameless uses the distraction to his advantage however but the skeleton spins around and knocks him back.

Chakha, irritated at missing her mark flies into a barbarian's rage. With all her might she stops defending and just smashes her sword sideways with tremendous speed. The skeleton has barely enough time to snarl as she cuts it down.

Chakha hits AC 23 for 15 pts of slashing damage. ROAAAAR!

Ren moves up in front of Daken and finally smashes her morningstar square on the alien's bleached skull. The spikes shatter it in a burst of bone fragments and the last skeleton falls limp.

Phew!
Ren moves to G6 by way of H7 and hits AC 24 for 4pts of B/P damage.

21:29, Today: Ren Ulyms rolled 4 using 1d8+2.

21:29, Today: Ren Ulyms rolled 24 using 1d20+5.  attacking S4.




InitNameACHPWeaponTo-HitDamageStatus
25Daken1110/10Acid Splash+2 touch1d3-
22Nameless162/17Club+21d6+1-
20Chakha1624/26Greatsword+82d6+8Rage (1/8)
20Ren1712/15Morningstar+31d8+2-
12Skelly 116-/4Claws+11d4+1-
12Skelly 216-/4Claws+11d4+1-
12Skelly 316-/4Claws+11d4+1-
12Skelly 416-/4Claws+11d4+1-
12Skelly 516-/4Claws+11d4+1-
12Skelly 616-/4Claws+11d4+1-
12Skelly 716-/4Claws+11d4+1-

DM Ventrikel
GM, 115 posts
Sat 5 Aug 2017
at 14:10
  • msg #131

Re: A Dying Torch

The dust settles, and the remains of seven skeletons litter the ground. Their tracks are in some places clearly visible, leading out into the vast desert, and none of them seem to have followed the trail. The darkness prevents the group from seeing much of their surroundings, but quick investigations reveal that a rock wall extends north and south to the west, where they came from - a steep, and hard to climb wall leading high up. Approaching the wall just close to the cave the group came from, Nameless and Ren can barely see where it ends. About 50 ft up, the wall seems to stop and flatten, but beyond they spot what appears to be a smooth, dark wall, perhaps made from a metal such as the one in those strange rooms where they found all that rubble and a few strange items.
Ren Ulyms
player, 29 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Tue 8 Aug 2017
at 19:41
  • msg #132

Re: A Dying Torch

The adventuring party pauses to take stock of their situation. Daken and Nameless gaze back at the towering cavern and metal walls while Chakha continues to scan for enemies. Ren takes this time to expend some healing magic upon Nameless who lost a considerable amount of blood to the skeletal assault.

She heals all of Nameless' damage
14:39, Today: Ren Ulyms rolled 17 using 2d8+4.  x2 CLW


Finally without any other landmark to work off of the group decides to continue onto the path heading East.

"If they came through here and made it past other skeletons then there aren't any other landmarks to navigate by. The skeletons came from all over so the path is our best option, at least for now. We'll walk for at most a couple of days and if we don't see anything else we'll turn back and make plans for a longer journey. I don't know if we can bring some sort of cart through the tunnels but we might be able to construct something with the help of the skulks."

Nobody had any arguments or objections so the group continued to follow the path before them.
DM Ventrikel
GM, 117 posts
Tue 8 Aug 2017
at 21:30
  • msg #133

Re: A Dying Torch

Less than half a minute after walking along the path, the group finds a rock growing larger and larger as their torch and vision reveals more of it and the desert spreading around it. It's a long, thin rock formation standing in a west-east direction, and the path moves along it's southern side which is rather flat. Where it reaches its peak, Nameless and Ren estimate it must be about 50 feet high. Soon after that comes a rock plateau ten foot high, and then they reach a rock wall similar to the one they came from in the west. The whole walk there takes under two minutes. The path curves south, along the wall, and makes a narrow turn to the east, then north into the wall. A crisp glow of light shines from the northern wall of the 15-foot deep cavern, but no obvious source of the light is apparent. South of this cavern, the rock wall - similarly to the western one leading to a metal wall more than 50 feet up - curves in a west-southwest direction, perhaps meeting up with the rock wall the group entered the desert through.
Here and there along the walk, the footsteps of running skeletons show in the sand, and the landscape of this windless desert evokes an eerie, unnatural feeling in anyone contemplating the meaning and existence of this place.
This message was last edited by the GM at 22:22, Tue 08 Aug 2017.
Ren Ulyms
player, 30 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Wed 9 Aug 2017
at 12:51
  • msg #134

Re: A Dying Torch

Without a word Ren just gestures towards the opening and the rest of the party nods, thankful that their journey 'ended' so quickly. Ren had been expecting the worst with some sort of giant underground desert but it appeared to be a large cavern but one of fathomable proportions. Nameless moved closer to the front keeping an eye out for traps and enemies as the group entered the opening.
DM Ventrikel
GM, 118 posts
Wed 9 Aug 2017
at 14:24
  • msg #135

Re: A Dying Torch

The cave ends quickly with a rock wall on the other side, but still this strange light lingers. Nameless, approaching, suddenly sees through it. The wall is there, but in his mind it is not a wall anymore. Walking through it, just a few feet beyond he finds a metal door standing open, the source of the stange light. The door opens to a brightly lit metal room, panels glowing in the ceiling. To the left and right, complex machines consisting of spiral tubes and nozzles twitch and hum. The machines resemble the ones found in the last room before the group encountered that strange aberration... But that room, like the others, was dark - and the machines were quiet. Beyond the machines, on the other wall of the roughly 10 by 10 feet room, is a closed door.

Will DC11 disbelief for the wall, but one can pass through it regardless.
Ren Ulyms
player, 31 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Thu 10 Aug 2017
at 03:28
  • msg #136

Re: A Dying Torch

Ren pulls up short as she watches Nameless pass through a solid rock wall. A moment later he waves back at the others. With the illusion pierced in such an overt way the rest of the party quickly sees through the magical spell and the group proceeds into the chamber. Everyone is fascinated by the machinery but Nameless focuses on the exit door.

OOC: Anything of lootable interest to a group taking everything not nailed to the ground?
DM Ventrikel
GM, 120 posts
Thu 10 Aug 2017
at 09:07
  • msg #137

Re: A Dying Torch

The door is made out of smooth metal, and has no handle, but there is a gray panel next to it. Nameless does not even have time to retrieve any of the cards before it reacts to him - he touched it, and the door swiftly slid up in the ceiling. A corridor, well lit by bright panels, leads forward some thirty feet. On the opposite side is another door, but the corridor also makes a sharp turn to the right, then continues in the same direction as before.


Recent explorations.
This message was last edited by the GM at 09:17, Thu 10 Aug 2017.
Nameless
player, 9 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Fri 11 Aug 2017
at 04:45
  • msg #138

Re: A Dying Torch

Nameless continues to take point, leading the group down the corridor. Once they reach the first door they'll pause and ready themselves as Nameless checks for traps before opening it and springing forward.
DM Ventrikel
GM, 121 posts
Fri 11 Aug 2017
at 07:33
  • msg #139

Re: A Dying Torch

The group does not make their way far into the corridor before a buzzing sound grows in intensity behind them. Turning around, they see a flash as lethal energy is discharged from the two machines on the walls. Then they go back to a soft humming.
This door does not open at a touch. It only takes Nameless seconds to open it, however, as one of the cards they got from Sef reacts with the door upon touching the gray panel next to it. The door slides up into the ceiling. The air in this room seems to buzz and hum with energy. Strips of glowing rectangles light the room from above, while strange flickering windows line the east and west walls. A large glass topped circular table sits in the middle of the room. To the north sits a large metal desk covered with blinking lights, while a humming pillar of purple-and-black metal stands nearby, its sides flashing with tendrils of violet energy. A single golden panel flashes with a soft but incessant light on the side of this pillar. A thick layer of dust coats everything, diffusing the lights shining from the various surfaces, and many of the machines seem to be damaged, cracked, or otherwise ruined.
Daken
player, 11 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Fri 11 Aug 2017
at 19:52
  • msg #140

Re: A Dying Torch

Daken jumps from the noise behind them. While the rest of the party whirls around ready for an attack, he had jumped to the side for safety. Seeing the energy didn't follow them down the hallway he just chuckles meekly and picks himself up from the ground.

"Sorry. I've had bad experiences with lightning in the past."

His face was red with embarrassment but when the door opens revealing all sorts of new machines and gadgets he forgets his recent "brush with death" and moves forward.

Like moths to a flame both Nameless and Daken are drawn to the glowing panel. Chakha and Ren make a slow circuit of the room looking for hidden dangers or clues as to the purpose of the room.

OOC: Exploration time! Nameless and Daken will try and pool their heads together to understand the panel.
DM Ventrikel
GM, 122 posts
Fri 11 Aug 2017
at 23:16
  • msg #141

Re: A Dying Torch

The big golden panel seems to be a button - although its purpose is impossible to determine. There are also several buttons and levers on the desk, arranged in long rows that are mostly sorted by color: purple, golden, red and green. Three buttons sit where the pillar with the golden panel connects to the floor and two buttons by the ceiling, none of them connected to the violet lines that pulse along the length of the pillar. By each window on the walls are a set of three buttons, made out of the same transparent material as the buttons on the desk but without a light in them. Both broken and seemingly functional buttons can be found everywhere. A humming sound can be heard throughout the whole room, but it is the strongest by the pillar.
This message was last edited by the GM at 00:09, Sat 12 Aug 2017.
Daken
player, 12 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Sat 12 Aug 2017
at 02:34
  • msg #142

Re: A Dying Torch

Daken motions for everyone to stand back and then hits one of the green buttons.
DM Ventrikel
GM, 123 posts
Sat 12 Aug 2017
at 09:58
  • msg #143

Re: A Dying Torch

Almost immediately, all members of the group feel a tremor through the ground. A very small one, had they been walking or fighting, even talking they probably would've never felt it; the tremor likely originating some distance away.
This message was last edited by the GM at 09:59, Sat 12 Aug 2017.
Daken
player, 13 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Sat 12 Aug 2017
at 11:29
  • msg #144

Re: A Dying Torch

Ren began to speak.

"Maybe we shouldn't..."

But it was too late as Daken pressed a gold button. The whole room held its breath in silence.
DM Ventrikel
GM, 124 posts
Sat 12 Aug 2017
at 11:59
  • msg #145

Re: A Dying Torch

-WHRRRR!
Sounds appear and strengthen throughout the room. -HmmmmUMMMM
The pillar surges with energy, it flashes with strong light, then lights and sound pulses from in rhythm.
-CLICK -CLICK -RZZZZZZZ
More sounds originate from the top and the bottom of the pillar. The glass table flares, lit up with some sort of magical illusion spell originating from the machines. A small model of a landscape appears on the table. A desert surrounded by circular mountains, a mountain with a narrow peak in the middle, a pathway leads across the desert south of the mountain.
-SHHFFFTT -CLICK -CLICK
More sounds can be heard from outside the room and inside, nearly all of the windows along the walls flicker to life. Through them, white light can be seen with black dots and black lines appearing and vanishing all over the white in frequent, seemingly random patterns.
Ren Ulyms
player, 32 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Sat 12 Aug 2017
at 17:49
  • msg #146

Re: A Dying Torch

Ren whirls at Dakon with anger on her face.

"What did you do?"

Chakha grabs her sword and readies herself for danger while Dakon returns to scanning the panel for any clues as to what he had just done.

It was Nameless who approached the projection, studying it to try and identify anything useful or familiar about the image that was displayed.
DM Ventrikel
GM, 126 posts
Sat 12 Aug 2017
at 19:22
  • msg #147

Re: A Dying Torch

The projection holds a striking resemblance to the desert they had just walked through, especially considing the winding of the pathway and its proximity to the small mountain in the middle of the landscape.
With several buttons on panels, tables and walls flashing in different colors, Daken can not figure out anything about what is going on. An eerie noise makes everyone look up, the sound of a draft from somewhere. In the doorway stands a four armed being, a sword in each hand and a red cape not fastened but wound around the lower part of his face. Ren sees the signs of undeath in his flesh, but can not figure out what this being really is.




 ABCDEFGHIJKLMNOP 
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9xxxxxxxxxddxxxxx9
10xxxxxDRN.   I  xxxxx10
11xxxxxCOOx dxxxxx11
12xxxxx OOx dxxxxx12
13xxxxx  O  I  xxxxxx13
14  xxx  .   I  xxxxxx14
15   xxddx xxxxxxx15
16  xxx H  xxxxxxx12
17 xxx  x  xxxxxxx13
18xxxx xxxxxxxxxxx14
19xxx  xxxxxxxxxxx15
 ABCDEFGHIJKLMNOP 
d = door
I = wall
O = table
H = Hetuath


InitNameACHPWeaponTo-HitDamageStatus
?Daken1110/10Acid Splash+2 touch1d3-
?Nameless1617/17Club+21d6+1-
?Chakha1624/26Greatsword+82d6+8-
?Ren1712/15Morningstar+31d8+2-
16Hetuath13fffull/?Shortswords??-

I might have gone overboard when creating the grid there, but I wanted to prepare in case this happened in another room :P

21:20, Today: DM Ventrikel, on behalf of Ren Ulyms, rolled 5 using 1d20+3.  Religion.

Edit: Hopefully made the grid easier to read, should've shaded the unavailable areas but I think I had planned to use that for something else... Now they're the available areas, anyway :P (except perhaps for the table, which is at least inconvenient)

This message was last edited by the GM at 19:30, Sat 12 Aug 2017.
Ren Ulyms
player, 33 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Sun 13 Aug 2017
at 03:59
  • msg #148

Re: A Dying Torch

Ren is the first to react. Seeing the situation in front of them she prays to Desna and summons the adventurer's blessing upon her fellow companions. Then she moves forward to steady herself for the upcoming attack by whatever undead abomination stood before her.

Standard Action: Casting Bless
Move Action: Move to G13



<orange>
InitNameACHPWeaponTo-HitDamageStatus
20Ren1712/15Morningstar+31d8+2-
16Hetuath13fffull/?Shortswords??-
10Daken1110/10Acid Splash+2 touch1d3-
4Nameless1617/17Club+21d6+1-
4Chakha1624/26Greatsword+82d6+8-


22:52, Today: praguepride rolled 27 using 4d20 with rolls of 19,1,2,5.  group init (r+1, n+3, c+2, d+5).

DM Ventrikel
GM, 128 posts
Sun 13 Aug 2017
at 11:32
  • msg #149

Re: A Dying Torch

"Hsskrawak, vintisst." The being walks forward, hissing forth words in a foreign language. He watches the group behind Ren, then twitches, turning his eyes to her, and in that same motion thrusting forth an arm with a short sword, a deep and dangerous stab to the abdomen. Moments later, he raises all four arms, two with short swords and two with clenched fists, ready for another atteack.

 ABCDEFGHIJKLMNOP 
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9xxxxxxxxxddxxxxx9
10xxxxxD N.   I  xxxxx10
11xxxxxCOOx dxxxxx11
12xxxxx OOx dxxxxx12
13xxxxx RO  I  xxxxxx13
14  xxx H.   I  xxxxxx14
15   xxddx xxxxxxx15
16  xxx    xxxxxxx12
17 xxx  x  xxxxxxx13
18xxxx xxxxxxxxxxx14
19xxx  xxxxxxxxxxx15
 ABCDEFGHIJKLMNOP 
d = door
I = wall
O = table
H = Hetuath


InitNameACHPWeaponTo-HitDamageStatus
20Ren176/15Morningstar+31d8+2-
16Hetuath??full/?Shortswords??-
10Daken1110/10Acid Splash+2 touch1d3-
4Nameless1617/17Club+21d6+1-
4Chakha1624/26Greatsword+82d6+8-


13:27, Today: DM Ventrikel, for the NPC Hetuath, rolled 6 using 1d6+4.  Dmg->Ren.
13:25, Today: DM Ventrikel, for the NPC Hetuath, rolled 14 using 1d20+9.  Confirm crit.
13:25, Today: DM Ventrikel, for the NPC Hetuath, rolled 28 using 1d20+9.  Stab Ren.

Chakha
player, 19 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Sun 13 Aug 2017
at 12:02
  • msg #150

Re: A Dying Torch

Daken fires off a blast of disruption energy but the giant creature evades the attack.

Nameless moves forward with his Rapier, darting forward to attempt to sting the monster but it bats his blade back.

Moving to F13

Chakha, seeing the front round, holds until a space opens up. It does shortly later as Ren backs up to drop a healing spell into herself.

Ren 5' adjusts to F12 and casts Cure Light Wounds on herself and heals 6

Chakha moves forward with foam frothing from her mouth, striking over and over again at the monster but using all of its arms it crosses its blades and blocks her massive strike.

Chakha moves where Ren was
DM Ventrikel
GM, 130 posts
Sun 13 Aug 2017
at 12:16
  • msg #151

Re: A Dying Torch

The undead makes near-simultaneous attacks with all arms - stabbing Chakha and Nameless, following up with slamming his fist into Chakha.

 ABCDEFGHIJKLMNOP 
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9xxxxxxxxxddxxxxx9
10xxxxxD  .   I  xxxxx10
11xxxxx OOx dxxxxx11
12xxxxxROOx dxxxxx12
13xxxxxNCO  I  xxxxxx13
14  xxx H.   I  xxxxxx14
15   xxddx xxxxxxx15
16  xxx    xxxxxxx12
17 xxx  x  xxxxxxx13
18xxxx xxxxxxxxxxx14
19xxx  xxxxxxxxxxx15
 ABCDEFGHIJKLMNOP 
d = door
I = wall
O = table
H = Hetuath


InitNameACHPWeaponTo-HitDamageStatus
20Ren1712/15Morningstar+31d8+2-
16Hetuath??full/?Shortswords??-
10Daken1110/10Acid Splash+2 touch1d3-
4Nameless1612/17Club+21d6+1-
4Chakha1615/26Greatsword+82d6+8-

Two hits Chakha, 9 damage total. One hit Nameless, (added incorrect modifier), 5 damage.

14:12, Today: DM Ventrikel, for the NPC Hetuath, rolled 3 using 1d6+2 with rolls of 1.  Damage.
14:12, Today: DM Ventrikel, for the NPC Hetuath, rolled 24 using 2d20 with rolls of 7,17.  2x slam, chakha, +2.
14:11, Today: DM Ventrikel, for the NPC Hetuath, rolled 7 using 1d6+4.  Damage.
14:10, Today: DM Ventrikel, for the NPC Hetuath, rolled 18 using 1d20+7.  Attack Nameless.
14:10, Today: DM Ventrikel, for the NPC Hetuath, rolled 6 using 1d6+4.  Damage.
14:09, Today: DM Ventrikel, for the NPC Hetuath, rolled 18 using 1d20+7.  Attack Chakha.

Daken
player, 14 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Sun 13 Aug 2017
at 18:05
  • msg #152

Re: A Dying Torch

Daken flings more positive energy at the giant creature. Through a whirl of blades and arms he thinks he scored a hit but it was tricky to tell given the flurry of activity.

Daken hits ranged touch attack AC 17 for 4pts of positive energy damage.

Nameless slides over to the side of the giant undead setting up Chakha for prime flanking position. After taking a solid hit he alters his attack to provide more defense. His attack was wild and ineffective and the monster didn't even bother defending or dodging as it went wide.

5' adjust to F14. Attacking using Combat Expertise to bring AC up to 18.

Chakha likewise danced to the other side of the monster. With Nameless providing at least some occupation of the monster's arms and blades Chakha lets loose with a devastating chop of her massive blade, blowing past its defenses and cutting deep into its frame.

5' adjust to H14. She hits AC 25 for 22 pts of slashing damage! Woooooo!


InitNameACHPWeaponTo-HitDamageStatus
20Ren15c12/15Morningstar+31d8+2Bless (3/20)
16Hetuath??full/?Shortswords??-
10Daken1110/10Disrupt Undead+2 touch1d6Bless (3/20)
4Nameless18e12/17Rapier+41d6+1Bless (3/20)
4Chakha14r19/26Greatsword+92d6+11Bless (3/20), Rage (3/8)


Surging forward, Ren charges forward to smash her morningstar down right on the monster's chest.

Charging to G13. Hits AC 19 for 3 pts of B/P damage.
DM Ventrikel
GM, 131 posts
Sun 13 Aug 2017
at 18:27
  • msg #153

Re: A Dying Torch

The being looses his footing for a moment under the barrage of attacks, then again takes a wide stance just as Ren approaches, and bending to the side swiftly he avoids the attack. "Hsskrawak, phtak vi!" He hisses out another sentence in an unrecognizable language and strikes back time and again at Chakha, the swing from whom dealt great damage in spite of the unexpected toughness of his flesh. Then he steps back, giving the group the impression of him being a well trained warrior as he makes certain to have his back against the wall.

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11xxxxx OOx dxxxxx11
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13xxxxxR O  I  xxxxxx13
14  xxxN C  I  xxxxxx14
15   xxdHdx xxxxxxx15
16  xxx    xxxxxxx12
17 xxx  x  xxxxxxx13
18xxxx xxxxxxxxxxx14
19xxx  xxxxxxxxxxx15
 ABCDEFGHIJKLMNOP 
d = door
I = wall
O = table
H = Hetuath


InitNameACHPWeaponTo-HitDamageStatus
20Ren15c12/15Morningstar+31d8+2Bless (3/20)
16Hetuath??-21/?Shortswords??DR5/?
10Daken1110/10Disrupt Undead+2 touch1d6Bless (3/20)
4Nameless18e12/17Rapier+41d6+1Bless (3/20)
4Chakha14r4/26Greatsword+92d6+11Bless (3/20), Rage (3/8)


4 attacks on Chakha, 3 hit for a total of 15 damage.

Daken
player, 15 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Sun 13 Aug 2017
at 19:15
  • msg #154

Re: A Dying Torch

Daken throws another blast of positive energy just as the monster steps backwards and his energy smacks into the wall above the monster.

Moving up to F12.

Nameless continues to fight with a focus on defense, poking his rapier ineffectually at the monster. As before though he focuses more on his positioning and footwork, working up alongside the monster as he poked and prodded.

5' adjust to G15

Chakha, always one for subtlety charges forward leaving a frothing foam behind her. She once again chops overhead with all her might but once again the monster braces itself for her attack and is able to stop it cold.

NOOOOOOOO!!!! Even without the power attack it's still hitting 19 same as Ren did. Fuuuuuuuuuuuu....

Charging to G14 hitting AC 18...

14:04, Today: Chakha rolled 18 using 1d20+10.  +2 BAB +4 STR +2 Rage +1 Bless +2 Charge -1 Power attack.

Also -2 to her AC for the charge. Bye Bye Chakha.


Seeing Chakha being badly injured Ren moves forward with a healing spell. In her frenzied state Chakha mentally fights back against the spell but Ren grits her teeth and focuses her mind, shutting out the various voices of doubt and contradiction to push it through and bind some of Chakha's wounds. It might not be a lot but with the blessings of Desna it might just be enough.


Healing 7 pts to Chakha.

DM Ventrikel
GM, 132 posts
Sun 13 Aug 2017
at 19:45
  • msg #155

Re: A Dying Torch

The being strikes back, letting out a low "Hiisss!" with every attack he makes. One sword bites into Chakha's arm, the second goes into the same arm, then he aims a heavy punch at her abdomen, missing. The last slam is directed at Nameless, the defensive measures of which keeps the attack away.

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11xxxxx OOx dxxxxx11
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14  xxx CI  xxxxxx14
15   xxdHdNx xxxxxxx15
16  xxx    xxxxxxx12
17 xxx  x  xxxxxxx13
18xxxx xxxxxxxxxxx14
19xxx  xxxxxxxxxxx15
 ABCDEFGHIJKLMNOP 
d = door
I = wall
O = table
H = Hetuath


InitNameACHPWeaponTo-HitDamageStatus
20Ren15c12/15Morningstar+31d8+2Bless (3/20)
16Hetuath??-21/?Shortswords??DR5/?
10Daken1110/10Disrupt Undead+2 touch1d6Bless (3/20)
4Nameless18e12/17Rapier+41d6+1Bless (3/20)
4Chakha12rc2/26Greatsword+92d6+11Bless (3/20), Rage (3/8)

9 damage for Chakha! Went by the rage AC first and thought it was a miss, but the charge did it! However, she's still up.

Chakha
player, 20 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Mon 14 Aug 2017
at 00:04
  • msg #156

Re: A Dying Torch

Daken throws out more positive energy to no effect.

Nameless again snakes on behind the monster to set up a flanking maneuver. He grits his artificial teeth and makes another lunge but once again the monster deflects the tip of the rapier expertly.

5' adjust to F16

Chakha growls with fire and fury as she bears down on the monster, switching to a flanking position as well and chopping her blade down with all her fearsome might. With another sickening sound she blows past the monster's defense and bites down into the strange torso right by the neck.

WOOOOT! 5' adjust to F14 and attacks hitting AC 26 for 19 pts of slashing damage. Her AC is restored

Ren once again tries her best to heal Chakha. Again Chakha's frenzied mind pushes back and again Ren forces through the noise and pumps as much healing energy into the massive barbarian as possible.

Woot! Back to back wins! Chakha heals 8 pts of damage. Come on baby, hold it together. I really don't want to have to go to Plan B!

19:03, Today: Ren Ulyms rolled 8 using 1d8+2.  CLW on Chakha.

DM Ventrikel
GM, 133 posts
Fri 18 Aug 2017
at 19:35
  • msg #157

Re: A Dying Torch

The monster falls with a wheezing, coughing laugh and glimmering eyes. The faint whining sound of wind grows stronger, a breeze blows from the open doors to the desert, and the monster freezes in an expression of surprise or even fear. Skin and bone falls off the body, turning into sand, whirling through the air back out towards the desert. After only a few seconds, the clothes and gear are all that remain: Two swords lying at either side of his long, red cloak and beneath it, a pouch of gold and two javelins.

Loot: 2x javelin, 2x mwk short swords, 1 red cloak, 50gp.
This message was last edited by the GM at 06:59, Sat 19 Aug 2017.
Chakha
player, 21 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Sun 20 Aug 2017
at 01:19
  • msg #158

Re: A Dying Torch

Chakha drops to her knees as the fatigue and wounds finally take their toll on her. She keeps herself propped up by her sword but only barely. Even still, between ragged breaths, she grunts a prayer to Gorum.

"Lord...in...iron. Here...my song. My sword is my voice. Let my deeds echo through the ages."

While Chakha gets her breath, Ren pumps her very last healing spell into her mighty companion.

Chakha heals 9pts of damage. Woot on the high cures, that is probably what saved me this fight!

Nameless moves over and secures the gold and the masterwork shortswords, shifting his rapier to his backpack in favor of one of the ancient but clearly superior swords. He also takes up the javelins for Chakha to wield once she had recovered.

Daken meanwhile focuses on the red cloak, muttering to himself as he studied it without touching it.

"The monster blew to dust once the energy keeping it alive had been destroyed. The blades are metal which makes sense that they would survive but if the cape was ordinary it wouldn't have survived. It's either new...or magical."

To further his hunch, he cast his Detect Magic spell to examine it closer.

OOC: Doh!

20:19, Today: Daken rolled 8 using 1d20+5.  spellcraft to identify something.

DM Ventrikel
GM, 136 posts
Sun 20 Aug 2017
at 08:37
  • msg #159

Re: A Dying Torch

Daken's magic is not enough, the cloak radiates faint abjuration magic, but he cannot properly understand the magic.
The room is now alive, buttons and indicators flashing everywhere, windows along the walls lit up with white and black colors in a constant struggle for the space behind the windows, the circular image resembling the desert they just passed through standing up off the table. A closer look at the desert reveals a cave situated to the north-east, in addition to the cave openings at either side of the pathway.
Nameless
player, 10 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Sun 20 Aug 2017
at 15:17
  • msg #160

Re: A Dying Torch

Nameless continues to study the map before breaking his silence.

"There appears to be a cave structure of some sort here..."

He gestures towards the map.

"It might be worthwhile to check out. So far we haven't seen much trace of the other expeditions reaching this far. Perhaps they went and explored this area instead."

Ren was finishing up healing Chakha and shook her head.

"No, I want to find out where this monster came from. That thing might have been some sort of guardian given how it tracked us down after we touched some buttons. Or maybe it was a prisoner, trapped until we accidentally released it? Either way we should finish our investigations here before going elsewhere."

Daken tucked the robe away in his backpack. Part of him wanted to just put it on but he was nervous about activating some kind of trap or latent negative energy that might have been warped onto the cloak.

OOC: Moving up the corridor. Is one of the doors open? Otherwise they'll try the closest door.
DM Ventrikel
GM, 137 posts
Sun 20 Aug 2017
at 18:21
  • msg #161

Re: A Dying Torch

The door to the right is closed, but the door straight forward, past the room the group just came from, is open. The room beyond is roughly 30 by 50 feet large. A large metal table is surrounded by odd-looking chairs. To the west, what appears to be a transparent wall looks out over a strange desert valley. Four pillars support the fifteen-foot-high ceiling, while dozens of crude images of a pickaxe made of a skull and bones have been painted onto the walls with some sort of ivory pigment along with several phrases in an unrecognizable language. Ren recognizes the images as representations of Zyphus, god of accidental death and tragedy... But they're crude, and somewhat off - as if created by someone who had never actually seen a real unholy symbol of Zyphus.
Ren Ulyms
player, 34 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Tue 22 Aug 2017
at 04:22
  • msg #162

Re: A Dying Torch

Seeing another strange room the group once again spread out to search it for clues or valuables. Another locked door made Ren uneasy as that was the second one they had found. She was hoping the monster would drop the keycard necessary but perhaps it was  buried here in the monster's lair, or so she supposed.
DM Ventrikel
GM, 138 posts
Tue 22 Aug 2017
at 12:40
  • msg #163

Re: A Dying Torch

Chakha and Daken see it at the same time: a small, flexible card - like the others, but with a black strip along one side. That is the only item of interest. The door the group passed by on the way to the room opens easily - not locked. A long corridor, longer than anyone can see, extends to the left and right. Off to the left, on the opposite side (leading away from the desert area) is another door. Beyond it, as if this underground building has experienced earthquakes or been under attack by some sort of siege weapon, the corridor is blocked by a pile of rubble from the ceiling sloping down to the floor. To the other side, the smooth, dark gray walls lead far away, curving to the right. Panels in the ceiling light the entire area.

Experimenting with maps again... Map for group 1 shows the entire area you've found here, or it will if it updates to the new uploaded image (which I think it will, soon).
Ren Ulyms
player, 35 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Tue 22 Aug 2017
at 15:14
  • msg #164

Re: A Dying Torch

Ren glances between the corridors and then gestures them back to the room they just left.

"It looks like this might be even more extensive then we might have imagined. After that last fight my magic is all but drained and I think it would be best if we took the time to rest and recover. We can barricade ourselves in that room and have Nameless and Chakha take watch shifts."

Nameless and Daken were both eager to move onward but Chakha, their mighty guardian, was looking fairly beat up and winded so the group took the hint and formed a camp inside the room.

OOC: Time for some R&R. Nameless has first shift, Chakha has second.
DM Ventrikel
GM, 139 posts
Wed 23 Aug 2017
at 08:35
  • msg #165

Re: A Dying Torch

Eight hours pass without problems, and really the only sound that can be heard from outside the room is wind blowing through the corridors, but even the wind stops after a few hours.
Ren Ulyms
player, 36 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Wed 23 Aug 2017
at 14:43
  • msg #166

Re: A Dying Torch

When the group wakes up and breaks camp they are still faced with the question of forwards or back.

"Do we really want to go back? I mean there might be more skeletons back there..."

Chakha grunts.

"It is unwise to leave enemies at our backs."

Nameless nods.

"From this map we know where the caves are and we should use that information while we have it. Going through that door might take us down a path we cannot return from so it would be best if we explore this while we have that information."

Ren considers their arguments and then nods at Chakha and Nameless.

"You're all correct but I agree with Chakha, if something is back there we don't want it to sneak up behind us. More importantly we still haven't seen any signs of the other expeditions and there seems to be a better chance that there is evidence of them in these caves then continuing to drive deeper."


Daken sulks a little but is forced to go along with the others. Given his abilities so far he had little confidence he could survive without the others and was forced to acknowledge that he was kind of forced to go along with the others despite his sincerest belief that going back to the desert was a mistake.

As a way of internal compromise though he creates his magical Mage Armor on himself before stepping foot on the sand.

OOC: Heading to the caves. Ren takes point with Chakha and Nameless spread out like a diamond and Daken at the rear point. Daken casts mage armor on himself with a duration of 2 hours (unless it looks like it'll take longer then that to reach the caves...
DM Ventrikel
GM, 140 posts
Wed 23 Aug 2017
at 16:56
  • msg #167

Re: A Dying Torch

As the group approaches the cave leading out into the desert, they see light from out there - lots of light. Surprise and curiosity, perhaps focus and cautiousness, grabs them and for a moment they don't pay attention to their surroundings. BZZZKCHT! a streak of lightning flashes by, right in front of Ren as they walk into the passage to the cave. The strange machines fall silent, and the group hurries by before the next flash of lightning. A few more steps, and the illusory, solid rock wall is again behind the group. A few more, and they're standing under an open sky.

Gray clouds move slowly across the sky, a pale red sky. In the north, a large red disc appears behind a small cloud. What was apparently in the shade of that cloud is now right under this red sun, the light reflected from the sand is so strong its hard to keep one's eyes open, and everyone becomes painfully aware of the heat here - least of all Daken, as the rest of the group feel their leather armors sticking to their suddenly very sweaty skin.
This daylight reveals much more of the landscape than could be seen before. Fifty foot high cliffs surround the desert of this nearly circular valley. The large rock in the middle reaches almost that same height, and covers much of the northern cliffs from sight. The sand seems to have shifted since last the group were here, what was before flat sand and large piles of sand here and there, seems now to have somewhat taken the shape of an actual desert... The wind that could be heard from inside must have created small dunes and natural variations in the sand... And the path that seemed to have been made by several beings or people walking in line, or perhaps walking through at several different times, is now not more than a line of sand lying somewhat deeper than the surrounding area. There is no wind now, however. Unfortunately, because traveling through the desert in the heat will not be comfortable.

I'll pause here, right outside the trapped passage and the cave, and let you consider the new information :)
Should they decide to travel through, DC15 fortitude checks will have to be made to stand the temperature. -4 to the rolls for those wearing any armor or heavy clothing (i.e. not Daken). Fail->1d4 nonlethal damage. (Saves won't have to be made for a while again though, and crossing the valley shouldn't take more than 10 minutes).

DM Ventrikel
GM, 141 posts
Wed 23 Aug 2017
at 17:05
  • msg #168

Re: A Dying Torch



Area overview, desert (now that you can see far away!) and recently explored chambers. Cave opening is marked by the rock standing beside the cliff to the north.
Edit: This (the desert, not the rooms beside it) is also pretty close to what can be seen in the room with the buttons, although it is colorless - created only with white-blue light.

This message was last edited by the GM at 17:07, Wed 23 Aug 2017.
DM Ventrikel
GM, 143 posts
Wed 23 Aug 2017
at 22:26
  • msg #169

Re: A Dying Torch

Walking to the north takes the group back along the trail at first. By the tunnel to the Black Hill caves, the remains of the skeletons have all completely vanished. Bones had been scattered on the sand, now there is no trace of them...
After a while, the dimly lit tunnels that are the cave interior lie before them, and a larger chamber lies some twenty feet inside. Several strange shell fragments and bits of bone lie scattered across the floor of this large chamber. Ancient cave paintings of four-armed humanoids and strange animals decorate the walls - but to the south, a particularly unusual depiction that looks like an oblong shape burning in the sky above several kneeling four-armed figures dominates the prehistoric decor.
Then Ren sees the horrible shape of purple tentacles emerging from the largest of those porous shells spotted with holes. That's when they all notice that Ren, Chakha and Nameless has stepped up too far - sinking into the sticky, wet sand.

 ABCDEFG 
1       1
2 D     2
3 NC    3
4  R    4
5  GG   5
6  GG   6
7       7
8       8
 ABCDEFG 

Surprise round! Ren, Nameless and Chakha are subjected to the entrap special ability, DC16 fortitude or entangled for 1d8 rounds. Can be broken with a strength check (DC16, full round) or by attacking the sand that is sticking and growing solid around the person's feet. Roll initiatives and saves, act with Ren if >18!

InitNameACHPWeaponTo-HitDamageStatus
?Ren1514/15Morningstar+31d8+2 
18Aberration??full/?Tentacles??Hungry
?Daken1110/10Disrupt Undead+2 touch1d6Surprised
?Nameless1814/17Rapier+41d6+1Surprised
?Chakha1621/26Greatsword+92d6+11Surprised
think I got the hps right, but I'm too tired to be sure :P

Ren Ulyms
player, 37 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Thu 24 Aug 2017
at 00:35
  • msg #170

Re: A Dying Torch

While the others got stuck and surprised, Ren once again was given a flash of insight right before the attack, allowing her to move while everyone else was still trying to comprehend what they were seeing. Having to be constantly vigilent about the voices in her head allowed her to avoid ever getting lulled into a false sense of security.

She pulled her feet free before the monster has a chance to suck her down and she moves to strike it with her morningstar. With a satisfying thunk her morningstar cracks the surface of the monster.

20 on fort save
19:32, Today: Ren Ulyms rolled 20 using 1d20+1.  fort vs. DC 16.


Ren hits AC 19 for 8 pts of B/P damage.


19:33, Today: Ren Ulyms rolled 19 using 1d20+3.  attacking with morningstar.
19:34, Today: Ren Ulyms rolled 8 using 1d8+2.




OOC:
Ren: 19
Chakha: 8
Nameless: 7
Daken: 6

19:21, Today: praguepride rolled 29 using 4d20 ((18,4,6,1))

DM Ventrikel
GM, 145 posts
Thu 24 Aug 2017
at 11:17
  • msg #171

Re: A Dying Torch

The monster retaliates, swinging a huge tentacle at Ren - hitting her over the head with a blow powerful enough to leave a ringing noise in her ears.


Aberration: tentacle hits ac 17, 7 damage (included too little bonus in the dice roller).
This monster is a badass, this entrap ability is powerful! However, it lacks in other areas :P If you roll a knowledge: dungeoneering, I'll let you know if your characters figure out anything in particular.
Saves for C&N, then on to round 1!

InitNameACHPWeaponTo-HitDamageStatus
19Ren177/15Morningstar+31d8+2 
18Aberration??-8/?Tentacles??Entrapping within 10ft, DC16 fort
8Chakha1621/26Greatsword+92d6+11Surprised
7Nameless1614/17Rapier+41d6+1Surprised
6Daken1110/10Disrupt Undead+2 touch1d6Surprised

Ren Ulyms
player, 38 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Thu 24 Aug 2017
at 21:42
  • msg #172

Re: A Dying Torch

Chakha easily pulls her feet out with sheer strength but Nameless, caught by surprise and not nearly as strong finds himself rooted by the aberration's attack.

Ren meanwhile shifts to the side setting the others up for better positioning and strikes again with her morningstar. This time it just skitters across the surface instead of biting deep like last time.

5' step to B5.

Chakha passes, Nameless fails. You're up!

DM Ventrikel
GM, 146 posts
Fri 25 Aug 2017
at 07:34
  • msg #173

Re: A Dying Torch

Small, leathery but purple protusions move around through holes in the bottom of the large shell, and the being slowly advances. Daken feels the sand beneath him giving way, as the same fluids reach the ground he's walking on too. Tentacles swipe across the room here and there, flying over the heads of Ren and Chakha.

 ABCDEFG 
1       1
2 D     2
3 NC    3
4  GG   4
5 RGG   5
6       6
7       7
8       8
 ABCDEFG 


2x tentacles miss (very low rolling >_>). Daken and Ren roll vs entrap!

InitNameACHPWeaponTo-HitDamageStatus
19Ren177/15Morningstar+31d8+2 
18Aberration??-8/?Tentacles??Entrapping within 10ft, DC16 fort
8Chakha1621/26Greatsword+92d6+11 
7Nameless1614/17Rapier+41d6+1Entangled 1 round
6Daken1110/10Disrupt Undead+2 touch1d6 

Chakha
player, 22 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Sat 26 Aug 2017
at 04:45
  • msg #174

Re: A Dying Torch

When Chakha sees a monster in front of her, she smashes it. Sliding over to the side she smashes her greatsword down with both hands as foam and froth spews from her mouth in incoherent rage.

5' step to D3

CHAKHA SMAAAAASSSH. If a 17 hits then:
Chakha crits AC 17 for 41 pts of slashing damage.

If a 17 doesn't hit then:
Chakha hits AC 29 for 22 pts of slashing damage.


23:40, Today: Chakha rolled 19 using 2d6+11.  crit?
23:40, Today: Chakha rolled 22 using 2d6+11.  damage.
23:40, Today: Chakha rolled 17 using 1d20+9.  crit?
23:40, Today: Chakha rolled 29 using 1d20+9.  +2 BAB +4 STR +2 Rage +2 Flank -1 Power attack.

RAAAAAAAAAAAAAAAAAAAAAAAGE!!!!


Nameless pings his sword harmlessly off the creature's shell and Daken likewise pokes ineffectually with his spear.

OOC: Assuming it is still up...

Ren smashes her morningstar down on the creature's thick carapace, unsure if she did any damage or not.

OOC: Probably nadda but just in case, Ren hits AC 12 for 9pts of B/P damage
DM Ventrikel
GM, 147 posts
Sat 26 Aug 2017
at 08:20
  • msg #175

Re: A Dying Torch

AC 18, so no crit... But 28 HP in total and no DR :D

Tentacles writhe and an eerie sound echoes through the chamber as air escapes the strange body cavities of the creature. It dies, and where it filled up the center of the room, the shell remains with the collapsed, flattened, leathery remains of the creature at the bottom. The chamber around it does not extend much further to the south, and this seems to be the most important chamber of the area. Paintings on cave walls depicting four-armed humanoids can be found in the few tunnels and chambers leading to here, but the most elaborate and thus perhaps the most important ones are in this chamber. As are several rocks, sharpened to be used as simple tools or weapons, and among them: what looks at first to be several strange pearls. Tied together on a black leather strap, orange foggy but somewhat transparent stones make up what seems to be a necklace. In each of these polished amber stones, lies one many-legged insect of unknown origin. The necklace radiates moderate abjuration magic, to those able to detect such things.
Throughout the tunnels and chambers of this cave system, large enough to house at least a dozen humanoids, there are no traces of expeditions or any other living beings, apart from piles of ancient bones in the chamber with the aberration.
Daken
player, 16 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Sun 27 Aug 2017
at 03:51
  • msg #176

Re: A Dying Torch

Daken puzzled over the strange necklace while Ren and Nameless poked around the cave system some more. Ren finally in frustration kicked the shell of the monster Chakha had just slain.

"WHERE ARE THEY!"

She screamed at the ceiling, perhaps at the ceiling itself. Shortly aftewards while her voice was still echoing she grabbed her temples and shook her head rapidly.

"shutupshutupshutup. We will find them!"

Chakha was still too tired to take notice but both Daken and Nameless stared with eyes wide. Ren didn't even bother to give them an explanation as she pointed her morningstar back the way we came.

"Alright, fine. We'll just march deeper and deeper until we reach the center of the world. If that's what it takes, we will march to heaven and hell and back again but I will find them."

Nobody moved to follow but as she disappeared out of the cave the others quickly gathered their things to follow behind their leader. This wasn't the first outburst from her and the others suspected it wouldn't be the last but so far they had overcome many dangerous challenges and her healing magic had kept all of them on their feet so the others once again fell in line.

OOC: Marching back to the ship and Ren is going to open the first closed door she can :P
DM Ventrikel
GM, 148 posts
Sun 27 Aug 2017
at 09:10
  • msg #177

Re: A Dying Torch

Providing this map to eliminate confusion as to where you've gone :P The door leading off the map to the east on this image is the only closed door at the moment.


The door is locked. The few other doors in this area have opened at a touch of the panel next to them, but this one does not. Producing the black card found in the previous room and holding it against the panel leads to a green light appearing at the panel and the door retracting into the ceiling on its own, accompanied by or making a swishing sound, revealing a large room.
A large metal desk with blinking lights and strange glowing panels sits atop a raised area on the east side of this room near a circular table. Two couches covered with black material sit to the south of a pair of black metal pillars. Splatters of dried blood stain the floor
and walls near a pair of doors to the north, while here and there patches of rust-red mold and fungus cling to the southern wall. The room itself is brightly lit by glowing panels on the ceiling.
Ren Ulyms
player, 39 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 28 Aug 2017
at 03:57
  • msg #178

Re: A Dying Torch

As soon as Ren sees the blood she calls out and everyone readies their weapons.

Carefully the group sweeps the room, investigating the blood and looking for any traces or signs as to who, or what, might have left it behind.


OOC Oops forgot the spellcraft rolls

I think Daken has a chance against the necklace:
22:56, Today: Daken rolled 24 using 1d20+5.  spellcraft to identify necklace.
22:56, Today: Daken rolled 9 using 1d20+5.  spellcraft to identify cloak .

DM Ventrikel
GM, 150 posts
Mon 28 Aug 2017
at 06:46
  • msg #179

Re: A Dying Torch

The blood lies on the floor just by the northern door. Looking through the room, there is no further trace of anyone there. Behind the desk is a chair, and a door - smaller than most others. On the desk itself are windows, glass panes leading not to the outside but rather appearing to have worked like papers and pens... Between flashes of bright colors: red, blue, yellow with long stripes of green across it - text and strange depictions appear. Only Nameless can read the strange signs, but their purpose is anything else than clear.
KASATH MESSAGE VISIBLE LAND
bzzzkktt The text disappears and the screen is filled by a dull red. Blue dots appear, then it changes to black with white text again.
WARNING ELEVATOR WARNING
FOOD DELIVERED ENGINE DOORS
COMMANDER MESSAGE COMMANDER COMMANDER

Another flash, this time a green screen, then a humanoid being appears behind the glass pane. Standing motionless, the being has two arms on either side of the body and a large head with a strangely flat forehead. Then it disappears, replaced with a plant. A large root lump at the bottom and long stalks ending in spiky fruits of some sort - and a thicker middle stalk ending with a flower larger than the root lump. Then it vanishes, and white text on black appears again.
CAUTION LITTLE VANTAGE
GAUNT WARNING NEVER CODE


The door by the blood does not even need the black card to open, a brown one is enough. Bloodstains mar the floors and walls of the hallway beyond, while scorch marks and smears of ash on the walls evidence some sort of altercation having taken place in this area relatively recently. Four tangled mounds of metal and other materials lie further up the hall, surrounded by strangely colored stains.
This message was last edited by the GM at 10:32, Fri 01 Sept 2017.
DM Ventrikel
GM, 151 posts
Mon 28 Aug 2017
at 06:52
  • msg #180

Re: A Dying Torch

Daken pieces together the subtle hints left by the magical aura around the necklace. It appears the magic is tied to the strange insects trapped within, to guarding the wearer from attacks by such creatures. The magic will extend to enhance weapons and attempts at making physical attacks against swarms of such creatures, making them much more effective.

Swarmbane Clasp
The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm’s distraction ability.

Daken
player, 17 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Mon 28 Aug 2017
at 14:14
  • msg #181

Re: A Dying Torch

Realizing what he has, Daken passes the necklace on to Chakha. If anyone would stand up to a giant swarm of insects he would prefer it to be her instead of anyone else.

Meanwhile Ren starts heading towards the bloody room but Nameless holds her back.

"We should see if there is anything else we can learn before marching forward."

Daken pipes up in support.

"Yeah. Something caused all that blood and maybe we can figure it out from these panels. Like maybe we can trigger some kind of map like we did in that last room."

Once again Daken and Nameless put their heads together to try and figure out what how to use these strange windows.
DM Ventrikel
GM, 152 posts
Mon 28 Aug 2017
at 14:48
  • msg #182

Re: A Dying Torch

Rows of small, fingertip-sized gray boxes protrude from a small part of the table next to one of the windows, boxes seemingly made to be pressed into the table. Studying the texts, colors, and small boxes - one of them decides on pressing one of the larger boxes in one corner, and times it to right when text disappears and a brilliant green takes over. At once, the green disappears and is replaced by black. A bizarre, creepy-sounding voice blares from somewhere close to the panel. To most of those in the room, it's just commanding or threatening screaming they can't understand. But to Nameless, the words make some sense.
"Danger! Danger! Collision imminent! Prepare for impact!"
Then the voice disappears. No more text appears behind that window, but a few panels next to it still show flashing colors and strange messages.

We're through the caves and into the REAL Iron Gods stuff! Exciting! :D
This message was last edited by the GM at 14:58, Mon 28 Aug 2017.
Ren Ulyms
player, 40 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Thu 31 Aug 2017
at 21:22
  • msg #183

Re: A Dying Torch

Seeing that they had just about reached the end of what they could do with the panels, they filed away the information they had seen and proceeded onward to the bloody hallway. Once again the group stopped, searching for clues as to what happened, and where the bodies had gone.
DM Ventrikel
GM, 154 posts
Fri 1 Sep 2017
at 10:32
  • msg #184

Re: A Dying Torch

map removed
This message was last edited by the GM at 06:50, Tue 12 Sept 2017.
DM Ventrikel
GM, 155 posts
Fri 1 Sep 2017
at 10:47
  • msg #185

Re: A Dying Torch

A long table with various unusual stones and dirt samples heaped on it sits along the southern wall of this room, while to the north a line of metal desks with glowing panels and buttons are placed next to a large humming device. The heart of this device seems to be some sort of flickering sphere of reddish-brown mud or dirt. Dust covers much of this room, save for a strangely clean swath between the doors, which leads to the strange humming device. There are tags and notes by many of the samples to the south, and while one of the glowing panels is continuously producing text, the other shows a near perfect circle coloured in detail by orange-red-brown patterns resembling a map. The patterns on the circle move to the left at a slow speed, giving the impression that it actually shows a spherical object spinning around.
A voice appears in the mind of all the members of the group almost immediately after they open the door. It is a high-pitched voice, one could interpret it as that of a child, but just the existence of this voice in the mind is unsettling and confusing - a rather alien experience.
"Who are you? What is this place?"
Daken
player, 18 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Sat 2 Sep 2017
at 00:52
  • msg #186

Re: A Dying Torch

The group turns to Ren who normally operates as their leader and spokeswoman however she seemed to either not hear the voice or was ignoring it. The truth was she had been dealing with voices in her head for so long that she barely even noticed the newcomer, loud as he might be in her mind.

She started forward but stopped when she saw everyone staring and putting two-and-two together, Daken spoke out loud to the room.

"We are explorers from the town of Torch. We came here looking for friends of ours trying to find out why our magical forge had gone dark. Who are you? Are you a survivor?"

Ren squinted at Daken and her eyes grew wide in shock.

"Wait...you hear that voice too?"

She fell silent, waiting for the voice to respond as she puzzled about this strange turn of events.
DM Ventrikel
GM, 156 posts
Sat 2 Sep 2017
at 13:49
  • msg #187

Re: A Dying Torch

"Survivor? I am not a survivor... I am... The voice responds quickly and with energy, but with a tone of confusion. "No, I live here, and do not think I am a survivor. You are survivors? If so, I have seen other survivors. And yet other creatures - not survivors! Where are we?
Ren Ulyms
player, 42 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Sun 3 Sep 2017
at 00:24
  • msg #188

Re: A Dying Torch

Daken paused and pondered on that answer but this time Ren spoke up.

"We're in some kind of building deep underground. We're underneath the city of Torch in Numeria, if that helps. These...other survivors. Where are they? Where did they go? What happened to them? We're looking for other survivors and want to try and save them if possible!"
DM Ventrikel
GM, 157 posts
Sun 3 Sep 2017
at 10:30
  • msg #189

Re: A Dying Torch

"I don't recognise any of those names! I know your side, and the other side, and here. The survivors came from your side, pulled by metallic not-survivors to the other side. They left delicious red food on the floor. I licked it up. Do you have more food? I am hungry..." The voice goes a bit lighter as it rings through the heads of the party, lighter and perhaps sweeter as it asks for food. With the last statement, however, it sounds pained. Ren, perhaps unable to puzzle together how the voice can be heard by everyone, can not figure out who the talking person is... But the others all see - scanning the room for living things - a slight movement as if by organic life, of the mudlike near spherical thing sitting in the machine beyond the panels by the north wall. If this is the origin of the voice is impossible to tell.
This message was last edited by the GM at 10:31, Sun 03 Sept 2017.
Nameless
player, 11 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Wed 6 Sep 2017
at 21:55
  • msg #190

Re: A Dying Torch

Daken and Ren both recoil at the realization that the room was so clean because of the blob-thing drinking up t=all the blood. It was Nameless who spoke up though.

"If you need additional sustenance then this hallway is full of it. There was a terrible battle and...red stuff... leaked everywhere."

Daken paused and considered what was about to happen.

"You don't suppose this is some sort of sewer monster? I here that the big cities like Absalom put monsters in the sewers that eat the refuse and keep things all neat and tidy. Look at what it did in this room compared to that?"

Ren paused and considered it fully. The creature had told them where the not-survivors took the bodies so they didn't need to track a trail anymore and she wasn't planning on sticking around to clean it. With a nod she motioned for Chakha to step aside and the group hugged the walls hoping to let the blob pass on by.
DM Ventrikel
GM, 158 posts
Fri 8 Sep 2017
at 08:05
  • msg #191

Re: A Dying Torch

"Fu-... full of it?" There is a hesitant tone to the answer, but also curiosity. The thing shifts and begins moving, and this time there is no question about who the conversational partner is, as it slides down the machine and begins slithering over the floor towards the door Nameless had directed it to. It stops three feet short of the door, perhaps studying its surroundings. Feelings overwhelm the party, feelings of fear - they all get the sense of encountering something enormous and strange, something they have never encountered before. Images of the room they're standing in from different angles, without them in it, with a trail of blood leading from one door to the other, seemingly some sort of memories; appear before their eyes.
"I... have never gone this far before." The fear can be heard in the telepathic voice as well. Then another feeling comes over them, of bottomless hunger - as if starved for days, weeks, or more. "Mrruuunn." The voice groans, then the thing slowly slithers forward towards the threshold. A slurping sound can be heard as it encounters the blood. Then it moves forward with more certainty, slurping up the blood as it slowly follows the trail down the hallway. The group is left alone in the room.
Ren Ulyms
player, 43 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 11 Sep 2017
at 21:03
  • msg #192

Re: A Dying Torch

Trying hard not to think about what was happening the group poured into the next room, exploring and poking around for clues and useful items. Special attention was paid to the glowing map-like thing being displayed.
DM Ventrikel
GM, 159 posts
Tue 12 Sep 2017
at 06:45
  • msg #193

Re: A Dying Torch

There is a lot of information for Nameless to gather, as only he understands the language. The map appears to be a planet, a whole world different to Golarion, with a sun different to Golarion's. The text on the other screen continuously refers to this planet as CX-335 and Kasath, alternating between the two. This Kasath is described as an arid world with little water, violent weather patterns and many different six-limbed creatures. The text describes the most intelligent of the creatures on this Kasath several times, creatures using only their hind limbs for transportaition - the other four limbs being reserved for tools, communication, and more. Rocks and dirt are collected in glass jars to the south in the room, tags on the jars declare names of the rocks as well as their origin: CX-335.

A small box under a table to the east in the room contains three interesting, strange and complicated technological items. They all look quite similar to one another, but the metal is damaged in different places. One handle with a conveniently placed button, probably for activating them, and several other buttons along the sides of the metal piece pointing forward from the top of the handle. The top, when the handle is held, will probably produce something out a hole in one end.

The door to the south opens to another corridor - this one with several exits. The trail of blood continues beyond the door to the closest one on the left.
This message was last edited by the GM at 12:39, Thu 14 Sept 2017.
Daken
player, 19 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Wed 13 Sep 2017
at 15:49
  • msg #194

Re: A Dying Torch

Daken hesisitates as Ren starts leading the group towards the bloody door.

"Are we...are we sure we want to keep following this trail? I mean we are passing up door after door that we could poke our heads into and explore."

Ren shook her head and gestured towards the bloody door.

"They could be right on the other side of it, dying for aid. Every moment we waste could be another life slipping to the afterlife."

"But...they might already all be dead. Or this trail could go on forever. Or whatever attacked them might be behind us."

As if to prove a point he moves away from the bloody door and opens up one of the side doors.

Just poking his head into the Northern exit.
DM Ventrikel
GM, 160 posts
Thu 14 Sep 2017
at 12:43
  • msg #195

Re: A Dying Torch

Two circular metal tables and several chairs fill the bulk of this room. Metal cabinets sit against the walls, while to the north stands a large machine with glowing panels on its surface. The air in this room feels unusually warm. The door beyond opens into another corridor.



Daken
player, 20 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Thu 14 Sep 2017
at 15:04
  • msg #196

Re: A Dying Torch

Seeing the lack of danger and potentially more information, Daken enters the room. Ren sighs with frustration but the group follows in behind Daken and they proceed to search the room for clues, information, and useful items.

While working on a storage locker Ren turns to Daken and glares at him.

"You can't just walk off like that. For all you know there could have been some giant monster behind this door that would have taken your face off the minute you poked it in here. Or a trap. Or some kind of poison. We need to proceed together!"

Daken however was smirking and sarcastically replied.

"Yeah because having us all get poisoned or our faces ripped off would have been so much better."

Ren didn't even bother to reply, instead smacking him across the back of his head.

"I know you don't take this seriously but I do. I feel responsibility for the well being of everyone here and I am doing the best that I can with what I know. When you endanger yourself you endanger us all because at least I will try and rescue you."

Daken wasn't amused by the physical and verbal reprimand, especially in front of Chakha. While the Shoanti allowed women to hunt and fight, and one would have to be very foolish to suggest that someone like Chakha avoid combat, the concept of masculinity was very important and one that Daken struggled with given his inferior physical posture. Having Ren reprimand him in front of the others caused his anger to boil up.

"Maybe you should keep your thoughts to yourself, debate with the voices in your head first before opening your mouth."

It was a remark that didn't make complete sense but it didn't have to as it had the intended effect. Ren's face turned beet red and she seemed to just stand there, shivering. Daken couldn't tell if it was anger or shame or what but he instantly regretted his comment.

Without another word Ren turned away from the others and stormed out of the room.

OOC: Pausing here to see if there is anything interesting about the room before the group chases after Ren.
This message was last edited by the player at 18:51, Fri 15 Sept 2017.
DM Ventrikel
GM, 162 posts
Thu 14 Sep 2017
at 19:24
  • msg #197

Re: A Dying Torch

Both of the cabinets are easy to open, and the contents are identical. Metal drawers pulled out of the cabinets contain neatly arranged rows of flexible metallic tubes. Tubes like the ones Sanvil Trett, the trader, offered to sell. If they are similar to his, they may contain highly effective rations (considering the little volume and weight). There are 120 tubes in total.

10 goo tubes weigh 1lb.
This message was last edited by the GM at 19:25, Thu 14 Sept 2017.
Ren Ulyms
player, 44 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Fri 15 Sep 2017
at 21:17
  • msg #198

Re: A Dying Torch

Ren storms out of the room fighting back tears. The curse of her visions had always weighed heavily upon her and strained her sanity but she had always tried to hold onto the illusion that she could keep it under control and that it wouldn't endanger anyone else following her lead but Daken's flippant comment had shattered that illusion.

She knew she had slipped up but had it been that obvious? Was she only now recognizing the sideways glances that the others would give her after her attacks? Perhaps she wasn't nearly as skilled at covering for it as she thought she was. Perhaps Daken was right and someone as impaired as her shouldn't be making life-or-death decisions for the group.

Just as she was resolving to turn back and turn over the mantle of leadership, Daken exited the room. He was holding one side of his face strangely and his eyes were downcast like a dog that had been kicked.

Before Ren could speak he started up in a flat voice.

"I apologize for saying anything and questioning your orders. You agreed to lead and we agreed to follow."

Curious, Ren leaned closer and adjusted her view and she could see that Daken was holding his hands against his cheek that was forming a large and angry looking hand print. Looking over Daken's shoulder she say Chakha with a smug smile on her face give her a nod of approval as she stuffed the goo tubes into her bulging backpack.

Nameless likewise moved in from the room and addressed the pair.

"In my observations it is important for dissent to be brought up. A party that blindly follows its leader will walk into disaster however in a situation like ours our survival depends on being able to rely on one another. Ren is not responsible for being correct 100% of the time however she does fulfill her duty of giving us a unified direction and purpose that we can adjust and plan for. If you deviate from that plan you risk bringing chaos and death upon us.

Ordinarily I would say you are free to go your own way however Ren has the personality traits that if you came into danger she would rush to save you and we would follow. Even if it wasn't your intention your foolish actions would endanger us all."


Finally Chakha rumbled, cracking the knuckles on her hand as she spoke.

"Bottom line is if you're not going to follow the next one will knock you out and I'll carry you on my back. Once we are out of danger you can do whatever you want but I won't let your stupidity lead me to my death."

Severely rebuked by the rest of the team and in a considerable amount of pain from the 'encouragement' that Chakha had unleashed upon him, Daken was silent. His shoulders were slumped and his head hung low. Feeling pity and remorse for him Ren reached out and touched him on the shoulder, lifting his head so that she could gaze into his eyes.

"I know that you're scared. I am too, but I would be a lot less scared if I knew that you were helping us. I have a feeling we are going to be desperately need your magic very soon and that isn't something that my prayers, Nameless' skill or Chakha's strenghth can replace."

Daken was silent but just nodded his head. The team reformed and steeled itself to open up the next bloody door and continue following the trail of blood deeper into the structure.
DM Ventrikel
GM, 165 posts
Sat 16 Sep 2017
at 08:43
  • msg #199

Re: A Dying Torch

The wide door slides open. Metal desks sit to the north and south of this long room, yet the most distinctive features are a pair of odd, bedlike tables flanked by curving panels of blinking, pulsing lights. Moving armatures of metal extend out over the beds, each outfitted with glowing panes of glass and strangely glowing tools. The chamber reeks of blood, with great crimson stains splashed across the device, beds, and floor.

A single being stands ten feet inside this room, it is in some ways similar to the construct the group encountered before the desert - but in some ways quite different. The smooth appearance, the wires and plates, and the one glowing eye brings that encounter to mind... But the clawlike needles of this being, connected to containers half-filled with some fluid, seemingly connected to tubes with more light blue fluid; is something completely different. As the door opens, it immediately turns its head towards the group - as if having expected them, and a metallic voice speaks in that strange language that could be heard from the panels Nameless and Daken investigated some time ago. Only Nameless can understand the language.
"The doctor will be with you shortly."


This message was last edited by the GM at 09:13, Sat 23 Sept 2017.
Nameless
player, 12 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Mon 18 Sep 2017
at 14:06
  • msg #200

Re: A Dying Torch

Nameless seems puzzled by the construct but the others quickly scan around looking for signs of those that had come before. Bodies, clothes, weapons...anything to give an indication of what had happened to them.

Nameless, meanwhile, decided to take a more direct approach.

"How long ago was your last patient, doctor?"
This message was lightly edited by the player at 20:22, Fri 22 Sept 2017.
DM Ventrikel
GM, 166 posts
Mon 18 Sep 2017
at 19:52
  • msg #201

Re: A Dying Torch

The group sees many signs of living creatures having been in here. Blood on and by the beds to the east, and yes - here and there remains of clothes: small patches and burnt pieces of fabric. But no weapons, and no bodies.
The being replies, but does not answer the question. The metallic voice produces the same kind of short sounds, like words cut in half, that Nameless just uttered. "Please remain calm; you are to undergo a medical procedure." It moves, and the whole body seems to move in different directions at the same time as the torso spins and the legs walk while the arm raises a hand with needles to stab. It takes a few steps towards Nameless, and shoves the hand towards him, razor sharp needles pointed straight at his chest.
CLONK
The left leg hits the wall right by the door as it approached. A false estimation of the space it had to move in must have made it step too close to the wall. The arm stretched all the way straight at Nameless is so close he'd almost get the needles in his skin if he only breathed in right now. But hitting the wall kept it from advancing close enough, keeping the needles out of range.

 ABCDEFG 
1  dd   1
2   .   I   2
3   .   I   3
4   .   I   4
5  CR d  B5
6  DN dM B6
7   .   I   7
8   .   I   8
9   .   I   9
10  dd   10
 ABCDEFG 
d = door
I = wall
B = Bed
M = Medical drone

Initiative:
20 - Medical Drone (AC 14, damage 0/?)

Treating this as if the creature is acting on its own initiative in a turn order that hypothetically started when the door was opened. No surprise = no flat footed.
Rolled a natural 1 on the to hit roll :)

Daken
player, 21 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Mon 18 Sep 2017
at 21:10
  • msg #202

Re: A Dying Torch

Seeing the giant monstrosity with very sharp looking needles, Daken taps into his innate energies and begins reaching out to the invisible strings that control constructs like these. Like strings on a puppet he starts to trace these lines of magic to find the right one and cut it.

OOC: Begins casting Sleep. DC 16 at start of his next round.

Ren steps forward to begin encircling the large construct and slams her morningstar down on its syringe arm. The arm swivels unexpectedly and the brunt of her attack is lost doing little more then scratching the surface.

OOC: 5' adjust to E5 and then miss with a hit to AC 9 :(


Chakha likewise moves forward but unlike Ren her giant sweep is heavy and hard enough to do significant damage to the machine.

OOC: 5' adjust to D5 and attacks hitting AC 16 for 11 pts of slashing damage.

Round 2

Nameless, seeing that he had nearly just been eviscerated by the needles and seeing his companions weren't in position to help him pin the construct down decided to go on the defensive. Focusing on entirely parrying the needled arm, Nameless still manages to find a quick weak point and poke at it with the tip of his rapier.

OOC: because of course he almost crits after going full defensive...

Nameless hits AC 19 for 2pts of piercing damage. He also is going defensive and combat expertised so +3 to AC



OOC:  And initiative order worked out perfectly!

Nameless: 21
Daken: 18
Ren: 17
Chakha: 8

DM Ventrikel
GM, 167 posts
Mon 18 Sep 2017
at 21:28
  • msg #203

Re: A Dying Torch

The drone, seemingly not understanding it's own fault in the previous failure, steps forward again into the wall, again stabbing just short of Nameless. Tiny black spots swarm over the hole in the body after Chakha's strike, and the plate bends out a little bit - the metallic body slowly moving back into its original shape. Short, metallic words again project from somewhere on it's mouthless body. "There is no reason to struggle, you are in safe hands." It takes another step, then half a step, then something seems wrong. It sinks down, resting on the floor, suddenly completely motionless in a fashion that would be impossible for anything organic to imitate.

 ABCDEFG 
1  dd   1
2   .   I   2
3   .   I   3
4   .   I   4
5   C dR B5
6  DN dM B6
7   .   I   7
8   .   I   8
9   .   I   9
10  dd   10
 ABCDEFG 
d = door
I = wall
B = Bed
M = Medical drone

Initiative:
Nameless: 21
20 - Medical Drone (AC 14, damage 11/?)
Daken: 18
Ren: 17
Chakha: 8

Natty 2 this time. Then failed will save.

Nameless
player, 13 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Tue 19 Sep 2017
at 03:42
  • msg #204

Re: A Dying Torch

Carefully and without disturbing it, Nameless begins looking at the machine to figure out a way to disable it quickly.

OOC: Is there an off switch that he can find? Otherwise Chakha will push him aside and coup de grace the machine.
DM Ventrikel
GM, 168 posts
Wed 20 Sep 2017
at 13:58
  • msg #205

Re: A Dying Torch

Nameless does not find any such mechanism, but investigating the being - he realizes that with all the exposed tubes and somewhat delicate components found in between plates of armor - the construct would likely be quickly disabled by a very well aimed attack.

It is vulnerable to critical hits!
Chakha
player, 24 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Wed 20 Sep 2017
at 21:38
  • msg #206

Re: A Dying Torch

Nameless points out the tubing and weak points and Chakha readies her sword. As the rest of the party surrounds it she raises her sword up and with a mighty cry brings it down right in the center of where Nameless indicated. Metal and plastic go flying as she nearly bisects the robot with her blade.

Ren and Nameless will position themselves so they are flanking. Chakha will coup de grace for 36 pts of damage.

16:36, Today: Chakha rolled 36 using 4d6+18.  coup de grace.

DC 46 Fort Save or death unless otherwise immune

DM Ventrikel
GM, 169 posts
Wed 20 Sep 2017
at 21:58
  • msg #207

Re: A Dying Torch

Metal flies all over the room as the being is utterly destroyed.
Nameless
player, 14 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Thu 21 Sep 2017
at 03:55
  • msg #208

Re: A Dying Torch

Nameless begins poking and prodding within the giant machine while Ren searches for signs of where the survivors might have been taken to. Chakha and Daken, the pragmatic duo, search for valuables, weapons, or technology that might be of assistance in their quest.
DM Ventrikel
GM, 170 posts
Thu 21 Sep 2017
at 14:02
  • msg #209

Re: A Dying Torch

There is blood on the floor around the two beds. Interestingly, or perhaps worryingly, the long metallic arms and devices sticking out of machines behind the bed whirr and move slightly when someone approaches them. The construct did not seem to have any useful gear on it, and other the spread-out parts of its body, no more items can be found around this rather tidy room. The screens to the north and south are unresponsive to any attempts at manipulating them, and are both stuck displaying the same short test in Androffan.
INITIATING SURGICAL PROCEDURE...
...

The trail after the survivors has gone cold.
Ren Ulyms
player, 45 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Fri 22 Sep 2017
at 20:28
  • msg #210

Re: A Dying Torch

Ren shouted in frustration. They had come so far and pushed through so much! They had finally found a trace of the other group when it had suddenly vanished.

"WHERE ARE THEY! THEY CAN'T HAVE JUST DISAPPEARED!"

Nameless started rattling off possibilities.

"Perhaps there is another cleanup blob. Perhaps the machine got rid of the bodies some how."

Just then Daken snapped his fingers.

"Or maybe they weren't bleeding any longer. Nameless, what did the construct say to you?"

""The doctor will be with you shortly."

Daken nodded.

"And you said something about a procedure? That's what all these monitors are saying? What if the doctor did it's job? What if the doctor patched them up somehow! Or maybe there was other stuff in this room that let them patch themselves up!

Maybe this isn't the end but hope!"


Nameless paused and offered a counterpoint.

"Or maybe they ran out of blood and the bodies were moved but did not leave a trail anymore."

Ren waved both of them back towards the way they came.

"Whether they're alive or dead, they aren't here. Let's keep exploring!"

Ren leads the group out of the medical office and they head South towards the next set of unopened doors.
DM Ventrikel
GM, 171 posts
Sat 23 Sep 2017
at 10:01
  • msg #211

Re: A Dying Torch

The door is unlocked and opens smoothly. A row of beds sits along the southern wall of this well-lit room. Glowing screens and metal desks sit on the opposite walls, and splatters of blood adorn the floor and several of the beds. To the east stands a metal device that is the size of a large bed, it hums softly. As the door opens, two beings begin to move, turning towards the group. The first is identical to the one Chakha just destroyed, the other one hovers in the air with the use of large apparatus on four sides of it's back, spinning and whirring devices inside circular plates. It has orange-brown armor plates, and a head at the center of the body with three glowing eyes.
"AAAH! NOOO!"
Muffled screams and thumps can be heard from the device to the south-east.

The robots react quicker than the group, and both move towards the open door - those lifeless, glowing eyes give a menacing look to the metallic beings. The white robot runs at Ren, raises it's hand and drives it into her skin - the needles digging deep into her muscle. The blue fluid in the tubes as well as at the top of the needles seem to move in there, and Ren feels the pain of fluid being squeezed into her flesh.
"There is no reason to struggle, you are in safe hands."
The short words seem frustrated and threatening to Ren, but Nameless hears the meaning of the sentence.
The flying robot moves up and places itself in the middle of the group, aiming a slam at Nameless with one of the long arms. The arm hits, metallic fingers crushing around Nameless' shoulder. The arm grabs it, holding steady.

 ABCDEFGHI 
1       D 1
2      CN 2
3      XR 3
4  cccc M 4
5        .   d5
6     bb .   d6
7   b bb  7
8  bb     8
9  b      9
 ABCDEFGHI 
d= the device in the corner
b= bed (low obstacle)
c= computer screens (blocking, could provide partial cover)
M= Medical drone (looking like the one from last fight)
X= Other robot

Initiative:
27 X (AC 16, CMD 18, damage 0/?)
27 M (AC 12(charge), damage 0/31)


Making another attempt here, like with the aberration you met long ago, at acting right away on a high-rolled initiative :P I think this time you can't beat it! :P Also, kind of not used to the pronoun 'it' in English... In Swedish, I use it rather frequently... Hm.
Medical drone: charge H6-H4, claw Ren.
19 to hit flat-footed, 10 damage. As a result of the injection, Ren takes -2 strength unless she makes a fortitude save DC11.
Other robot: Move E5-G3 (21 fly check to turn). Slam 24 to hit, 6 damage, 22 grapple.

This message was last edited by the GM at 12:25, Fri 13 Oct 2017.
Ren Ulyms
player, 46 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 25 Sep 2017
at 00:28
  • msg #212

Re: A Dying Torch

OOC: Close :P
Nameless: 22
Chakha: 21
Ren: 12
Daken: 11

Ren Ulyms
player, 47 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Tue 26 Sep 2017
at 02:11
  • msg #213

Re: A Dying Torch

Seeing that they are in tight confines and that she is trapped in a way that the others can't assist, Ren calls for a tactical retreat.

The party shuffles around to brace themselves for a better attacking position while Daken backs up and prepares yet another spell to cut the strings of the nearby electronic robots.

OOC: Repositioning!

Nameless goes to G1 and goes full defensive, Chakha goes full defensive, Daken backs up to H0 (off the map) and begins casting sleep and Ren withdraws to H1 as a full-round action.

DC 17 will saves!


This message was last edited by the player at 02:11, Tue 26 Sept 2017.
DM Ventrikel
GM, 173 posts
Tue 26 Sep 2017
at 10:53
  • msg #214

Re: A Dying Torch

Both robots react simultaneously to the party's actions, turning around and moving back into the room to the positions they came from. The metallic voice of the white robot can be heard echoing back into the hallway as it walks away.
"We will contain you until such a time when an effective treatment is available. Please relax."
As Daken finishes his spell, the white robot sinks into an immovable pile - just like the one in the other room earlier.

 ABCDEFGHI 
0       D 0
1      NR 1
2      C  2
3         3
4  cccc   4
5    X   .   d5
6     bbM.   d6
7   b bb  7
8  bb     8
9  b      9
 ABCDEFGHI 
d= the device in the corner
b= bed (low obstacle)
c= computer screens (blocking, could provide partial cover)
M= Medical drone (looking like the one from last fight)
X= Other robot

Initiative:
27 X (AC 16, CMD 18, damage 0/?)
27 M (AC 7 (helpless. +4 to any attack rolls), damage 0/31, sleeping)
Nameless: 22
Chakha: 21
Ren: 12
Daken: 11

Both: Withdraw actions.
12:48, Today: DM Ventrikel, on behalf of Ren Ulyms, rolled 12 using 1d20+1.  Fortitude.
Ren resists the strength damage.
Medical drone fails will save, the other succeeds.

This message was last edited by the GM at 10:54, Tue 26 Sept 2017.
Ren Ulyms
player, 48 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Wed 27 Sep 2017
at 02:31
  • msg #215

Re: A Dying Torch

Recognizing the pattern the three combatants quickly put together a plan of attack. First Nameless, then Ren then Chakha rushed into the room, spinning around to attack the robot as it advanced on their positions.

OOC: Basically they're going to move in and then ready action to attack it when it comes into range.


Nameless moves to H5 and attacks hitting AC 21 for 5pts of piercing damage.
21:28, Today: Nameless rolled 5 using 1d6+1.  damage.
21:28, Today: Nameless rolled 21 using 1d20+4.  ready action attack!

Chakha moves to H4 and hits AC 10 :(

Ren will move to H3 and cast Bless on everyone (4 spells left)

DM Ventrikel
GM, 174 posts
Wed 27 Sep 2017
at 14:23
  • msg #216

Re: A Dying Torch

The robot flies up. It is eerily silent, as compared to the previously talking white robot, the only sound it makes is that from the quickly rotating parts of the limbs that propel it through the air. As Chakha swings her sword, it dodges through the air - straight into Nameless' rapier - which just bumps off the hard metal. The long, multiply-jointed arms extend towards the attackers, missing Nameless but slamming Chakha hard in the chest - and the metal fingers grab hold of her!

 ABCDEFGHI 
0       D 0
1         1
2         2
3       R 3
4  cccc C 4
5      XN.   d5
6     bbM.   d6
7   b bb  7
8  bb     8
9  b      9
 ABCDEFGHI 
d= the device in the corner
b= bed (low obstacle)
c= computer screens (blocking, could provide partial cover)
M= Medical drone (looking like the one from last fight)
X= Other robot

Initiative:
39 Nameless (6 damage)
28 Chakha (5 damage, grappled)
27 X (AC 16, CMD 18, damage 0/?)
27 M (AC 7 (helpless. +4 to any attack rolls), damage 0/31, sleeping)
12 Ren (10 damage)
11 Daken

23 to hit Chakha. 5 damage. Grab roll of 24 makes Chakha grappled!
I saw we missed that Nameless was grappled in the first contact there, but let's just skip that for now in the interest of keeping it going.
Also, I forgot the robot had to move. But the attack on Nameless was the second one and it missed anyway, so it didn't make a difference. 

This message was last edited by the GM at 16:38, Sun 01 Oct 2017.
Nameless
player, 15 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Wed 27 Sep 2017
at 22:07
  • msg #217

Re: A Dying Torch

Ren summons her divine power to cure herself and knit her terrible wounds before entering the fray.

OOC: Ren heals 9 pts of damage and then moves to G4.

Daken seeing his companions still in a tight spot once again summons the magic needed to try and shut down the attacking robot.

OOC: Try it again. Sleep for DC 16

Nameless slides underneath the robot and hops up onto the bed to flank it with Ren. He thrusts again with his short sword but again it just bounces off the armor.

OOC: Acrobatics vs. CMD to hop over to the G6 bed. Hits AC 10 so nope.

Chakha lets out an incoherent burst of rage and fury as she tries to break out of the grapple and free herself from the clutches of the terrible robot.

OOC: Rage! Scored a 20 to break grapple. She also has +1 ac against robots, fyi.

DM Ventrikel
GM, 175 posts
Thu 28 Sep 2017
at 07:41
  • msg #218

Re: A Dying Torch

The robot, flanked by enemies, flies forward and spins around in the air, bringing one of the arms flying straight into Nameless' neck - slamming and grabbing the android. The second arm comes swinging at Nameless - this time seemingly trying to hit him flat over the head, perhaps to knock him out rather than kill him. Then Daken unleashes his spell, and the robot's every move stiffens suddenly. Nameless only barely makes it out of the grip of the metal fingers, ripping part of his skin as he does so, when the robot falls straight down on the ground.
CLAANNGG!
The heavy metal body hits the solid metal floor, and the noise is so great that for a moment the group can hear nothing but a faint ringing sound. The sound quickly vanishes, and is replaced by a muffled thumping from the device behind the robots... And a voice. "Uuuh! Mmmaaaah!"

 ABCDEFGHI 
0       D 0
1         1
2         2
3         3
4  ccccRC 4
5       X.  d5
6     bbNM.  d6
7   b bb  7
8  bb     8
9  b      9
 ABCDEFGHI 
d= the device in the corner
b= bed (low obstacle)
c= computer screens (blocking, could provide partial cover)
M= Medical drone (looking like the one from last fight)
X= Other robot

Initiative:
39 Nameless (10 damage)
28 Chakha (5 damage)
27 X (AC 8 (as robot M), damage 0/?)
27 M (AC 7 (helpless. +4 to any attack rolls), damage 0/31, sleeping)
12 Ren (1 damage)
11 Daken

5-foot flying towards the wall. Full-round: Slam Nameless (16 to hit, 4 damage, 17 to grab). Slam Nameless, miss.
Then (technically after Ren's turn) it falls asleep.

Cool with Chakha's anti-robot trait btw! I know I looked up she had that at some point, but did not remember when the fight started :)

Chakha
player, 25 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Tue 3 Oct 2017
at 00:22
  • msg #219

Re: A Dying Torch

Still in a red rage, Chakha smashes one robot and then the other, alternating between the two until both had been pulverized into scrap. Sinking to her knees the red rage lifted and her muscles began to cramp up and she sank to her knees, struggling to control her breathing like in the Shoanti tradition.

OOC: Two coup de graces. Should be enough to cap 'em both, eh?
19:20, Today: Chakha rolled 33 using 4d6+18.  coup de grace #2.
19:20, Today: Chakha rolled 38 using 4d6+18.  coup de grace #1.


Meanwhile the rest of the group followed Ren as she rushed towards the muffled sound in the corner.

"Hello? Are you from Torch? We're here to help!"
DM Ventrikel
GM, 177 posts
Wed 4 Oct 2017
at 09:00
  • msg #220

Re: A Dying Torch

The robots shatter! The flying one had protective plates strong enough to withstand much of Chakha's blow, but just like the other robot - there are many open joints and strange connections that Chakha's blade cuts through with ease.

Ren rips open the locker-like container in the corner when she sees a human inside. The door swings open, revealing a small chamber with a human sitting on the floor, looking around him without focusing on any of the people in front of him. Daken knows that face, he knows that person.

Even if the man is in much worse condition than he was last Daken saw him, he can recognise Khonnir Baine. Khonnir, the man who led the black hill caves expedition to return up to Torch prior to this party, that subsequently organized another expedition and was not seen again. The owner of the Foundry Tavern, where his daughter Val probably still lives. Khonnir, the admired council member. To anyone who can bring him back, a reward of 4000 gold will be granted by the council - and if he is brought back alive, their scroll of resurrection will be added to the reward. He is a technical expert and likely an accomplished adventurer, even though much of his background is unknown.
He looks around, then it seems he suddenly sees the group. His eyes widen with fear, and it takes a few seconds before he seems to slowly calm down. He looks at Ren, then Daken, then Nameless - the people standing around him. "Ffff... friends..." His speech is strangely slow, he seems quite dull. Something bad must have happened to him since he came down here. He tries to move a little bit, push himself forward on his arms, then falls over on the floor. His legs stay behind him, as if he is unable to move them... A closer look tells you that they have been severely crippled, somehow. His feet point awkwardly in opposing directions, and from what you can see of his ankles, his legs looks strangely thin and weak.



Khonnir likely taught Daken a thing or two... I just re-read this campaign trait, and found out something I've wrongly pointed out before: with it, Daken does not need the technologist feat to use knowledge engineering or disable device (probably the former? ;) ) on technological stuff. So, you can go ahead and try to identify stuff yourself rather than asking someone in town when you want to!
Ren Ulyms
player, 49 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Wed 4 Oct 2017
at 19:13
  • msg #221

Re: A Dying Torch

Ren and Daken both rush forward. Ren has a healing spell on hand and Daken grabs one of the goo tubes out of Chakha's backpack and rushes to provide water and food to the fallen man.

While Daken looks the man over, Ren tries speaking to him.

"Khonnir! We're here to rescue you! Do you remember what happened? Are there any other survivors?"

As she waits for him to respond she will channel the healing powers of her goddess into her hands and try to heal the crippling damage to Khonnir's legs.
DM Ventrikel
GM, 180 posts
Wed 4 Oct 2017
at 19:28
  • msg #222

Re: A Dying Torch

"Uuuuh... Aaaah..." Khonnir looks around, shaking his head. "Waaa..."
He does not quite seem to grasp what's going on. His body seems to gain a bit of strength, but the worst damage cannot be healed by this magic.

He has taken severe ability damage to INT and DEX.
Nameless
player, 16 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Thu 5 Oct 2017
at 01:05
  • msg #223

Re: A Dying Torch

While Ren and Daken attend to Khonnir and Chakha stands guard over the remains of the robots Nameless continues searching the rest of the room, especially for any other lockers that might contain other survivors.

OOC: Standard murder-hobo pattern of searching the room for goodies. Need to get to 3rd level before she can cast lesser restoration on him.
DM Ventrikel
GM, 181 posts
Thu 5 Oct 2017
at 08:08
  • msg #224

Re: A Dying Torch

There is no more locker like that one, but there are many drawers and boxes by the desks to the north in the room. There are several technological items there, including what looks like a magnifying glass with buttons (although it doesn't magnify), a tube about the thickness of an index finger and with a button in one end, another roughly L-shaped item with buttons and the handle and a front hole to produce something from, two thick tubes containing something semi-fluid, and then two identical small devices with needles pointing out of them.
Daken
player, 22 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Fri 6 Oct 2017
at 14:20
  • msg #225

Re: A Dying Torch

Ren continues to try and get Khonnir back on his feet and Nameless taps Daken and the two look over the items that were recovered during the search of the room.

Spellcraft checks!

ItemSpellcraft Result
magnifying glass with buttons (although it doesn't magnify)15
a tube about the thickness of an index finger and with a button in one end9
another roughly L-shaped item with buttons and the handle and a front hole to produce something from21
thick tubes containing something semi-fluid #122
thick tubes containing something semi-fluid #26
identical small devices with needles pointing out of them #112
identical small devices with needles pointing out of them #217

DM Ventrikel
GM, 184 posts
Fri 6 Oct 2017
at 15:47
  • msg #226

Re: A Dying Torch

I'm also including the three items that were found in the room with the telepathically communicating being! Rolled a 21 for those. And, knowledge: engineering replaces spellcraft for identifying most of these objects! Heal is used for a few. They can only be identified by someone with the technologist feat, or the local ties trait (which however only applies to Knowledge: Engineering). I'll add +1 to the rolls you made, that's the bonus difference for spellcraft/knowledge engineering for him.

The three items that were found in the room where the blood had been licked off the floor are easily identified as powerful weapons and tools - they are all Flare Guns. They hold 7, 6 and 6 charges respectively at the moment, and seem to be damaged so that they cannot be recharged. They could be used to fire a ball of fire at a long distance, and once it hits something it will explode - lighting up the whole area and burning anything it detonates on.
Firearms proficiency needed to use properly. 1d8 damage on hit, but as they are not primarily weapons they always have a 20% miss chance. 2400ft range, illuminating a 120ft radius for one minute as it drifts back to the ground (if detonated at max range in the air). Chance of blinding and dazzling those close to the detonation. Buy value 300gp each.
The use of the item resembling a magnifying glass eludes Daken however, and the same goes for both the thinner and the thicker tubes, and the L-shaped object - which is rather similar in shape to the flare guns. The small devices with needles are clearly used to inject some sort of fluid into one's body, but what chemicals they contain, Daken can only guess at. These last items require Heal + Technologist to identify. And they have a too high DC for Nameless (who has that feat) to identify them with a +0 heal.
Ren Ulyms
player, 50 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 9 Oct 2017
at 04:58
  • msg #227

Re: A Dying Torch

With Khonnir secure and at least somewhat safe, Ren calls for a group meeting with the others.

"We have Khonnir but that's it. Who knows how many survivors might still be here. That being said we should keep looking."

As if to prove a point she gestured towards the other doors leading out of the room to places unknown.

There was a pause and almost unconsciously the group turned towards Daken to hear his objections. When one wasn't immediately spoken Ren cocked her head to the side and gave him a puzzled look. With a sigh Daken took the hint.

"Don't look at me like that. I'm trying to be a voice of reason and I hope you all appreciate that I'm not just a zombie doing whatever I'm told.

We don't know what's behind that door or any door really. Remember that giant zombie thing with four arms? Could be a whole army of them behind that door. We have Khonnir and a known escape route. We get him patched up and he could help us find the others, or at least be able to tell us what the hell happened down here."


Ren opened her mouth to offer a rebuttal but Daken pressed forward not giving her a chance to speak.

"THAT BEING SAID I already know you're going to say we should press on because time is of the essence and lives could be on the line and you're right. We're here now and there is no guarantee that any of this will be here when we get back HOWEVER if you are going to open that door, then might I suggest healing our companions first to ensure top fighting form?"

He gestured at Nameless who was holding his arm gingerly from the slams the robots had given him and Chakha had an angry bruise forming along one of her upper arms.

For once Ren gave Daken a smile and listend to his advice.

OOC: Casting x2 CLW's.

8pts healed for Nameless
5pts healed for Chakha.


Once everyone was healed up to a better degree they got Khonnir comfortable on one of the beds before proceeding through the other set of doors, deeper into the complex.
DM Ventrikel
GM, 186 posts
Fri 13 Oct 2017
at 12:35
  • msg #228

Re: A Dying Torch

The door opens into a corridor, two doors in different directions stand open, leading into what seems like further corridors - however the circular area to the north is entirely dark, which differs from the rest of the rooms the group has visited. Approaching the unlit room, the group sees neither furnishing nor any items, but a panel with buttons for some sort of controlling on the north-west wall. A coil of tubes dangling from the left side of the panel periodically flashes with sparks, while a single square window on the panel blinks with several lines of writing in that strange language:

Deck 4: Engineering
Deck 3: Science
Deck 2: Crew
Deck 1: Docking

WARNING: Elevator off-line - please contact maintenance!


Doors from the corridors leading around this place open into several rooms the group has not seen, and one door would seem to lead back to where the party originally entered this part of the underground building.
This message was last edited by the GM at 13:06, Thu 28 Dec 2017.
Ren Ulyms
player, 51 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Sun 15 Oct 2017
at 20:05
  • msg #229

Re: A Dying Torch

As the group regrouped, Ren considered their options and then directed the group towards the Eastern most unexplored room

"We should check to see if there is anything else we might find that might cure Khonnir. Or find out what happened to all the others in his group."

Daken didn't protest, having been proven wrong just earlier before.
DM Ventrikel
GM, 187 posts
Tue 17 Oct 2017
at 12:04
  • msg #230

Re: A Dying Torch

Ren moves first, opens the door, and finds a small room. Four narrow stalls take up the south portion of this room, their doors and partitions not quite reaching the tiled floor or ceiling above. A fifth door stands to the west, while a strange metal basin protrudes from the wall immediately to the east of the entrance.
The other three, standing behind as Ren studies the room, hears footsteps. They come from the north/south-leading corridor to the east, the one leading to the room where Khonnir was left on the bed, to the room with blood around the beds, and the room with the strange creature to the north. It is hard to tell if the steps themselves originate from the north or the south, as the sound echoes against metallic walls. But it does sound like a person walking on two legs, not a metallic robot or a quadruped.
This message was last edited by the GM at 12:05, Tue 17 Oct 2017.
Ren Ulyms
player, 52 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Wed 18 Oct 2017
at 23:40
  • msg #231

Re: A Dying Torch

The group paused, looking at each other as they processed the noise. Then Ren's eyes went wide.

"KHONNIR!"

The group whipped out their weapons and ran around the hall ready to rescue, once again, the respected leader from Torch.
DM Ventrikel
GM, 189 posts
Thu 19 Oct 2017
at 15:56
  • msg #232

Re: A Dying Torch

"So, you thought you could keep this all to yourselves, all the riches of this place?" The voice interrupts the group as they head down the corridor. The source of the voice is Sanvil Trett, the merchant from the market in Torch. He seems to have been sneaking down the corridor, and is now standing by the far wall.



He holds his longsword in one hand, the other one open and free, and he is wearing a chain shirt and a backpack in addition to the bags hanging from his belt. "Well think again!" he exclaims with a smile and a threatening tone of his voice, as he seems about to burst into action.

 ABCDEFG 
0       0
1   dd  1
2    S  2
3       3
4       4
5 DR  d 5
6 NC  d 6
7       7
8       8
9       9
10   dd  10
 ABCDEFG 

d = door
shaded = walls, other rooms.
S = Sanvil Trett
To the south is the room with Khonnir, the to the east the room where a white medical drone was first encountered, and to the north - the room with the strange, blood-drinking being.

Initiatives:
19 - Sanvil Trett (AC ?, damage taken 0/?)

Nameless
player, 17 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Fri 20 Oct 2017
at 03:22
  • msg #233

Re: A Dying Torch

Nameless springs into action but seems unsure as to what he should do. Instead he moves swiftly across the corridor, entering the room and then whirling around to deal with Sanvil (if he followed).

OOC: Moving through the doors across the hall. Flanking buddy!
Namless: 22
Daken: 7
Chakha: 5
Ren: 3

22:19, Today: praguepride rolled 26 using 4d20 with rolls of 2,19,3,2.  group init (r+1, n+3, c+2, d+5).

DM Ventrikel
GM, 190 posts
Fri 20 Oct 2017
at 06:00
  • msg #234

Re: A Dying Torch

"You must be about to stumble over something so much more important, than you realize. I could not leave such a find up to amateurs!" Sanvil begins making arcane gestures as he speaks, then finishes the spellcasting with a few carefully worded syllables. And then his body widens, extends to the sides - no, splits! Several of him are standing down the hallway, just a few inches apart from each other are five shapes of Sanvil Trett - four of them some magical creation, without a doubt. They all step forward down the hall.

 ABCDEFG 
0       0
1   dd  1
2       2
3   S   3
4       4
5 DR  N d 5
6  C  d 6
7       7
8       8
9       9
10   dd  10
 ABCDEFG 

d = door
shaded = walls, other rooms.
S = Sanvil Trett
To the south is the room with Khonnir, the to the east the room where a white medical drone was first encountered, and to the north - the room with the strange, blood-drinking being.

Initiatives:
22 - Nameless
19 - Sanvil Trett (AC ?, damage taken 0/?, 4x mirror image)
7 - Daken
5 - Chakha
3 - Ren

Daken
player, 23 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Sun 22 Oct 2017
at 02:36
  • msg #235

Re: A Dying Torch

Daken begins once again casting his spell of sleep. He didn't know exactly what was going on but he figured one way or another getting the wizard incapacitated would go a long way towards figuring this out.

Casting sleep. At start of his next round, DC 16 will save :P
Chakha
player, 26 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Sun 22 Oct 2017
at 02:37
  • msg #236

Re: A Dying Torch

Chakha didn't bother to ask questions, she didn't bother to stand and ponder what to do like the others. Someone threatened her and she pulled out her sword and moved up and swung.

OOC: And chakha ruins the plan :P

Moving to D4 and hit AC 17 for 12 pts of damage. You can roll mischance or what not.

Ren Ulyms
player, 53 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Sun 22 Oct 2017
at 02:40
  • msg #237

Re: A Dying Torch

Ren saw Chakha burst into motion and shouted after her.

"WAIT! WE CAN TALK THIS OUT!"

OOC: After chakha's swing, hit or miss

"Sanvil, please lower your sword. We can talk about this but if you keep your weapon up Chakha will kill you. Please!"

OOC: Skipping action to attempt to negotiate with the man.
DM Ventrikel
GM, 191 posts
Sun 22 Oct 2017
at 11:47
  • msg #238

Re: A Dying Torch

Chakha swings hard, and as her swird slashes Sanvil's flesh - the body disappears. The rest of the bodies smile, and all open their mouths to talk at the same time. "She will? Oh, I don't think so." As he speaks, mist forms around his left hand, and the air around him drops in temperature. Then that mist travels to his sword, and the sword glistens, icy cold. "You've been down here for quite a while. I don't think you have much left to give. It is my turn." He strikes her, and the sword cuts into her skin - the freezing cold spreading rapidly from the wound. The one attack shocks her body, and she drops to the floor. He turns around and slowly walks toward the others, a wicked smile on his face, and speaks "Now, fo..." then stops, as his eyelids get heavy. He tries to force them open, but then his legs get weak. All four Sanvils - the three magical and the one true, whichever that one is - react the same. The swords drop to the ground with a metallic noise, and Sanvil follows, four bodies in deep sleep.

 ABCDEFG 
0       0
1   dd  1
2       2
3       3
4   C   4
5 DRS N d 5
6     d 6
7       7
8       8
9       9
10   dd  10
 ABCDEFG 

d = door
shaded = walls, other rooms.
S = Sanvil Trett
To the south is the room with Khonnir, the to the east the room where a white medical drone was first encountered, and to the north - the room with the strange, blood-drinking being.

Initiatives:
22 - Nameless
19 - Sanvil Trett (AC 16, damage taken 0/?, 3x mirror image)
7 - Daken
5 - Chakha
3 - Ren

Sanvil: Standard - class feature, free - melee attack delivering energy damage from class feature, move - moves towards the casters.

17 to hit Chakha, 14 magic/slashing damage and 10 cold damage. (Says on her sheet she's currently at 23, I assumed that was up to date).
14 will!
Somewhat strange to play a glass cannon bad guy, kinda risky (PCs can go down quickly!). But fun and different ;)

Ren Ulyms
player, 54 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 23 Oct 2017
at 04:06
  • msg #239

Re: A Dying Torch

Ren rushed to the side of her fallen barbarian companion channeling the very last of her healing energies into the mighty barbarian.

OOC: Casting last 1st level spell for 6 pts

Meanwhile Nameless and Daken run up and using rope from Chakha's pack they bind up the magus' good and tight, hands and feet and then looped back around like a hog for the slaughter. They also turn out the man's pockets, taking any trinkets or items of value they can find, or that they think he could use to attempt an escape.

Once Chakha has gotten back to her feet she will lift the trussed up magus back to the hospital room for interrogations.



OOC: Whew...just checked my notes and both Daken and Ren are out of 1st level spells!
DM Ventrikel
GM, 195 posts
Mon 23 Oct 2017
at 09:31
  • msg #240

Re: A Dying Torch

Sanvil carries various interesting gear. Except for the chain mail he's wearing, he's got a masterwork longsword, a spellbook, two sunrods, 20 gems worth 100gp each, 69 silverdisks, 154pp, 380gp, 250sp, 12cp; and strange, technological items.
Fabric or plastic of some sort rolled up on a spindle, the fabric is gray and the roll is palm-sized. He has a metal object inserted into his skin at the base of his skull, some sort of device with a thin square opening into which another metallic device has been inserted.
Then there is a device appearing to be a technological pen, with a button at the top, although there is no obvious point from which the ink would come.
And finally, four vials meant to be inserted into a device for delivery into the patient's body, four vials of medical fluids. Two of them with a yellow fluid, one with a blue fluid, and the last with a colorless fluid.

Perhaps the most important find is a pin with a symbol Ren does recognize - the Technic League, that violent, thieving, slave-taking gang.

As Chakha carries him away, he slowly wakes up. "Uhh..." He looks around, bending his neck to see anything else than the floor. "Oh, no! Please - please don't... Please don't kill me! I'll help you! Uff!" He gasps for air as he's set down on the ground or on a bed. "I can tell you what I know, about Garmen! Garmen Ulreth! If you just let me live." His voice is desperate, giving off a quite cowardly impression as his attitude shifts completely the moment he realizes he lost the fight.
Ren Ulyms
player, 55 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Wed 25 Oct 2017
at 20:14
  • msg #241

Re: A Dying Torch

Ren's eyes narrowed when she saw the pin.

"Are you in cahoots with the Technic League?"

Behind the prisoner, out of his eyesight Daken raised an eyebrow at that odd word.
DM Ventrikel
GM, 198 posts
Wed 25 Oct 2017
at 21:12
  • msg #242

Re: A Dying Torch

"No..." Sanvil replies, quickly, then looks up at Ren. "Okay, yes! Yes I am! But it's not important to me or anything, they're not important! They will come here though, once they've heard of what's happened with the torch and the caves!" He looks at Ren for a while, clenching his teeth and grimacing as he hears what she's found out.
Nameless
player, 18 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Thu 26 Oct 2017
at 00:59
  • msg #243

Re: A Dying Torch

Nameless has a dead tone in his voice, keeping it completely flat.

"How would they find out if you don't leave this place?"
DM Ventrikel
GM, 199 posts
Thu 26 Oct 2017
at 08:21
  • msg #244

Re: A Dying Torch

"They would, no matter what!" He sighs and rests his forehead against the surface below him. "Torch is famous for the skymetal crafting available here. Traders come and go, and news of the torch must have already reached all of the land. If the torch stays out, they will come here and take over! Only way to stop that is to handle the situation before they come." He raises his head and looks with pleading eyes at those around him. "That's all I tried to do! Find out why the torch is out, maybe relight it! It would have been the best for Torch! For everyone, to keep the Technic League away!"

Ren likely thinks he's not all dishonest, but the altruism is very likely a facade to cover up whatever personal gain he's after.
10:22, Today: Secret Roll: DM Ventrikel, for the NPC Ren, rolled 19 using 1d20+3.  Sense motive.

This message was last edited by the GM at 08:27, Thu 26 Oct 2017.
Ren Ulyms
player, 56 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 30 Oct 2017
at 12:50
  • msg #245

Re: A Dying Torch

Ren wants to believe the man but there was too much contradictory evidence.

"If you truly had Torch's best interest at heart then why attack us so violently?"

Daken huffed and gave out the response.

"Most likely because he didn't give two bits about Torch's wellbeing and wanted to claim this find for his own. Either his own or more likely to turn over to his Technic League puppet masters."

Ren gave a nod and sighed.

"We aren't executioners but this crime against us, attacking unprovoked will need to be punished. It's too risky to try and bring you back the way we came, to many opportunities for you to escape. Daken, you've lived in Torch the longest. What is the crime for trying to murder five people?"

Daken shrugged, his face impassive.

"Death most likely. Hanging typically."

With a nod Ren signaled to Chakha who unsheathed her massive sword. Ren repositioned the magus so his head was clear of the table giving Chakha a clean target.

"I am sorry, Sanvil but your fate was sealed the minute you decided that your standings with the Technic League was worth more then our lives. I gave you the chance to surrender and you used that opportunity to nearly kill Chakha. I truly am sorry it has come to this. Are there any last words you have? Any family who might want to know your fate?"

(once Sanvil is done)

Ren gives one more nod to Chakha who brings the blade down almost impossibly fast, severing Sarvil's head from his shoulders.

OOC: To make it official, coup de grace:

32 damage and DC 42 fort save to not die

DM Ventrikel
GM, 201 posts
Mon 30 Oct 2017
at 14:07
  • msg #246

Re: A Dying Torch

Sanvil yelps, and stutters a few words before Ren is out of patience. "Sorry! I will help you against the Technic League!" - then the sword falls, and Sanvil's head falls to the ground with a wet thud. A last search of his remains results in some mundane adventuring gear - and a notebook. Several pages are ripped from the book, and only one page with text on it remains, but it is enough to catch some eyes. The text is a list.
Ren Ulyms
Nameless
Daken
Chakha
Khonnir Baine
Garmen Ulreth
Warehouse?


Khonnir, seemingly unaware of what is going on, moans from his bed. "Uuuh... Val..."
This message had punctuation tweaked by the GM at 14:08, Mon 30 Oct 2017.
Ren Ulyms
player, 57 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Tue 31 Oct 2017
at 15:19
  • msg #247

Re: A Dying Torch

Given the rough state the group was in and the fairly defensible location the medical room was Ren ordered the room fortified and camp set up. They were running low on spells and Chakha was barely holding it together.

They moved Sarvil's corpse out to one of the other rooms and then moved whatever equipment they could in front of the door.

Nameless and Chakha alternated on the watch while Ren cared for Khonnir best as she could before getting rest herself.
DM Ventrikel
GM, 203 posts
Tue 31 Oct 2017
at 17:31
  • msg #248

Re: A Dying Torch

The night is uneventful... Waking up the next morning, Khonnir lies drooling on his bed. When people move around, he seems to wake up. "Hello... uuuh... friends..."
Opening the door outside, the group finds that Sanvil's body is gone. The blood from the decapitation was spread in a long trace when he was dragged outside, and the trace disappears just beyond the door.

Aaand level 3 :D
This message was last edited by the GM at 17:38, Tue 31 Oct 2017.
DM Ventrikel
GM, 207 posts
Sun 5 Nov 2017
at 12:51
  • msg #249

Re: A Dying Torch

As the group leaves to explore, Khonnir rests on his bed and moans a few words. "Mmm.. be... safe..."
Or does he come along?



Area 1 was explored just before Sanvil came, I just didn't bother to make a new map.
Area 2, 3:


This sprawling chamber contains many desks, tables, and chair arrayed before a number of broken pieces of equipment and machinery. The dried residue of liquids spilled from smashed containers creates a heavy stench in the air, and pieces of glass litter the floor. Two dried out pools, each a few feet across, both black with hints of red lie amid the rubble on the floor. What was once probably viscous fluid now flakes and cracks as boots step on it. This room does not contain a door to the unexplored chamber by the entrance, so after poking around for a while the group heads there. The black access card opens the small room behind the desk, a small storage locker. Several cabinets stand along the walls, and a search of them results in 26 silverdisks; three glowing, apparently fully charged batteries; and a metal container about half the size of a backpack. This container is locked, and after giving it a go - Nameless does not manage to open it. The lock panel is white.
13:00, Today: DM Ventrikel, on behalf of Nameless, rolled 22 using 1d20+8.  Disable device, bonus black e-pick.

Walking back through the corridors, the group turns before that circular room with the monitor and the sparking tube...

Area 4:

Following a corridor to the south, the group opens a set of double doors and finds that the next room is not lit by panels in the same way that the rest of the area has been. The stench of mold and decay fills this open, dark chamber, no doubt created by the thick blanket of fungal matter coating the floor. Several chairs sit before work tables containing unusual tools and equipment, while a row of doors line the curved southern wall. In the dim light, something moves through the chamber. Just ten feet inside is a large plant with a beautiful flower resting at the top of a thick stem. As the group looks into the room, the plant suddenly lurches and attacks, three whiplike stalks swinging around it. One of the stalks lash out at Chakha, and is nowhere close to hitting - but it brings air from within the room with it in the violent motion... The air has a smell, a rotten smell, as if the plant is secreting something... Disgusting.

 ABCDEFG 
1     d 1
2     d 2
3     dd3
4    ND 4
5   dCR  5
6d   d  6
7       7
8d  P  d8
9       9
10  d d  10
 ABCDEFG 
Map of area 4.
d for Door, those spaces are not blocked.
Room to the north-west is shaded just to show where the walls to the corridor and room are.

Initiative:
25 - Chakha - sickened
21 - Daken - sickened
13 - Ren - sickened
9 - Plant (AC 14, damage taken 0/?)
9 - Nameless - sickened, not surprised

Chakha, Daken, Ren - does not recognize it for a moving enemy before it attacks.

Plant: Whip at Chakha with one of the stalks, miss.

Nameless gets a surprise round action, then C, D, R gets to act in the first round before the plant goes again.

Rolled a knowledge Nature for you:
13:41, Today: DM Ventrikel, on behalf of Chakha, rolled 18 using 1d20+5 with rolls of 13.  K: Nature.
Chakha will know that this creatures attacks are likely venomous, but also that those tentacle-stalks - while really long - do not threaten any square.

End of the second huge post of this game for today :P

Nameless
player, 19 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Fri 10 Nov 2017
at 04:35
  • msg #250

Re: A Dying Torch

Nameless dances around the plant, charging forward to deliver a strong piercing attack poking a hole right in the side of the plant and causing green sap to seep out of the side of it.

Nameless is going to move to E9 the round-about way.

Hits AC 18 for 5pts of piercing damage.

Combat Expertise for AC 18 (20 HP)

22:33, Today: Nameless rolled 5 using 1d6+1.

22:33, Today: Nameless rolled 18 using 1d20+2.  attacking plant, combat expertise (AC18).

This message was last edited by the player at 04:41, Fri 10 Nov 2017.
Chakha
player, 27 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Fri 10 Nov 2017
at 04:38
  • msg #251

Re: A Dying Torch

Chakha roars and charges forward, ready to cut down anything that looked strange or unnerving. A glorified weed deserved to be pulled.

Barreling in after Nameless she hacked at the plant and its vines like she was clearing a path through the jungle.

Charging to C7 (AC 14 HP 23)
hits AC 25 for 15pts of slashing damage


22:36, Today: Chakha rolled 15 using 2d6+7.
22:36, Today: Chakha rolled 25 using 1d20+8.  +7 -1 for PA -2 for sickened +2 flank +2 charge.

Daken
player, 24 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Fri 10 Nov 2017
at 04:40
  • msg #252

Re: A Dying Torch

Daken cursed himself for not having some kind of wind protection against the smell. He tried to toss out a glob of acid at the plant but missed as he was too busy trying to protect his nose from the smell.

OOC: not a robot or person...move along :P

AC 11, HP 16

This message was last edited by the player at 04:41, Fri 10 Nov 2017.
Ren Ulyms
player, 58 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Fri 10 Nov 2017
at 04:43
  • msg #253

Re: A Dying Torch

Ren swooped in as well, charging with her morningstar but only managed to pulp a trivial appendage and failed to land a solid blow on the main plant.

OOC: Charging to D7 (AC 15 HP 21)
Miss

Nameless
player, 20 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Fri 10 Nov 2017
at 04:46
  • msg #254

Re: A Dying Torch

Nameless spies a gap in the creature's armor and lunges forward. Hitting a soft spot Nameless buries his rapier nearly up to the hilt into the creature's innards.

OOC: Crit! Nameless crits AC 15 for 17 pts of piercing damage

It takes 37 pts of damage (in total)

edit: Forgot to roll precision damage if it was flat-footed for the surprise round. If so an additional 11 pts for a total of 48

22:46, Today: Nameless rolled 11 using 2d6.

This message was last edited by the player at 04:47, Fri 10 Nov 2017.
DM Ventrikel
GM, 209 posts
Fri 10 Nov 2017
at 11:54
  • msg #255

Re: A Dying Torch

The plant dies before Daken or Ren has time to react, and Nameless finally slashes it into shreds. The four doors to the south-west each lead to small cell-like rooms, and a human body lies in each of them. All are long dead, but the rotting stench is nearly overpowered by the smell of mold - brown fungal strands grow in thick webs from large cavities in their abdomens. Each of them had, in their life, carried a silver holy symbol of Brigh. Brigh is a god which is quite common in these parts, there is even a temple dedicated to her in Torch - she is the god of constructs and of time. Additionally, there are three masterwork light hammers, a total of 62 gold pieces, and only one masterwork chainmail that has not yet been ruined. Daken, looking in the second room count from the west wall, finds and identifies a Ring of Protection +1, and three Potions of Cure Moderate Wounds, the bottles all encrusted with fungus.

Then, the door to the east slowly opens; and small, green-skinned humanoids - a few of them carrying crude spears seemingly made from junk found around the area, peek out. The noise from the battle must have alerted them, as they swarm out, hooting, claws and spears raised to scare off the intruders.




 ABCDEFG 
1     d 1
2     d 2
3     dd3
4       4
5   d   5
6dN   d  6
7    v5v4 7
8dD   v3v1d8
9     v2 9
10  dC dR  10
 ABCDEFG 

Initiatives:
25 - Chakha
21 - Daken
13 - Ren
9 - Nameless
8 - 5x Vegepygmies (AC14, HP5/5)

Quick update, more combat! :) Your go!

Chakha
player, 28 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Thu 16 Nov 2017
at 13:21
  • msg #256

Re: A Dying Torch

Chakha moves up, not waiting on the rest to figure out a "battle plan" and takes a chop with her sword. With one clean sweep the vegepygmy in front of her splits like firewood.

OOC: Chakha moves to D9 and attacks v3 hitting AC 14 for 15 pts of slashing damage.
Daken
player, 25 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Thu 16 Nov 2017
at 13:25
  • msg #257

Re: A Dying Torch

Daken grabs his longspear and steps forward, trying to poke at the pygmy but missing.

OOC: Move to B7 and attacks v5 hitting AC 13
Ren Ulyms
player, 59 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Thu 16 Nov 2017
at 13:26
  • msg #258

Re: A Dying Torch

Ren takes a smash at the pygmy next to her but the nimble thing leaps back just as her spiked morningstar hits the ground.
Nameless
player, 21 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Thu 16 Nov 2017
at 13:28
  • msg #259

Re: A Dying Torch

Nameless also leaps forward, poking at the plant thing with his sword but it bats the tip of his rapier away just before he can put weight behind the attack.

OOC: Move to D6 and miss...
DM Ventrikel
GM, 211 posts
Thu 16 Nov 2017
at 13:40
  • msg #260

Re: A Dying Torch

The creatures all take aim at different combatants, seemingly communicating and coordinating with strange, clicking sounds. Two of them threaten Ren and Chakha with spears, two claw at Daken and Nameless - but the vegepygmies manage to land only one attack, ripping a small wound on Daken's thigh.

 ABCDEFG 
1     d 1
2     d 2
3     dd3
4       4
5   d   5
6d  Nd  6
7   Dv4  7
8d  v5v1 d8
9   Cv2  9
10  d dR  10
 ABCDEFG 

Initiatives:
25 - Chakha
21 - Daken
13 - Ren
9 - Nameless
8 - 4x Vegepygmies (AC14, HP5/5)

All of them: 5-foot step
v1, v2: spear (miss)
v5, v4: claw, one hit on daken (17) for 2 damage.

Chakha
player, 29 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Mon 20 Nov 2017
at 05:03
  • msg #261

Re: A Dying Torch

Chakha moved forward, swinging her mighty blade before her and causing the vegepygmies to scatter before her might.

Unfortunately with all that posturing she failed to actually connect with one but at the moment Chakha was playing with her opponents and did not feel they were worthy of her full prowess. Gorum would not sing of this battle.

OOC: Attacking V1 hitting AC 13 :(
Daken
player, 26 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Mon 20 Nov 2017
at 05:06
  • msg #262

Re: A Dying Torch

Daken backpeddles and brings his spear to bear on one of them. He skewers the side of one but it twists off his spearhead before he can flick his wrist and make it a serious wound.

OOC: 5' step back to C6 and hits V1, AC 16 for 2 pts of piercing damage
Ren Ulyms
player, 60 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 20 Nov 2017
at 05:07
  • msg #263

Re: A Dying Torch

Ren changes from an overhand chop to a sideways smash and catches her plant opponent straight in the spine and snaps it in half.

OOC: Ren attacks V2 hitting AC 21 for 7 points of b/p damage
Nameless
player, 22 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Mon 20 Nov 2017
at 05:10
  • msg #264

Re: A Dying Torch

Nameless spins and coming off of one kill he turns it into a second, spitting a pygmy right in the face with the tip of his rapier and piercing straight through it's head.

OOC: Nameless attacks V5 hitting AC 26 (no crit) for 9 pts of piercing damage + 2 precision

DM Ventrikel
GM, 212 posts
Tue 21 Nov 2017
at 18:29
  • msg #265

Re: A Dying Torch

Two more vegepygmies fall, while one shrugs off Daken's spear damage wihout it piercing the skin. Three lie dead, the other two look at each other, look around, making clicking noises, and seemingly panic as they begin to run away. Chasing them down goes easily, and soon even those two are dead. The room they came from is overgrown with vines, brown patches of mold, and various plants growing in long earth-filled troughs along the walls.
19:19, Today: DM Ventrikel, on behalf of Chakha, rolled 18 using 1d20+6.  Knowledge: Nature.
Chakha recognises the now dead creatures as vegepygmies. The creatures grow inside of beings infected with particular kinds of mold, and often two will sprout from each body. They are known to worship the bodies they grew in, and not to take their gear but to leave it at the sites of the holy bodies - which also explains why nothing of use can be found in the overgrown room.


DM Ventrikel
GM, 213 posts
Wed 22 Nov 2017
at 12:33
  • msg #266

Re: A Dying Torch

As you've stated before that you want to search through more, I'll move you on into the last room on the map. Didn't have time for that in yesterday's post :)

Entering the hallway once again, the group makes a right and walks towards the last room they've found that they have not yet been in. Whirring noises and occasionally an electrical spark can be heard from that circular room around the corner. As Chakha opens the door, a stench of stagnant water and decaying vegetation spreads from it. A long trough of water runs along the walls of this room; a layer of brown scum and algae grows on the water's surface and on the walls. A single workstation sits in the middle of the room connected to a large machine made of tubes and bubbling tanks of water. Three more of those vegepygmy creatures look up at the door opening and they people beyond. Two of them are standing up, spears in their hands. The third one is sitting at a mold-encrusted chair, his muscular arms resting heavily on the armrests. A small battle hammer of some sort is standing next to this "throne". He points at the two others, making clicking sounds, and point to the group; before standing up and grabbing his hammer.





 ABCDEFG 
1      Iww 1
2   / wv1Vrw2
3   I  w v2w3
4  DRCw   w    4
5   N   5
 ABCDEFG 
Lines show the walls of the room (the one with water on, in the map).
w= water. Difficult terrain.

Initiative:
? - Daken
? - Chakha
? - Ren
? - Nameless
12 - Vrilledt (AC?, Damage taken 0/?. DR5 S/B. Plant traits.)
12 - v1 (FFAC14, hp 5/5. DR5/Slashing or Bludgeoning. Plant traits.)
12 - v2 (FFAC14, hp 5/5. DR5/Slashing or Bludgeoning. Plant traits.)

Added info gathered from a knowledge: nature I rolled for Chakha.

Nameless
player, 23 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Thu 23 Nov 2017
at 05:30
  • msg #267

Re: A Dying Torch

Nameless with his quickened mechanical systems rushes forward, rapier at the ready and while the vegepygmy was still trying to turn and charge Nameless' rapier pierced the creature's "eye" and with a flick of his wrist he split the thing along it's "head".



Moving to D3 and attacking V1, hitting AC 18 for 5pts of piercing and 6 pts of precision damage (11 - 5DR = 6 total



Initiative:

20 - Nameless AC 17, 23  HP
18 - Ren AC 17, 21 HP
13 - Daken AC 11, 16 HP
12 - Vrilledt (AC?, Damage taken 0/?. DR5 S/B. Plant traits.)
12 - v1 (FFAC14, hp 5/5. DR5/Slashing or Bludgeoning. Plant traits.)
12 - v2 (FFAC14, hp 5/5. DR5/Slashing or Bludgeoning. Plant traits.)
 9 - Chakha AC 16, 23 HP

Ren Ulyms
player, 61 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Thu 23 Nov 2017
at 05:33
  • msg #268

Re: A Dying Torch

Ren took a more cautious approach recognizing the danger that the giant vegepygmy represented. She took the time to drop a blessing of her goddess down upon her allies so that they might strike just a bit more truer then they would otherwise.

Cast Bless then 5' step to E3




Initiative:

20 - Nameless AC 17, 23  HP
18 - Ren AC 17, 21 HP
13 - Daken AC 11, 16 HP
12 - Vrilledt (AC?, Damage taken 0/?. DR5 S/B. Plant traits.)
12 - v1 (FFAC14, hp 5/5. DR5/Slashing or Bludgeoning. Plant traits.)
12 - v2 (FFAC14, hp 5/5. DR5/Slashing or Bludgeoning. Plant traits.)
 9 - Chakha AC 16, 23 HP

Daken
player, 27 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Thu 23 Nov 2017
at 05:37
  • msg #269

Re: A Dying Torch

Daken takes a different approach, opting this time to attempt to be useful. With a gesture and a chant, he pulls out and then smashes a pat of butter. The butter vanishes and a greasy stain spreads out across the vegepygmy's hammer creating a slick and loose grip.


OOC: Staying where he is. He casts Grease on the the main guy's hammer. Reflex vs. DC 15 or else drops it. Saving throw must be made each time it is picked up or used at same difficulty.

Lasts 30 rounds :P



<orange>

Initiative:

20 - Nameless AC 17, 23  HP
18 - Ren AC 17, 21 HP
13 - Daken AC 11, 16 HP
12 - Vrilledt (AC?, Damage taken 0/?. DR5 S/B. Plant traits.)
12 - v1 (FFAC14, hp 5/5. DR5/Slashing or Bludgeoning. Plant traits.)
12 - v2 (FFAC14, hp 5/5. DR5/Slashing or Bludgeoning. Plant traits.)
 9 - Chakha AC 16, 23 HP</Orange
DM Ventrikel
GM, 214 posts
Thu 23 Nov 2017
at 21:18
  • msg #270

Re: A Dying Torch

One of the vegepygmies fall quickly to Nameless' attack. The leader snarls, and with his weird clicking language gives orders to the other of his subjects. The small one grabs his spear tight and runs forward, trying to slide under Ren's legs, but doesn't get the spear with him - instead putting himself in an awkward position right before her. Then he steps back and jabs at Ren with the spear, jabbing far over her shoulder. The leader, disappointed in the failure of his allies, stands still and swings his hammer, having shaken the spell off it; slams it into her shoulder, then follows up with a claw into her abdomen. A stinging pain lingers in the injury from the claw.

 ABCDEFG 
1      Iww 1
2   / w Vrw2
3   I  NwRv2w3
4  D Cw   w    4
5       5
 ABCDEFG 
Lines show the walls of the room (the one with water on, in the map).
w= water. Difficult terrain.

Initiative:
20 - Nameless AC 17, 23  HP
18 - Ren AC 17, 21 11 HP DC15 fort save from claw wound!
13 - Daken AC 11, 16 HP
12 - Vrilledt (AC?, Damage taken 0/?. DR5 S/B. Plant traits.)
actions: full round: full attack Ren, 27, 20 to hit. 7, 3 damage. DC15 fort save for Ren.
12 - v2 (AC16, hp 5/5. DR5/Slashing or Bludgeoning. Plant traits.)
actions - move: Acrobatics 19 vs Ren CMD 15+5, provokes AoO. Standard: attack missing.
 9 - Chakha AC 16, 23 HP

Clever use of grease! The initial save does avoid the effect entirely, however.
21:54, Today: DM Ventrikel, for the NPC Vrilledt, rolled 21 using 1d20+3.  Reflex.

This message was last edited by the GM at 21:19, Thu 23 Nov 2017.
Nameless
player, 24 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Tue 28 Nov 2017
at 05:07
  • msg #271

Re: A Dying Torch

Nameless moves forward, once again relying on his strategy of poking out pygmy eyes, even if they are towering over him.

OOC: Crit! Nameless moves to E2 and crits AC 22 for 16 points of piercing damage
Ren Ulyms
player, 62 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Tue 28 Nov 2017
at 05:09
  • msg #272

Re: A Dying Torch

Ren brings her morningstar down and smashes the tiny plant thing in front of her.

OOC: Ren hits AC 23 for 8 points of B/P damage




The pain from Ren's wound rippled over but despite the burning sensation she gritted her teeth and continued to fight. She turns and swipes her morningstar at the giant plant thing.

OOC: Ren hits AC 17 for 4 pts of B/P damage
Chakha
player, 30 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Tue 28 Nov 2017
at 05:11
  • msg #273

Re: A Dying Torch

OOC: Oops, out of order. Chakha would have moved up and done this before Nameless/Ren but V2 was already dead on its own turn so this should still work out...

Chakha accepts the challenge of the giant vegepygmy and moves forward, giant sword slashing furiously.

OOC: Chakha hits AC 22 for 17 pts of slashing damage
Daken
player, 28 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Tue 28 Nov 2017
at 05:13
  • msg #274

Re: A Dying Torch

Daken summons up a glob of acid and throws it vaguely in the direction of the enemy but so cautious is he of not splashing one of his allies in the back that it doesn't even come close to finding its mark.

OOC: nothing to see here...move along...
DM Ventrikel
GM, 215 posts
Thu 30 Nov 2017
at 09:50
  • msg #275

Re: A Dying Torch

The muscular vegepygmy takes one heavy attack after the other, and soon drops to the floor on his knees, his hammer lying beside him. Using one arm to maintain an upright posture, he begins speaking in uncomfortable undercommon. "Take all I have... Take my hammer. Let, let me live?" The tone of his voice is strange, too flat at times and reversed to what would be expected at other times, as if he's not used to speaking the language. "I only want for my line to live on. Do not need to be in your way."

 ABCDEFG 
1      Iww 1
2   / wNVrw2
3   I  wRCw3
4  D  w   w    4
5       5
 ABCDEFG 
Lines show the walls of the room (the one with water on, in the map).
w= water. Difficult terrain.

Initiative:
20 - Nameless AC 17, 23  HP
18 - Ren AC 17, 11 HP
13 - Daken AC 11, 16 HP
12 - Vrilledt (AC19, Damage taken 28/?. DR5 S/B. Plant traits.)
actions: beg
 9 - Chakha AC 16, 23 HP

Ren Ulyms
player, 63 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Fri 1 Dec 2017
at 02:43
  • msg #276

Re: A Dying Torch

Ren holds up her arm and thankfully for the plant being Chakha is not engrossed in a battle rage so she actually listens to her leader.

"Oh? Then why did you attack us? Why should we let you live? We had no quarrel with you until you sent your minions to attack us!"

Luckily for the plant-man Ren was sick of blood shed and violence after the execution of the Technic league operative.
DM Ventrikel
GM, 216 posts
Sat 2 Dec 2017
at 11:21
  • msg #277

Re: A Dying Torch

"To spread my line, only" the vegepygmy clinches his teeth as he responds. "It is what I, Vrilledt, have to do." Then he gestures towards the walls and doors of the room. "But this is not where we want to live. Too bright, too strange, too small."
Chakha
player, 31 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Fri 8 Dec 2017
at 16:26
  • msg #278

Re: A Dying Torch

Quick as a snake Chakha lashed out and split the pygmy through his chest. As it collapsed she hacked at it over and over again with a savagry that made the others step back.

When it was done she began cleaning the chloroplast off of her blade.

"His lineage is people. They kill people and birth from their bodies. While not evil, they are like weeds and must be stopped."
Ren Ulyms
player, 64 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Fri 8 Dec 2017
at 16:30
  • msg #279

Re: A Dying Torch

Ren seemed unsure of herself but also had no real way to truly oppose the giant barbarian woman. With a shrug she motioned for the others to quick canvass the room before heading back to the med bay.

OOC: Loot time! What did I find :D
DM Ventrikel
GM, 221 posts
Fri 8 Dec 2017
at 17:21
  • msg #280

Re: A Dying Torch

The vegepygmies truly did not keep much around, but their leader seemed to have made a different decision... At least when it comes to the hammer. It is a light hammer, and a magical one - and Daken identifies the magic enhancement on it.
+1 light hammer - every time I read that I think LIGHT?! What cool enhancement is that?! but nope, it's a lighter hammer. :D

In addition, Vrilledt carried 9 silverdisks.
Ren Ulyms
player, 65 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Wed 13 Dec 2017
at 01:35
  • msg #281

Re: A Dying Torch

Ren doesn't protest anymore and Daken consults the map he had been making of the area.

"By my counts we should have a couple more rooms to explore. We should head out and to the left."

Nameless frowned and silently shook his head. When Daken arched an eyebrow Nameless spoke.

"You forgot to update it. All visible doorways have been explored."

Ren sat back and watched the two debate and smiled as Nameless pointed out enough errors in Daken's map to cause him to just fold the thing up and pack it away. While Nameless might have near perfect memory it was never a terrible thing to encourage someone else to also be paying attention to their surroundings. Who knew how long they would all be together and more importantly if they might ever get separated in the middle of a hostile location. For now Ren trusted Nameless' assertion and it was finally time to collect Khonnir and be on their way.

While they hadn't discovered the underlying cause of the Torch's malfunction at least they had discovered what had happened to the expedition. Ren frowned at that and readjusted her thoughts. No, they hadn't actually figured out anything. Something terrible had happened but there was only a single survivor, one who was badly incapacitated with some kind of foreign chemical.

She considered the unidentified vials they had picked up throughout their expedition. For all she knew one might be a cure to wake Khonnir back up. Or it could be a poison that would kill him off once and for all. She was sure that her decision not to press their luck and feed unknown chemicals to an injured man was the best decision she could make with the information at hand.

Do it...

She frowned as one of the whispers in her head spoke.

Do it...what's' the worst that could happen.

She didn't even bother to respond and instead refocused on the task at hand. Step one was to get Khonnir out of the caves and back to town. Step two would be to heal him up and finally step three would be to finally figure out what happened to everyone else.

With a sharp whistle she got everyone's attention and finally broke her silence.

"Time for us to pack up. Chakha, you'll be carrying Khonnir most of the way so shift your load to the rest of us. While we might have everything accounted for I don't want to get caught down here if and when the Technic League decides to come exploring."

With a hand motion she got the party moving back towards the medical center.

OOC: I've got nothing. We can fast forward back to town unless there is anything of interest along the way back, like talking to Sef or anything else like that...
DM Ventrikel
GM, 225 posts
Thu 28 Dec 2017
at 16:01
  • msg #282

Re: A Dying Torch

Ren and Chakha helping Khonnir back, half-carrying him with his arms over their shoulders. Nameless can't help but stop by the central, circular room between the corridors. The panel on the wall still says displays the same text, the last line blinking:
Deck 4: Engineering
Deck 3: Science
Deck 2: Crew
Deck 1: Docking

WARNING: Elevator off-line - please contact maintenance!

It would seem that the room is an elevator leading to other areas in this strange underground building, but that it has been broken somehow. There are likely passageways extending from it, somewhere... The floor appears to be completely solid, but there appears to be a hollow space behind the hard metal ceiling. Briefly studying the coiled tube hanging from the wall, Nameless finds a fault in a connecting piece, a broken and bent coupling. It does not look too complicated, and could probably be repaired somehow - with proper metalworking tools.



Having walked through the desert under a glaring red sun, the group enters the caves where they first fought an aberration in a shell. The rooms beyond, between Sef's tribe and the desert, were previously pitch black - but are now lit up like the rest of the strange rooms. The room closest to the desert cave has machines sitting on the walls, strange machines that until now have been immobile. As the group walks inside, doors close on both sides, then mist shoots out of nozzles in the walls. The whole room fills with moist, somewhat strange-smelling mist... For a moment, light radiates from within both Ren and Khonnir. Daken sees that the technology is creating a magical effect - and identifies it as Remove Disease.



The rest of the way out from underneath the Black Hill Caves is uneventful. As soon as they make it out of the caves, however, pulling Khonnir through the disgusting waters they had to swim to get inside, people recognise not only them but also the town's Councilor returned. Dwarves down the street whisper and point, people turn and stare while they walk past. Soon a few human teenagers come running, watching the group carry him forward, speculating wildly about the adventures Khonnir have seen underneath the Black Hill, and of why the torch is still not lit.
"The fire comes from a big pool of sludge, like on top of the hill, it is deep under the ground... And now it is empty - he couldn't save it!"
"Nah, there is a metal monster there, the torch was it's weapon, and Khonnir killed it!"



The council made a small but significant ceremony out of rewarding the group for saving their member. Dolga Freddert, dwarf and oldest member of the council, gave them the reward of 4000 gold and a Scroll of Resurrection on that same evening. Khonnir himself was taken to the temple of Brigh for care and rest at the hands of healer Joram Kyte.



Next day: I'll leave you to decide where you want to go, who to talk to, or what to do :) Also, the list from the now dead Sanvil Trett:

Ren Ulyms
Nameless
Daken
Chakha
Khonnir Baine
Garmen Ulreth
Warehouse?

Ren Ulyms
player, 66 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 8 Jan 2018
at 22:05
  • msg #283

Re: A Dying Torch

The rest of their expedition was a whirlwind of questions and concerns. They had seen so many things and met so many strange allies. Ren could only hope that those like Sef might prove to be valuable contacts in the future.

she used you. they always use you

It was a rush to have their mission accomplished and be treated as actual heroes in town. Drinks were offered, gold shoved into their hands by the council...it was all overwhelming. Of all their group, Chakha seemed to be taking the attention the best. She was a warrior who had come back from war. Chakha was ready to get full, drunk, and laid and not necessarily in whatever was the quickest order possible. Nameless was overall uncomfortable in social interactions and shied away from too many questions but he could easily blend into the crowd. Daken should have been thrilled but the whole way back he was quiet, studying the note they had retrieved over and over again.

Finally when he and Ren were finally alone in their inn room she sat him down to talk.

"What is bothering you? Why aren't you peddling your adventures for free drinks like Chakha?"

Daken rubbed the back of his neck and glanced around the room, trying to stall this conversation as long as possible. After a few seconds though it was clear Ren wasn't going to let things slide so he finally took a deep breath and spoke.

"I always thought of myself as a hero. I mean we're adventurers, right? Wait, let me start over. Did you know I was from a Shoanti tribe just like Chakha? But I wasn't a fighter like her, I had my magics. I didn't have the will of the gods behind me and my people are, frankly, dumb about magic. I was a bad omen and I left my tribe before I could be cast out. I settled down here doing this and that, mainly for Khonnir actually but I always had a dream of becoming some legendary hero and going back to my tribe and rubbing it in everyone's face. They thought I was a freak but it turned out I was blessed by the gods and my abilities made me the biggest damn hero they would ever meet."

Daken paused and smiled, indulging in his imagination.

"I was going to remind them about how I was going to be the legend they tell their kids and grandkids and so on and so forth but...I wasn't, was I?"

Ren paused, unsure how to respond.

"I mean, I wasn't a hero. I stayed far in the back and mostly just splattered the walls with my magic. Many times I urged us to turn around or just stormed off on my own. I should have trusted you. I mean you were the hero who led us to victory. It was your leadership that got us to Khonnir. And Chakha's blade. And Nameless' mastery of technology. What did I do?"

Ren paused considering her words. The voices in her head were all in a whirl wondering what tactic she should take. In the end she went with the truth for it had not failed her yet.

"Yes, you were not very heroic. You were cautious, impulsive, and scared. But then again so was I. The only difference being my caution and fears became your orders but don't think just because I stood in front of you that you weren't putting your life on the line. Your magic is powerful, if situational. While you weren't much use against the vegetable men you could blast apart skeletons as well as anyone and most importantly you saved us from the robots AND Sanvil. He nearly killed Chakha dead before you brought him down."

She paused, taking another deep breath both to steady her voice and clear her mind of the voices.

"I think that many so called heroes are scared and selfish and despicable people in their own right however when the time came that they were needed for the utmost importance they put that aside and stepped up to save the day and that is what you did. It doesn't matter that you wanted to run away or that you nearly got us killed but when Sanvil attacked us, you stopped him. When the robots attacked us, you stopped them. For everyone out there, including your tribe, that is the important thing."

The two of them sat in silence as Daken absorbed what she said. Finally she put her hand on his shoulder and gave him a friendly pat.

"Come on, let's go celebrate. We are the heroes of the hour."

Daken gave a nod and started to stand up but then he remembered the note and waved it at Ren.

"Wait...let's go celebrate at the Silverdisc Hall. Garmen's name was on here same as ours and there has to be a reason for it."

Ren gave a nod. She considered gathering Chakha but the big woman was already deep in the ale and would probably be more of a liability at this point. Nameless silently slid along behind them though.

Nameless, Ren, and Daken are going to go to Garmen to talk about Sanvil. After that the next day they will go talk to Khonnir to get the full story of what happened to their expedition. Chakha is AFK from this perspective, too busy celebrating as a warrior.
DM Ventrikel
GM, 228 posts
Fri 9 Feb 2018
at 22:43
  • msg #284

Re: A Dying Torch

Silverdisk Hall is busy as always. Full of unlucky people, most of them clinging to the idea that it will be their time to be lucky - sooner or later. But it never will be. In the relatively short time the group has been there, they have seen the triumph as one of the patrons win really big once... But they've also seen that very same patron go into a total mania, giving everything they have to win even bigger. It's a depressing place, but the depressing surface is sometimes what's attractive with an establishment such as this one: everyone else is failing, everyone else is losing - but I'm smarter than them, I can win!

A quick word with the bartender has him fetch the proprietor, who sits down at a round table where seconds before the ropefist thugs guarding the Silverdisk Hall grabbed and carried off a passed out drunk man. As the group joins him, Garmen smiles. "What an honor to have the town heroes visit me, again! I hear you brought Councilor Baine back from the caves, splendid. You must tell me about it! Do you have any idea as to how we can light the torch again, and get the metalsmiths working again in our little town?"
Ren Ulyms
player, 67 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 12 Feb 2018
at 22:22
  • msg #285

Re: A Dying Torch

Ren gave Garmen a curt nod. She was not one that flattery worked upon. Even if she was the constant stream of voices in her head would surely deflate her ego as easily as anyone could inflate it.

"What do you know about Sanvil Trett? Have you seen him lately or do you know anything about where he has been these past couple of days?"

Ren was planning on slow playing her hand, trying to get Garmen to perhaps reveal a little bit more then he was planning to because he didn't know what direction her questions were heading towards. As best as Ren could tell Garmen was an enemy of the Technic League based upon that note but that hardly made him an ally at this time.
This message was lightly edited by the player at 04:52, Thu 15 Feb 2018.
DM Ventrikel
GM, 230 posts
Wed 14 Feb 2018
at 19:07
  • msg #286

Re: A Dying Torch

Garmen thinks for a moment. "Hmm.. Sanvil Trett... He is the merchant, right?" He shakes his head. "He does not frequent my establishment, and I have not had much contact with the man. Does he have anything to do with what has happened to our town, and with Councilor Baine?"
Ren Ulyms
player, 68 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Thu 15 Feb 2018
at 04:56
  • msg #287

Re: A Dying Torch

Ren kept her eyes trained on Garmen, studying him for any hint of reaction or deception before continuing. It seemed whatever purity test was needed Garmen passed completely as Ren started spilling all that she knew.

OOC: lol she believes him...

22:53, Today: Ren Ulyms rolled 6 using 1d20+4.  sense motive.


"When we were exploring Sanvil tried to ambush us. It turned out he was in league with the Technics and he followed us to spy on us for those monsters. We stopped him but he had a piece of paper on him with names written down. Ours. Baine's. Yours...and something about a warehouse?"
DM Ventrikel
GM, 231 posts
Mon 19 Feb 2018
at 16:14
  • msg #288

Re: A Dying Torch

"This is some sort of interrogation then. The man attacks you and scribbles some mad notes mentioning me and a warehouse - and you decide to insult me like this?!" Garmen's shift to rage is sudden and unexpected, for a man who otherwise appears to be strict and calculated. He stands up and slams his fist in the table. "You are not welcome here with such motives! Leave my establishment before I send my guards to drag you out." He turns and walks away, and the two ropefist thugs by the door study the group of three, ready to step forward or perhaps call out for backup.
Ren Ulyms
player, 69 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Tue 20 Feb 2018
at 20:37
  • msg #289

Re: A Dying Torch

Ren's eyes go wide with the sudden shift in tone from Garmen and starts back pedaling. She begins to stammer out an excuse in her defense.

"No, we only mean to...wait...we didn't mean..."

Before she could continue Daken had hooked his arm into her and was already leading her outside. She continued to stammer out a defense but she was already out the door.
Daken
player, 29 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Tue 20 Feb 2018
at 20:39
  • msg #290

Re: A Dying Torch

Daken spun her around once they were clear and focused his gaze into hers until she stopped stammering.

"Listen! LISTEN! That warehouse is probably housing something illegal. We need to go to the council immediately! We need to talk to Baine before Garmen decides to silence us completely."

Pulling her along, Daken led the way towards the council's office where Baine should be.
DM Ventrikel
GM, 232 posts
Wed 21 Feb 2018
at 19:51
  • msg #291

Re: A Dying Torch

Khonnir is standing inside one of the chambers of the town house, chatting to another councilwoman whom you recognise as Dolga Freddert.

"Well I am glad to be back, too. I will talk to you later, Dolga." When he sees the three walk inside, he finishes the conversation and goes to greet them. "Hey, friends! The gratitude of the council is not enough to compensate you for your effort. I am honored to offer you my aid and services, as long as you are in Torch! Now, did you have something in particular on your mind?" He looks to have gotten right back not only to the councilhouse, but to the technological items lying about what must be his office. He appears to be tired though, and no wonder with the shape he was in yesterday.

Ren Ulyms
player, 70 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Wed 28 Feb 2018
at 22:18
  • msg #292

Re: A Dying Torch

Ren and Daken cast dark looks between the two of them, silently exchanging messages and strategies of approach. As usual Ren wanted to march in and get straight to the point however Daken was casting her looks suggesting she shouldn't start with unloading that heavy bomb.

In the end Ren realized Daken was right and she should give the councilman time to get his mind up and running before levying serious allegations against a prominent Torch businessman.

After their moment of hesitation she gave Khonnir a warm smile.

"Speaking for all of us, it is good to see you back to your normal self. I apologize that I did not have the ability to cure your condition when we found you underneath. We were hoping you could perhaps tell us your tale. What happened to your party? What did you see and here during your explorations? Did you ever find a cause for the Torch going out?"
DM Ventrikel
GM, 233 posts
Fri 2 Mar 2018
at 20:21
  • msg #293

Re: A Dying Torch

"It is okay, those technological... terrors... are not easy to deal with, with ordinary magic means." He thinks for a moment, then begins telling his story. "I went into the Black Hill only after two other groups had gone into the caves without coming back. It must have been... three days after the torch disappeared. We encountered little resistance until we saw that flat, technologic wall. There were creatures waiting for us, slender figures camouflaging and hiding by the cave walls. We defeated their leader, a magic-wielding man, and a few more - and they retreated. Camping by where they must have come up from below, I can't believe they have lived for long in that small area, we managed to open a circular door in the wall with much effort. Beyond were chambers of a kind only rarely found beneath the mountains of these lands... And a desert. But I suppose you have seen all that."

He takes a brief pause, thinking to himself, before continuing. "We came down again three days later. Another group had managed to follow in our footsteps while we were again up here, but we saw no trace of them down there. We did find further rooms with strange devices everywhere. I was just investigating a circular room between several corridors, what I think was a passage of some sort - only it was broken, I had found a tube with a metal coupling that I had planned on repairing, but it was sending sparks flying everywhere which made things quite complicated... When we were attacked. There were monsters, walking metal, and they forced us to retreat before they caught up to us." Khonnir sighs as he recounts the last part. "They massacred my party, and captured me. Yelling in that strange Androffan language, they told me they would take care of my wounds as they tied me up and stuck needles into me. I think they implanted some sort of disease, because I do not remember more than the pain and how I gradually lost touch with the world - both physical, and inside my mind. I didn't know how much time had passed, but I have been told it was three days, before I saw what I thought was friendly faces - and you saved me."

Taking another moment to think, mumbling words in the memory of his fallen allies, he concludes. "We saw no trace of what happened to the torch. I don't doubt the answer is down there somewhere, perhaps by that almost circular room... But perhaps you have found other clues?"
Ren Ulyms
player, 71 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 5 Mar 2018
at 22:30
  • msg #294

Re: A Dying Torch

Ren handed over the parchment with the names written on it.

"We encountered Sanvil was we were about to return to the surface with you. He claimed to have notified the Technic League about our actions and then tried to attack us to claim the discover of the ruins down below for himself. We defeated him but he was carrying this. Our names and yours we recognize why the Technics would want to keep an eye on but there was also Garmens, and mention of a warehouse.

We...we showed this to Garmen and he threw us out of Silverdisk Hall. I had hoped he might be an ally in our fight against Technic League oppression but now we suspect a more nefarious reason. I wonder if it has something to do with this warehouse listed and what that might mean. Have you any thoughts on this?"

DM Ventrikel
GM, 234 posts
Thu 8 Mar 2018
at 21:19
  • msg #295

Re: A Dying Torch

Khonnir's eyes darken at the mention of the technic league. "The Technic League, huh..? Hrrm..."

"Garmen is a man who has created for himself great power. Such a man is nearly always a great leader, a charismatic one, and as long as you are on his good side - he will hold you up high. But once you get on his bad side... You say he threw you out? No mention of a warehouse that could be of interest has reached my ears, and I cannot but guess why he reacted in this way. All I know, is that Garmen does what is best for himself at all times. Sanvil however, has come here to Torch for many years now, I never suspected him of working with the Technic League. I am glad you handled that before he did anything worse."
DM Ventrikel
GM, 238 posts
Sun 11 Mar 2018
at 12:16
  • msg #296

Re: A Dying Torch

Nameless remembers hearing something about a warehouse bought by Garmen not many weeks ago. On mentioning it to Khonnir, he too knows what warehouse Nameless is talking about. "I walked by there this morning. I woke up in the temple of Brigh where councilor Joram Kyte had cared for me, thanks to you, and I just wanted to extend my walk to the Town Hall a bit, stretch those healed muscles a bit... Warehouse district is north of the temple, right on the mid eastern side of the Black Hills. I did not think much in particular of it then, but I saw his new warehouse, and I remember noting that it was boarded up... As if its no longer in use. Either Garmen purchased it and has not since been inside it, unlikely given how he rarely spends his gold without thinking, or there is something else going on there..."

Khonnir also offers to help with technological items. He identifies the blue liquid as Universal Serum, the colorless as Torpinal, and a mark I Knowledge: Engineering skill chip - see loot.
Ren Ulyms
player, 72 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Tue 13 Mar 2018
at 13:33
  • msg #297

Re: A Dying Torch

Ren punched a fist into her other hand with a scowl.

"I"m guessing this warehouse means more to Garmen then he would like to let on. Councilor, with your permission I would like to investigate this warehouse for you. If nothing unusual is there then so much the better but I wonder if Sarvil was onto something. While we were underground we didn't see anything that was connected to the Torch. Oh we saw some fantastical things but what if the Torch dying was unrelated to the underground desert place? Something happened to cause the torch to grow out and Garmen's warehouse and Sarvil's notes about it all seem too close in timing to be innocent."
DM Ventrikel
GM, 241 posts
Tue 13 Mar 2018
at 18:20
  • msg #298

Re: A Dying Torch

"If there is a chance that Garmen is involved in what has happened to the town's namesake, then we must find out... Go, and investigate it. If this turns out fruitless, perhaps I could aid you in trying to restore that strange room, the" Khonnir forms his mouth into a circle as he speaks a short word in the strange Androffan language "elevator room, to something functional... or at least find a way past it. I do think it may be a passage to somewhere else."




The warehouse is rougly 60 by 70 foot in size, tall as a two story building, and completely boarded up. Double doors on the north and south sides, single doors on the north and west sides, and single doors above a flight of stairs on the west side of the building are all nailed shut with planks. On the brief walk the party takes around the warehouse, just two minutes in sight of it, Chakha sees someone sneaking inside of the building just when no-one must've been watching. She didn't see the person entering, but she saw the door closing after them. Closing - having been opened even with planks nailed over it. At least one of the doors above the stairs seems to not actually be blocked by the planks, but rather as if they are there for the appearance.

Assuming Chakha is again with the group, she makes a perception roll of 15. Maybe this is the day after she went partying?
This message was last edited by the GM at 18:22, Tue 13 Mar 2018.
Chakha
player, 32 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Thu 15 Mar 2018
at 18:30
  • msg #299

Re: A Dying Torch

Chakha seemed to be still nursing off a hangover from a near constant day of drinking. In the end the party had waited an additional day to allow for the buying and selling of goods as well as nobody could seem to wake Chakha up nor were any able to move her.

Daken had a slight glow about him from his conjured magical armor but otherwise the group was looking at the warehouse unsure of what to do next.

"Well it's obvious Garmen doesn't want anyone to know about this. I'm guessing our little talk will have put him on guard so I'm sure the place will be heavily guarded."

Chakha just grunted.

"Let them try and stand in my way. By Gorum's thigh I will finish this today."

Ren cleared her throat to again take control of the group.

"Or we might not have to fight. If we go in there and claim that we are representing the council perhaps some will stand down. Otherwise if there are too many guards we can retreat and call for the guard ourselves."

Nameless raised a hand and waited patiently while the others continued to talk and argue for a full minute before they caught sight of his gesture.

"I could scout ahead. I should be able to slip in and out without detection and knowing what is inside should better inform our final decision."

Ren gave a nod and then motioned for the group to get close to the secret door.

"If you get into any trouble we will be right outside so rush back to us, okay?"

Nameless gave a nod and began cautiously creeping towards the door.

OOC: 17 for stealth


13:29, Today: Nameless rolled 17 using 1d20+8.  stealth.
13:30, Today: Nameless rolled 18 using 1d20+8.  perception. Checking the entrance for traps

DM Ventrikel
GM, 245 posts
Thu 15 Mar 2018
at 19:22
  • msg #300

Re: A Dying Torch

Nameless makes his way up the wooden stairs without making a sound, and inspects the door. It appears to not be trapped, it is however locked. Nameless gives the lock a quick try with his new set of tools, but it does not give way... The other door at the top of the stairs seems to be similarly boarded up in a fake manner - allowing the door to be opened without problem, but it too is locked.


 ABCDEFGHIJKLMNOP 
1________________1
2_              _2
3_              _3
4_              _4
5_              _5
6_              _6
7_              _7
8__+2N            _8
9__+1            _9
10__+1            _10
11_D_C_            _11
12_R__            _12
13___            _13
14___            _14
15___            _15
16________________16
17__B___ B___B________17
18__B_B__B_B__B________18
19____B_B__B_B________19
 ABCDEFGHIJKLMNOP 
Legend:
_ Outside, ground level
+x Altitude, denoted in squares (1=5feet)
B Bush, 50% concealment when attacked at range within or through it. Difficult terrain.

Doors:
Next to Nameless, the one to the east (see arrow) is the one Nameless saw someone pass through. Both doors at the top of the stairs are locked but not blocked. North and east doors both have Disable Device DC30.
Doors at ground level: Boarded up, blocked from entry. One can get through them with force (wooden boards hardness 5, hp60, break DC25) or work (2d4 rounds making quite some noise to break down the boards, disable device DC20 reduces noise significantly and halves the amount of rounds needed).

This message was last edited by the GM at 06:50, Wed 21 Mar 2018.
Nameless
player, 25 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Tue 20 Mar 2018
at 00:52
  • msg #301

Re: A Dying Torch

Nameless quietly pulls out his thieves tools as he starts picking at the Eastern door. Sensing the difficulty he closes his eyes and feels his nanites rushing towards his fingers. A wave of muted light flows from his tattoos down his arms and towards his hands. Suddenly he can feel the nanites strengthening the nerves in his fingers giving him a brief moment of supernatural sensitivity and control.

It was still a challenge however there was a satisfying click at the end and the lock turned...

OOC: I DID IT!!!
19:50, Today: Nameless rolled 31 using 1d20+16.  disable device + 6 from nanite surge.

Going through the eastern door then, quietly...

DM Ventrikel
GM, 246 posts
Wed 21 Mar 2018
at 06:50
  • msg #302

Re: A Dying Torch

There's been some sort of a head ache going around town, lately. Nameless was in Torch well before the group started exploring the Black Hill caves, and he has had it too... A splitting headache, accompanied by a feeling like there's something vibrating inside one's head. But luckily, no-one in the group has developed this headache since the beginning of their explorations.

The lock clicks, Nameless quietly pushes the door open. A humming sound comes to Nameless from within. It is not high in volume, but the trembling intensity of it makes it impossible to ignore. It makes his way into their head, humming and vibrating, and Nameless feels that headache they had just over a week ago develop again, like a sharp weight placed inside of their head.

But it is not worse than that Nameless can go on. Before them is a walkway. Below it boxes and boxes - a storage facility, a warehouse. There are more doors to a smaller room in the north-west. Four men and women stand inside here, all wearing studded leather armor. Each of them with a rope in hand. Two stand close to the north-west room, two on different parts of the walkway. The one to the far south is distractedly wrapping her fist with the rope, the one on the walkway to the north is inspecting a similar wrapping he has completed before. This is the trademark of the group in employ by Garmen Ulreth to protect his Silverdisk Hall, the Ropefist thugs.



 ABCDEFGHIJKLMNOP 
1________________1
2_     x       +2_2
3_     x        _3
4_     x  r2    r1_4
5_     x  r3     _5
6_     x        _6
7_xxxxxx        _7
8__+2N            _8
9__+1            _9
10__+1    +2       _10
11_D_C_            _11
12_R__            _12
13___            _13
14___            _14
15___  +2r4        _15
16________________16
17__B___ B___B________17
18__B_B__B_B__B________18
19____B_B__B_B________19
 ABCDEFGHIJKLMNOP 
Legend:
_ Outside, ground level
+x Altitude, denoted in squares (1=5feet)
B Bush, 50% concealment when attacked at range within or through it. Difficult terrain.
x Marks the wall towards the yet unopened room.
Shaded areas are walkways, 10ft above the ground.
rX is the four Ropefist Thugs

DC12 Fortitude upon entering the warehouse, or suffer -1 to everything based on intelligence, wisdom, charisma due to headache. I rolled it for Nameless for cinematic effect :P (he failed). I've been rolling for this headache on every morning for the characters, it occurs rarely and haven't done so for the party. But it's a known thing around town, like a bout of flu in december people know and talk about this.
This message was last edited by the GM at 06:53, Wed 21 Mar 2018.
Nameless
player, 26 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Wed 21 Mar 2018
at 21:51
  • msg #303

Re: A Dying Torch

Carefully eyeing the thugs, Nameless attempts to open up the inner door next to him to look into the remaining part of the warehouse.

OOC: Feel free to roll stealth, perception to search for traps, and disable device if necessary
DM Ventrikel
GM, 247 posts
Wed 21 Mar 2018
at 22:21
  • msg #304

Re: A Dying Torch

The door is not locked, and opens easily. "What?!" The voice comes from around the corner in the big warehouse area, from one of the thugs. "What?" Another replies. "Nah, thought I heard something." The thug on the walkway to the north-east laughs. "You need a break, too much time in here will do that to your head. Gzzzummm!" The man makes a sound, probably imitating that same feeling Nameless has in their head since stepping inside. "Huh, what! Uuuh!" the two on the ground seems to break into some sort of fight or grapple, probably just for fun by the sound of it. The others snort and go back to their business. The one to the south, the only one with a clear line of sight towards Nameless, is very focused on the rope she's winding around her hand.

Stairs lead into a smaller room. Part break room, part office, part warehouse; in addition to a a couple of boxes there's a table with chairs, and a desk. Garmen Ulreth sits at the desk, his head buried in paperwork: ledgers and papers covered with handwriting in somewhat neat rows, a pen in his hand.



On the desk, a hand crossbow lies loaded on his left, and a rapier on his right.





 ABCDEFGHIJKLMNOP 
1________________1
2_    GI       +2_2
3_     I        _3
4_     I  r2    r1_4
5_     I  r3     _5
6_  +1+1 I        _6
7__+2+2+1__I        _7
8__+2N           _8
9__+1            _9
10__+1    +2       _10
11_D_C_            _11
12_R__            _12
13___            _13
14___            _14
15___  +2r4        _15
16________________16
17__B___ B___B________17
18__B_B__B_B__B________18
19____B_B__B_B________19
 ABCDEFGHIJKLMNOP 
Legend:
_ Outside, ground level
+x Altitude, denoted in squares (1=5feet)
B Bush, 50% concealment when attacked at range within or through it. Difficult terrain.
I _There is a wall in the right or lower part of this square.
Shaded areas are walkways, 10ft above the ground.
rX is the four Ropefist Thugs
G is Garmen Ulreth

Haha, running out of symbols to make a proper map with :D I also notice now I've made the warehouse two squares too wide... But, we'll survive that ;)
Also, that disable device before was rather impressive! I thought that lock would stop you ;)
Edit: rolled 20 stealth for Nameless.

This message was last edited by the GM at 12:59, Thu 22 Mar 2018.
Ren Ulyms
player, 73 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Thu 22 Mar 2018
at 14:44
  • msg #305

Re: A Dying Torch

Nameless quietly returns back to the group and details what he saw. Ren gives a nod and uses a twig to quickly sketch out positions in the dirt.

"Alright, here is the plan. We will rush Garmen and get him to surrender. If he stands down then the rest of the thugs will back down as well. Nameless and Chakha will go in and handle Garmen while Daken and I secure the room against the rest of the thugs. If we rush we can trap Garmen back behind his desk and he would be a fool to try and fight his way out then and I doubt he is a fool."

She points back at their exit route.

"If things go poorly then we'll run right back out the way we came in."

Everyone gave a nod and proceeded to get into position...

OOC: So the plan is for everyone to be on the staircase and then double move into position.

Chakha from C8 -> F3
Nameless from C9 -> E2
Ren from C10 -> E3
Daken from C11 -> C3

DM Ventrikel
GM, 248 posts
Sat 24 Mar 2018
at 21:37
  • msg #306

Re: A Dying Torch

The group storms into the warehouse. Raised voices from the main room reveal that the thugs have all heard the entrance, but the group with Chakha first pick up speed and will reach their target well before anyone is able to react! The humming sound in the warehouse feels like a heavy carpet over Daken and Ren's heads, but for Chakha it burrows into her head - stinging and creating that same headache Daken feels!

 ABCDEFGHIJKLMNOP 
1________________1
2_    GI       +2_2
3_     I        _3
4_     I  r2    r1_4
5_     I  r3     _5
6_ C+1N+1R I        _6
7__+2+2+1D__I        _7
8__+2            _8
9__+1            _9
10__+1    +2       _10
11___            _11
12___            _12
13___            _13
14___            _14
15___  +2r4        _15
16________________16
17__B___ B___B________17
18__B_B__B_B__B________18
19____B_B__B_B________19
 ABCDEFGHIJKLMNOP 
Legend:
_ Outside, ground level
+x Altitude, denoted in squares (1=5feet)
B Bush, 50% concealment when attacked at range within or through it. Difficult terrain.
I _There is a wall in the right or lower part of this square.
Shaded areas are walkways, 10ft above the ground.
rX is the four Ropefist Thugs
G is Garmen Ulreth

Initiative:
25 - Daken
20 - Ren
14 - Nameless -1 to wisdom, charisma, int-based checks
10 - Chakha -1 to wisdom, charisma, int-based checks
8 - Garmen Ulreth (FFAC?, Damage taken 0/?)
8 - Ropefist Thug 1 (r1) (FFAC13, hp 14/14.)
8 - r2 (FFAC13, hp 14/14.)
8 - r3 (FFAC13, hp 14/14.)
8 - r4 (FFAC13, hp 14/14.)

You got a surprise round, a single move, before rolling init :) Due to good rolls for your characters and a bad roll for Garmen (no thug rolls worth enough to deviate from the system I've been using), your characters all go before mine, so you've got that second move action and a standard to go with it!

Daken
player, 30 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Mon 26 Mar 2018
at 18:17
  • msg #307

Re: A Dying Torch

Daken rushes forward into position, casting a quick spell to buy the others a bit of time against the eventual rush of thugs.

OOC:
Surprise Round: Move to C3
Action Round: Casting Sleep to trigger at start of next round. The idea is to position him where he can land it through the door at r2 and r3 but he can adjust on the fly where it lands after casting is completed.

Ren Ulyms
player, 74 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 26 Mar 2018
at 18:20
  • msg #308

Re: A Dying Torch

While Daken rushes out ahead, Ren takes her time at the top of the stairs to grant her goddess' blessings upon her team before moving forward to attack Garmen.

"GARMEN! WE ARE HEAR UNDER ORDERS OF THE COUNCIL! TELL YOUR MEN TO STAND DOWN AND NOBODY WILL GET HURT!"

OOC:
Surprise Round: Casting Bless (+1 to attack rolls)
Action Round: Double move to E3

This message was last edited by the player at 18:20, Mon 26 Mar 2018.
Nameless
player, 27 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Mon 26 Mar 2018
at 18:22
  • msg #309

Re: A Dying Torch

Nameless doesn't say anything, he just races down to help trap Garmen into the corner.

OOC: Surprise round - Moving to D2
Action Round: 5' stepping to E2 and going full defensive for +2 AC

Chakha
player, 33 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Mon 26 Mar 2018
at 18:25
  • msg #310

Re: A Dying Torch

Chakha likewise rushes forward, her giant sword spinning over hear head as she rushes towards Garmen. At the last minute she halts, glaring at the surprised man and ready to complete her swing at the slightest sign of resistance.

OOC:
Surprise Round: Moving to F3
Action Round: Readying action if Garmen (or anyone else) tries to attack them she'll complete her attack on Garmen:

Chakha will hit AC 20 for 11 pts of slashing damage

13:25, Today: Chakha rolled 11 using 2d6+6.  ready attack damage.
13:24, Today: Chakha rolled 20 using 1d20+8.  ready attack action on garmen.

DM Ventrikel
GM, 249 posts
Tue 27 Mar 2018
at 16:50
  • msg #311

Re: A Dying Torch

Garmen looks shocked, then quickly raises his hands into the air. "Alright, alright! I give up! Here, here's what you're here for." He goes to pick up something in his pocket. There's a surprising honesty about his capitulation, and no-one is quick enough to suspect anything is wrong before he pulls up a potion. Just when he puts it to his mouth, Chakha's blade swings, and bites deep into his body. Then he vanishes.

The ropefist thugs come rushing to his protection. The door slams open with a thug standing on the other side, one makes his way down most of the stairs the group just came through. Another one makes his way inside, up to Chakha - and slams her with his fist. As Daken's spell fires, the thugs fall to the ground one after another in a deep sleep. Still, rapid footsteps can be heard on one of the bridges from the main hall of the warehouse.

 ABCDEFGHIJKLMNOP 
1________________1
2_   N I       +2_2
3_ D RCI        _3
4_    r3I        _4
5_     r2        _5
6_  +1+1 I        _6
7__+2+2+1 r4__I        _7
8__+2            _8
9__+1            _9
10__+1    +2r1      _10
11___            _11
12___            _12
13___            _13
14___            _14
15___  +2         _15
16________________16
17__B___ B___B________17
18__B_B__B_B__B________18
19____B_B__B_B________19
 ABCDEFGHIJKLMNOP 
Legend:
_ Outside, ground level
+x Altitude, denoted in squares (1=5feet)
B Bush, 50% concealment when attacked at range within or through it. Difficult terrain.
I _There is a wall in the right or lower part of this square.
Shaded areas are walkways, 10ft above the ground.
rX is the four Ropefist Thugs
G is Garmen Ulreth

Initiative:
25 - Daken
20 - Ren
14 - Nameless -1 to wisdom, charisma, int-based checks
8.1 - Chakha -1 to wisdom, charisma, int-based checks Takes 5 damage
8 - Garmen Ulreth (AC?, Damage taken 11/?): Bluff - draw potion (move), drink potion (triggering Chakha's readied action, standard)
8 - Ropefist Thug 1 (r1) (AC13, hp 14/14.) Double move
8 - r2 (AC14, hp 14/14.) Move, open door (move), sleeping
8 - r3 (AC14, hp 14/14.) Move, attack Chakha (standard, 22 to hit, 5 damage). Highest will roll of the group: 14, sleeping?
8 - r4 (AC14, hp 14/14.) Double move, sleeping


Placing Daken's burst in EF56 turns out to be the safest - and by his judgement he should be able to affect more than two of them. Rolling for will...
Haha, I assume they all fail >_>

Improvised a bit with the bluffing ;)
21:56, Today: Secret Roll: DM Ventrikel, for the NPC R N C, rolled 18,14,12 using 1d20,1d20,1d20.  sense motive R N C.
21:55, Today: Secret Roll: DM Ventrikel, for the NPC Garmen Ulreth, rolled 26 using 1d20+10.  Bluff.

Daken
player, 31 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Tue 27 Mar 2018
at 22:03
  • msg #312

Re: A Dying Torch

Daken pumped his fist as the guards all dropped like flies to his magical spell. It was also a sigh of relief that they would be able to take some of them alive as killing townsfolk was messy business.

Hearing the last guard approaching, Daken shifted tactics and squirted out a magical glob of grease at the top of the stairs. When the last guard came he would hopefully hit it and stumble, slowing him down and giving the rest of the group more time to react.

OOC: Casting grease at D7.
quote:
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.


Also the DC for sleep was 16 so yeah, they all drop.

Ren Ulyms
player, 75 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Tue 27 Mar 2018
at 22:07
  • msg #313

Re: A Dying Torch

Ren glared as Garmen tried to disappear.

"Stand shoulder to shoulder. Don't let him pass."

Shouting at the "empty" corner, Ren swung her morningstar halfheartdly.

"Garmen you asshole! You can't escape. Surrender now or we will hurt you."

She swung her morningstar out but hit nothing but air. Lucky for Garmen he was invisible or else she would have connected straight with his temple.

OOC: And crit is averted due to concealment...

17:06, Today: Ren Ulyms rolled 1 using 1d2.  evens = hit odds = miss.
17:06, Today: Ren Ulyms rolled 24 using 1d20+5.  crit?
17:06, Today: Ren Ulyms rolled 25 using 1d20+5.  attacking vs. garmen.

Nameless
player, 28 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Tue 27 Mar 2018
at 22:09
  • msg #314

Re: A Dying Torch

Nameless likewise poked into the air with his rapier.  Like Ren he doesn't connect with anything.

OOC: Another miss due to concealment

17:09, Today: Nameless rolled 1 using 1d2.  even = hit odd = miss.
17:08, Today: Nameless rolled 12 using 1d20+6.  crit?
17:08, Today: Nameless rolled 26 using 1d20+6.  attacking garmen?

Chakha
player, 34 posts
HP: 23/23 AC: 16
+2 Init +5F +2R +0W
Tue 27 Mar 2018
at 22:11
  • msg #315

Re: A Dying Torch

Chakha felt rage within her breast when her opponent hid himself using coward's magic. She chopped her blade down again at where she had hit him originally but she encountered no resistance before her weapon hit the ground.

"How much longer does your spell hold out little man?"

Chakha growled as she brought her weapon up to the ready once again.
DM Ventrikel
GM, 251 posts
Mon 2 Apr 2018
at 12:14
  • msg #316

Re: A Dying Torch

The rapier vanishes from the desk, where Garmen is surrounded by the group. Then it appears - one end in his hand, the other in Chakha's abdomen. "You are much to hot-headed to survive for long in my city!" he says, a strained smile on his face, and drops of sweat appearing at his forehead as he attempts to fight his way out of a surely impossible situation. At the top of the stairs, the door flies open again and the last thug sets foot on the grease-covered floor, falling over and hitting the wooden stairs hard with a groan.

 ABCDEFGHIJKLMNOP 
1________________1
2_   NGI       +2_2
3_ D RCI        _3
4_    r3I        _4
5_     r2        _5
6_  +1+1 I        _6
7__+2+2g r1+1 r4__I        _7
8__+2            _8
9__+1            _9
10__+1    +2       _10
11___            _11
12___            _12
13___            _13
14___            _14
15___  +2         _15
16________________16
17__B___ B___B________17
18__B_B__B_B__B________18
19____B_B__B_B________19
 ABCDEFGHIJKLMNOP 
Legend:
_ Outside, ground level
+x Altitude, denoted in squares (1=5feet)
B Bush, 50% concealment when attacked at range within or through it. Difficult terrain.
I _There is a wall in the right or lower part of this square.
Shaded areas are walkways, 10ft above the ground.
rX is the four Ropefist Thugs
G is Garmen Ulreth
g is Grease

Initiative:
25 - Daken
20 - Ren
14 - Nameless -1 to wisdom, charisma, int-based checks
8.1 - Chakha -1 to wisdom, charisma, int-based checks Has taken 17 damage
8 - Garmen Ulreth (AC?, Damage taken 11/?): Draw rapier, Stab Chakha - rolling 17, a hit vs flat-footed. Deals 12 damage including sneak attack.
8 - Ropefist Thug 1 (r1) (AC13, hp 14/14.) Double move, prone
8 - r2 (AC14, hp 14/14.) sleeping
8 - r3 (AC14, hp 14/14.) sleeping
8 - r4 (AC14, hp 14/14.) sleeping

Haha, grease worked out!

Daken
player, 32 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Mon 2 Apr 2018
at 17:53
  • msg #317

Re: A Dying Torch

Daken glances over his shoulder as he sees Chakha get gutted by a rapier but she was still holding the line and he was supposed to keep the rest of the guards occupied. For lack of a better idea he summoned up another gob of acid from the ether and tossed it in a high arc where it landed perfectly on the landing. Daken winced as the prone guard let out a cry of anguish as the glob of acid started melting a hole in his chest.

OOC: Daken hits touch AC 20 for 3 pts of acid damage.
12:48, Today: Daken rolled 3 using 1d3.  acid splash.
12:48, Today: Daken rolled 20 using 1d20+2.  acid splash vs. r1.

Ren Ulyms
player, 76 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 2 Apr 2018
at 18:07
  • msg #318

Re: A Dying Torch

Ren hoisted up her shield and prepared to slap a burst of magical healing into her comrade. She had to divide up her concentration though between watching for Garmen and casting the spell.

Garmen saw her starting to cast and jabbed at her but she intercepted it with her shield while just barely avoiding losing the spell in her mind. Finally she let lose the last words and punched a fist at Chakha sending a surge of healing energy into the barbarian, almost completely closing the wound in her gut.

OOC: Passed the check to cast defensively (just barely). Chakha healed for 11 pts of damage.

ON A SIDE NOTE I need to convert Ren's heavy steel shield to a light steel shield. I didn't realize you can't cast somatic spells with a heavy steel shield. You can with a light shield so to avoid cheaties she can use her light steel shield and still use that hand for somatic spells. This does reduce her AC unless you'll let me retroactively have her purchase a +1 light steel shield...

Nameless
player, 29 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Mon 2 Apr 2018
at 18:13
  • msg #319

Re: A Dying Torch

While Garmen is partially distracted by Ren's casting Nameless moves his body as if he was about to stab low but then at the last minute shifted to suddenly stab high. It was a maneuver physically impossible for a normal human to perform but for an android he had much finer control over his balance and weight and easily caught Garmen off guard.

OOC:...probably. Nameless got a 28 on his feint check vs. either 10+BAB+WIS or 10+Sense Motive and I doubt either of those results in an 18 total bonus...I hope...


With Garmen off balance Nameless slides his Rapier home, slipping the point right between the ribs on Garmen's side and piercing a lung.


Nameless hit's Garmen's FF AC 23 for 14 pts of piercing damage
13:13, Today: Nameless rolled 14 using 3d6+3.  damage + sneak attack.
13:12, Today: Nameless rolled 23 using 1d20+7.  attacking vs. Garmen's FF AC.
13:09, Today: Nameless rolled 28 using 1d20+8.  Feint check (sleight of hand).

Chakha
player, 35 posts
HP: 17/23+6 AC: 16
+2 Init +5F +2R +0W
Mon 2 Apr 2018
at 18:19
  • msg #320

Re: A Dying Torch

The pain focused Chakha's mind to a razor's edge and she let the barbarian's rage overwhelm her. Adrenaline flooded her body as her mind went into overdrive. To her everything seemed to be moving in slow motion but in such a state all higher reasoning had stopped. There were only enemies and friends and the thought that enemies needed to be crushed with all of her might.

With a mighty cleave she brought her sword down on Garmen's shoulder as she let out a bloodcurdling yell.

OOC: CHAKHA SMASH!

Free action - enter barbarian rage
Standard Action: Attack Garmen hitting AC 23 for 17 pts of slashing damage

13:18, Today: Chakha rolled 17 using 2d6+9.  CHAKHA SMAAASH.
13:18, Today: Chakha rolled 23 using 1d20+11.  barbarian RAAAAAGE.

DM Ventrikel
GM, 252 posts
Mon 2 Apr 2018
at 19:06
  • msg #321

Re: A Dying Torch

Garmen's frame freezes into an extended cough as his lungs cramp, trying to empty the blood out of his mouth only partially succeeding at that but forcing every little bit of air out. He gasps for breath, gurgling, standing up somewhat straight but barely holding on to his rapier, when Chakha strikes. An instant later, his mangled body rests on the floor behind the desk. The thug at the top of the stairs yelps, kicks half-heartedly at the sleeping thug next to him to no effect, then scrambles to his feet and retreats - the sound of his footsteps soon disappearing down the stairs.

The office room of the warehouse is calm, Chakha's heated breath and the soft snoring of three low-life thugs under magical influence the only things that can be heard. And that faint humming, the noise that's drilling its way into Nameless' and Chakha's heads. The paperwork Garmen was going through does not appear to be anything interesting. Ledgers and accounts for Silverdisk Hall - perhaps something for a dedicated person to investigate over weeks and try to find something illicit... But nothing popping out as different at once. He himself was carrying - in addition to his weapons - another potion, a studded leather armor radiating magic, a buckler, 10 crossbow bolts, masterwork thieves' tools, and a total of 89 gold pieces. The three thugs appear to each have a potion in addition to some gold, a sling and some bullets.

OOC: Sure, make that retroactive purchase if you'd like!
Loot: Garmen's Potion, +1 studded leather armor, buckler, hand crossbow (10 bolts), mwk rapier, mwk thieve's tools, 89gp.

If investigating the place: tell me what areas or focus, and roll perceptions! Or go ahead with dealing with thugs, or what ever would be your aim :)

Ren Ulyms
player, 77 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 2 Apr 2018
at 21:23
  • msg #322

Re: A Dying Torch

Ren crouches down to check to see if Garmen can be saved. Having witnessed Chakha's strength over and over again she had come to appreciate that not many of her opponents were recoverable but perhaps Garmen was still able to be saved with divine healing.

"Daken, get Chakha back to reality and tie up the other thugs. Nameless, start searching this place tooth and nail. First and foremost try and find out where that stupid buzzing sound is coming from."
Daken
player, 33 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Mon 2 Apr 2018
at 21:26
  • msg #323

Re: A Dying Torch

Daken gave a nod and went over to where Chakha was standing with a white knuckled grip on her sword glancing around this way and that for another opponent.

"Easy there Chakha. Easy. Time to calm down again."

Her breathing started to slow and she finally blinked, her body shaking slightly from the post-rage crash. When she reopened her eyes Daken was already busy pulling out rope.

"Alright, let's get these thugs tied up. Hopefully nobody else has to die today."

Chakha grunted in disagreement but finally let her sword lower. Her giant arms rippled as she finally reached over her shoulder to put her massive blade back in its sheath before helping Daken secure the sleeping thugs.
Nameless
player, 30 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Mon 2 Apr 2018
at 21:27
  • msg #324

Re: A Dying Torch

Nameless silently went around the warehouse searching for the source of the buzzing. On the one hand he wasn't annoyed by the noise like the others were however he also acknowledged it as a distraction as he had to keep consciously ignore it as a threat or concern.

OOC:
16:26, Today: Nameless rolled 15 using 1d20+8.  searching for buzzing.

DM Ventrikel
GM, 253 posts
Tue 3 Apr 2018
at 20:13
  • msg #325

Re: A Dying Torch

Nameless walks out into the large room in the warehouse in his search, and after a while finds that one of the big boxes in the south of the warehouse seems to house a technological device of some sort - they can feel a vibration in it, and the electric charge in the air is almost tangible. Breaking it open, Nameless stands before a large, bulky, high technological mechanism with strange antennas and several large glass screens printing letters in that strange Androffan language that Nameless intuitively understands.

Nameless has likely never seen anything like this object. It's an artifact, an amazingly powerful thing - like so many technological objects that people tell stories of on the streets of Torch, and like most of those objects, it seems to have a very specific purpose. To relay power created in one place, to another place far away. Nameless knows of generators, large apparatus creating energy enough to load weapons and tools of all sorts... It could possibly be siphoning power from such a thing. From what they can tell, the relay has a short range within which it can pick up power... Not short enough that such a generator needs to be in the warehouse, but likely it has to be in or close to Torch. From the information on the screen, he can pinpoint the location to which it is sending power - and that is not close by. One hundred and five miles northeast of Torch, seems to be the destination. Nameless even knows of a place in that area. Scrapwall, a settlement of sorts, a no-man's-land supposedly filled with criminals, outcasts of all sorts, vagabonds looking for a place where justice cannot reach them. Further studies of maps would be needed to judge the position indicated on the screen relative to Scrapwall, however.

The relay does not seem to be sending out huge amounts of energy, but it is working continuously. Pressing a few buttons, Nameless could disable the relay... Occasional flashing on the glass screens do indicate that something is malfunctioning, or close to malfunction, inside it - and it might not be able to start again.

22:06, Today: DM Ventrikel, on behalf of Nameless, rolled 15 using 1d20+6.  Knowledge: Geography.
22:01, Today: DM Ventrikel, on behalf of Nameless, rolled 20,9 using 1d20+6,1d20+8.  Engineering, Linguistics.

Nameless
player, 31 posts
HP: 8/17 AC: 17
+3 Init +1F +6R +0W
Wed 4 Apr 2018
at 03:29
  • msg #326

Re: A Dying Torch

Nameless considers many things in the span of a few seconds:

  1. This thing is drawing energy and transmitting it afar
  2. It is getting continuous energy from something nearby
  3. The Torch they had been sent to fix emitted continuous energy
  4. The Torch is now emitting greatly reduced energy


As carefully as possible he will shut down the machine.
This message was last edited by the player at 03:29, Wed 04 Apr 2018.
DM Ventrikel
GM, 254 posts
Wed 4 Apr 2018
at 05:48
  • msg #327

Re: A Dying Torch

As the letters on the glass screens disappear, and as the machine goes quiet, in that same instant - the headache is gone. The warehouse is quiet, as is Torch. Someone walks by outside, heading south to town center. Nameless pokes his head out of the warehouse, looks up to the Black Hill just in case... But the torch is still not there.
This message was last edited by the GM at 05:52, Wed 04 Apr 2018.
Ren Ulyms
player, 78 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Sat 7 Apr 2018
at 03:35
  • msg #328

Re: A Dying Torch

Meanwhile Chakha and Daken are busy patting down the tied up thugs, taking away anything sharp or interesting.

Ren motions for Chakha to lift two of the sleeping men out of the room and decides to focus on a lucky third thug for the beginning of her investigation.

Once the other thugs are out of sight she lightly taps him on the cheek.

"Wakey wakey."

Meanwhile Daken and Nameless continue to poke around the warehouse looking for anything of interest or value.


OOC: le sigh

22:34, Today: Nameless rolled 9 using 1d20+8.  perception.

22:34, Today: Daken rolled 6 using 1d20.  perception.

DM Ventrikel
GM, 255 posts
Sat 7 Apr 2018
at 18:22
  • msg #329

Re: A Dying Torch

”Wha, what?!” he wakes up, looking around the office. His gaze lingers at the remains of Garmen for a moment, then goes back to Ren. ”Alright, listen, I’ll do what you want. You’re them people went down to the caves to save town, rite? You’ll let me go, right? I’ll cooperate!”
Drops of sweat appear at his forehead, but he speaks like he’s convinced he won’t go the same way Garmen did.

Daken and Nameless find boxes filled with planks and building materials, boxes with clothes that would’ve had to been sold several years ago to be sold at all, a couple of broken weapons and tools in another box, and some rather dull bookkeeping kept by Garmen.
This message was last updated by the GM at 04:53, Wed 11 Apr 2018.
Ren Ulyms
player, 79 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Thu 12 Apr 2018
at 18:37
  • msg #330

Re: A Dying Torch

Ren gestures around the warehouse.

"What was Garmen hiding here? What didn't he want the council to know about?"
DM Ventrikel
GM, 257 posts
Thu 12 Apr 2018
at 19:00
  • msg #331

Re: A Dying Torch

The man raises his brows, trying to catch a drop of sweat slowly rolling down his forehead. Failing to do so he grins, bothered. ”It’s an artifact, magic thing, whatever you call it. Been working here just over two weeks, think he was tryin to find a buyer. Don’t know anything about the council, that’s not my business.”

Sense Motive 22, Ren gets the impression that he’s not lying.
Ren Ulyms
player, 80 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Thu 12 Apr 2018
at 20:03
  • msg #332

Re: A Dying Torch

Ren gave a nod and loosened her grip a bit on the man's collar.

"Was that machine what you're talking about? The one with the humming sound?"

Nameless points towards the power relay machine that he shut down.
DM Ventrikel
GM, 258 posts
Thu 12 Apr 2018
at 20:46
  • msg #333

Re: A Dying Torch

”The sound... it’s... gone?” he looks aurprised, and turns around to watch the machine. ”Haven’t seen that before. Garmen never even told us where in the warehouse the thing was, just said it was in here when he got us to protect the place. Said it was magical. What is that thing! If that’s what he had us protecting, there’s no wonder he didn’t get to sell it, huh? Heh. Who’d buy a thing like that, would probably take the lot of us just to carry it out right? Would just fill up the house if anyone bought it, it’s as wide as a table, that thing! He laughs a bit, a nervous submissiveness to his manners as he sits tied up close to the body of his employer.
DM Ventrikel
GM, 259 posts
Thu 12 Apr 2018
at 20:51
  • msg #334

Re: A Dying Torch

”Sound was here when we first came, come to think of it, must’ve been... thirteen or fourteen days. Yeah, fourteen, was supposed to get payed today.”

Fourteen days ago was close to or perhaps the very day on which the torch went out, if the group’s memory serves.
Ren Ulyms
player, 81 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Fri 13 Apr 2018
at 14:45
  • msg #335

Re: A Dying Torch

Ren gave a nod and smiled at the man.

"We'll be bringing in the council on this one but we'll make sure to note your cooperation. If it's up to me you and your pals will be let go when this is all said and done. You were just doing your jobs, right? Guarding the warehouse?"

With a nod she sends Nameless running outside back towards the council building to inform them of what has happened while Daken continues to search the area.

OOC: Daken will take a 20 for perception around Garmen's desk.
DM Ventrikel
GM, 260 posts
Fri 13 Apr 2018
at 15:13
  • msg #336

Re: A Dying Torch

”Ye, ye, our jobs. Ain’t always a good job, ain’t always a job where I can be good, but it’s a job, rite? Someone’s gotta do it? Listen, I’ve got kids, they’ll need me back tonight, hope I can make it...”

Daken inspects the desk itself closer, and finds a small crack which seems to be more than just that. Jamming a dagger down the crack, he opens up a secret compartment in the desk - a small space containing a small box. It is a strange box, made of some sort of skymetal, light gray with black edges. Inside is a pouch, and inside of it he finds silverdisks. The burnt out kind used for money. There are seven stacks, ten disks in each - 70 in total. The box is just big enough to hold all of the silverdisks, one couldn’t squeeze in more than a few extra disks. There are no clues in the box or outside of it as to what the purpose of it is... But judging by the ledgers, he usually pays his workers in silvers and any contractors he hires for repairs or such jobs in silver or gold.
This message was last edited by the GM at 15:14, Fri 13 Apr 2018.
Daken
player, 34 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Fri 13 Apr 2018
at 16:15
  • msg #337

Re: A Dying Torch

Daken quietly puts the box inside his handy haversack where it disappears into the void. He quietly replaces the panel and resumes searching through various drawers and boxes around the warehouse.

OOC: Might as well just start whistling innocently :P
DM Ventrikel
GM, 261 posts
Fri 13 Apr 2018
at 18:08
  • msg #338

Re: A Dying Torch

The warehouse appears to contain nothing else of any particular value...
DM Ventrikel
GM, 264 posts
Sun 15 Apr 2018
at 19:18
  • msg #339

Re: A Dying Torch

The Power Relay turns out to be hard to transport, and is left in the warehouse while some go to report to the council. Khonnir listens, acknowledges that Garmen was killed in a fight where he was given a chance to surrender but chose to attack, and listens with interest to Nameless' description of the technological artifact. "The power was transported to somewhere else? But from where... I have a feeling there are places yet beyond our reach down under the Black Hill. You had more of a chance than me to investigate that, maybe you know more, but did you see that round room with those Androffan signs on the screen speaking of different decks? The Science deck was in a different color, I have a feeling that's where we were - I only saw parts of it, but there appeared to be a lot of equipment for investigations of a kind I do not understand. Perhaps someone has made it through that room somehow, to one of the other decks?"

The next day, the group heads over to Sanvil's temporary little apartment. He was a traveling man, from what people say around town, and it appears he did not keep much at all in his home in Torch. He did carry loads of gear, so maybe there is really nothing ov value there. After thorough investigations, the group leaves his homes. Standing outside, as if someone snapped their fingers and cast a spell - Chakha is suddenly overcome with a biting, stinging headache. As if a low-pitched sound was ringing through her ears at an enormous volume. The others can feel something like it, if they concentrate and try, but no-one else is subject to the headache... The pain she feels is identical to what she felt when she entered the warehouse.

One day passes, heal up with yesterday's spells etc if there is such a need. Chakha takes -1 to wis/int/cha-based checks due to the headache.
Ren Ulyms
player, 82 posts
HP: 12/15 AC: 17
+1 Init +1F +1R +3W
Mon 16 Apr 2018
at 21:09
  • msg #340

Re: A Dying Torch

Ren, Nameless, and Daken all nod at the sound and begin attempting to triangulate where the sound is coming from. Chakha stalks behind Ren with her giant blade out and at the ready.
DM Ventrikel
GM, 267 posts
Tue 17 Apr 2018
at 21:24
  • msg #341

Re: A Dying Torch

The group investigates the area, moving around to try and find any clues as to where the sound and headache is originating from. After half an hour of searching, thinking, and experimenting - they can conclude that the sound is constant and no different in one location or the other. Furthermore, there is nothing that could create it in Sanvil's place, or close to it. Deciding to investigate the machine in the warehouse further, they head back. Only to find the doors at the stairs broken, hanging wide open. Voices, dark male voices can be heard from inside. They speak in common, but with strange slang, and mixed up with another language - Orc by what Daken and Nameless can hear. The group makes their way up the stairs, careful not to make too much noise, to investigate.

Through the door, Chakha and Ren see two very muscular, green-skinned men with large tusks. Orcs dressed in simple armor, and each holding a large weapon of a sort neither Chakha nor Ren has seen before... They appear to have been put together crudely from the sort of junk that could be found in those strange rooms under the Black Hill.



"Lucky bonto that Meyanda told what to do, else it couldn't have been working again, eh?"
"Ye, what now though, I'm eaten and matt, now. An' job is done. Think we go back down ta Meyanda?"
"Not sure, she might want big vicken and rutt in guarding here, seems them others were killed? Weak Torches, them!"

The conversation can be heard as the group slowly makes it up the stairs, but it stops as soon as Chakha and Ren set foot inside the warehouse. The orcs stare up at them, wild-eyed, and grab their weapons. In the same instant, as they set foot on the catwalk, Nameless and Ren both develop that same splitting headache that got to some of them before. The orcs both stand close to the machine, down on the floor, while the group is up on the catwalk.



 ABCDEFGHIJKLMNOP 
1________________1
2_     I       +2_2
3_     I        _3
4_     I        _4
5_              _5
6_  +1+1 I        _6
7__+2+2+1__I        _7
8__+2 NR           _8
9__+1 DC           _9
10__+1    +2       _10
11___            _11
12___            _12
13___    MO1      _13
14___    O2       _14
15___  +2         _15
16________________16
17__B___ B___B________17
18__B_B__B_B__B________18
19____B_B__B_B________19
 ABCDEFGHIJKLMNOP 
Legend:
_ Outside, ground level
+x Altitude, denoted in squares (1=5feet)
B Bush, 50% concealment when attacked at range within or through it. Difficult terrain.
I _There is a wall in the right or lower part of this square.
Shaded areas are walkways, 10ft above the ground.
Ox is for Orcs
M is for the machine Nameless turned off.

Initiative:

23 - Nameless -1 to wisdom, charisma, int-based checks
14 - Orc 1 (AC16, damage taken 0/?)
14 - Orc 2 (AC16, damage taken 0/?)
13 - Ren -1 to wisdom, charisma, int-based checks
13 - Chakha -1 to wisdom, charisma, int-based checks
8 - Daken

2 fortitude saves failed, even with modifiers :P :
23:18, Today: DM Ventrikel, for the NPC DNR, rolled 13,4,3 using 1d20,1d20,1d20.  Fortitude saves vs DC 12.

This message was last updated by the GM at 12:56, Tue 24 Apr 2018.
Nameless
player, 32 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Tue 24 Apr 2018
at 15:39
  • msg #342

Re: A Dying Torch

Given their superior positioning up top, Nameless moves to block the staircase with Chakha and Ren allowing Daken to rain spells down from above.

OOC: Move to C7
DM Ventrikel
GM, 270 posts
Tue 24 Apr 2018
at 17:34
  • msg #343

Re: A Dying Torch

"Knock 'em silly!" the Orc furthest to the south says, then grins at the group at the catwalk.
"Ye, get up there before they escape!"
Both of them start rushing towards the group, through the small office room towards the stairs.

 ABCDEFGHIJKLMNOP 
1________________1
2_     I       +2_2
3_     I        _3
4_     I        _4
5_  O1 O2         _5
6_  +1+1 I        _6
7__+2N+2+1__I        _7
8__+2R           _8
9__+1 DC           _9
10__+1    +2       _10
11___            _11
12___            _12
13___    M       _13
14___            _14
15___  +2         _15
16________________16
17__B___ B___B________17
18__B_B__B_B__B________18
19____B_B__B_B________19
 ABCDEFGHIJKLMNOP 
Legend:
_ Outside, ground level
+x Altitude, denoted in squares (1=5feet)
B Bush, 50% concealment when attacked at range within or through it. Difficult terrain.
I _There is a wall in the right or lower part of this square.
Shaded areas are walkways, 10ft above the ground.
Ox is for Orcs
M is for the machine Nameless turned off.

Initiative:

23 - Nameless -1 to wisdom, charisma, int-based checks
14 - Orc 1 (AC16, damage taken 0/?) - double move
14 - Orc 2 (AC16, damage taken 0/?) - double move
13 - Ren -1 to wisdom, charisma, int-based checks
13 - Chakha -1 to wisdom, charisma, int-based checks
8 - Daken


This message was last edited by the GM at 09:23, Mon 30 Apr 2018.
Ren Ulyms
player, 83 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Mon 30 Apr 2018
at 19:13
  • msg #344

Re: A Dying Torch

Ren steps forward and readies her shield in preparation for the orcs attack. Meanwhile she once again calls forth the blessings of Pharasma to guide their aim in this fight.

OOC: Casting Bless
Chakha
player, 36 posts
HP: 23/23+6 AC: 16
+2 Init +5F +2R +0W
Mon 30 Apr 2018
at 19:16
  • msg #345

Re: A Dying Torch

Chakha unsheaths her giant blade and points it at the lead orc.

"Tonight Gorum shall bath in your..."

Suddenly the sword slips from her grasp a bit and she is forced to stop her monologue to readjust her grip or risk dropping her sword.

OOC: Failed attempt at demoralize...
Daken
player, 35 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Mon 30 Apr 2018
at 19:17
  • msg #346

Re: A Dying Torch

Daken pulls forth magical ethers and once again tugs at the strings of one of the orc's minds. Unlike the blanket soothing song he instead tries to just jumble up the strings of thought completely.

OOC: Casting Lesser Confusion on Orc #2. DC 16 or be confused for one round.
DM Ventrikel
GM, 271 posts
Wed 2 May 2018
at 06:01
  • msg #347

Re: A Dying Torch

The orc shakes off the spell, and both of them begin making their way up the stairs, stopping to swing at the enemies who stand in the way. The first one making it halfway up the stairs brings his large weapon up against Chakha's face, hitting stunningly hard. The second one grins at Nameless and raises his weapon to reach through the railing for his attack. But, seeing the hit on Chakha, he turns to help out and club her. She dodges the attack easily though.

 ABCDEFGHIJKLMNOP 
1________________1
2_     I       +2_2
3_     I        _3
4_     I        _4
5_              _5
6_  +1O2+1O1 I        _6
7__+2N+2C+1__I        _7
8__+2R           _8
9__+1 DC           _9
10__+1    +2       _10
11___            _11
12___            _12
13___    M       _13
14___            _14
15___  +2         _15
16________________16
17__B___ B___B________17
18__B_B__B_B__B________18
19____B_B__B_B________19
 ABCDEFGHIJKLMNOP 
Legend:
_ Outside, ground level
+x Altitude, denoted in squares (1=5feet)
B Bush, 50% concealment when attacked at range within or through it. Difficult terrain.
I _There is a wall in the right or lower part of this square.
Shaded areas are walkways, 10ft above the ground.
Ox is for Orcs
M is for the machine Nameless turned off.

Initiative:

23 - Nameless -1 to wisdom, charisma, int-based checks Gets an AoO at Orc 1
14 - Orc 1 (AC16, damage taken 0/?) - Move, attack Chakha (21 to hit, 8 damage)
14 - Orc 2 (AC16, damage taken 0/?) - Move, attack Chakha (8 to hit with cover)
13 - Ren -1 to wisdom, charisma, int-based checks
13 - Chakha -1 to wisdom, charisma, int-based checks Takes 8 damage. Gets an AoO at Orc1
8 - Daken

07:54, Today: DM Ventrikel, for the NPC Orc2, rolled 16 using 1d20+1.  Will.

All your characters are up!

Nameless
player, 33 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Thu 3 May 2018
at 02:31
  • msg #348

Re: A Dying Torch

Nameless fails to connect as the first orc rushes on by but does stick the second orc as he runs up the stairs.


OOC: Failed on the AoO (hit AC 14)

Nameless hits AC 23 for 7 pts of damage on Orc 2

21:31, Today: Nameless rolled 7 using 1d6+3.  damage orc 2.
21:31, Today: Nameless rolled 23 using 1d20+6.  attacking orc 2.

Ren Ulyms
player, 84 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Thu 3 May 2018
at 02:33
  • msg #349

Re: A Dying Torch

Ren charges in and bonks the second orc over the head with her spiky morningstar. The time for words long passed, she focused her attention and cleared her mind on the combat ahead.

OOC: Ren hits AC 25 for 9 pts of B/P damage to Orc 2

21:33, Today: Ren Ulyms rolled 9 using 1d8+2.  damage orc 2.
21:32, Today: Ren Ulyms rolled 25 using 1d20+6.

Chakha
player, 37 posts
HP: 23/23+6 AC: 16
+2 Init +5F +2R +0W
Thu 3 May 2018
at 02:35
  • msg #350

Re: A Dying Torch

Chakha nearly cuts down the first orc as he runs up the stairs and then on the backswing spins the sword around and slashes him across the chest from the other direction.


OOC: For the AoO Chakha hits AC 25 for 21 pts of damage and then hits AC 24 for 15 pts of slashing damage.

Total: 36 pts of damage

21:30, Today: Chakha rolled 21 using 2d6+9.  AoO damage.
21:30, Today: Chakha rolled 24 using 1d20+7.  AoO.

21:34, Today: Chakha rolled 15 using 2d6+9.  damage orc 1.
21:34, Today: Chakha rolled 24 using 1d20+8.  attacking orc 1.

Daken
player, 36 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Thu 3 May 2018
at 02:37
  • msg #351

Re: A Dying Torch

Daken curses as his spell fails to take hold. Thinking quickly he shifts tactics again and tries to suppress the thoughts of the orcs, lulling them into a slumber.

OOC: Casting sleep to hit both orcs. AC 16 basically at the end of their turns or else falling asleep.
DM Ventrikel
GM, 274 posts
Thu 3 May 2018
at 17:08
  • msg #352

Re: A Dying Torch

As the orcs charge up, Chakha makes a bloody mess of the first one and the second one is battered near unconsciousness. He appears to be struggling to still stand, but utters a few threatening words. "As Hellion commands, we will do. Meyanda is-"
He is cut off when Daken's spell hits - and he falls to the ground with a heavy thump, asleep.
A quick search of the orcs' bodies reveal that they both carry cards of that same flexible yet durable material that the group has found repeatedly in the caves below Black Hill... Both cards have a brown stripe on one side. Their armor and bucklers should probably be worth something too, but the improvised weapons they used cannot be sold for anything.

Orc 1: -19/17
Orc 2: 1/17, sleeping

This message was last edited by the GM at 17:15, Thu 03 May 2018.
DM Ventrikel
GM, 277 posts
Sun 6 May 2018
at 10:43
  • msg #353

Re: A Dying Torch

Although neither the name Meyanda nor Hellion rings any bells, the orc does, frustrated and oppositional, answer a few questions. Hellion appears to be a leader, and it is apparently for Hellion that the orc is in Torch, but either he does not know or understand why - or he refuses to say. He's travelled from Scrapwall with several others under the leadership of Meyanda - an android... The orc refuses to say where she is, but when Nameless again turns off the now active power relay, he yells that Meyanda will come after them - that she won't let them destroy her plans. Putting together what could be overheard from the orcs, about them planning on going back down to meyanda, with what has been happening in town and the uptake range of the power relay, the group reaches the conclusion that there is yet something to find under Black Hill.

The way down into Black Hill is familiar at this point, and the group heads towards the room Khonnir has pointed out as a probable entry to some other level of the caves... The room marked Elevator. Elevators are no real oddities on Golarion, but the sort of technology running this one is far beyond anyone's comprehension. Still, it seems that many of the systems, although not everything, is working.

DM Ventrikel:
The circular area is entirely dark, which differs from the rest of the rooms the group has visited. Approaching the unlit room, the group sees neither furnishing nor any items, but a panel with buttons for some sort of controlling on the north-west wall. A coil of tubes dangling from the left side of the panel periodically flashes with sparks, while a single square window on the panel blinks with several lines of writing in that strange language:

Deck 4: Engineering
Deck 3: Science
Deck 2: Crew
Deck 1: Docking

WARNING: Elevator off-line - please contact maintenance!

12:34, Today: DM Ventrikel, for the NPC CDNR, rolled 26 using 4d20 with rolls of 7,2,6,11.  Perception, modifiers to be added.
Ren: 15 perception


The group looks around, and for the most part focuses on the technology and the sparking coil of tubes. There's a coupling link in the tubes that seem to have torn free - creating the repeated sparking, and that particular part of the technology could probably be repaired with some somewhat simple metalworking provided one has access to the proper workplace and tools. Ren makes a chance discovery, walking around the room: the floor is entirely solid, there must be only rock, or perhaps metal scrap underneath, probably blocking elevator movement off. But bumping her morningstar into the ceiling, it creates a slight, but echoing, noise. There is an open space there.

Likely, this elevator will lead to another area of the Black Hill caves and the strange, smooth metal rooms. Perhaps to where the orcs came from. A plan for how to get there has to be formed, however. But the orcs made it to the surface somehow - and it could not have been through the elevator.

The elevator is the central, circular room with four doors, on the Group 0 map.
This message was last edited by the GM at 10:45, Sun 06 May 2018.
Ren Ulyms
player, 85 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Tue 8 May 2018
at 15:44
  • msg #354

Re: A Dying Torch

The group ended up debating for awhile about how best to approach. Chakha and Nameless both voted for repairing the elevator. Nameless was interested in getting the technology working again while Chakha was excited to hit their enemies from a direction they weren't expecting. Daken was nervous about jumping potentially into the middle of their fort while Ren was curious how the orcs were able to pass through.

In the end the decision was made to take the broken piece back to Khonnir for repairs and while that was going on, Ren would ask around Torch to see if anyone had seen the Orcs on their trip towards the warehouse. If they could find the route the Orcs took then they could scout it out and determine the best approach as well as set up guards to watch for orcs or bandits escaping from their elevator attack. Otherwise Chakha will try to track them via tracks but will fail to do so.

OOC: Ren got a 26 to gather information if that is an appropriate check to track the bandits.

Chakha got an 8 on survival check to track.

09:42, Today: Ren Ulyms rolled 26 using 1d20+12.  gather information.
10:43, Today: Chakha rolled 8 using 1d20+7.  survival + guidance.

DM Ventrikel
GM, 279 posts
Tue 8 May 2018
at 16:48
  • msg #355

Re: A Dying Torch

Ren has a good, long while to ask around town... Khonnir is excited to get his hands on some technology, and while this is just a very simple (but bent) metal piece to connect wires, the prospect of restoring such an advanced thing to working condition does spur him. Cargo elevators pulled by animals or otherwise using simple machinery and counterweights are commonly found in large warehouses and ports, even large ships, but this elevator is part of that strange underground structure... He gets to work, and spends the whole day and half the next day by the anvil in his Foundry tavern before completing his work on the extremely hard glaucite skymetal.
18:17, Today: DM Ventrikel, for the NPC Khonnir Baine, rolled 27 using 1d20+13.  Craft: Metalworking vs DC25.
18:17, Today: DM Ventrikel, for the NPC Khonnir Baine, rolled 20 using 1d20+13.  Craft: Metalworking vs DC25.
18:17, Today: DM Ventrikel, for the NPC Khonnir Baine, rolled 24 using 1d20+13.  Craft: Metalworking vs DC25.
8 hours each, time is afternoon the day after when the work is finished.


While Chakha is unable to pick up any tracks in the relatively frequently traveled caverns and on the streets, Ren does find several people that claim to have seen the orcs. Two independent reports from store owners close to warehouse district reveal that the orcs passed by there in the middle of the night, coming from the west side of Black Hill, making quite some noise. A couple of dwarves she meets at Inkrit's General Store all say that they were close to the Weeping Pond that night, and saw two bulky figures emerge from the water, though not even their sharp, dwarven eyes could tell if those were orcs from the distance they were at. Weeping Pond is the same place the group had to swim through to get into the tunnel and into the caves.

Finally, the group heads back down towards the elevator, repaired coupling in hand. As they enter the metal rooms just before the underground desert, Sef appears in the cave behind them. Ren stays to talk, while Nameless goes ahead to install the broken coupling. "Two men have come from trickster jinkin caves, two men each big as two of us folk. They opened hole in the wall." Sef proceeds to show the group to the northern room with the flat dark gray wall... Chakha had previously tried to force that very hole open, but now there is nothing blocking it anymore. Beyond lies a corridor: the walls, floor and ceiling as strange, flat and smooth as in any of the other rooms previously explored. It appears to lead in a wide curve, angled slowly upward.
See Group 1&2 maps!

Nameless gets to work, attaching the coupling... It doesn't take long, but it does take some dexterity to fit it in right. As it clicks into position, a spark sends a shock through his hand - no lethal danger at all, but a bit of a singe. The he attaches the sparking cord to the control panel, and with a soft hum, the room is bathed in light as white panels in the ceiling come to life. As they do, Nameless jumps a little, and his hand touches the screen. It emits a beeping sound, and the error message that had disappeared just moments ago is replaced by a new one. He must have hit one of the lower floors, which seem to be blocked by debris or something else.

Deck 4: Engineering
Deck 3: Science
Deck 2: Crew
Deck 1: Docking

The deck you have selected is off-line - please make another selection.


Nameless takes 3 electricity damage as he reactivates the elevator.
Nameless
player, 34 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Tue 8 May 2018
at 16:59
  • msg #356

Re: A Dying Torch

Without waiting to ask the others standing in the elevator, Nameless touches the Deck 4 button/text.
DM Ventrikel
GM, 280 posts
Tue 8 May 2018
at 18:33
  • msg #357

Re: A Dying Torch

The room lurches, everyone reacts quickly to steady themselves, and the openings in all four directions quickly slide down through the floor. It takes some ten seconds before an opening appears, and only one - to the east. The floor and walls begin to vibrate as the elevator approaches Engineering Deck, and a thrumming noise grows until the door opens and it increases into a low, thundering sound. A cloying, animalistic stink fills the nostrils as the hemispherical room is bared. To the north and south, curved ramps lead up to hallways leading out of the room, while several doors sit in the east wall. Flickering lights flash and strobe on the ceiling, and the gray metal walls are scorched, dented, and partially broken in places, exposing colorful wires or metallic struts within. Four mounds of rubble, cloth, and bones lie scattered about the room. From each of them, a slender, strong-looking canine stands up - staring at the four in the elevator. As if on command, they all start barking - their yipping voices will sure alert anyone else in this complex, unless the thundering sound overpowers their alarm.



 ABCDEFG 
1   _   1
2   t1   2
3       3
4  t2    4
5       5
6 C     6
7N      7
8D      8
9 R     9
10       10
11       11
12     t3 12
13       13
14   t4   14
15   _   15
16       16
 ABCDEFG 


All take -5 to perception due to noise.
Lighting is dim, 20% miss chance without low-light vision or darkvision.

InitNameACHPWeaponTo-HitDamageStatus
24Daken1116/16???20% miss
17Thylacine 1137/7??? 
17Thylacine 2137/7??? 
17Thylacine 3137/7??? 
17Thylacine 4137/7??? 
14Ren1923/23Morningstar+51d8+2 
10Chakha1933/33Greatsword+82d6+620% miss
8Nameless1720/23Rapier+61d6+3 

^ reused an old table of yours, quite nifty! Filled in numbers by the sheets, you should probably edit them if needed.

Daken goes first, then the animals!

Daken
player, 37 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Fri 11 May 2018
at 13:36
  • msg #358

Re: A Dying Torch

Daken reacts quickly as he usually does, shifting to the side to get a better angle on the dogs and then preparing to once again cast his spell of sleep.

OOC: Moving to A6 and casting Sleep. Will determine target after dogs have moved.
DM Ventrikel
GM, 282 posts
Sun 13 May 2018
at 15:11
  • msg #359

Re: A Dying Torch

Yipping and barking, the thylacines quickly crowd the elevator - biting and lunging at those inside. The creatures' mouths seem unnatural, their lower jaws almost seem to dislocate as the mouths open at a 45-degree angle and then slam shut with terrible force. Luckily, these strong bites hit nothing but air and metal. Together with the thundering, rumbling noise, the sound of the dog-like marsupials creates a great alarm inside of the elevator and it feels extremely crowded.

 ABCDEFG 
1   _   1
2       2
3       3
4       4
5       5
6 C     6
7Nt2t1    7
8Dt4t3    8
9 R     9
10       10
11       11
12       12
13       13
14       14
15   _   15
16       16
 ABCDEFG 


All take -5 to perception due to noise.
Lighting is dim, 20% miss chance without low-light vision or darkvision.

InitNameACHPWeaponTo-HitDamageStatus
24Daken1116/16???20% miss
17Thylacine 1137/7??? 
17Thylacine 2137/7??? 
17Thylacine 3137/7??? 
17Thylacine 4137/7??? 
14Ren1923/23Morningstar+51d8+2 
10Chakha1933/33Greatsword+82d6+620% miss
8Nameless1720/23Rapier+61d6+3 

Each thylacine used move + attack (except t4 who double moved), no attack hit even flat-footed.

All your heroes go now!

Ren Ulyms
player, 86 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Tue 15 May 2018
at 12:50
  • msg #360

Re: A Dying Torch

Ren realized the gravity of their situation. They needed to take the barking dogs down as quickly as possible. Bringing her morningstar to bear she smashed it down at one of the dog things next to her.

At the last second it leaped aside and she just hit the ground instead.

OOC: She hit AC 12 :(
Chakha
player, 38 posts
HP: 23/23+6 AC: 16
+2 Init +5F +2R +0W
Tue 15 May 2018
at 13:00
  • msg #361

Re: A Dying Torch

Chakha felt the rush of battle once again as she brought her giant sword to bear. The dogs were small and easily crushed but it made for a nice warmup. Ren seemed disturbed by the noises that they were making but Chakha didn't mind. Let her enemies know that a goddess of war was among them and let them come to their deaths.

Even still she worked to dispatch the dogs with quick efficiency. There was no reason to swing as hard as she possibly could or even let the barbarian's rage fall upon her when they were so easily killed. No, she would save her strength for the real battles to come.

In the end she was distracted by visions of battles to come and didn't notice the dog leap out of the way and avoid her attack. She frowned as Gorum might not be pleased by her killing such a small thing he definitely would not be pleased by her failing to do so.

OOC: No rage, no power attack, just plain old killing.

Attacking t2...sigh...miss.

Nameless
player, 35 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Tue 15 May 2018
at 13:02
  • msg #362

Re: A Dying Torch

While Ren and Chakha swung ineffectually at the dogs, Nameless dispatched the one in front of him with cold and calculating efficiency. One quick lunge when it's guard dropped and the thing dropped dead.

OOC: Finally. Nameless hits AC 18 for 8 pts of piercing damage against T2

08:01, Today: Nameless rolled 8 using 1d6+3.  damage to t2.

08:01, Today: Nameless rolled 18 using 1d20+6.  attacking t2.

Daken
player, 38 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Tue 15 May 2018
at 13:11
  • msg #363

Re: A Dying Torch

Daken sees the dogs all clustered together and drops his spell right next to them.

OOC: Dropping it at D8 so that should hit all 3 dogs for DC 16 vs. sleep.

I rolled 08:08, Today: praguepride rolled 19 using 3d20 ((5,9,5)) for the dog saves. I don't know what their will bonuses are but I'm assuming it's not +7. Assuming that they all drop to sleep the party will quickly dispatch them and search the room.

For coup-de-grace:
08:11, Today: Chakha rolled 31 using 4d6+12.  coup de grace on t1.
08:10, Today: Ren Ulyms rolled 15 using 2d8+4.  coup de grace on t4.
08:10, Today: Daken rolled 13 using 3d8.  coup de grace on t3.

DM Ventrikel
GM, 283 posts
Tue 15 May 2018
at 16:15
  • msg #364

Re: A Dying Torch

One thylacine falls, killed by Nameless' rapier... Then the others are overcome by Daken's spell. Swiftly put down in their sleep, none of the thylacines will live to yip another time. The group investigates the room. Ren finds that the tunnel to the north-west leads back to the now opened door in the Black Hill caves, while Chakha checks out the tunnel to the south, which is blocked by metallic rubble. Nameless investigates the lock mechanism of the central double door, and it does not react to the brown access card he carries. There are three more doors however, a single one to the south, a single one to the north, and a double one to the north.

The room itself appears to have served as nothing else than the home of these dogs, at least in the last days or weeks... The whole room does carry marks of catastrophic destruction though, something has torn or burnt through the metal walls in places and marked it with scorched areas and dents in others, dissimilar to the areas where Khonnir and the elevator were found.


Ren Ulyms
player, 87 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Tue 15 May 2018
at 17:50
  • msg #365

Re: A Dying Torch

Ren points the group at the single door to the South and they ready themselves for whatever lies on the other side.

OOC: Some prep work...

Ren will cast bless (3 minute duration now, woot)

Daken will cast Mage armor on himself (3 hour duration)

DM Ventrikel
GM, 284 posts
Tue 15 May 2018
at 20:12
  • msg #366

Re: A Dying Torch

A curving corridor leads to another door, and another room. This room buzzes and hums with the sound of machinery. A long track of moving leatherlike material rotates along a metal framework in the middle of the room. The eastern end of this device is connected to a looming metal machine fitted with thrashing and twitching armatures and blinking lights. Panels on the wall flash with strange writing and images of metallic constructs. To the west, a second track of leather, this one smeared with blood, churns
through an opening in the wall to a room beyond. The entire place has an air of entropy to it - with missing parts, flashing sparks, and periodic discordant sounds of metal scraping against metal revealing how damaged the room's machinery is.

Two metallic beings scuttle about the room, both of them standing on three legs, both with white metal protection plates covering most of them - but with wires and tubes hanging freely in some places. They seem busy, focusing completely on the machines - opening lids and protective plates, touching something with a strange metallic finger generating sparks, ripping out bent metallic pieces and attempting to bend them back into shape.

The door to the north is locked, and Nameless' brown plastic card does not open it.



DM Ventrikel
GM, 285 posts
Wed 16 May 2018
at 10:43
  • msg #367

Re: A Dying Torch

An immense machine looms to the south in this room, its upper portion obscured by tangles of hanging cables and cords. The device looks something like an enormous oven, its front open with a rotating belt of green leathery material connecting to a wide metal table. Metal desks with flashing lights sit to the east, while a second rotating belt of leather moves through an opening in the east wall. Two dead orcs lie at the base of this second belt. Close to it stands a human-sized construct, looking almost as if he was constructed to look like a well armored knight. The robot holds a large rod in his hand, it glows in one end and appears to be a weapon, like a baton. He turns at once as the group enters, draws back his baton seemingly readying it for a forward strike.
"More here." The metallic voice does not convey a message with any significant meaning, but it is speaking in common.





 ABCDEFGH 
1        1
2        2
3    d   3
4  G .   I   4
5    .   IND 5
6 MM CR  6
 ABCDEFGH 
E5 is an open square, but there is a wall on the east side of it.


All take -5 to perception due to noise.
Lighting is dim, 20% miss chance without low-light vision or darkvision.

InitNameACHPWeaponTo-HitDamageStatus
19Chakha1933/33Greatsword+82d6+620% miss
12Nameless1720/23Rapier+61d6+3 
11Ren1923/23Morningstar+51d8+2 
8Construct?-0/???? 
7Daken1116/16???20% miss

Initiative is up for all but daken!

Chakha
player, 39 posts
HP: 23/23+6 AC: 16
+2 Init +5F +2R +0W
Thu 17 May 2018
at 18:17
  • msg #368

Re: A Dying Torch

Chakha didn't even hesitate as she rushed forward to chop the robot in half with her sword. She swung but the robot put its arm up, catching the hilt and stopping her hit from striking true. She wrenched the sword away from the robot but her attack routine was blocked.

OOC: Move to D5
Hit AC 10...miss

This message was last edited by the player at 18:17, Thu 17 May 2018.
Nameless
player, 36 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Thu 17 May 2018
at 18:18
  • msg #369

Re: A Dying Torch

Nameless moved up to support Chakha and thrust out the point of his rapier. It wasn't really an attack, just a quick probe of the robot's defenses but the robot proved more then capable of avoiding it.

OOC: Move to C5. Hit AC 8...
Ren Ulyms
player, 88 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Thu 17 May 2018
at 18:21
  • msg #370

Re: A Dying Torch

Ren pushed her way past the giant barbarian and made to swing her morningstar but the robot suddenly jabbed out at her and she was forced to bring up her shield in defense instead.

OOC: Pushing her way to D4. Miss...
DM Ventrikel
GM, 292 posts
Fri 8 Jun 2018
at 16:22
  • msg #371

Re: A Dying Torch

As the group advances, the construct takes aim at Chakha and raises its arm to swing, while speaking with its metallic voice. This time it speaks in that strange language that only Nameless understands. "Intrusion detected. Initiating purge protocol 11-321. Please stand down and submit, intruders. Purge protocol 11-321 demands compliance per core Divinity Directive." It speaks the word Divinity with a certain emphasis, as if speaking of something with a great meaning - perhaps it is a name. Then the baton-like weapon lands, the blow hitting Chakha straight over her head. Sparks fly out, and there is a surge through her body, forcing her muscles to twitch. Then its fist comes flying, aiming straight over her - missing.

 ABCDEFGH 
1        1
2        2
3    d   3
4  GR.   I   4
5  NC.  I D 5
6 MM     6
 ABCDEFGH 
E5 is an open square, but there is a wall on the east side of it.


All take -5 to perception due to noise.
Lighting is dim, 20% miss chance without low-light vision or darkvision.

23 to hit Chakha, 9 damage, 2 electricity damage.
Chakha: DC12 fortitude save to resist the energy. If fail: -1 to attacks, skills and will
(and -4 concentration) for one round.


InitNameACHPWeaponTo-HitDamageStatus
19Chakha1920/33Greatsword+82d6+620% miss, inhibited?
12Nameless1720/23Rapier+61d6+3 
11Ren1923/23Morningstar+51d8+2 
8Construct?-0/???? 
7Daken1116/16???20% miss

Initiative is up for all!

This message was last edited by the GM at 10:46, Sat 09 June 2018.
Chakha
player, 40 posts
HP: 23/23+6 AC: 16
+2 Init +5F +2R +0W
Thu 14 Jun 2018
at 01:56
  • msg #372

Re: A Dying Torch

Chakha shrugged off the electricity like only a towering mountain of death could. While she was being shocked she raised her sword up and smashed it down right onto the center of the construct causing a giant dent to form and partially tear off an armored panel.

OOC: SMAAAASSH...with almost min damage :P Chakha hits AC 26 for 9 pts of slashing damage

She also makes her fort save with a 16

20:54, Today: Chakha rolled 9 using 2d6+6.  chakha super smash.
20:54, Today: Chakha rolled 26 using 1d20+8.  chakha smash.
11:33, Fri 08 June: Chakha rolled 16 using 1d20+5.  fort save vs. dc 12.

Nameless
player, 37 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Thu 14 Jun 2018
at 01:56
  • msg #373

Re: A Dying Torch

Nameless, seeing Ren about to get into perfect position holds to let her move first.
Ren Ulyms
player, 89 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Thu 14 Jun 2018
at 01:58
  • msg #374

Re: A Dying Torch

Ren slips around to the side of the guard bot and with Nameless on the other side the two prepare to bear down on it and capitalize on Chakha's giant strike.

She smacks the robot with her morningstar causing minimal scraping and denting as it mostly bounces off the armor.

OOC: Min damage again. Ren hits AC 19 for 3 pts of B/P damage

20:58, Today: Ren Ulyms rolled 3 using 1d8+2.  damage.

20:57, Today: Ren Ulyms rolled 19 using 1d20+7.  woo flanking.

Nameless
player, 38 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Thu 14 Jun 2018
at 02:01
  • msg #375

Re: A Dying Torch

Seeing Ren move opposite to the robot Nameless stabs out with his own blade.

OOC: Forgot to mention Ren moved to C3

Nameless stabs out getting the point of his rapier right into a seam between armor plates and strikes deep with his blade.

OOC: Nameless sneak attacks AC 22 for 9 pts of piercing damage

21:00, Today: Nameless rolled 9 using 2d6+3.  sneak attacky.

20:59, Today: Nameless rolled 22 using 1d20+8.  flanking.

DM Ventrikel
GM, 295 posts
Thu 14 Jun 2018
at 17:22
  • msg #376

Re: A Dying Torch

The attacks clang against the thick, metallic shell of the construct, and the weapons bounce back. The robot shifts, and begins to turn for the next attack against Chakha. As it turns up against the light panel straight behind her, the shadows fall differently, and that dent under her sword suddenly does not seem so deep. The armor plate she seemed to knock to the side, might have rather moved as it mechanically started on its next swing. Nameless' rapier slides into the seam between the armor plats, but seems to hit another plate right underneath - or perhaps a hard skeletal-like part of the construction. Ren does not even get a good hit in, her morningstar slides off the rounded plates with a screech.

Nameless takes a second to analyze the being, and realizes that its armor is hard enough that none of them have dealt any real damage to it yet. The being seems to be a robot, vulnerable only to particularly well-aimed strikes and to electrical damage; and it appears to have filled some sort of engineering purpose in the past: electrically charging the tool in it's hand, which at the moment is a weapon.

It moves and behaves in a manner which can only be described as mechanical at this point, not uttering another word, but repeating the exact same motions in attacking Chakha. Ghostly silent and so strict in its movements that it would seem almost unaware of its surroundings, had it not just moments ago uttered its intent to murder or subdue the group, its an intimidating and frightening sight. The baton lands again, but she sees it coming and manages to soften the blow some. The electricity from it surges through her again.

 ABCDEFGH 
1        1
2        2
3    d   3
4  GR.   I   4
5  NC.  I D 5
6 MM     6
 ABCDEFGH 
E5 is an open square, but there is a wall on the east side of it.


All take -5 to perception due to noise.
Lighting is dim, 20% miss chance without low-light vision or darkvision.

25 (7, miss) to hit Chakha, 6 damage, 3 electricity damage.
Chakha: DC12 fortitude save to resist the energy. If fail: -1 to attacks, skills and will
(and -4 concentration) for one round.


InitNameACHPWeaponTo-HitDamageStatus
19Chakha1911/33Greatsword+82d6+620% miss, inhibited?
12Nameless1720/23Rapier+61d6+3 
11Ren1923/23Morningstar+51d8+2 
8Construct20-0/???? 
7Daken1116/16???20% miss

Knowledge roll 20 for Nameless:
The enemy has the Robot subtype, meaning: a) It is an intelligent being, most likely with an intelligence of 10. b) A critical hit causes it to be stunned or staggered, depending on a DC15 fort save. c) It takes 150% damage from electricity.
Additionally, it has a hardness of 10.

Initiative is up for all!

Daken
player, 39 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Mon 18 Jun 2018
at 17:39
  • msg #377

Re: A Dying Torch

Daken finally sees the construct in full light and realizes his companions are struggling. Chakha is being beaten down before his eyes so he once again summons on his eldritch abilities and reaches out for the lines of energy he can sense churning around in the creature's iron skull. Grasping the lines he pumps his own eldritch magic into the thoughts of the creature, slowing it down and trying to put it to rest.

OOC: Casting Sleep. DC 16
Chakha
player, 41 posts
HP: 23/23+6 AC: 16
+2 Init +5F +2R +0W
Mon 18 Jun 2018
at 17:50
  • msg #378

Re: A Dying Torch

OOC: Point of order, we have been forgetting Robot Slayer
quote:
You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.


And Hard Hitter
quote:
Hard Hitter (1 Hardness Ignored) (Ex) Ignore 1 point(s) of creature/object hardness with attacks



Chakha feels the barbarian's red rage surge within her. Shaking off the effects of the electricity again she shifts and everything goes red. Her brain shuts off and her muscles and instincts take over as she smashes at the robot over and over again with her sword. The robot blocks her strikes again and again and again.

OOC: Showing my work on this one
+7 BAB/STR  + 1 MW + 2 Rage + 1 Robot Slayer + 1 Accurate Stance - 1 Power Attack = +11

So....miss with a 19 :(. 9 rounds of rage left.

AC is now 18 (19 + 1 robot slayer - 2 raging)
HP is now 11+6 = 17

This message was last edited by the player at 17:56, Mon 18 June 2018.
Ren Ulyms
player, 90 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Mon 18 Jun 2018
at 17:55
  • msg #379

Re: A Dying Torch

Seeing her friend get smashed over and over again Ren slides on over and slaps healing energy into Chakha.

She begins to channel the energy but the robot lashes out at her causing her to move her shield to block it and the spell is ruined.

OOC: Rolled a 12 vs. DC 17...blast!
Nameless
player, 39 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Mon 18 Jun 2018
at 18:00
  • msg #380

Re: A Dying Torch

Nameless tries to fake the robot out by twisting as he slides into the rear of the construct.

OOC: Shifting to B4

Feint check: 16
Attack roll: 19

If that hits: 16 pts of piercing damage.

DM Ventrikel
GM, 299 posts
Tue 19 Jun 2018
at 15:52
  • msg #381

Re: A Dying Torch

The robot sees Nameless' move before the rapier hits, and blocks the attack with an armored plate on its leg. The same motion continues, but the robot has now worked up an enormous strength in its swing, and the hit from the baton-like weapon would have easily knocked out Chakha, had she been any less tough than she is. Still, having her right under its weapon, it misses the follow up punch with the off-hand. Daken tugs at the energies, trying to disable the great creature, and nearly manages to do so! The creature however only slows down for a split second before continuing in its violent motions.

 ABCDEFGH 
1        1
2        2
3    d   3
4 NGR.   I   4
5   C.  I D 5
6 MM     6
 ABCDEFGH 
E5 is an open square, but there is a wall on the east side of it.


All take -5 to perception due to noise.
Lighting is dim, 20% miss chance without low-light vision or darkvision.

21 (9, miss) to hit Chakha, 14 damage, 3 electricity damage.
Chakha: DC12 fortitude save to resist the energy. If fail: -1 to attacks, skills and will
(and -4 concentration) for one round.


InitNameACHPWeaponTo-HitDamageStatus
19Chakha180/33Greatsword+82d6+620% miss, inhibited?
12Nameless1720/23Rapier+61d6+3 
11Ren1923/23Morningstar+51d8+2 
8Construct20-0/???? 
7Daken1116/16???20% miss

Initiative is up for all!

This is a tough robot, as it turns out! Unfortunately for you, I remembered its power attack this time. And rolled high on damage.
Rolled 17 vs sleep, DC 18 for feint. And I notice I forgot to change Ren's position on the map, but it seems she moved back - feel free to correct the map if I forget again!

Daken
player, 40 posts
HP: 10/10 AC: 11
+5 Init +1F +1R +3W
Fri 22 Jun 2018
at 20:46
  • msg #382

Re: A Dying Torch

Daken cursed as he felt the robot fighting him but he still had plenty of magical energy to use so he again plucked at its energy patterns to try and suppress it.

OOC: Casting sleep again. We can play this game... DC 16 to resist
Nameless
player, 40 posts
HP: 17/17 AC: 17
+3 Init +1F +6R +0W
Fri 22 Jun 2018
at 20:47
  • msg #383

Re: A Dying Torch

Nameless stabbed out at it but again his blade bounced off the robot's armor.
Ren Ulyms
player, 91 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Fri 22 Jun 2018
at 20:50
  • msg #384

Re: A Dying Torch

Ren realized she would not be able to help her friend while the robot was pressing in on her. Thinking quickly she started shouting loudly trying to attract attention to herself.

"HEY! OVER HERE! ATTACK ME!"

She readied her weapon and shield, not looking to strike but to buy time for Daken to take the thing down.

"Nameless keep attacking it while I draw it's attention. HEY DON'T YOU LOOK AT HIM LOOK AT ME! I'M THE THREAT! Daken, get your fracking spell off! The sooner the better...HEY! RIGHT HERE! I'M YOUR THREAT!"

Inside her mind the whispers were deafening


your friends are going to die because you chose the wrong door

you cannot win

you must win

nobody wins



OOC: Going full defensive to raise AC to 23
This message was last edited by the player at 20:50, Fri 22 June 2018.
DM Ventrikel
GM, 300 posts
Sun 24 Jun 2018
at 14:59
  • msg #385

Re: A Dying Torch

The robot turns, looking at the noisy Ren. Then turns back towards Chakha, and starts up another hammering motion. The blows come in the opposite order this time, the slam from the fist first, then the baton. Somehow, Chakha through the haze of her rage and through the pain in her head manages to see where it aims and avoid both of those mechanical, heavy strikes. It begins bringing the arms back for more swings, then slows down... Then grinds to a halt. Then the knees bend uncontrollably, and with a muffled boom - the metal body hits the ground as Daken twists the energies and shapes them as he wants them.

The heroes quickly learn, upon inspecting and disarming the robot, that the weapon was electrically charged by the hands of the robot and did not itself carry the charge which was electrially burning Chakha. The mind-numbing shocks she felt though, seemed to be a product of it. It is a technological device, and more than that Nameless cannot tell upon first inspection.

 ABCDEFGH 
1        1
2        2
3    d   3
4 NGR.   I   4
5   C.  I D 5
6 MM     6
 ABCDEFGH 
E5 is an open square, but there is a wall on the east side of it.


All take -5 to perception due to noise.
Lighting is dim, 20% miss chance without low-light vision or darkvision.

Gotta give you the numbers, cuz it was exciting to roll!
16:48, Today: DM Ventrikel, for the NPC Robot, rolled 13 using 1d20+2.  Will.
16:45, Today: DM Ventrikel, for the NPC Robot, rolled 17 using 1d20+7.  Slam (Correction: attack with the baton-thing) Chakha.
16:45, Today: DM Ventrikel, for the NPC Robot, rolled 17 using 1d20+2.  Slam Chakha.

InitNameACHPWeaponTo-HitDamageStatus
19Chakha180/33Greatsword+82d6+620% miss, inhibited?
12Nameless1720/23Rapier+61d6+3 
11Ren1923/23Morningstar+51d8+2 
8Construct20-0/????Sleeping, hardness 10
7Daken1116/16???20% miss

And so, the luck turned!

Loot from body: Technological baton

This message was last edited by the GM at 14:59, Sun 24 June 2018.
Ren Ulyms
player, 92 posts
HP: 15/15 AC: 17
+1 Init +1F +1R +3W
Mon 25 Jun 2018
at 14:45
  • msg #386

Re: A Dying Torch

While Nameless and Daken explore the room and the fallen robot Ren turns her attention towards Chakha who was barely standing on her feet. She was covered in bruises and electrical burns and every movement seemed painful.

Ren brought out her potions and helped Chakha drink them to recover a bit of strength. Some of the bruises healed and some of her burns faded but she still seemed in rough shape.

Ren then channeled some of her healing magics into Chakha and by the end Chakha still had a couple of big bruises but overall seemed steady on her feet once again.

OOC: Healed 12 with the potions and 14 with the 2 CLW spells.
DM Ventrikel
GM, 301 posts
Mon 25 Jun 2018
at 17:59
  • msg #387

Re: A Dying Torch

There is plenty to find in the room, for those walking around the sleeping mechanical being... To the east, by the rotating leather belt, lies the bodies of two dead orcs. Both are dressed and equipped similarly to those encountered above ground - with improvised scrap metal weapons. To the south, lodged in a now defunct machine that must have once connected to a chamber beyond the wall; is a small, relatively intact, high technological object. A screen on a device small enough to fit neatly in one's hand, with a small wire ending in a thin metallic rod - the purpose of which is unknown to Nameless. And then, at the desk, behind a monitor but easily found with thorough searching, is a plastic card of the sort Nameless' carries several - this one with a white strip signaling a higher effect than both the brown and the black one.

Finishing the search in the room outside, walking between the two active but seemingly unaware or busy robots, Nameless and Daken stops in front of a screen connected to machines in the southern part of the room. There's no interactive interface, no buttons or levers, that pulls their attention to the screen... It can probably be communicated with somehow, though. But it's active and seemingly seeking their attention, a big message flashing in red.

WARNING: Robot Command Core Damaged - Reboot Required!
Nameless
player, 41 posts
HP: 23/23 AC: 17
+3 Init +2F +6R +1W
Mon 25 Jun 2018
at 19:11
  • msg #388

Re: A Dying Torch

Nameless take a moment to stab at the screen panel itself in case it might respond to his touch. Otherwise he just pulls the technological item out and looks around to see if that might plug into anything nearby.

Finally he waves the white striped card at all the machines again hoping to see if that triggers anything. When all that seems to fail to get a reaction he gives a shrug at the others.

"Perhaps it can be fixed someplace else in the complex."
Ren Ulyms
player, 93 posts
HP: 23/23 AC: 19
+1 Init +3F +3R +4W
Mon 25 Jun 2018
at 19:13
  • msg #389

Re: A Dying Torch

Ren points the group back the way they came.

"Let's try the white card against that locked door to the North! Hurry before my magic fades!"

OOC: Forgot everyone is blessed. Doh! Say...2 minutes left unless they really needed to take 20s on the perception checks to find anything?
DM Ventrikel
GM, 304 posts
Mon 25 Jun 2018
at 20:22
  • msg #390

Re: A Dying Torch

Nameless touches the screen, and with a blink it goes black. Loud bangs sound through the room as the two robots milling about fall to the floor, their three legs sliding out to different sides. Ren stands by the door, thinks she hears a single metallic noise, like another robot falling, beyond there, just after these two robots fall... Then shortly after, she can faintly hear over the noise in the complex, a different metallic noise.

The screen before Nameless lights up again.

Rebooting...
-------------


The leftmost part of the line on the screen quickly changes, a thick line replacing the thin one, but then nothing more happens.
DM Ventrikel
GM, 307 posts
Wed 27 Jun 2018
at 18:40
  • msg #391

Re: A Dying Torch

The door opens, activated by Ren's card. A small chamber leads up to another door, which opens right after the first door. A balcony runs around the edges of the domed chamber ahead, the curved walls of which are covered in blinking lights and unidentifiable machinery. A few steps lead down from this balcony in the middle of the room. Just north of these steps sits a large machine with a pink glass tabletop-like surface above which float semitransparent images of some sort. The balcony is wider on the south side of the stairs, where a strange statue stands that seems to have been cobbled together from broken machines into the shape of an up raised claw or talon.
A mound of junk lies in a heap before the claw, while two smoking braziers burn softly to each side. To the east looms a pair of immense black metal doors framed by a rotating arch
of pulsing red lights.

The whole scene with the claw-like statue, the braziers and the junk in front of it is a clear religious thing to Ren... But what god would the claw be dedicated to? None she knows of, more likely a made-up deity, or a new one of some sort. She cannot think on this much longer though, as by the statue, back turned towards her, stands a creature. It turns around as the door opens, stares at Ren - startled, but not scared. It then looks at the large, black doors to the east... The thundering noise filling this entire area seems to come from that direction. Then it looks back towards her.

Adorned with strange metallic trinkets that seem to be more of decoration than armor, the creature spreads out its wings, then pulls them back together, and charges right up in front of Ren, blocking her entrance into the room. It does not utter a sound - deep scars over its throat hint that perhaps it cannot even make a sound, as it reaches out and slashes at her - the claws screeching against her chainmail but failing to pierce it.





 ABCDEFG 
1       1
2       2
3       3
4       4
5       5
6       6
7  S   G7
8  SS  R8
9       9
10     C 10
11     DN11
 ABCDEFG 
S: Statue
G: Groethur

InitNameACHPWeaponTo-HitDamageStatus
25Groethur?-0/???? 
22Daken1116/16???20% miss, bless
22Chakha1826/33Greatsword+82d6+620% miss, bless
11Ren1923/23Morningstar+51d8+2bless
6Nameless1720/23Rapier+61d6+3bless

Simplified the map, couldn't be bothered with tons of lines everywhere again!
You're up!

Ren Ulyms
player, 94 posts
HP: 23/23 AC: 19
+1 Init +3F +3R +4W
Sun 1 Jul 2018
at 20:39
  • msg #392

Re: A Dying Torch

Seeing the narrow corridor Ren shouts at everyone to back up and get ready for it.

The rest of the group rearranges themselves to get into better fighting positions.




OOC:

Chakha moves to E10

Ren withdraws to G11

Nameless moves to F11

Daken moves back to D10


DM Ventrikel
GM, 310 posts
Sun 1 Jul 2018
at 21:06
  • msg #393

Re: A Dying Torch

The creature does not appear through the door. The group hears footsteps from within the room as it backs up, staring at the entrance for the intruders.

 ABCDEFG 
1       1
2       2
3       3
4       4
5       5
6     G 6
7  S    7
8  SS   8
9       9
10   DC  10
11     NR11
 ABCDEFG 
S: Statue
G: Groethur

InitNameACHPWeaponTo-HitDamageStatus
25Groethur?-0/???? 
22Daken1116/16???20% miss, bless
22Chakha1826/33Greatsword+82d6+620% miss, bless
11Ren1923/23Morningstar+51d8+2bless
6Nameless1720/23Rapier+61d6+3bless


Daken
player, 41 posts
HP: 16/16 AC: 15
+5 Init +3F +3R +4W
Mon 2 Jul 2018
at 00:19
  • msg #394

Re: A Dying Torch

Daken held back, letting the others charge in ahead of him.
Chakha
player, 42 posts
HP: 26/33 AC: 19
+2 Init +5F +3R +1W
Mon 2 Jul 2018
at 00:22
  • msg #395

Re: A Dying Torch

Chakha rushed forward in a blur and clobbered the thing with her giant sword.

OOC:
Move: Move to G7
Action:  Chakha hits AC 26 for 13 pts of damage.


19:21, Today: Chakha rolled 28 using 1d100.  concealment <=  20 miss.
19:20, Today: Chakha rolled 13 using 2d6+9.  damage.
19:20, Today: Chakha rolled 26 using 1d20+8.  attacking w/ power attack.

This message was last edited by the player at 00:22, Mon 02 July 2018.
Ren Ulyms
player, 95 posts
HP: 23/23 AC: 19
+1 Init +3F +3R +4W
Mon 2 Jul 2018
at 00:24
  • msg #396

Re: A Dying Torch

Ren moved up behind Chakha to support and potentially flank with her eventually. She struck out at the thing but it quickly dodged out of the way.

OOC: Move to E7 and whiff
Nameless
player, 42 posts
HP: 23/23 AC: 17
+3 Init +2F +6R +1W
Mon 2 Jul 2018
at 00:28
  • msg #397

Re: A Dying Torch

Nameless clicked his heels together activating his boots before rushing up past Chakha in hopes of squeezing past the massive barbarian into the room as well.

He dodged past the creature, even spinning around and stabbing it in the process.

OOC: Activating Daredevil shoes for a +5 to acrobatics.

Using acrobatics to move from G7 to G6. Got it! (32 on acrobatics check)

Attacking, hitting AC 20 for 4 pts of piercing damage


19:27, Today: Nameless rolled 4 using 1d6+3.  damage.
19:27, Today: Nameless rolled 20 using 1d20+7.  attacking.
19:27, Today: Nameless rolled 32 using 1d20+13.  acrobatics

DM Ventrikel
GM, 311 posts
Mon 2 Jul 2018
at 07:00
  • msg #398

Re: A Dying Torch

Chakha's slash opens a wide gash on the creature, but thick skin absorbs most of the blow and the skin appears to close right back up where the sword has just been. At the height of her swing, she pierces through to the flesh and blood beneath, and sees Groethur grimace in pain. Nameless does not accomplish the same feat.
Groethur slashes at Ren with sharp claws as she moves past, rending her flesh. He then begins to turn towards Nameless, but feeling the pain from the greatsword slash again decides to attack Chakha. Two claws come at Chakha with great strength, one hitting its mark, before Groethur turns towards the one who ran past him. He sinks his teeth into Nameless torso, then twists quickly runs one of his massive horns straight through Nameless' abdomen.

 ABCDEFG 
1       1
2       2
3       3
4       4
5       5
6     GN6
7  S  RC7
8  SS   8
9       9
10   D   10
11       11
 ABCDEFG 
S: Statue
G: Groethur

Full round: Claw (miss), claw (24) for 7 damage on Chakha.
Bite (21), gore (27, 26 to confirm) for 3 and 9 points of damage on Nameless.

InitNameACHPWeaponTo-HitDamageStatus
25Groethur16-3/???? 
22Daken1116/16???20% miss, bless
22Chakha1919/33Greatsword+82d6+620% miss, bless
11Ren1923/23Morningstar+51d8+2bless
6Nameless178/23Rapier+61d6+3bless


This message was last edited by the GM at 12:10, Mon 02 July 2018.
Daken
player, 42 posts
HP: 16/16 AC: 15
+5 Init +3F +3R +4W
Mon 2 Jul 2018
at 20:47
  • msg #399

Re: A Dying Torch

Daken moves forward and once again tries to weave a spell to degrade the mind of his opponent. Unlike the construct earlier instead of trying to suppress its thoughts he is instead trying to tangle it up.

OOC:
Moving to G8
Daken is wielding his longspear (+1, 1d8)

Casting lesser confusion on it. DC 16

Chakha
player, 43 posts
HP: 26/33 AC: 19
+2 Init +5F +3R +1W
Mon 2 Jul 2018
at 20:51
  • msg #400

Re: A Dying Torch

Chakha lets out a blood curdling scream as she wails on the thing with her sword, muscles tense and rippling from her fury.

She strikes the thing with a fearsome blow that even it's thick hide cannot stop.

OOC: Chakha hits AC 26 for 20 pts of slashing damage.
Her HP is now 29 and her AC is now 17. She has 8 rounds or rage left.

15:50, Today: Chakha rolled 20 using 2d6+11.  eat this damage, DR!
15:50, Today: Chakha rolled 26 using 1d20+10.  RAAAAAGE.

Ren Ulyms
player, 96 posts
HP: 23/23 AC: 19
+1 Init +3F +3R +4W
Mon 2 Jul 2018
at 20:54
  • msg #401

Re: A Dying Torch

Ren slides over to flank with Nameless and slams her morningstar down on it's back.


OOC:
5' step to E6
Ren hits AC 16 for 4 pts of bashing/piercing damage


15:53, Today: Ren Ulyms rolled 4 using 1d8+2.  damage.
15:53, Today: Ren Ulyms rolled 15 using 1d20+7.  attacking thing.

This message was last edited by the player at 20:55, Mon 02 July 2018.
Nameless
player, 43 posts
HP: 23/23 AC: 17
+3 Init +2F +6R +1W
Mon 2 Jul 2018
at 20:56
  • msg #402

Re: A Dying Torch

Nameless stabs out but the thing blocks his blade.

OOC: Darn it. Miss.

15:56, Today: Nameless rolled 15 using 3d6+3.  damage.
15:55, Today: Nameless rolled 13 using 1d20+9.  +6 +2 flank +1 bless.

DM Ventrikel
GM, 313 posts
Tue 3 Jul 2018
at 05:09
  • msg #403

Re: A Dying Torch

Groethur groans in pain from Chakha’s slash... Then the party’s attention is draken to the door to the east. A swishing sound is followed by a wall of noise, as the thundering, rumbling machine sound heard throughout the rooms here grows stronger. The group had already gotten used to it, almost forgotten it perhaps, but now it’s fresh back at the top of everyone’s attention. A door must have opened behind the large, closed one making up the eastern wall.

Groethur, his eyes blank from the mental disturbance caused by Daken’s spell, lashes out against all of its attackers in a whirling fury, missing Nameless with the horns and Chakha with one swipe, but clawing Chakha and biting into Ren’s arm. The gash from Chakha’s latest swing is a significant wound, but he’s still strong.

 ABCDEFG 
1       1
2       2
3       3
4      d4
5      d5
6    RGN6
7  S   C7
8  SS  D8
9       9
10       10
11       11
 ABCDEFG 
S: Statue
G: Groethur
d: Door to the right of this square.

Confusion is quite less effective against a single foe, since it will automatically attack its attackers.
Full round attack: claw hits Chakha (22) for 6 damage. Bite hits Ren (22) for 4 damage.

InitNameACHPWeaponTo-HitDamageStatus
25Groethur16-13/???? 
22Daken1116/16Longspear+11d820% miss, bless
22Chakha1723/33Greatsword+82d6+620% miss, bless
11Ren1919/23Morningstar+51d8+2bless
6Nameless178/23Rapier+61d6+3bless


This message was last updated by the GM at 21:56, Tue 03 July 2018.
Daken
player, 43 posts
HP: 16/16 AC: 15
+5 Init +3F +3R +4W
Thu 5 Jul 2018
at 03:21
  • msg #404

Re: A Dying Torch

Daken pulls out a vial of acid but instead of throwing it, he starts casting a spell instead. The acid inside starts to boil and fume before suddenly shooting out of the top, popping the cork like a champagne bottle and flying in an arc to splatter at the feet of the monster.

OOC: Casting Grease using Acid as a power component. Reflex Save vs. DC 15 and in addition if it stays there it takes 1 pt of acid damage a round.
Chakha
player, 44 posts
HP: 26/33 AC: 19
+2 Init +5F +3R +1W
Thu 5 Jul 2018
at 03:25
  • msg #405

Re: A Dying Torch

Chakha ignores her growing rounds to smash the thing again and again and again with her sword.

OOC: Chakha hits AC 17 for 19 pts of slashing damage
22:24, Today: Chakha rolled 17 using 1d20+11.  RAAAAAGE.
22:24, Today: Chakha rolled 19 using 2d6+11.  SMAAASH.
22:26, Today: Chakha rolled 73 using 1d100.  concealment <=  20 miss.

This message was last edited by the player at 03:26, Thu 05 July 2018.
Ren Ulyms
player, 97 posts
HP: 23/23 AC: 19
+1 Init +3F +3R +4W
Thu 5 Jul 2018
at 03:29
  • msg #406

Re: A Dying Torch

Ren meanwhile sees that Chakha is the only one chipping away at the monster so works to keep the thing distracted and away from blowing past the barbarian's defenses.

OOC: Aid another to boost Chakha's AC

22:28, Today: Ren Ulyms rolled 25 using 1d20+8.  aid another, boosting Chakha's defense.

So I believe that's +2 to her AC bringing it back to 19

Nameless
player, 44 posts
HP: 23/23 AC: 17
+3 Init +2F +6R +1W
Thu 5 Jul 2018
at 03:31
  • msg #407

Re: A Dying Torch

Nameless spots a weak point in the armor but can't put enough force behind his blade to capitalize on it.

OOC: Darn it! Nameless hits AC 16 for 10 pts of damage...so close!
22:30, Today: Nameless rolled 16 using 1d20+9.  attacking.
22:30, Today: Nameless rolled 10 using 3d6+3.  damage.

DM Ventrikel
GM, 314 posts
Thu 5 Jul 2018
at 18:53
  • msg #408

Re: A Dying Torch

The double doors in the eastern part of the chamber slide open and the noise hits the group with full strength. Panels of blinking lights and machinery line the walls of the chamber beyond the doors, but the true spectacle here is the massive machine of metal that looms against the far wall on a ten-foot-high platform. Two immense cylinders of pulsing violet light throb at the machine's core, while above a thinner cylinder extends through the ceiling. Ladders to the north and south provide access to the machine's platform, while at the center, a smaller machine with several metal spikes protruding from its heart extends from the larger one. The entire room vibrates with a roaring thunder, and the air spreading from it feels strangely alive, almost as if it were vibrating as well. On the floor in the middle of the room lies a robot, one of the same type that the group fought about a day ago when finding Khonnir. A flying robot. Except this one is lying on the ground, motionless. It must have been shut off when the Robot Command Core was rebooted.

At the door, next to Nameless, stands a female-looking android. Purple tattoos on her arms and head pulse with soft light, and around her neck hangs a necklace with a symbol of a claw or talon, resembling the statue. In her right hand she holds a high technological weapon, glowing as if containing a burning fire. She lowers her left hand from the controls of the door, looking at Nameless, then Groethur, the the other three intruders. She then looks back to Nameless, and speaks - straining to make her voice sound over that of the machine.

"Welcome, cousin. I see you brought humans here!" Her expression is rather emotionless... But as she continues, there is something even more mechanical over her face, her head seems to move and click into a locked position pointing straight ahead at Chakha and Daken. "Now, we take them out!"

She then stretches over Nameless' shoulder, makes a striking motion with her hand, and speaks Androffan words - creating a ray of light which she shoots straight towards Daken.

"Hellion's Light!"

Her monstrous ally looks at her briefly before attacking, but as his master he does not attack Nameless this time. Instead he focuses claws, horns and teeth on Chakha and Ren.





 ABCDEFGHIJK 
1           1
2           2
3           3
4           4
5       M   5
6    RGN    6
7  S   C    7
8  SS  D    8
9           9
10           10
11           11
 ABCDEFGHIJK 
S: Statue
G: Groethur
M: Meyanda

Meyanda
Move action: Open door
Standard action: Cast spell on Daken, provoking from Nameless!. Unless interrupted, spell hits him (hits 16, exceeding his touch ac with cover) for 13 points of damage.

Groethur
Full round attack:
@Ren Claw (hit 22, damage 3), claw (miss), gore (miss)
@Chakha Bite (hit 20, damage 3)

InitNameACHPWeaponTo-HitDamageStatus
26Meyanda1949/49Inferno Pistol?? 
25Groethur16-22/???? 
22Daken1116/16Longspear+11d820% miss, bless
22Chakha1720/33Greatsword+82d6+620% miss, bless
11Ren1916/23Morningstar+51d8+2bless
6Nameless178/23Rapier+61d6+3bless

If Nameless does make an attack of opportunity and hit Meyanda, feel free to roll her concentration +8 vs DC13+damage for me, so you know how it goes for Daken!

This message was last edited by the GM at 18:58, Thu 05 July 2018.
Nameless
player, 45 posts
HP: 23/23 AC: 17
+3 Init +2F +6R +1W
Fri 6 Jul 2018
at 00:47
  • msg #409

Re: A Dying Torch

Nameless didn't react to the new intruder, instead spinning around and burying his blade in her chest as she became distracted.

Daken hits AC 20 for 5 pts of piercing damage

19:44, Today: Nameless rolled 5 using 1d6+3.  damage.
19:44, Today: Nameless rolled 20 using 1d20+13.  AoO + nanite surge for additional +6.


The android's spell fizzles as Daken's blade disrupts her concentration.

OOC: She rolled an 11 to maintain the spell vs. DC 18!
19:47, Today: praguepride rolled 11 using 1d20+8.  Meyanda concentration check.

Daken
player, 44 posts
HP: 16/16 AC: 15
+5 Init +3F +3R +4W
Fri 6 Jul 2018
at 00:54
  • msg #410

Re: A Dying Torch

With his last bit of eldritch energy Daken attempts to cast a glob of grease on the android's fearsome looking gun.

OOC: Casting Grease on her gun. Reflex save vs. DC 15 to hold it/pick it up
Chakha
player, 45 posts
HP: 26/33 AC: 19
+2 Init +5F +3R +1W
Fri 6 Jul 2018
at 01:04
  • msg #411

Re: A Dying Torch

Between the red haze and fury Chakha sees her enemy. It is somehow still standing after she has smashed it over and over and over again. Yet it stands. Just as doubt begins to seep into the small part of her mind still conscious during her rage she feels a sudden surge of strength. It could only be the will of Gorum. Gorum was looking down at her and witnessing her deeds. Here and now she needed to show her god that she was worthy of his blessing.

Planting her feet she arched up her blade, unwilling to worry about exposing her belly and chest to the creature. With two hand and all her might and Gorum's blessing she brings the sword down with incredible fury. She catches the monster square in the head but her strike keeps going. Buried deep into its skull she continues to drive the monster down and smash its chin against the ground itself as she followed through with her strike.

"GORUM HAS BLESSED ME ON THIS DAY! TODAY I AM WITNESSED!"

Chakha's shout echoed throughout the chamber rising up above even the noise of the machines around her.

OOC: Chakha smashed indeed! Chakha crits AC 28 for 36 pts of slashing damage.

20:03, Today: Chakha rolled 29 using 1d100.  concealment <=  20 miss.
19:59, Today: Chakha rolled 36 using 4d6+22.  SMAAAAAAASH.
19:58, Today: Chakha rolled 28 using 1d20+11.  crit?
19:57, Today: Chakha rolled 31 using 1d20+11.  RAAAAAGE.

DM Ventrikel
GM, 316 posts
Fri 6 Jul 2018
at 04:25
  • msg #412

Re: A Dying Torch

Meyanda's look towards Nameless is as emotionless as before, as they interrupt her spell. Then she looks up, just beyond him, to see her gargoyle ally split open, dead. "Groethur!"


InitNameACHPWeaponTo-HitDamageStatus
26Meyanda1944/49Inferno Pistol?? 
25Groethur16-49/????Dead
22Daken1116/16Longspear+11d820% miss, bless
22Chakha1720/33Greatsword+82d6+620% miss, bless
11Ren1916/23Morningstar+51d8+2bless
6Nameless178/23Rapier+61d6+3bless

Rolled a 16 vs grease, success.

Ren Ulyms
player, 98 posts
HP: 23/23 AC: 19
+1 Init +3F +3R +4W
Fri 6 Jul 2018
at 14:47
  • msg #413

Re: A Dying Torch

Ren barely had time to turn around and witness the new opponent in the doorway. She saw Chakha fell the gargoyle in one mighty crack but she knew the fight wasn't over yet.

it will never be over...

She charged forward swinging her morningstar but the android stepped back and the morningstar banged off of the metal plating in front of her.

OOC: Drat! Charge to G4, hitting AC 10 :(,
Her AC is now 17

Nameless
player, 46 posts
HP: 23/23 AC: 17
+3 Init +2F +6R +1W
Fri 6 Jul 2018
at 14:49
  • msg #414

Re: A Dying Torch

Nameless realizing that the element of surprise had passed and also knowing he was grievously wounded took a step back to clear some space and then downed a potion of healing, restoring much needed strength to him.

OOC: 5' step to F5 and then drinking potion of cure moderate.

Healed 13 pts of health, his HP is now 21

DM Ventrikel
GM, 320 posts
Fri 6 Jul 2018
at 18:13
  • msg #415

Re: A Dying Torch

Meyanda again speaks to Nameless. "What?! Have you lost all direction? All purpose?" Her voice has a joy-filled, mocking tone. She steps away from Ren, trying to avoid an attack from her but leaving herself open as she keeps her eyes fixed on Nameless. "The humans would say you have lost your mind!" The joy in her voice combined with the total lack of affect in her face would be a clear sign of madness in any human... In an android, it might be different. With her empty hand, she touches the amulet on her neck and throws her head back, purple hair flying around her, and lets out a shrieking laugh. The laugh is amplified somehow, magically, and seems to radiate from somewhere right around Groethur's corpse. The sound hammers against the ears of those closest to Groethur, a maddening pain.

"WAAHAHA HAAA HAHA!"

She then looks at Nameless, fixing her gaze at them. "Have you? Lost it? Myself, I have found something. Humans call it faith!"

 ABCDEFGHIJK 
1           1
2           2
3        M  3
4      R    4
5     N     5
6     G     6
7  S   C    7
8  SS  D    8
9           9
10           10
11           11
 ABCDEFGHIJK 
S: Statue
G: Groethur
M: Meyanda

Meyanda
Move action: Tumble, fail, provoking AoO from Ren, but moving 15ft.
Standard action: Cast a spell, targeting Nameless, Chakha and Daken. 7 points of sonic damage to each. DC15 Fortitude save for N, C & D - succeed to avoid being stunned.

InitNameACHPWeaponTo-HitDamageStatus
26Meyanda1944/49Inferno Pistol?? 
25Groethur16-49/????Dead
22Daken119/16Longspear+11d820% miss, bless
22Chakha1713/33Greatsword+82d6+620% miss, bless, stunned?
11Ren17c16/23Morningstar+51d8+2bless, stunned?
6Nameless1714/23Rapier+61d6+3bless, stunned?

Ren Ulyms
player, 99 posts
HP: 23/23 AC: 19
+1 Init +3F +3R +4W
Fri 6 Jul 2018
at 21:37
  • msg #416

Re: A Dying Torch

Ren smashes her morningstar against the fleeing android, nearly clipping the woman in her temple but ending up hitting hard on the woman's shoulder.

OOC: Ren hits AC 26 for 10 pts of B/P damage

16:36, Today: Ren Ulyms rolled 10 using 1d8+2.  damage.
16:36, Today: Ren Ulyms rolled 12 using 1d20+6.  crit?
16:36, Today: Ren Ulyms rolled 26 using 1d20+6.  AoO time!

Daken
player, 45 posts
HP: 16/16 AC: 15
+5 Init +3F +3R +4W
Fri 6 Jul 2018
at 21:42
  • msg #417

Re: A Dying Torch

Daken shakes off the effects of the sonic scream. He moves up to get line of sight on the android and then summons a gob of acid to throw at her. She easily ducks the gob as his throw goes wide.


OOC: Another whiff. I swear I use Daken to just get bad rolls out of the way :P
16:40, Today: Daken rolled 21 using 1d20+3.  fort save vs. DC 15.

Chakha
player, 46 posts
HP: 26/33 AC: 19
+2 Init +5F +3R +1W
Fri 6 Jul 2018
at 21:45
  • msg #418

Re: A Dying Torch

Under the red rage Chakha notices the pain and its source but the rest is all details shut out from her mind in her state. She was an agent of Gorum, an instrument of perfect destruction.

Unfortunately this new target was much more agile than the giant rock thing from earlier and the android is able to avoid getting her head clipped off by Chakha's mighty blade.

OOC: Move to I4
Chakha hits AC 17 :(


16:45, Today: Chakha rolled 17 using 1d20+11.  RAAAAGE.
16:42, Today: Chakha rolled 15 using 1d20+7.  fort save vs. DC 15.

This message was last edited by the player at 21:46, Fri 06 July 2018.
Nameless
player, 47 posts
HP: 23/23 AC: 17
+3 Init +2F +6R +1W
Fri 6 Jul 2018
at 21:53
  • msg #419

Re: A Dying Torch

Nameless doesn't respond to the insane android, instead focusing on moving up and blocking off her avenues of retreat. His blade flashes out, almost finding a critical network of neurons but once again the android narrowly avoids a critical blow.

OOC: Moving up to h4. Nameless hits AC 26 for 8 pts of piercing damage
16:52, Today: Nameless rolled 8 using 1d6+3.  damage.
16:52, Today: Nameless rolled 17 using 1d20+7.  crit?
16:52, Today: Nameless rolled 26 using 1d20+7.  attacking android.

Ren Ulyms
player, 100 posts
HP: 23/23 AC: 19
+1 Init +3F +3R +4W
Fri 6 Jul 2018
at 21:57
  • msg #420

Re: A Dying Torch

Ren likewise moves up with her allies forming a wall to pen the crazy android in. She swings her morningstar as well but she is still out of position and fails to come close, instead ending up as just a threatening gesture.

OOC: Moving around to J4
Miss, hit AC 9

DM Ventrikel
GM, 322 posts
Fri 6 Jul 2018
at 22:51
  • msg #421

Re: A Dying Torch

Meyanda's tattoos light up with a strong purple glow, and with extreme dexterity she jumps away from the two melee combatants. "Have faith, cousin! You belong with me, and I belong with you - and we belong at Hellion's side!"

With another touch of her necklace, she casts a spell and swiftly focuses it on Chakha.
"Soon, Hellion will have power enough to share with us!"

 ABCDEFGHIJK 
1           1
2           2
3           3
4       RC  4
5     N    M5
6     G     6
7  S        7
8  SS  D    8
9           9
10           10
11           11
 ABCDEFGHIJK 
S: Statue
G: Groethur
M: Meyanda

Meyanda
Move (&immediate) action: Tumble, nanite surging, success. Rolled to move through Ren, but with Nameless stunned until the beginning of her turn, that turned out to be bad.
Standard action: Cast lesser confusion, targeting Chakha. Chakha Will save DC14, or confused 1 round.

InitNameACHPWeaponTo-HitDamageStatus
26Meyanda1934/49Inferno Pistol?? 
25Groethur16-49/????Dead
22Daken119/16Longspear+11d820% miss, bless
22Chakha1713/33Greatsword+82d6+620% miss, bless, confused?
11Ren1916/23Morningstar+51d8+2bless
6Nameless1714/23Rapier+61d6+3bless

Daken
player, 46 posts
HP: 16/16 AC: 15
+5 Init +3F +3R +4W
Sun 8 Jul 2018
at 23:34
  • msg #422

Re: A Dying Torch

Taking a different tactic, Daken rushed forward to try and help his allies box the android in. He was out of arcane magic so might as well resort to some of the cantrip tactics he had used way back when he was first starting out.

He rushed forward and summoned a bit of warping chaos on his fingers and then reached out to touch the android hoping to disorient it and throw off its concentration.

He smacked the android's arm and could see her waver as the chaotic energies began to make her senses fight each other.

OOC: Rushing forward to J5 to use Disorienting Touch. Hits touch AC 18 to cause the Sickened condition for 1 round

quote:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Chakha
player, 47 posts
HP: 26/33 AC: 19
+2 Init +5F +3R +1W
Sun 8 Jul 2018
at 23:39
  • msg #423

Re: A Dying Torch

Chakha's inherent distrust for magic was palpable to the point that she was able to recognize magic trying to effect her and steal her mind against all assault.

With Daken blocking her from one direction she popped up and over to block the android from the north before laying into her with her devastating sword.

"FOR GORUM!"

Her battlecry once again rang out as she cleaved the android from neck to to naval with her sword.


Lol, Chakha is truly favored by Gorum. She crits vs. AC 19 for 35 pts of damage. That's game, isn't it?

18:37, Today: Chakha rolled 35 using 4d6+22.  CRIT SMAAAASH.
18:37, Today: Chakha rolled 19 using 1d20+11.  crit?
18:37, Today: Chakha rolled 30 using 1d20+11.  RAAAAAGE.
18:34, Today: Chakha rolled 21 using 1d20+5.  will save.

DM Ventrikel
GM, 325 posts
Mon 9 Jul 2018
at 15:56
  • msg #424

Re: A Dying Torch

Overcoming Meyanda's possibly devastating spell, Chakha fells the android with a mighty swing of her sword. The thundering of the giant machine keeps on going endlessly, but the fight is over. Meyanda, the group met her only half a minute ago - but looking at her, they know they have been on her trail for quite a while - since they first met Sef:

quote:
Sef nods sternly, the situation being very serious for her. "I don't know of a flame, but yes - we have met many people coming in here. The first was a woman with purple hair, she had many others with her - orcs, humans, and rodent-people we have not encountered before. She met with then-chief, and payed him so we would attack anyone coming after her. They have not been here after, only others trying to go the same way."


...and more recently, they met her direct subordinates, the orcs in the warehouse:

quote:
The conversation can be heard as the group slowly makes it up the stairs, but it stops as soon as Chakha and Ren set foot inside the warehouse.

"Lucky bonto that Meyanda told what to do, else it couldn't have been working again, eh?"
"Ye, what now though, I'm eaten and matt, now. An' job is done. Think we go back down ta Meyanda?"
"Not sure, she might want big vicken and rutt in guarding here, seems them others were killed? Weak Torches, them!"


On the topic of the warehouse, what was found inside it and guarded by first Garmen Ulreth and then by the strange orcs, was a relay...

Nameless:
Nameless considers many things in the span of a few seconds:

  1. This thing is drawing energy and transmitting it afar
  2. It is getting continuous energy from something nearby
  3. The Torch they had been sent to fix emitted continuous energy
  4. The Torch is now emitting greatly reduced energy


As carefully as possible he will shut down the machine.


Furthermore, the relay was transmitting the energy to somewhere in the vicinity of the town Scrapwall. More detailed studies of this device and of maps could yield a more accurate position and information on the location.




More of Meyanda's thugs soon come rushing to her aid. Far too late. Each of the ratfolk and orcs who were apparently holed up in the north part of this engineering deck, as it was labeled in the elevator, is killed, captured, or driven off by the group.

The group has yet to earn the reward of 4.000gp for reigniting the torch atop the Black Hill. And what then? In light of what has happened below the town, is Torch safe? Perhaps Khonnir or any of the other town councilors have something to say about that, unless the group does.
DM Ventrikel
GM, 330 posts
Tue 10 Jul 2018
at 11:35
  • msg #425

Re: A Dying Torch

Panels of blinking lights and machinery line the walls of the chamber Ren, Chakha and Daken are currently in; but the true spectacle here is the massive machine of metal that looms against the far wall on a ten-foot-high platform. Two immense cylinders of pulsing violet light throb at the machine's core, while above a thinner cylinder extends through the ceiling. Ladders to the north and south provide access to the machine's platform, while at the center, a smaller machine with several metal spikes protruding from its heart extends from the larger one. The entire room vibrates with a roaring thunder, and the air in it feels strangely alive, almost as if it were vibrating as well. On the floor in the middle of the room lies a robot, one of the same type that the group fought about a day ago when finding Khonnir. A flying robot. Except this one is lying on the ground, motionless. It must be going through a reboot, some sort of process that Nameless initiated at the Robot Command Core.
This message was last edited by the GM at 06:31, Wed 02 Sept 2020.
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