Thunderscape: The Lost Lexicon, Part 1: Heart of the Machine (Inactive)

Game Master Darkfire142

Times are tough for adventurers in Aden, and the high-paying bounties offered by the Cogswheel Irregulars in Mekanus are a great place to save up a few crests for traveling. As representatives of the Urbanan government, however, the player characters soon find themselves in the crosshairs of a group eager to retrieve forgotten secrets from the most dangerous parts of the city, and they're only the first ones to paint a target on the characters' backs!


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Shadow Lodge

Ten years ago, the sinister force known as the Darkfall first appeared in the lands of Aden. Heralded by a solar eclipse, the Darkfall began a reign of terror throughout the continent. Creatures of nightmare were given flesh and turned against the living. The weak, gullible, and ambitious became willing agents of destruction and betrayed their brethren for promises of power. The Seer Order, once protectors and custodians of Aden’s future, seemingly perished in a single night. Entire nations were wiped away – among them, the once great nation of Columbey. It was a bleak time for Aden.

But while Columbey was the site of one of Aden’s greatest defeats, it also became the source of its greatest victories. A mercenary captain named Urbane drew upon Columbey’s rich manite resources to forge an army bolstered by mechamagic. With troops bolstered by manite implants, advanced firearms, constructs, and powerful magical weapons he took the Darkfall unprepared. His forces recaptured the capital city of Tarello and soon liberated Columbey’s other major settlements as well. His exploits have painted him as a controversial hero. Though Urbane has arguably turned the tide against the Darkfall, his tactics are ruthless, merciless, and unrelenting. He has declared himself the king of the former nation of Columbey, renaming it Urbana and refashioning it in his image.

Nowhere is this as evident as Mekanus, the city formerly known as Tarello. This highly industrialized city has become the heart of Urbane’s campaign against the darkness. Urbane believes that to defeat the enemy, the people of Urbana must become as cold and merciless as the Darkfall itself. No sacrifice in the name of victory is too great. He has concentrated his defenses in Urbana’s cities and practiced scorched earth tactics against large portions of his own land, burning out the Nocturnals with powerful magic.

Due to a combination of wandering Nocturnals and Urbane’s own strategies, much of Urbana’s population has gathered in its cities for safety. Extreme overpopulation has only added to Urbana’s woes. Crime, disease, and poverty run rampant in many of the city’s poorer districts. Unable (some say unwilling) to maintain order throughout the city, Urbane’s forces have concentrated on those areas of Mekanus inhabited by the military and its wealthy noble benefactors.

Urbana's four major defense forces, The Iron Guard, The Rusters, the Inquisitors of the Eye and the Shadow Military are overwhelmed with duties to perform. Concentrating mainly on the more serious threats such as the Nocturnals, they are unable to supply the manpower to enforce the law for the common folk. The common folk have been forced to rely on the local militias for general law enforcement and keeping the peace. Unfortunately the Militia is often poorly trained and prone to corruption, often making a living of bribes to look the other way in the face of criminal activity. With the skyrocketing crime rate threatening the peace, numerous demands for action have reached the ears of the "The Elders of Mekanus" and finally they have decided that something would have to be done lest the city fall into further anarchy.

It was the retired Iron Guard Commander Shara Thale that came up with a solution. With the influx of people to the city has also come numerous mercenaries and adventurers, many who had proficient skills to bring order to the city. With enticing offers of reward, Shara suggested these transients be put to work and deputized as adjutants to the Urbana militia. They would become bounty hunters, assigned to deal with fugitives and other crimes too large for the standard militia. This company would be dubbed the Cogswheel Irregulars, named for the northern city gate station where they made their headquarters. Whatever their motivations, the Cogswheel Irregulars will make a difference for good or for ill.

Our story begins one week after our heroes applied to become members of the Cogswheel Irregulars. During that time you all have been tested on your skills and judged in character and judged worthy to join the ranks of the Irregulars. As the Irregulars were arranged into squads, all of you have been assigned to the same squad, assessed that your mixed skills would work well together in the field. After a brief ceremony you all receive your badges, a bronze cog you can use to identify your authority and inducted into the Cogswheel Irregulars. You are given time to once again review the terms of your charter and what you can and cannot do as a member of the Irregulars.

Justice is swift and certain in Urbana and lawmen are within their rights to kill criminals under the following circumstances:

A. There is a dead or alive warrant out on them
B. Acting in self defense (As it is a capital crime to attack a lawman)
C. You see criminals that are clearly guilty of a crime or are currently committing a crime. Still it is encouraged to use less than lethal force to subdue them unless they respond with lethal force, whereas the Self-Defense clause applies.
D. Bounties are special cases. If the bounty is wanted alive he or she should be taken alive if all possible. Killing the target will forfeit your right to the bounty.

Beyond these circumstances you are not above the law. If you go around randomly roughing up or killing innocent people you will face the appropriate consequences.

Looting rights depend on the severity of the crime. A major criminal wanted for a serious crime such as Murder or Treason forfeits their rights as a citizen and thus you have free reign to take their things. For minor crimes it is inappropriate to take someone's property unless the property is stolen. Another clause is that the Inquisitors of the Eye have all salvage rights to items taken off of Nocturnals. So if you slay a Nocturnal it is prudent to bring all you find to the Eye for assessment. In all cases you are NOT allowed to seize residences, businesses or other living dwellings as your own. As Mechanus is overcrowded with refuges, property ownership is highly regulated.

Most of all you should keep a good reputation with the populace. Bribery and corruption is illegal and if found out you will be punished to the full extent of the law and lose your charter. You are there to help enforce the laws not to make things worse in the city.

After spending some time relaxing and getting your individual affairs in order you are all called to meet with Commander Shara Thale in her office at the Cogswheel Station. You head to the office and see an elven woman with a stern expression on her face. She is dressed in the gunmetal armor of a Steel Legionare embroiled with a numbers of metals of service. The only major blemish she has is that she is missing her right hand that ends at the wrist, likely lost in the line of duty. When you come in she gives the group an analytical glare and says to the group.

"You have my congratulations that you have proven yourself worthy to join the ranks of the Cogswheel Irregulars. I have read the reports on your skills and you do seem competent enough to start taking on your first task. I have a two bounties on my desk and I shall give you the choice of which one you will pursue. Know that what you do not chose may be assigned to another unit to complete so chose wisely."

She shows you two bounty documents:

Mayhem at Cistern – Several reports have arrived from militia stationed in Cistern regarding increased ratling activity. Apparently they have become more aggressive as of late, and have even murdered several Cistern inhabitants, causing the mechamagical water purification systems to be temporarily shut down until the problem is resolved. Interested parties please report to the local militia station for more details. Reward: 100 gold crests per ratling tail recovered.

Robbery of a Supply Depo – A supply depo of the Militia in Tarello Landing was burglarized last night by unknown assailants. The night watchmen were knocked out, tied up and gagged while a dozen hooded individuals proceeded to steal food and general supplies. These criminals are wanted dead or alive for stealing Militia property and assaulting law enforcement personnel. Reward: 700 gold crests for bringing these individuals to justice. Evidence must be supplied of their guilt in order to claim the reward. Any remaining supplies should be returned to the Militia if possible.

So what do you choose or do you wish to ask Shara Thale any questions concerning the bounties.

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

What race are these criminals? Draco assumes human, but you never know.


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

"good afternoon, Commander." the goreaux greets the woman with as he enters the room.

"well squad, I'd prefer to kill me some ratlings over chasing hooded thieves. Simple and straightforward."

The goreax is a strange amalgam of grey-green flesh and machine. He wears studded leather armor over simple artisan's clothing, but you can see that his left arm has been replaced with a manite implant. Judging by his too-heavy steps and gait, it's clear that his left leg and possibly more has been replaced as well. On his back is a strange rifle that has been modified several times, and he has a metal cannister half the size of his torso strapped to his back. From his belt hangs both a standard pistol and a crowbar that has seen heavy use as a bludgeon.

Shadow Lodge

Shara Thale narrows a glance at Korbinian looking a little ill at ease with his Manite implants before nodding in response to his greeting.

As for Draco's question, Shara Thale says in response, "The militia men who were attacked are currently in the infirmary. From initial questioning the following details were gathered from the witnesses. The assailants were wearing hoods during the robbery so identifying their faces is not possible. A majority appeared to be of human stock. As for unusual members of their group, one of them seemed to be a female, two of them appeared to have a strong build to them so are either very muscular humans or perhaps of the Jurak race. The one that really stuck out was a Ferran Monkey who seemed quite acrobatic. They did not seem technologically inclined though. None appeared to have any noticeable implants nor were they wielding any firearms. They did have some theft related tools however."

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Almost forgot;
Spells prepared: enchanced diplomacy, Guidance, Spark
Bless, Magic Weapon


Male Ferran Golemoid (AC20 | HP 9/16 | Fort +6 / Ref +0 / Will +2 | Steam 5/5)

"Hummmm, I too prefer a straightforward task, but will do as my companions decide." Ungollan has a loud slow voice, and knows that he is neither sociable nor quick-witted.

Ungollan is a large bulky mess of armoured plates and long shaggy hair.


ac 18/15/15, Init 8+, perception-2, F 2+, R 4+, W 0+, HP 5/8

Urah stands in the corner, his eyes glowing like burned embers... His desert robes conceal him for what he truly is and his scimitar and daggers gleam at his side...

I believe hunting down the ratlings would be a better course, the are easily killed and the profit per tail is exceptional...

Shadow Lodge

Perking up to the consideration of the Cistern job, Shara Thale says to the group, "I can see many of you are considering the Cistern job. These "Ratlings" as they are called are not giant rats as you might suspect. The government of Urbana would certainly not pay a sum of 100 gold for mere giant rats. No the Ratlings are nocturnally tainted creatures, resembling Rat Ferrans that have been causing numerous problems in the Cistern. A most recent attack has caused the death of a half dozen workers and one of the operating mechamages. As a result the Cistern has been temporarily shut down due to fears of more attacks. Some milita men were sent to deal with the problem and have not returned. There are five missing and presumed dead including their commander, watch sergeant Iacob Blightwater. If any could be rescued alive, you would have my appreciation."

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

How long have they been missing? If it has been too long, the chances of survival would be unlikely, they would eventually die of hunger.


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

"if a ratling bites or scratches you, do you get sick and/or turn into one?"

Shadow Lodge

Shara Thale says, "They were sent on the task yesterday and I have heard no reports of their situation. Either they are lost in the depths of the Cistern or have fallen to the attacks of the Ratlings. As for the Ratlings themselves, being horrid nocturnal creatures their bite is likely diseased or poisoned. I would be careful to clean any bite of scratch wounds you might acquire during this task and watch for any infection."

Shadow Lodge

NG Female Jurak Seer 1 [HP: 6/10 | AC: 17 T: 11 FF: 16 | CMD: 15 FF: 14 | F: +2 R: +2 W: +5 | Init: +1 | Perception: +9 | Sense Motive: +9 | Second Sight 4/5]
Skills:
Craft (Painting) +6, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Knowledge (Local) +8, Perception +9, Sense Motive +9
Spells & SLAs:
Spells-like abilities (CL 1st; concentration +4): 1st - 3/day - shield

The huge, grey-skinned jurak woman with you has remained silent, but intensely aware, seeming to absorb every word into her very being. You get the sense that almost nothing escapes her green eyes and grey ears. She is lightly scarred, and while not beautiful, she is not hideuous either. She stands easily, her bronze cog badge standing out against the polished steel chestguard she wears over her plain but well made clothing. A huge curved blade is strapped to her back, its linen-wrapped handle protruding over her right shoulder, while a plain pistol is holstered on her left hip. She carries a plain, but very stout staff, suitable for both walking and fighting. You see no hint of mechamagical implants on her body.

When she speaks, it is in a strage accent, a blend of both Jurakti and Vanoran. "While the supply depot robbery sounds serious, I too say that we strike at the nocturnals."

"It is, afterall, what I was born to do," she whispers to herself.

Shadow Lodge

With the majority of the group deciding on the Cistern job Shara says, "Very well, I expect you to report to the Cistern as soon as possible. As for these thieves in Tarello Landing, I shall assign the Dagger Brigade to look into the issue in the meantime. Speaking of which your squad will need a name for record purposes. I will let you chose a designation or I can assign one if you cannot agree on a title."

Just so you know I have added a link to a map to the city of Mekanus in the campaign info section. I will probably be putting major maps there for easy access. And a retcon. Cogswheel Station is in the south end, not the north end of the city.


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

"understood, Commander. "

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

I'm ready when you all are, just let me know which quest and I'll follow.


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

"we can discuss our name on the way to slaughter some ratlings. We have such a diverse group, I imagine it'll be difficult to choose."


ac 18/15/15, Init 8+, perception-2, F 2+, R 4+, W 0+, HP 5/8

How about the burning Scimitars?


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

"Well, let's look at things. I'd shoot for something we have in common. We're all different races, and you're the only one with a scimitar. I see your scimitar, an axe, dagger, staff, sword, a few pistols, horns, flail, shield, and my rifle. So weapons are not a point of similarity. Some names off the top of my head: Bladed Cogs, Gearheads, Clockwork Five (assuming 5 PCs), Steam Crew, Steel Crew..." he trails off, ideas beginning to come to mind slower as they progress.


Male Goreaux Mechamage 1

A tall metal golem on its knees in the corner holds a scroll open for its master, who seems oblivious to everyone around him, so focused is he in his study. Kirn looks up from the scroll he had been examining, realizing that he had been a little more distracted than he thought. Short even for a goreaux, Kirn is dressed in a very loud orange tunic and breeches with a crimson cloak held with his cogswheel badge used as a clasp. A pistol and dagger are tucked into his belt.

"Err, yes, ratlings. And.. uh.. a name... I like the Clockwork Five, yes. That will do nicely." He then seems to lose himself in the scroll again, trying to decipher some mechamagical mystery, seemingly unaware of his rudeness.


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

i guess it should be clockwork SIX now since there are 6 of u s. i thought it was 5 earlier


Male Ferran Golemoid (AC20 | HP 9/16 | Fort +6 / Ref +0 / Will +2 | Steam 5/5)

"hum, Misfits, Alphas, Mongrels."

Shadow Lodge

Shara nods and says, "The clockwork six, humm. Intriguing to say the least but that would do a lot for our paperwork if your numbers ever did change from six. But still due to your... technical prowess something relating to it will be appropriate. Very well, your designation will be the Bladed Cogs. I will see if you live up to the name. In the meantime if you have no other questions I suggest you report to the Cistern and get to rooting out those Ratlings. As much as I would like to converse with you further, I have other pressing matters to deal with. I wish you the best in your endeavors."


ac 18/15/15, Init 8+, perception-2, F 2+, R 4+, W 0+, HP 5/8

Urah will move tor each the Cistern Station...


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

Korbinian pats himself down taking mental note of his gear, then turns to leave with the rest of the group.

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Draco is ready and since he is the healer, he will be in the middle or the back, but not in the front.

Shadow Lodge

NG Female Jurak Seer 1 [HP: 6/10 | AC: 17 T: 11 FF: 16 | CMD: 15 FF: 14 | F: +2 R: +2 W: +5 | Init: +1 | Perception: +9 | Sense Motive: +9 | Second Sight 4/5]
Skills:
Craft (Painting) +6, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Knowledge (Local) +8, Perception +9, Sense Motive +9
Spells & SLAs:
Spells-like abilities (CL 1st; concentration +4): 1st - 3/day - shield

"Indeed, commander, our thanks," Aiko says, and leaves with the rest of the group.


Male Goreaux Mechamage 1

Kirn's golem picks him up and puts him on its shoulders. Kirn continues to read while the golem starts walking toward the cistern.


Male Ferran Golemoid (AC20 | HP 9/16 | Fort +6 / Ref +0 / Will +2 | Steam 5/5)

Ungollon lumbers along with the rest of the group.

Shadow Lodge

The group exits the Cogswheel station and begins the long trek through the city towards the Cistern. You first pass through the district of smoketown. It is filled with numerous buildings packed tightly together. A majority of the buildings there are tall, towering structures with smokestacks puffing out a blue-grey smoke. Those who have been in the city for a time know that this is the smoke from the numerous Manite refineries and factories. Indeed there is always a smog that covers this district but fortunately all of you have become accustomed to the air here.

Continuing on you bypass through the Dawnweather district, the more upscale theatres, art galleries and high end businesses of the wealthier merchants in the city. You get some looks from some of the more upscale citizens and the local guardsmen but your badges keep you from any entanglements as you continue hurriedly on to the next district.

You then pass through the Goldheart district, the middle class district of the city. The streets are lined with homes, townhouses and the like but also numerous businesses and stores selling a wide variety of good. As the Shadow Army frequently protects this region you have no issues passing through it and eventually see the Cistern in the distance.

As a stark contract to the Dawnweather and Goldheart districts, the Cistern is marked by a very large facility, a water purification plant that provides the city with a bountiful supply of clean water, cleansing the waters of the Broken Bay of impurities as it is heavily polluted. Other than the water treatment plant the neighbourhood is an industrial slum neighborhood where only the poorest and most desperate people live. Only the Milita enforce order in this area but they are often inefficient in dealing with the large amount of criminal activities. Still as there is a Milita station in the area and it would prudent to go there first.

As the characters move into the Cistern they see few people about and most who see them go out of their way to avoid getting in your way. Continuing your walking a Rapacian (Lizard Man) comes out from one of the side alleyways. His scales look wrinkled and his teeth are craggly and worn. He wears some tattered rags on his body. He gives your group a broken smile and says "Ssss, allo there friends. You don't seem to be da usual sorts that hang out in the Cistern. Methinks you be one of those Coggies that have been walkin about town of late tryin to enforce da Urbana laws."

He cackles a bit at the comment then goes into a coughing fit. He gathers his breath and continues, "Pardons me caugh. The black air around ain't that clean on me lungs. The names Old Nebbin and I be welcoming ye to the Cistern. So what brings ya folks here? Few people as clean cut as ye go to these parts unless they work at the plant. And ye don't look like those kind of sorts. This place be very dangerous. Plenty of them monsters staking about and nor all of them are of the Noctie types."


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

"my name's Korbinian, and you are correct. We were sent here to take care of some ratlings."

Shadow Lodge

Old Nebbin says in response, "Ahsh. So hunting for them ratlings are ye? Good to see something might be done about them. Dangerous fellas they are. Their eyes they be not natural. They glow green and their mouths drip with venom. Best not be bit by them fellas or ya might be driven mad, or worse corrupted like a Noctie. Funny thing is that they didn't come to the surface often except on small raids on a ganter. But they're attacking more frequently now and going on killin sprees throughout the Cistern. Still if ye are looking to kill ratzies then Old Nebbin is willing to help ya do yer job."

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Draco takes a few seconds to examine his surroundings. perception: 3 + 1d20 ⇒ 3 + (9) = 12

Shadow Lodge

Draco sees numerous boltholes and lowly maintained buildings and dark alleyways in the immediate area. He does not see anyone that resembles Ratlings at the moment although sees a few other street folk milling about the area.


Male Ferran Golemoid (AC20 | HP 9/16 | Fort +6 / Ref +0 / Will +2 | Steam 5/5)

"Do we know where they come from? We should pull them out by the roots."


ac 18/15/15, Init 8+, perception-2, F 2+, R 4+, W 0+, HP 5/8

Urah stays silent...

if only you knew the half of it lizard man, if only you knew the half of it...


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

"well, friend, I thank you for the advice. No offense, you don't appear to be in shape to fight, but any info you might have would help us put an end to this menace. Most recent sightings, areas you saw them frequent, time of attacks..."

Shadow Lodge

Old Nebbin chuckles and says "Oh old Nebbin is not in any shape to get in any scraps with a bunch of ratlings. Da attacks happened at the plant by da ratties and last I head the Milita took a trip down below to root em out. Might want to go visit da Milita hut and see if any of those folks have more information. Old Nebbin can lead ya there if ya want. Know some ways into the underground as well if ya want to go there instead."

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

I'm ready to gather more info from the hut. And yes, I'd appreciate you leading us Nebbin.

Shadow Lodge

Old Nebbin nods and says, "Sss, Ise lead yer there then Coggies. Old Nebbin knows where the place is."

With that he getures for you to follow and leads you through the streets of the cistern toward the Milita station. When you arrive however things are not as you would expect.

Outside you find a man in a militia uniform tied up and beaten unconscious. You see two thuggish looking humans and one elven man with a bow looking around uneasily while a third man seems to be next to a beat up looking steamwagon seemingly fiddling with the engine as it sputters to life. The door Militia building has been kicked in and you hear some random bangs and crashes from the inside as though the place is currently being ransacked.

Old Nebbin immediately hisses a warning to the group.

"Them ain’t militia," he says, "well except for ol’ Sam, the one they done tied up. Them fools is Ruck Veekner’s gang. They slum it up in Cistern whenever they cause so much trouble that rest of the city don’t want ‘em around no more. Sergeant Blightwater done threw Ruck in irons a couple days back for startin’ a fight over at the Runny Mare. I’m guessin’ they noticed the sarge is gone and they come to bust their boss outta jail."

Old Nebbins words easily attract the attention of the men outside. One yells "Boss! We got company!" and they respond by drawing weapons. The man working on the vehicle starts to move around the other side of the steamwagon, heading for the driver seat.

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Draco will see if there is any flammable objects nearby that can cause a distraction or cause mass explosion to get rid of these guys. perception: 3 + 1d20 ⇒ 3 + (19) = 22
If there is, he will cast spark, if there is not, will cast bless +1 to all attack rolls if he does not cast spark., and then either way he will move as far away from the guards as possible.

Also, just in case. init: 2 + 1d20 ⇒ 2 + (11) = 13


ac 18/15/15, Init 8+, perception-2, F 2+, R 4+, W 0+, HP 5/8

Urah calmly approaches the Wagon and speaks, his eyes suddenly glowing like green furnaces... He positions himself in such a way that only the brigands can see his face...

I give you a choice, surrender and drop your weapons or die.

Intimidate1d20 + 14 ⇒ (20) + 14 = 34


Male Ferran Golemoid (AC20 | HP 9/16 | Fort +6 / Ref +0 / Will +2 | Steam 5/5)

Ungollon walks towards the Militia Hut with a low growl Intimidate Assist: 1d20 + 8 ⇒ (9) + 8 = 17

Init: 1d20 ⇒ 2


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

grappleshot: 1d20 + 3 ⇒ (19) + 3 = 22 vs AC 5

Korbinian reaches out with his left hand, a grappling hook firing from it by pneumatic power and affixing to the dash of the steamwagon. He brings his right hand over and flips a lever, and the small goreax flips a lever winching him over to the driver's seat of the steamwagon.

He reaches down for his pistol, one hand on the wheel. "dont do anything foolish." he warns the man approaching the driver's side.

Shadow Lodge

Ok well we are in combat now so I'll roll for Veekner's Gang.

First the ones outside:

Thug 1: 1d20 + 2 ⇒ (2) + 2 = 4
Thug 2: 1d20 + 2 ⇒ (1) + 2 = 3
Archer 1: 1d20 + 3 ⇒ (14) + 3 = 17
Mechanic: 1d20 + 2 ⇒ (6) + 2 = 8

The ones inside will show up next round as they have to move out of the Milita building.

Thug 3: 1d20 + 2 ⇒ (10) + 2 = 12
Thug 4: 1d20 + 2 ⇒ (12) + 2 = 14
Archer 2: 1d20 + 3 ⇒ (10) + 3 = 13
Thief: 1d20 + 2 ⇒ (6) + 2 = 8
Veekner: 1d20 + 2 ⇒ (5) + 2 = 7

Ok with that natural 20 on the intimidation check you get the following effects. Your Intimidate Check bousts to a 41 as I give a flat +5 to a skill check with a natural 20 (With another +2 for the assist). All of the thugs that see you are are Demoralized for the entire combat. In addition the Archer just drops his bow in a panic and runs away so he's out of the combat unless you want to pursue him.

The men look at Urah and are frightened to all hell by seeing his burned features and crackling green eyes and only compounded by the large golemoid behind him. The archer yells "NOCTURNAL!" and drops his bow and runs in a blind panic. The other thugs shutter in utter terror and look like with another push would also bolt but like cornered rats they are prepared to fight for their lives.

As for the Mechanic he is also shaken and wants to get into driver of the Steamwagon and get the hell out of there. He draws a pistol from his belt and points it at the Goreaux that just grappled into the driver seat and yells "GET OUT THE DRIVER SEAT!"

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

okay, so did Draco find something flammable and cast spark or did he cast bless? We on round 2 of combat?

Shadow Lodge

No he's a Fallen, he gets a +6 to intimidate checks when his Stigma is visible as Fallen are unaturally frightening. With a Natural 20 he scared the hell out of them. As for combat it is still the first round. I am assuming the Intimidate check occurred before combat. Now we're on regular initiative.


Male Goreaux Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

Korbinian draws his Thundershot. "mine's bigger and badder. You aren't getting in here, so you might wanna just start runnin'."

Readied action to shoot if he approaches me.
1d20 + 4 ⇒ (14) + 4 = 18
thundershot: 1d10 + 1 + 1d8 ⇒ (4) + 1 + (6) = 11 half damage is fire, the 1d8 is firepower

Edit: just realized I dont think I rolled init init: 1d20 + 2 ⇒ (12) + 2 = 14

Shadow Lodge

NG Female Jurak Seer 1 [HP: 6/10 | AC: 17 T: 11 FF: 16 | CMD: 15 FF: 14 | F: +2 R: +2 W: +5 | Init: +1 | Perception: +9 | Sense Motive: +9 | Second Sight 4/5]
Skills:
Craft (Painting) +6, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Knowledge (Local) +8, Perception +9, Sense Motive +9
Spells & SLAs:
Spells-like abilities (CL 1st; concentration +4): 1st - 3/day - shield

"You are under arrest! Surrender your arms and no one will be hurt," Aiko says, drawing her huge sword and dropping her staff.

Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

Shadow Lodge

Korbinian drawing his impressive looking Thundershot rifle quickly convinces the Mechanic who is already frightened that he's outgunned. He says, "Heck! Keep the dammed thing, it ain't mine anyway." and given permission hurries away in the direction his fellow gang member ran earlier.

The thugs clearly threatened hold their axes threatenly and prepare to attack Urah the Corrupted seeing him as the most obvious threat (And will do so if Urah does not go before them).

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Okay, now Draco will cast bless assuming he hasn't already. By the power of the God I worship, we are suddenly more accurate. +1 all attack rolls for allies.

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