Thame Smythe |
The wizard rubs his chin, "Let me think..." Thame tries to remember everything he can about constructs of this nature, the area not being his specialty.
Kn Arcana: 1d20 + 7 ⇒ (20) + 7 = 27
Kragg Stoneheart |
Kragg watches closely and tries to give Lara and little guidance if necessary but also to give her space to work.
cast guidance for a +1 on the check
When she asks about the workings of the crystals he tries to remember what he knows as well. If you can manage to get that little key there then you should be able to reprogram it. I would think that if it can record onteh crystal it should be able to tell us what is on the crystal.
Looking at the spoiler above...
Only one who possesses a key to the clockwork can program it, but any commands given to the construct last until the clockwork is reprogrammed or destroyed. An individual clockwork’s potential is only limited by its creator’s innovation and aptitude.
Lara Evangeline |
"Almost had it." Lara chews on her lip in concentration as she tries again.
Disable Device: 1d20 + 9 ⇒ (16) + 9 = 25
Thame Smythe |
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Thame continues to scour his memory, then shakes his head glumly. "It will be almost impossible to play the crystal's recording. We'd need another of these spies, and in all likelihood you erased the information while you were trying to recover it, Lara." The wizard holds up a hand in contrition. "No offense meant...you did much better than my clumsy fingers could ever hope to manage."
The illusionist addresses them all, "Most importantly, these devices only record for an hour or so...which means that someone likely is specifically spying upon us personally." Thame arches his brow, adding a bit of drama to the scene. He gives the clockwork beast a sly look, "Letting it go without its recording device might give whoever sent it the message that they are dealing with formidable foes. Or we could just destroy the thing."
The wizard shrugged at that. The crystal held a bit of value, but the clockwork creature would only be loyal to its creator.
Lara Evangeline |
Lara purses her lips and glances between Thame and the clockwork spy. "Or maybe if I can get that key and reinsert the crystal, I could reprogram it to play it for us. What do you think?" She shrugs, then adds, "If that doesn't work, there's always letting it loose again sans crystal."
Thame Smythe |
"I think you fiddled with it too much, but it's worth a shot, I suppose." Thame offers to Lara with a shrug. "We'll be here at least until tomorrow night, so we have time enough I'm thinking."
At Trieste's question, Thame nods. "The key can also be used to deactivate the clockwork being. It must be rotated counterclockwise."
Kragg Stoneheart |
Kragg casts guidance on Lara again. Do be careful but if you can get the key then you will be able to control it. Not only will we be able to know what it has on the crystal but we could use it for our own use as well. Just be sure that when you do reset the key you make it respond to only us for future use.
Lara Evangeline |
Lara goes back to work, fiddling with the clockwork spy in an attempt to retrieve its key.
Disable Device, attempt 1: 1d20 + 9 ⇒ (12) + 9 = 21
Disable Device, attempt 2: 1d20 + 9 ⇒ (12) + 9 = 21
Disable Device, attempt 3: 1d20 + 9 ⇒ (15) + 9 = 24
GM Striker |
On the third try, Lara manages to retrieve the key. In the process you had to remove a strange self-winding mechanism and now you're able to wind down the creature. With little effort, the creatures is rewound stands ready for commands.
You can keep the key or leave it in the creature. T
The Clockwork spy is yours to command.
Thame Smythe |
Thame grins, reaching out and giving Lara a congratulatory squeeze of the arm. He quickly lets go, thinking that perhaps that came off as a bit creepy.
To Lara he says, "It is due to your hard work that we have this thing at our disposal...care to have the honor of giving it commands?"
Lara Evangeline |
Lara grins at her comrades. "Thanks."
The Taldan replaces the crystal into the small construct. Then, utilizing the key, she reprograms the clockwork contraption to only recognize her and her companions as its 'masters'. That done, she orders it to play back what it has recorded so far.
She'll keep the key on-hand.
GM Striker |
There's a small clicking sound and a slight hiss before you hear...
The sounds like a group of people walking into a large room,
Trieste's voice rings out clearly "Hmm, this may make a defensible base. Although we may have to investigate THAT first,"
"It appears to be some sort of recording device. Perhaps it contains interesting records?"
"Hmmmm, if we can get it down I can possibly figure out its workings..." Thame says
The only recording currently on this crystal is you entering the government building and catching this machine.
Thame Smythe |
Thame's eyebrow arches on the left side, looking around at his companions. "I vote we deactivate this thing and deprive whoever sent it of their spy. It might even belong to those on the vessel we took, keeping tabs on us to make sure we are doing what we were instructed to do. If so, we can return it to them." The wizard smiled grimly, not thinking that this was the likely case.
Kaldan Tide |
Grabbing the beam Kaldan pulls himself up to examine where the Clockwork spy was resting.
Climb: 1d20 + 6 ⇒ (8) + 6 = 14
Hoping that if it had been waiting a while the dust might show that?
survival (Tracking): 1d20 + 6 ⇒ (14) + 6 = 20
GM Striker |
A 11. Barraks
These two long, rectangular buildings are constructed entirely from planks on a wooden frame, with a pitched thatched roof. Each building has two doorframes on the side of the buildings opposite the palisade, but lacks doors. Four window frames open into either side of the long walls, a few of which have no cover and others only a canvas draped across the inside. A partial view of the interior is possible from the doorways. Inside, the floors are hard-packed earth, and along the walls are wooden bunk beds. Many of the pallet beds are covered with blankets that now gather dust. Those beds have sacks or tied bundles of clothes sitting at their feet.
An ankheg nymph has tunneled underneath the walls of the northwestern barracks and surfaced through the earthen floor of that building in search of food.
Remembering the encounter with these creatures in the field its a simple matter of drawing it out from under the bunks safely and are able to dispatch it without incident.
Treasure: Thoroughly searching the original colonist’s possessions allows you to locate a Necklace of fireballs I along with 321 sp and 87 gp. Few colonists brought coinage with them to the island, knowing there would be nowhere to spend it. The coins found here constitute loose change and the paltry savings of two dozen people.
Lara Evangeline |
Lara shrugs and unwinds the clockwork spy before the group heads out, retrieving the recording crystal for good measure.
While the group is tossing the barracks, Lara notices a small stick of wood hidden inside a mattress. Retrieving it, she holds it up for inspection. "Huh. Think you might be able to use this, Thame?" she asks.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Kaldan Tide |
Kaldan will look around. Perception: 1d20 + 5 ⇒ (13) + 5 = 18
"U. H? Hellbane again I guess. Keeping it hidden as well. Was this a colony or a prison?"
Lara Evangeline |
"Yes, I imagine 'U.H.' does stand for Una Hendrake," Lara says, tossing the wand to the resident wizard. "Not sure that hidden weapons are enough to think something was up, but given the notes we've found about unrest....Well, clearly something was up."
Kragg Stoneheart |
Kragg nods his head in agreement with the shut down of the spy for the time being. After all we have the key and Lara has given it direct orders so we should be ok for now.
As they enter the barracks Kragg finds the area dull and depressing...that is except for the ankheg. Once that was disposed of the somber mood return to him. [b]You are right Kaldan, this place feels more like a poorly run prison then a free colony. As Lara said, with the unrest that we already know about, the stolen spellbook and this wand being hidden it all feels like a set up rather than magic being involved. I just pray that Abadar watches over the souls of the people and that they are still alive for us to find.
AS they look at the items found in the barracks Kragg declines any of the money. Somehow I would not feel right about this. I am hoping that we find the people and they can return here and claim their possessions. The necklace of fireball though could be useful and may save our lives if we run across any swarms.
Trieste Carre |
Trieste ponders as she walks around the barracks. "It seems to me that if these people had intentionally left, they would want to bring things like wands and magic necklaces with them in case of trouble. I would also expect the same had they left intentionally seeking trouble."
She also seconds Kragg's comment regarding swarms.
Thame Smythe |
After helping to dispatch the ankheg nymph, and after Lara's subsequent find, the wizard nodded eagerly. "Oh yes. This is a rather powerful spell in this wand. It is so named because...well, we can talk about that later." The wizard sees at least a couple of glassy stairs and decides to save the lesson until later.
As for the coin, Thame is quite gleeful it will only be split four ways, silently thanking Kragg for his generosity. The wizard is in full agreement with the others...everything suggested foul play of some sort. He motions the others to continue on.
GM Striker |
A3. Provisions Building
This rectangular building is constructed of mud brick walls. The building has a simple door facing east, but unlike all other buildings in the colony, it lacks any windows. A heady smell of dried plants, herbs, and dried meat lingers in the air.
The door lacks a means to bar it from within. Inside, the ground has been dug out to a depth of 3 feet so that the floor is lower than the ground outside. A short flight of steps set with flat stones leads into this darkened area, lit only by any ambient light coming through the door. The building lacks interior walls except for a few short partitions, and four stout posts support the roof. The temperature is cool and the smell of rotted vegetables and meat is strong. Strings of garlic hang suspended from ceiling crossbeams alongside chunks of salted meat and bone. Debris and refuse is strewn across the floor between stacks of crates, boxes, and barrels against the walls.
Stelth: 1d20 + 14 ⇒ (18) + 14 = 32
Trieste Carre |
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Trieste quickly notices that some of the barrels are still sealed. "Hey, not all may be lost in this room. We might be able to make use of some of this stuff," she says with a smile.
Kragg Stoneheart |
Kragg looks in as well. That is a good sign. He then crinkles his nose as he sees the debris and refuse scattered about. That is not suppose to be here. I bet someone did that on purpose to spoil the food in here. Luckily Abadar has blessed me with the ability to purify such taints from food and water. Once we clean the floor it will be a simple matter after my devotions in the morning.
Kragg retrieves his shovel attached to his pack to clean our the debris and refuse.
Lara Evangeline |
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
"I wonder why only some of the barrels were broken into," Lara ponders aloud. "Or for that matter, who broke into the barrels to begin with. You would think this would be the last building unrest would reach."
Thame Smythe |
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Thame shrugged at the others' assessment. "It depends on the motives of whomever destroyed the barrels. Madness can cause many unreasonable things to be perfectly rational." The young wizard had seen people summon devils from the Pit, purely for the enjoyment of it. He understood these things, or so he thought.
As the group looked around the room, the illusionist's eyes widen as the floor seems to literally be filling up with cockroaches. "Ummmm, guys?" The wizard hightails it out of the building, hoping his companions will do the same.
GM Striker |
Kragg : 1d20 + 0 ⇒ (5) + 0 = 5
Lara: 1d20 + 3 ⇒ (5) + 3 = 8
Thame: 1d20 + 2 ⇒ (18) + 2 = 20
Trieste: 1d20 + 0 ⇒ (1) + 0 = 1
Swarm: 1d20 + 2 ⇒ (8) + 2 = 10
Kaldan: 1d20 ⇒ 2
Swarm: 1d20 ⇒ 16
Initive Order
- Thame
- Swarm - Mindlessly attacks nearest person
- Kaldan
- Lara
- Kragg
- Trieste
Alright here's our first real fight, shouldn't be too hard. You'll have 24 hours to post an action, rolls etc, normally I'll post a link to a combat map above. You should be able to move your characters on it. At the end of the 24 hours or once everyone posts, I'll resolve the round and post a description of what actually happens. Rinse and repeat until you succeed, flee, or die.
Thame Smythe |
Thame tried really hard to contain his fear as the cockroaches quickly massed into a indecipherable conglomeration of disgusting insectileness. He managed to calmly quick-step out of the way of the more martial of the group, calling out over his shoulder. "Use fire, anything with spread. Just slapping at them with swords and arrows will do little good."
In this instance, Thame wished he had focused more on the violent aspects of magic...but what was done was done. He surely hoped the others had torches and the like.
Kragg Stoneheart |
Kragg sees the swarm form and hollers to everyone, Get out of the building! Scatter quickly and put some distance between ourselves and the cockroaches. Once they are outside then use the necklace on it!
Posting from ad so can't move my icon no the map but double move away.
Kaldan Tide |
Kaldan will back away, he doesn't have anything that can effect the swarm so holds himself ready to move, or aid anyone caught by the cockroaches.
Lara Evangeline |
Lara snatches a flask of alchemist's fire from her belt as she runs out of the storehouse. As soon as she has a clear shot, she tosses it into the swarm.
Ranged touch: 1d20 + 2 ⇒ (11) + 2 = 13
1d6 ⇒ 2
Trieste Carre |
Trieste is NOT A FAN of cockroaches. Just about everything else in nature, but definitely not those. since she goes last, her movement depends a little bit on where the swarm is, but this is the basics of it
Summoning a palm full of flame, standard, cast produce flame, touch attack she attempts to burn the horrifying swarm.
1d20 + 2 ⇒ (8) + 2 = 10 ugh, even against touch, that's probably a fail
GM Striker |
Round 1
Thame- Backs away for the swarm advising everyone to leave the building.
Swarm - Mindlessly attacks Kaldan dmg: 1d6 ⇒ 1
Kaldan -Fort DC 14: 1d20 + 3 ⇒ (4) + 3 = 7 Nauseated for 1 round He stumbles away from the swarm of insects. Brushing most of them off of himself.
Lara- throws her alchemist fire at the insects but only catches the edge of it.
Kragg- Calls for a retreat to draw the insects into the open to use the necklace.
Trieste- Summons flame but fails to hit the mass of bugs as they shy away from the heat.
Lara Evangeline |
Lara delays, waiting for Trieste to move clear of the swarm.
Kragg Stoneheart |
As soon as the shack is clear Kragg looks to see if the cockroaches exit as well. If not then Kurag will gather everyone around to channel Abadar's healing. If the swarm does come out the Kurag beats another retreat to allow the necklace to be used to destroy the swarm.
Who has the necklace anyways?
Lara Evangeline |
I would assume that Thame has the necklace.
Seeing that Trieste is clear, Lara grabs another flask of alchemist's fire from her belt and hurls it at the swarm, then beats a hasty retreat as well.
Ranged touch: 1d20 + 2 ⇒ (9) + 2 = 11
1d6 ⇒ 3
Kaldan Tide |
Kaldan picks up Trieste and backs well away. "Use the necklace!" He yells, very disturbed by an enemy he can't hit.