Fandral |
After Wizzy points to the right location, he moves to him and Fandral brings his cutlass down and is veered to the mans beating heart.
Miss chance negated due to heartseeker enchantment on blade
attack: 1d20 + 17 + 2 + 3 + 1 ⇒ (16) + 17 + 2 + 3 + 1 = 39
damage: 1d6 + 7 + 5 + 2 + 3 ⇒ (4) + 7 + 5 + 2 + 3 = 21 5 is precision
potential crit: 1d20 + 17 + 2 + 3 + 1 + 1 ⇒ (16) + 17 + 2 + 3 + 1 + 1 = 40
extra damage: 1d6 + 7 + 2 + 3 ⇒ (4) + 7 + 2 + 3 = 16
GM, again if you can let me know if this guy is 5hd or greater. Simple yes or no is fine
Garret C. |
Garret lets Desna guide his steps over the broken ground and moves to left the square pointed between him an his friends. As he moves he picks his morningstar and, once in position he swings it in the air hoping to hit the sorcerer.
Cold iron morningstar, wizzy's buffs, haste; miss chance (low is bad): 1d20 + 7 + 6 ⇒ (1) + 7 + 6 = 141d8 + 2 + 5 ⇒ (4) + 2 + 5 = 111d100 ⇒ 42
GM Aarvid |
@Fandral: yep
You surround the invisible man and are able to stab, beat, and slam him into the ground (since he is invisible, very difficult to determine when to stop.)
*** Out of combat ***
Ingret returns to the charred remains of her bar once the fighting stops.
Aye, that was Neddrick Istavarti. He was one of the League's top operatives. Thank you for your assistance. Although, I am not sure what I will do with this place now. Not sure patrons will come back to me tavern. she sighs with a grumble.
I fear this won't be the last we hear from the Technic League and suggest you all high-tail it out of the city as soon as possible. The League will be searching for you now. And what you carry.
Examining outside, you find the dead half-orc female dressed in red robes. There are also two human males, one dead, one alive and cowering on the ground. Neddrick lies where he was slain near the building wall north of the door.
Burngar Rockhard |
Burngar comes out of his rage, huffing and puffing. "HA! WHAT DO WE HAVE HERE?" He tries to pick out anything useful that they can examine after they're safely out of trouble.
"Ha! Anybody willing to hit me with my wand?"
Floggentop Wizzbottle III |
Wizzy will do a quick search of the bodies for usable gear before they high tale it out of the city..
Looking to Ingret..
"I'm sure the Society would be willing to help you with a fresh start in Absalom for your assistance.. Perhaps you should head to the lodge there and tell them we sent you!"
GM Aarvid |
Ingret replies to Wizzy.
I will seek asylum with my friend Brissa Klygvauther at the Cathedral of the Lawgiver. I should be safe there, even from the League.
We are both uninjured, but appreciate the help.
As you search the bodies and pull everyone into the bar to avoid night patrols, the last remaining thrall human claims he is little better than a slave and was being forced to protect the two league officers.
You are able to apply whatever healing is needed.
What do you do with the one survivor and the 3 bodies? Any other actions?
According to the Jor Family Journal (see slide#2), the ruin where the Sky Key component lies is a short journey from Chesed—no more than a few days’ travel on foot.
Garret C. |
I'll use your wand Burngar. And whatever other wand anyone needs.
But first let me use my own healing powers.
channel for everybody: 4d6 ⇒ (5, 5, 5, 4) = 19
Then he turns to the human thrall. convince me you're what you say and we'll free you as soon as its safe for both us and you. You'll be able to come back to the town, or can come with us and leave us in the nearest city.
sense motive to see if I believe him: 1d20 + 15 ⇒ (17) + 15 = 32
diplomacy to convince him: 1d20 + 13 ⇒ (15) + 13 = 28
Fandral |
wand of clw: 1d8 + 1 ⇒ (3) + 1 = 4
wand of clw: 1d8 + 1 ⇒ (3) + 1 = 4
wand of clw: 1d8 + 1 ⇒ (2) + 1 = 3
wand of clw: 1d8 + 1 ⇒ (2) + 1 = 3
wand of clw: 1d8 + 1 ⇒ (5) + 1 = 6
"Garret just look at the man, he has no will to fight and I am sure he is to scared to lie to us." Fandral looks at the thrall and smiles. He approaches the man. "You seem like a strapping lad. Have you ever worked on a ship?" Regardless of how he answer."This will do perfectly. I could always use another ship hand. If you want a job, report to the docks and look for the Grinning Pixie. That is my ship. You will meet a tall Garundi male named Darvin Kinock. He is a mate of mine and will get you squared away. Also tell him to grab a couple hands and tell him we need to dispose of the these bodies." Fandral hands the man a couple five gold pieces and a note.
diplomacy if needed: 1d20 + 10 ⇒ (8) + 10 = 18
GM Aarvid |
He seems to be telling the truth, but you can tell that is unusual for him
Thank you! Thank you! Sirs. I need to get out of town. If the League finds out what happens to these officers,
I will be imprisoned or worse. Where is this Pixie ship you mention? That sounds wonderful!
the man bows with the note in hand, and grabs his gear and runs cautiously into the dark towards the dock.
Leader: 2x potions(DC17),
2x scrolls (DC17),
3x scrolls of lightning bolt (DC18);
Other Gear +studded leather,
+whip, nice light crossbow with 10 bolts,
+cloak
Sorceress:
potion (DC17),
2x scroll(DC18);
Other Gear masterwork falchion, masterwork heavy crossbow with 10 bolts, +amulet, +ring
225 gp
The shallow ravine known locally as the Silver Trough lies three days southwest of Chessed, according to the instructions laid out in Ingret’s journal.
It is evening now, and you figure you had best be gone soon, as the explosions have started to draw a crowd outside.
Fandral |
"looks like the quartermaster is going to have a field day when we bring his back to the lodges." Noticing the crowd coming in, Fandral sheaths his cutlass and decides to get going. "Guys, I suggest we split."
Burngar Rockhard |
Burngar claps Fandral on the shoulder, "Ha! That was a right kind thing you did there lad! I approve!"
Burngar helps pack up all the gear, "Ha! Let's look at what we might have to help us when we get out of town! For now, I agree with Fandral, it is time to depart! Ha!"
Floggentop Wizzbottle III |
Spellcraft in order listed: 15d20 ⇒ (4, 1, 7, 2, 17, 2, 6, 7, 4, 6, 2, 3, 7, 3, 13) = 84
At +16 to the rolls he gets:
On leader
Potions(2) - Pass
Scrolls(2) - Pass both
Scrolls(3) - Pass all
Got a 23 on the studded leather
20 on the whip
22 on the cloak
On sorcerer
Potion - Pass
Scrolls(2) - pass
19 on the amulet
29 on the ring
"I agree.. Yall gather round for a speed boost!"
Use 1 BP to cast Triple Time on the group. Everyone gains +10 movement for 1 hour.
Clandelve Hammerhand |
Clandelve gratefully accepts Garret's healing and only needs a small amount more from the fighter's wand.
With things likely to heat up if they stick around, Clandelve agrees with the others that they should leave quickly and investigate the journal's location.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
GM Aarvid |
Potions(2xCMW) - Pass
Scrolls(2xLevitate) - Pass both
Scrolls(3xLightning Bolt) - Pass all
Got a 23 on the +2 studded leather
20 on the +1 whip
22 on the +1 cloak resist
On sorcerer
Potion CMW - Pass
Scrolls(2xfly) - pass
19 on the +1 amulet nat armor
29 on the +1 ring prot
Assuming you leave the League officers bodies, Ingret can get you a rowboat to get back across to your ship across the bay. You seem to have escaped any immediate pursuit in the dark of night by sailing down the coast.
Safe travels, friends
***
Once you anchor the ship and disembark, you set out on foot.
The shallow ravine known locally as the Silver Trough lies three days southwest of Chessed, and by following the instructions laid out in Ingret’s journal, you reach the landmark with no difficulty.
The walls of the ravine are flecked with slivers of silvery metal—all that remains of a starship piece that fragmented and melted during the crash, showering the area in molten shrapnel.
The journal’s map points to a crash site surrounded by gnarled trees only a mile from the ravine’s entrance, and there is a break in the trees to the south.
Like a rotting gourd, a rounded metal ruin lies atop a low rise. In numerous places its surface is punctured—sometimes buckled inward as though something had struck it from the outside, and other times flared out as though something within had violently escaped. A ring of gnarled trees grows around the site, as if it were an oasis in the deserted wasteland of Sovereign’s Reach.
New day, new map
Garret C. |
I can use the fly scrolls, so if no one is interested I can keep them and use them as you need it
GM, I have fly as a domain spell, so I think I can use the spells, yes?
Garret casts longstrider on himself before stating; We should be prepared before entering, who's going to enter first?
Clandelve, you look thought enough to resist whatever is inside, and i can reinforce you a little with my magic, he suggests.
I can cast shield of faith on him, after he lowers his spell resistance, and follow him. After casting shield of faith on myself
Burngar Rockhard |
Burngar looks at the pile of dead Technic League booty before them. He kicks the amulet with his toe, moving it a little. He prods the armor with his long hammer.
"Ha! Stupid League didn't have to attack! Now we're actin' like vultures pickin' through their corpses for stuff. Ha! Well, I guess beggars can't be choosers, and they did attack first!"
Burngar picks up a potion of Cure Moderate Wounds and stores it in his belt pouch. He shrugs casually on the rest.
Burngar spends much of the trip singing to himself. It's out of key and fairly irritating.
Burngar muscles his way to the front to join his Dwarven colleague; he is clearly oblivious to any danger. "Ha! Which hole you want to enter Clandelve? Ha! That's right, can the rest of you see if we get inside?!"
Floggentop Wizzbottle III |
"I will carry the other scrolls as I can probably make them work.. Hopefully without blowing up in my face ha.. The ring and amulet would alos be useful if no one up front is going to use them"
----------------
Upon reaching the sire.
Wizzy reups the Triple Time on everyone, granting +10' movement speed for an hour and then casts extended heroism on hismelf..
The movement bonus does not stack with longstrider Garret.
"A cursory search of the outside area is probably warranted before entering.."
Take 10 for a 25 perception of the area..
Clandelve Hammerhand |
Clandelve nods. "Aye, I'll go first," he says.
I don't need to lower spell resistance or anything for buffs. I don't have spell resistance.
Burngar Rockhard |
Burngar makes his way right next to Clandelve to enter, "Ha! Can't let you go alone!"
-Posted with Wayfinder
GM Aarvid |
I can't tell on the map: what entrances, windows, gaps, etc. are visible? I would like to do some scouting before we enter.
There are no specific windows or doorways but the hull has been breached in several spots (black lines indicating the walls still intact).
Garret can use fly spell if you prepare it, yes
The dwarves move ahead into the strange structure.
Left right or straight?
Garret C. |
Garret can use fly spell if you prepare it, yes
I haven't prepared it today, so I´ll let the scrolls to Wizz
Garret casts his spells and follows the dwarves. I'll go with you.Clandelve and I have +2 to AC for the next 7 minutes
GM Aarvid |
The group moves around to the right of the structure, dwarves in the lead. Wizzy is being the most vigilant of the group.
Back home. Will get a solid post up in the morning. Sorry Too much kids homework to catch up tonight .
GM Aarvid |
Just as the leading dwarves are about to enter the next curved chamber, Wizzy spots something on the wall, somewhat recessed into the strange metal wall.
It appears to be some sort of sensing device, scanning back and forth. (see spot indicated on the map)
Floggentop Wizzbottle III |
"Whoa there.. Looks like a possible trap or something."
Wizzy casts detect magic and tries to get a bead on it.
Take 10 Know Arcana for a 28 if a spell is involved..
Burngar Rockhard |
Burngar looks confused as he talks to Wizzy, "Ha! I don't see anything! Maybe you're just imagining things! Or, I COULD BREAK IT! Ha!"
He looks to Clandelve and plans on following his lead.
Fandral |
"Any idea what it is Wizzy. Nothing I have ever seen before." Fandral looks around at his surroundings."Or we can find another way around"
Burngar Rockhard |
Burngar shrugs, "Ha! If ya want me to go in, I'll go in! Or we go around! Ha! Either way, it's an adventure!"
Floggentop Wizzbottle III |
"Seems like some sort of sensing device, but I'm not sure what for.."
Kinda waiting on further explanation tbh.. If there is any that is.
GM Aarvid |
Wizzy does not sense any magical auras or recognize as any arcane construct. Rather these seem to be of a purely technological nature.
Kn:Engineering is most likely the skill of choice here unless you have technologist feat etc
The circular walls seem to have openings on all sides due to the crash or whatever happened. So going around is possible, but seems likely you would still have to come back into the core of the construct to find anything of use.
The devices are recessed into the wall.
and it appears to get close enough to them to interact with them, you would be within their LoS.
Suggested actions so far: Burngar rushes through or party goes around. Any other actions?
GM Aarvid |
Wizzy studies the strange construction...
The walls of the ravine are flecked with slivers of silvery metal—all that remains of a starship piece that fragmented and melted during the crash, showering the area in molten shrapnel. You deduce the metal’s origins is comprised almost entirely of glaucite, an alloy of iron and adamantine used to build much of the strange ship.
GM Aarvid |
Blanchbeak slips ahead of the cleric and spies a small door to the east, heading into the smaller section of the edifice.
No motion or other devices are noticed here.
Burngar Rockhard |
Burngar happily follows suit, "Ha! Can't let you go off on your fool own! Ha! A Door!?"
Is the door open or closed.
GM Aarvid |
The door is currently closed. All the doors in this place appear to be sliding doors made of the same strange metal.
Clandelve Hammerhand |
With the group seemingly trying another way, Clandelve shrugs and prepares to open the small door.
"Ready?" he asks, then opens the door.
Fandral |
"Ready when you are mate" Fandral places a hand on the dwarves shoulder while the other falls to the hilt.
GM Aarvid |
Clandelve sets down his hammer to grasp the door handle and tries to slide it into the wall.
STR: 1d20 + 4 ⇒ (1) + 4 = 5
Hmm, these seem to be tougher to open than he expected.
STR: 1d20 + 4 ⇒ (18) + 4 = 22
But he manages to budge it halfway on the second try.