GMEDWIN |
I want to keep this moving forward. And allow the mechanus to get into the fight.
Sarya withdraws next to Falko.
The mechanus moves in her place and hits the man that looks like Officer Porter.
Will 1d20 + 2 ⇒ (13) + 2 = 15
Round 2
The mayor says, "Creed, finally I was wondering where you were. It seems your skills have improved."
Johnathan
Cretien Dufrene |
Does the mechanus have reach?
no, i figured he could stand over the PC's body since they fell to negative HP
Johnathan Eli Holbrook |
Yeah AC 16
Johnathan lightly touches Cretien's shoulder.
Skyseer: 1d20 ⇒ 9
You can use that 9 in place of one of your rolls if you need to. Not sure if it'll help or not.
Hard to tell on this map. Is there a space to withdraw to behind allies? If so, withdrawing to there. If not:
Johnathan risks taking a hit to cast Color Spray (DC 15) on the thug attacking him.
Concentration if needed: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16
(2 casts left)
GMEDWIN |
the placement on the map didn't work. The catwalks are very limiting... all of the black area is witchoil at five feet lower than the catwalks.
Aoo 1d20 + 5 ⇒ (7) + 5 = 12 miss
Swirling color consumes the thug and he is stunned and blinded.
Will 1d20 ⇒ 14 fail The man is blinded and stunned for 1d4 ⇒ 4 rounds and stunned for 1.
He drops his weapon to the ground.
Creed attacks the mechanus with his claw 1d20 + 6 ⇒ (6) + 6 = 12 miss
Angus stabilize 1d20 ⇒ 7
Thug 1 fires a crossbow bolt at Sarya 1d20 + 4 ⇒ (2) + 4 = 6 miss
Chretien, Sarya, Falko
Cretien Dufrene |
Cretien's Turn
Cretien's mechanus charges the guy in melee with him
atk: 1d20 + 4 ⇒ (6) + 4 = 10
dmg: 1d8 + 2 ⇒ (1) + 2 = 3
Cretien fires on the bad guy in combat with his mechanus
atk: 1d20 + 5 ⇒ (8) + 5 = 13
dmg: 1d10 ⇒ 10
Cretien's turret shoots the bad guy who is blinded.
atk: 1d20 + 5 ⇒ (16) + 5 = 21
dmg: 1d10 ⇒ 9
GMEDWIN |
Chretien's mechanus misses the target and so does Chretien.
The turret hits the blinded man but he is still up.
Sarya attacks with her green fire against thug 2 1d20 + 4 ⇒ (20) + 4 = 24
crit 1d20 + 4 ⇒ (12) + 4 = 16 yes
damage4d6 ⇒ (4, 5, 3, 5) = 17 doing some serious damage to the thug.
Falko
Cretien Dufrene |
not sure if it would hit or not, but you could swap that 8 for a 9 on your xbow shot :D
good call, i'd like to do that if i can GM. although i suspect it may not matter, it would be awesome if it did.
Falko Escheus |
Seeing the first thug go down in a swirl of colours, Falko finishes his long spell and directs it at the second thug harassing Sarya.
End of casting Sleep: Will DC 14.
He then swallows hard and pulls his rapier as he moves in front of Cretien. Father! Wake up and give your boy a hand, will you?!
As he steps, he places his body sideways and raises his left hand for balance, while his right makes his rapier dance and snap to create an opening for it to bite.
"En garde!"
Rapier, Luck round 1: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 231d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Cretien Dufrene |
Cretien's Turn
Cretien's mechanus attacks the guy in melee with him
atk: 1d20 + 4 ⇒ (1) + 4 = 5
dmg: 1d8 + 2 ⇒ (3) + 2 = 5
Cretien fires on the bad guy in combat with mechanus.
atk: 1d20 + 5 ⇒ (20) + 5 = 25
dmg: 1d10 ⇒ 10
Cretien's turret shoots the bad guy who is blinded.
atk: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d10 ⇒ 7
EDIT:
crit confirm Cretien
atk: 1d20 + 5 ⇒ (15) + 5 = 20
dmg: 1d10 ⇒ 8
crit confirm turret
atk: 1d20 + 5 ⇒ (17) + 5 = 22
dmg: 1d10 ⇒ 10
Falko Escheus |
With a gallant smile, Falko dances back and forth, his rapier whistling through the air as it darts through again and again, looking for an opening. He looks at the man and asks: "Coming out of witchoil had a certain flair; I'll give you that! But don't you think it might be hazardous to your health? I mean, should you make it out of here!?"
Rapier, Luck round 2: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 261d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Confirm?: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 211d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Cretien Dufrene |
ref: 1d20 + 6 ⇒ (11) + 6 = 17
ref: 1d20 + 6 ⇒ (16) + 6 = 22
Cretien gathers his turret up in preparation for departure, then pulls out a quick-weld gun from his belt, sealing the mechanus's wound somewhat.
repair: 2d6 ⇒ (5, 6) = 11
Johnathan Eli Holbrook |
"I got him. Someone get the switch."
Johnathan rushes over to kneel by Angus, carefully administering a healing potion.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
"We're making it out of this," he whispers to himself, tense.
Angus McCormick |
The healing potion administered by Johnathan is just enough to bring angus back to consciousness.
Gee what happened ? i just remembered being stab hard into the side and then all lights when out
He says getting up and casting a CLW: 1d8 + 3 ⇒ (7) + 3 = 10 on himself
Cretien Dufrene |
str dc 12: 1d20 + 1 ⇒ (20) + 1 = 21
sigh... that 20 would have been nice when i was missing left and right...
GMEDWIN |
Chretien muscles the pipe from relief to down with a large crunch.
Before the oil was only trickling out now it a light stream and it seams there is not build up of pressure.
The mayor says "If we get to the eldritch machine maybe someone can turn the pumps on and avert the disaster quicker. We don't know how much time we have another tremor could happen at any moment."
Angus McCormick |
Then let's do that shall we ? get to the machine and turn the pumps once Cretien has confirm that it would avert disaster and not the other way around he says casting his last CLW: 1d8 + 3 ⇒ (6) + 3 = 9
GMEDWIN |
The mayor says, "Thank you constable for healing me."
You follow the mayor back to the control room and you look over the edge and the witchoil is slowly receding and you can see the top of the eldritch machine with pulsating runes sticking out from the column.
The mayor says, "We need to turn off the eldritch machine which is pumping more oil in here. So we should pump the current oil down the down pipe on the fast setting. Then we can safely turn off the eldritch machine."
If it is a bit confusing it is because I may have misread something.
Cretien Dufrene |
is there some check i can make to see if we are doing the right thing and all these actions make sense? For all i know we are pumping the witchoil into the sewers or making things worse in some other way.
Cretien Dufrene |
So, either i dump the witchoil in the sewers, which would be catastrophic in some way... or what? let this whole mansion explode? let the witchoil backup on the haunted hill that people already avoid?
i am just trying to fully understand, within the bounds of character knowledge, what my options really are and the consequences (as near as Cretien can tell) of each. I'd rather the Cauldron Hill be destroyed than flood the town with witchoil, especially if i could figure out a way to sever the connection from this quasi-plane to the real world so the witchoil stops leaking over altogether.
essentially, I am getting the impression that by just going along with things as we have been, that we are making things worse, and i feel more and more bad about it as we progress, and see this as a potential turnaround point.
Johnathan Eli Holbrook |
Ok wasnt just me wondering that. I was thinking the options are: a) let cauldron hill explode, pouring witchoil over several districts. or b) drain into sewers, which isn't good, but prolly no one dies?
Cretien Dufrene |
and why cant it be pumped back into the poopy plane it is coming out of?
GMEDWIN |
I really love this adventure but this part is a bit confusing. Here is the situation, there are the three machines in this lab. The first machine which controlled the lights and provides energy to the rest. The control room controls the pumps that pump oil from inside the lab to somewhere whether it be in the sewers or somewhere else. "Down or Relief" the eldritch machine is pumping oil from where it came and then refining it for use with the other machines. So, in order to stop an explosion, you need to pump enough oil into either the Down or Relief pipes that you can shut off the eldritch machine which will stop producing the oil. After that you can shut off the pumps. Your characters do not know where the oil is going through the down pipe though. The relief pipe is trickling down the side of the mountain but it is somehow clogged. You have asked the mayor where it goes but he is under a geas to not divulge that information to you.
In short: you need to lower the oil reservoir enough to access the eldritch machine's controls to either turn it off, or destroy it or pump the oil back to its poopy plane. If you do nothing it will cause the mountain to blow up leveling the Nettles District and probably North Shore and Parity Lake.
Cretien Dufrene |
thanks for that explanation, it cleared it up a lot. One more question: the geas. Can we circumvent that by beating him?