Kharax Fireshield |
"And dat's for tryin' ta kill me!", the half-orc smiles as the robot falls apart. Seeing Richard get injured, Kharax puts life energy into his palm, this time and moves to press it against agile android's wound.
CLW @ Richard: 1d8 + 2 ⇒ (7) + 2 = 9
Huzzah
"'ere ya go, buddy!"
Richard Mithril |
Fort + Luck + Android Cnstructed bonus: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16
"One down! Looks like lightning is the key!" Richard laughs as one of the robots falls, then cries out as the other stabs and injects him. He feels a numbing burn around the wound, but his android anatomy is not easily affected by toxins.
A moment later Kharax heals the wound completely. "Thanks!"
Assuming a more defensive stance, Richard slashes at the robot, but his lucky streak seems to have left him.
Dropping Luck, using Combat Reflexes to boost AC to 18 this round.
Sickle: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 ⇒ 3
GM Tektite |
Kharax heals Richard!
Richard tries to stabs the remaining robot, but fails to connect!
Maruf Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Maruf steps over and stabs the robot!
Attack vs Maruf: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
The robot moves over and attacks Maruf, but misses!
Party up!
Kharax Fireshield |
Kharax draws his sword and swings it before stepping back for his own safety.
Longsword: 1d20 + 2 ⇒ (14) + 2 = 16
Damage on hit: 1d8 + 1 ⇒ (3) + 1 = 4
Maruf the Cobbler |
"Fine then!" The Cobbler throws his longspear to the ground and savagely claws at the robot!
claw: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d4 + 2 ⇒ (2) + 2 = 4
Kharax Fireshield |
Clutching his wounds, Kharax moves over to the pod object, trying to look and see what or who is inside. "Hey fellas, I ain't the smartest one here, but how do you open this damned thing?"
Kharax Fireshield |
"Hey, didn't we find some strange card or pick thing earlier?", knowing that he doesn't have much of these new-fangled devices the party has been scrounging up.
Richard Mithril |
"Khonnir!?" Richard's head whips around as he hears his mentor's voice. Leaving the door, he rushes to lend his aid as well, singing a charm of healing if the man looks injured.
Cure Light Wounds (if needed): 1d8 + 1 ⇒ (2) + 1 = 3
"Thank the fates we found you. When your team didn't return the Council asked for more volunteers. We've been searching down here for two days. What happened?"
Richard Mithril |
Richard glances at Alpha. "I think you're right. We should get him out of here before any more trouble finds us. However..." He looks around the room. "Let's make sure there isn't anything else stowed away in here. Khonnir might have written down notes or kept a journal, which could be here too."
Search the room, then take Khonnir out of here, retracing our steps.
GM Tektite |
Searching the room, Richard finds several technological items of interest, as well as Khonnir's gear scattered about.
RADIATION DETECTOR
2,000 GP
SLOT none WEIGHT 3 lbs.
CAPACITY 10 USAGE 1 charge/hour
This device measures radiation levels in a 120-foot-radius circle, as the detect radiation spell. When activated, the device makes a soft clicking sound that changes in volume and frequency according to the radiation level encountered. A small screen on the top of the handheld device indicates the approximate source and strength of radiation in these areas, with red areas indicating severe radiation, yellow high radiation, green medium radiation, and blue low radiation. Areas with less radiation don’t register on the device’s screen.
MEDLANCE
500 GP
SLOT none WEIGHT —
CAPACITY 10 uses USAGE disposable
This wand-like device contains a reservoir at one end and a small pad at the other. A medlance can be filled with a single dose of liquid, such as a pharmaceutical, a potion, or a poison. It can then be used to administer the liquid to a creature—if the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a touch attack to dispense it as a standard action. Otherwise, administering liquid via a medlance is a move action. A medlance doesn’t use charges, but after being used to administer 10 injections, its internal sterilization mechanisms are depleted and the device becomes useless.
NANITE HYPOGUN
Brown 1,000 GP
SLOT none WEIGHT 1 lb.
CAPACITY 10 USAGE 1 charge or 5 charges
Nanite hypoguns inject specialized nanites into a creature’s body to heal many sorts of physical and mental injuries. Injecting someone with a nanite hypogun requires a touch attack. Nine categories of nanite hypogun exist along the color code scale, as detailed below. All nanite hypoguns have two settings. On the primary setting, the hypogun heals an amount of hit point damage determined by its color. Each use of a hypogun on its primary setting consumes 1 charge.
On the secondary setting, a dose from a nanite hypogun has a different effect determined by its color—these effects mimic specific restorative spells as indicated on the chart below. Each use of a hypogun on its secondary setting consumes 5 charges. Although they are not magical, nanite hypoguns have an effective caster level for the purposes of determining the potency of their effects as required by special circumstances (such as determining if a disease is cured, or if damage caused by a clay golem’s cursed wound ability can be healed).
A nanite hypogun functions only on a living, corporeal creature. It has no effect on undead creatures whatsoever.
NANITE CANISTER
500 GP
SLOT none WEIGHT 1 lb.
CAPACITY — USAGE disposable
A nanite canister is used to power technological devices that use nanites—such items generally don’t require other sources of power, as the nanites themselves do the bulk of the work when the object is activated. The canister contains a small, independent power source and a supply of nanites. A single canister contains enough nanites to provide 10 charges for a nanotech item or weapon.
HEMOCHEM
Price varies
Grade I 250 GP
Grade II 500 GP
Grade III 750 GP
Grade IV 1,000 GP
Grade V 1,250 GP
Hemochem stops bleeding and promotes healing. A single dose of hemochem grants fast healing for 1 minute. Multiple doses injected do not stack, but they do reset the duration of the fast healing back to 1 minute. Five grades of hemochem exist; the fast healing granted by a dose depends on the pharmaceutical’s grade, as detailed below.
Maruf the Cobbler |
"Wizard!" Maruf shouts at the man. "Get the f%@+ing fire going again! I've got work to do!" When the others seem concerned over his condition, Maruf just rolls his eyes and steps back.
Alpha Prime |
Engineering: 1d20 + 8 ⇒ (6) + 8 = 14
Engineering: 1d20 + 8 ⇒ (15) + 8 = 23
Engineering: 1d20 + 8 ⇒ (8) + 8 = 16
Engineering: 1d20 + 8 ⇒ (13) + 8 = 21
Engineering: 1d20 + 8 ⇒ (11) + 8 = 19
Alpha is only able to identify the medlance for the group.
Richard Mithril |
Alpha's knowledge, or rather the lack thereof in regards to the items found in the chamber, means that they are either very rare or very complicated. The scroll of technomancy might help discover their purposes, but it belongs to Khonnir and Richard doesn't feel right using it outside of an emergency. If Khonnir was in better health he would ask him his opinion, but the wizard's keen mind seems to be jumbled from his experience.
"I think we should gather all this up, make for the exit, and get Khonnir to Joram Kyte."
Kharax Fireshield |
"Agreed, we can try and come back down here if there's somethin' we missed, but we gotta get Khonnir checked out first.", the half-orc helping to retrieve Khonnir's gear and doing a quick examination to make sure the man can handle the return trip to Torch.
Heal check: 1d20 + 7 ⇒ (9) + 7 = 16
Richard Mithril |
I was looking over the older maps and noticed we missed a couple areas. We might want to check those on our next trip. Plus that body we first found is still laying near the entrance. We should probably take it back to town as well.
GM Tektite |
With a little difficulty, but still manageable, the party escorts Khonnir out of the cave and back to the Foundry Tavern. Khonnir's daughter is astonished and relieved to see her father, though fraught with concern over his condition. She quickly sends word to fetch the priest.
Out of town for the day. Will update tonight/tomorrow
GM Tektite |
Sure you can bring the other body.
As news travels around town about the rescue of Khonnir, Joram Kyte and Dolga Fredderrt come to the tavern. Dolga thanks you for Khonnir's rescue and presents the scroll of ressurection and 4000 gold pieces. Joram spends the day casting restorative magic on Khonnir to the point where the man can speak.
Khonnir tells you of his explorations and the attack of the robots that overcame his party and led to his capture. Begging rest, Khonnir retires for the evening, but the next morning finds he has lost the faculty to speak once again. Joram Kyte is called in and he shakes his head. "It appears something is attacking Khonnir's brain. I can restore him, but not cure him. Something must be found out about what is causing this." He says gravely.
Kyte attempts to speak with the dead half-orc woman, but finds out nothing of use.
Kharax Fireshield |
"Well, ya wanted to do that anyway. Plus with the reward, we can get some more supplies. Gear up for a longer trip so we can find what crazy things they did to Master Khonnir."
Richard Mithril |
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With Khonnir safe back at The Foundry, Richard spent half the night composing a story to celebrate their rescue from the Black Hill. A melody had begun forming in his head and he considered the purchase of an instrument to accompany the song.
Kharax of the Lightning-hand,
Alpha armed with Aegis steel,
Maruf the Cobbler...
He was having trouble describing the Cobbler in heroic terms, and eventually set the song aside to study some of the items found in the Hill, particularly the stungun. He adjusted the holster on his belt for a time, finding a comfortable spot that didn't interfere with his sword, and practiced drawing and aiming, getting familiar with the odd weight and design. In a spontaneous moment, perhaps influenced by his thoughts of a certain tiefling, he pulled the trigger once while aiming at a chair.
*FWAMMP!!*
***
The next morning, when he heard the bad news that Khonnir's affliction had returned, he knew Apha's words were true.
"With the reward from the council, along with the treasure found in the Hill, we have a sizable fortune from which to outfit ourselves better. I don't require much myself, a better sword, perhaps a chain shirt, a wand of healing, or more scrolls if a wand cannot be found. We also have quite a few technological artifacts that might come in handy. Khonnir had a scroll that could help there."
Does Joram restore Khonnir again? And can Khonnir identify any of the items we haven't figured out?
What sort of purchases are you guys interests in? How much time do we want to take to prepare? The Cobbler can brew potions, and maybe Khonnir would sell that scroll of technomancy so that Alpha might learn it?
Alpha Prime |
Probably just some consumables or maybe a pearl of power.
Alpha spends his time training in a secluded spot. His skills were deteriorating, he just knew it. There were too many times when he failed to hit his target.
Kharax Fireshield |
CLW Wand would be nice :) It won't be until level 5 when my combat heals are truly effective, and level 7 for the awesome.
"If we ever get more downtime and tha fire goin' again, I can make some of that stuff for ya.", Kharax comments. "Though to make something that'd be worth it, I'm goin' ta need a week or two, and don't think we got that time."
"As much as I'd like ta get back to the forge, Khonnir still being sick like dat ain't gonna do anyone sum good."
Maruf the Cobbler |
Maruf gets back to town and takes out some of his lab equipment. He works quickly and you notice that his technique is quite sloppy, spilling reagents on the floor-and on his own feet and hands-and he doesn't tend to make precise measurements, working more like a baker who can feel the amount of each ingredient as he goes along.
Maruf will start working on a potion of cure light wounds; not sure how much time we're taking and whether I can finish it (or a few of them maybe).
Richard Mithril |
It's one potion per day, right? We're taking at least that long, and Richard is fine taking 2 days. I suppose it depends on how urgent it is to relight the fires.
Also, keep in mind that Maruf can make alchemical weapons as well for 1/3rd cost, though we probably don't have enough time for that right now. At 3rd level you'll get swift alchemy (allowing you to craft in 1/2 the time) and you might want to invest in crafter's fortune to boost your skill when crafting.
Richard Mithril |
"Thanks for the offer Kharax." Richard replies with a grin. "The Cobbler's itching to get back to the forges too. The town needs those fires going again, and I suppose we'd best get back to the Hill as soon as possible and try to relight it somehow. For now, let's see about those supplies."
Heading out into the town, Richard puts on his best face and attempts to haggle with the local merchants for a good deal.
Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27 Oh yeah..
Any word on identifying those tech items we found in the last room?
Richard Mithril |
Combining previous gold to current, and cashing in the 26 silverdisks for 260gp, brings party gold to 4,852.5.
The following are a few items I think we might consider selling (Tektite, I took prices from the technology guide, but let me know if they are less or more, and what effect diplomacy has on their sale):
2 mwk shortswords 155gp each
2 bang grenades 125gp each
2 flash grenades 375gp each
2 flare guns 150gp each (They aren't good weapons)
Richard's desired purchases:
Chain shirt 100gp
Mwk rapier 320gp
Oil of magic weapon x2 100gp
Wand of cure light wounds 750gp
@GM Tektite: I was looking at bottled lightning (an alchemical weapon) and was curious about something. You open the bottle and make a ranged touch attack to deal 1d8 electricity damage (and 1 sonic to anyone in the line to target). Can feats like point blank shot and deadly aim be used with it for the direct attack?
Richard Mithril |
Agree. North.
Anyone else have any thoughts on selling the shortswords, some of the grenades, and the flare guns?
@GM: did that diplomacy check for selling things in town have an effect? Also, were we able to identify the other technological items? And what of Khonnir's items - can we use them?