Astra Picard |
Can we confer with the Steel Hawk that told us about this place, or is she unavailable? Astra would ask if the Hawks can provide a safe place to rest now that their concern is taken care of. Otherwise, she would suggest adjourning to an inn.
Chakos Hyluan |
Ok, we were at:
Astra - 25/27
Syvlara - 36/36
Liz - 23/27
Will - 20/32
Chakos - 28/35
Astra healed Will for 5. I will Life Link 5 more with him, and then leave the link in Will.
At that point we're at:
Astra - 25/27
Syvlara - 36/36
Liz - 23/27
Will - 30/32
Chakos - 23/35
I will CLW myself:
CLW: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
CLW: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11
We're at:
Astra - 25/27
Syvlara - 36/36
Liz - 23/27
Will - 30/32
Chakos - 35/35
And I didn't use Astra's spell.
GM Demonmoose |
Entering the northwest doors, you find what appear to be living quarters. A few beds lie haphazardly strewn about the room, all empty. There doesn't seem to be anything useful inside. The smell of orc assails your nostrils. They have not kept this place clean.
The southeastern room seems to be a jail. A stone slab can be slid on the outside, barring exit from the other side. Inside the reinforced metal room are skeletons.
The southwestern door leads around the sleeping quarters, north and east to the upper half of the throne room. Beyond that is a door. The room seems to be Birdfood's sleeping quarters, jury-rigged furniture and stained perches for birds makes up most of the room. There is a dented metal locker.
-234 sp
-188 gp
-11 pp
-4 silverdisks
-one battery
-magical wand with 11 charges
-scroll with wavy lines
-masterwork hand crossbow
-7 +1 bolts
-white access keycard
-timeworn cylindrical device with a nozzle on one end and handle on the other
It takes you about an hour searching Hawk Palace, and looting all the useful items.
GM Demonmoose |
You have gained 1 Scrapworth from defeating Birdfood. What do you do now?
-Challenge the Lords of Rust at the Scrapmaster's Arena.
-Deal with the Mutated Manticore
-Return with news of Birdfood's demise at the gatehouse
-Sleep at the gatehouse
-Meet with Redtooth's Raiders
-Explore the easternmost haunted territory of Scrapwall
-Deal with the Smilers at the Smiler Base
-Find Dinvaya
-Explore Scrapwall
-Something else
Astra Picard |
"I think we should report back to Sevroth, the Steel Hawk who informed us about Birdfood. The Steel Hawks may wish to reclaim this building for their use, and releasing information about our victory should gain us some scrap-worth." Astra teasingly sprays a teeny-tiny bit from the fire extinguisher onto Syvlara's face. Pfsshhtt pfsshhht!
GM Demonmoose |
You leave the Hawk Palace and return to the Steel Hawks' gatehouse. Inside you find a strange half-elf wearing black robes. Sevroth is sitting at another table eating some kind of gruel.
Astra Picard |
"I bid you greetings, great Sevroth!" Astra says, striding over to the table where the Steel Hawk is eating gruel. She sits down opposite Sevroth Riker style. "Your concern has been addressed, and the Steel Hawks may breathe a little freer tomorrow. I hope that our cooperation awards us some goodwill with your people. If you would entertain a favor in return, I would request that you contact the Redtooth Raiders on our behalf, and set up a meeting with them sometime tomorrow, for I would like to have a chat with them." The Kellid woman then leans closer to Sevroth, speaking at a lower, conspiratory tone. "If you were planning on having us killed after we took care of your problem, I would recommend postponing it for at least one day. What we have planned for an encore should continue to benefit you and yours."
GM Demonmoose |
Sevroth laughs. "I could do that, contact Redtooth, but she thinks we're compromised by the Smiler scum. Yeah, not gonna work, sister. You could find a rat outside, hope they got a bunch of red fangs drawn on their armor, and aren't actually lackeys for the Lords of Rust. That'd be a better plan. It's best if we're not affiliated with you, at least not in the open, so we don't suddenly get attacked by the Lords of Rust. Anyway, feel free to use our great accommodations and ask me any questions you want. I'll answer if I know it."
Just then, a silver raven flies through one of the "windows" and perches itself on Liz's shoulder. It moves its beak close to her ear and whispers, before it takes off and out the window again.
Sevroth shrugs and exchanges a look with Astra. "Not one of ours. We're hawks, not ravens."
Chakos Hyluan |
"I do not mean to question your understanding of things, because you have continued to be correct, but mayhap she is merely bait to trap us there?"
Astra Picard |
Leaving Sevroth, Astra rejoins the group, and shrugs. "If she is bait, then who is the trapper? And how best to find out, if not by walking into the trap? Of course, not without preparations. I suggest we spent the first half of tomorrow getting acquainted with the surroundings in Scrapwall, and putting an ear to the ground. We should gather information regarding Dinvaya so we can better estimate whether the summons is suspect. In addition to that, I would like to contact the gang called Redtooth Raiders, and see if we could aid them with anything. The more gangs in Scrapwall we can get on our good side, the better our odds will be against the Smilers and, perchance, the Lords of Rust. We *want* to make friends here." She looks levelly at the group, her face serious. "We *really* want to make friends here."
GM Demonmoose |
Pushing through unclaimed territory, you search for signs of Redtooth's Raiders. Eventually you reach an open area where the sounds of gunfire and laughter are heard.
In front of you, four smilers are fighting with four ratfolk. There are four ratfolk bodies on the ground. The ratfolk are likely not a match for the smilers, similar kinds that you saw at Aldronard's Grave.
They are about 40 feet away from you.
GM Demonmoose |
Astra's Initiative: 1d20 + 0 ⇒ (7) + 0 = 7
Chakos' Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Elizabeth's Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Syvlara's Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Will's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Enemy Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
1. Everyone
2. Smilers
The enemy is 40 feet away from you. Everyone's turn.
One of the smilers turns and sees you.
"Oh, it looks like we aren't gonna eat f#@#!@! ratmeat tonight! We got fresh humans. Hyaheheh."
Syvlara of the MoonWillow |
Syvlara will shoot the one who just spoke. Twice.
Arrow1: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Arrow2: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
She then takes a 5ft step to the side to remain in cover.
Astra Picard |
Astra will also charge, drawing her stun baton and activating it. She also piles on to that same Smiler Syvlara shot at if it's still alive, otherwise a random different one.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 1d8 ⇒ (4) + (1) = 5
Charges Remaining: 9/10. AC lowered to 15 until next turn.
Chakos Hyluan |
I will charge an injured one and power attack to finish him off.
MW Greataxe: 1d20 + 6 + 2 - 1 ⇒ (13) + 6 + 2 - 1 = 20
MW Greataxe Damage: 1d12 + 3 + 3 ⇒ (8) + 3 + 3 = 14
GM Demonmoose |
Syvlara's first arrow misses the Smiler that was talking, the other shot strikes him in the chest right above the heart. He coughs up blood but remains standing.
Liz's crossbow shot stabs into a nearby pile of debris. A bit of pink smoke oozes from the top. Astra whacks the same smiler with her baton and it falls down. Its face slams into brown muck on the ground.
Chakos charges into another Smiler and cleaves through its gun hand with his greataxe. It knocks the pistol into some debris.
Passing Will. He can post whenever.
Ibuki may act on Everyone's next round.
Everyone and Ibuki
Smilers
Ratfolk
Smiler's turn.
GM Demonmoose |
One of the Smiler’s doesn’t care about you and continues firing at the lesser equipped ratfolk. He misses the nimble creature. The other two Smilers ignore the easier prey and turn to you. The one with the missing hand, curses at Chakos and pulls out a dagger, then tries to stick it into the half-elf. The blade bounces off his tough armor. The other one fires a blast from his gunslinger pistol at Astra. Astra feels a bullet burn and slide across her shoulder.
Dagger: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 1 ⇒ (2) + 1 = 3
Gunslinger’s Pistol at Ratfolk: 1d20 + 5 ⇒ (5) + 5 = 101d8 ⇒ 4
Gunslinger’s Pistol at Astra: 1d20 + 5 ⇒ (7) + 5 = 121d8 ⇒ 3
The four remaining ratfolk fire at the Smilers, each shooting at a different target. Their smaller shots graze the smiling bandit gang.
hand crossbow at Smiler B: 1d20 + 4 ⇒ (16) + 4 = 201d3 ⇒ 1,
hand crossbow at Smiler C: 1d20 + 4 ⇒ (19) + 4 = 231d3 ⇒ 1,
hand crossbow at Smiler D: 1d20 + 4 ⇒ (6) + 4 = 101d3 ⇒ 3,
Smiler B (15, dagger adjacent to Chakos), Smiler C (1), Smiler D remaining.
Everyone's turn.
Syvlara of the MoonWillow |
Syvlara steps into the open again to fire twice at Smiler D
Arrow1: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Arrow2: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
"I'm REALLY starting to get sick of these things."
Chakos Hyluan |
i will Attack Smiler B with power attack to finish him off.
MW Greataxe: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
MW Greataxe Damage: 1d12 + 3 + 3 ⇒ (12) + 3 + 3 = 18
GM Demonmoose |
Syvlara's arrow stabs into the Smiler's cheek, who knocks aside the other arrow with his pistol. Chakos swings his greataxe upward and knocks the smiler's head off. It lands on top of one of the ratfolk who brushes off the head and curses.
Liz's bolt stabs into the Smiler's thigh right above the knee. He screams, more in joy than pain.
Blindness: 1d20 + 4 ⇒ (10) + 4 = 14
Smiler C shouts at the sky. "My eyes!"
Smiler C (1, blinded), Smiler D (15) remaining. Will's turn.
GM Demonmoose |
Passing Will. Will's still here? Maybe busy.
The blinded smiler fires randomly into the courtyard. It is aimed at Will but the bullet strikes the ground in front of his feet. The other smiler fires a shot at Liz.
Target Choice: 1d10 ⇒ 6
Pistol, touch: 1d20 + 5 ⇒ (9) + 5 = 141d8 ⇒ 21d100 ⇒ 11
Gunslinger’s Pistol: 1d20 + 5 ⇒ (4) + 5 = 91d8 ⇒ 2
The ratfolk reload their hand crossbows and fire at the two smilers.
hand crossbow at Smiler C: 1d20 + 4 ⇒ (2) + 4 = 61d3 ⇒ 2
hand crossbow at Smiler C: 1d20 + 4 ⇒ (15) + 4 = 191d3 ⇒ 2
hand crossbow at Smiler D: 1d20 + 4 ⇒ (15) + 4 = 191d3 ⇒ 2
Everyone's turn. Smiler C (3, blinded), Smiler D (17) remaining. Will's turn.
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.