Kharax Fireshield |
Kharax calls for Torracha to bring some life to the Cobbler before stepping back, trying to reduce his exposure to the numerous thugs.
Hex heal @ Cobbler: 1d8 + 2 ⇒ (1) + 2 = 3
Nuts... at least Cobbler's positive...
GM Tektite |
Maruf claws the man as he stands, but it's not enough to drop him!
Richard fires the stun gun at the thug near Maruf, stunning the man, and dropping him!
Alpha rushes down the stairs and takes a wild swing!
Maruf drops, then Kharax heals him!
Punch vs Kharax: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d3 + 4 ⇒ (2) + 4 = 6
Punch vs Richard: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d3 + 4 ⇒ (1) + 4 = 5
Stabb-y vs Richard: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 ⇒ 4
Garmen and the two thugs rush forward, pressing their attacks as they punch and stab Richard and Kharax!
Party up!
Maruf the Cobbler |
Maruf wakes back up and claws wildly from the ground!
claw: 1d20 + 4 - 4 + 2 ⇒ (10) + 4 - 4 + 2 = 12
damage: 1d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 4 - 4 + 2 ⇒ (8) + 4 - 4 + 2 = 10
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Kharax Fireshield |
At this point, thinking I may have to channel, although it'll heal the bad guys, too. Yays or nays?
-Posted with Wayfinder
Alpha Prime |
Alpha hops down to the ground and into the flank with Richard, empowering his shield with electricity.
Spellstrike Concentration check: 1d20 + 7 ⇒ (17) + 7 = 24
Flank, PA: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
1d4 + 10 ⇒ (4) + 10 = 14
Shocking Grasp: 2d6 ⇒ (4, 6) = 10
Richard Mithril |
I don't want to give too much advice, but there is something to consider: Richard's stungun does nonlethal damage, so any healing provided to the thug he knocked out will probably wake it back up. Can we handle another enemy right now?
"Kharax, keep Alpha up!"
Richard is holding of until Kharax acts.
Kharax Fireshield |
Has Alpha taken any damage? If not, I'd rather heal you and back up.
Kharax tries to defensively cast a spell...
Concentration DC 17: 1d20 + 6 ⇒ (19) + 6 = 25
He touches Richard before backing up towards Alpha.
CLW @ Richard: 1d8 + 2 ⇒ (2) + 2 = 4
C'mon heal dice!
Richard Mithril |
I thought Alpha was injured too, but let's see how this plays out.
Richard backs up to the stairs and thrusts at the last thug with his rapier.
Luck 4/7. Fighting defensively
Rapier + Luck - Defensive: 1d20 + 5 + 2 - 4 ⇒ (13) + 5 + 2 - 4 = 16
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
AC 20/21 with buckler vs Thug (if still alive)
HP 10/17
Kharax Fireshield |
Finally found the posts; he hasn't updated his profile yet, though. GM: may I redirect the heal to Alpha? In which case, this'll be a Hex heal, which won't provoke anyway.
Kharax Fireshield |
No worries; doesn't help that the GM's dice has been hot this battle and has been nailing us pretty good! It does also mean my next feat will be Selective Channel now :P
GM Tektite |
Kharax puts a healing hex on Alpha!
Richard, finding himself hemed in, backs onto the stairs and stabs the thug.
Punch vs Richard: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d3 + 4 ⇒ (3) + 4 = 7
Stab vs Richard: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 ⇒ 5
Garmen and the thug keeping pounding on Richard!
Party up!
Kharax Fireshield |
Kharax curses in Orc as he pulls out a wand and presses against his android ally.
CLW wand @ Richard: 1d8 + 1 ⇒ (1) + 1 = 2
Once again Kharax curses in Orc.
Maruf the Cobbler |
Maruf has a curing extract but I can't 5' step away from the ground...
Maruf continues to claw at the man's legs!
claw: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
damage: 1d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
damage: 1d4 + 2 ⇒ (3) + 2 = 5
GM Tektite |
Richard falls to the ground, bleeding out!
Kharax curses, heals Richard a little, then curses again!
Maruf claws at the thug, striking twice!
Alpha finishes the man with a slam from his shield!
Attack vs Maruf Prone: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20
Damage: 1d6 ⇒ 3
Garmen steps up and stabs at the prone Maruf!
Party up!
Kharax Fireshield |
Stepping behind Alpha, Kharax jabs the Cobbler with the wand. "Bring. Him. DOWN!", Kharax shouts, trying to encourage Alpha.
CLW @ Cobbler: 1d8 + 1 ⇒ (6) + 1 = 7
Finally, huzzah!
Maruf the Cobbler |
Maruf falls unconscious again but only for a second until Kharax brings him back up. Maruf wildly grabs at Garmen, shouting obscenities and making noises that would sound rude coming from a wild animal!
claw: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
damage: 1d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Alpha Prime |
"It is in the process of being initiated."
Concentration: 1d20 + 7 ⇒ (14) + 7 = 21
"Booting up!"
Arcane Bonded Spellstrike: 1d20 + 5 ⇒ (20) + 5 = 25
Confirming?: 1d20 + 5 ⇒ (3) + 5 = 8
1d4 + 10 ⇒ (3) + 10 = 13
Shocking Grasp: 2d6 ⇒ (4, 1) = 5
GM Tektite |
Kharax heals Maruf!
Maruf tries to claw Garmen, but misses!
Richard lays on the steps, unconscious!
Alpha charges his shield with electricity, then slams Garmen, dropping the man!
Out of Combat!
Searching the men, you find Garmen carries a potion of invisibility, +1 studded leather, buckler, hand crossbow with 10 bolts, mwk rapier, mwk thieves’ tools, and 89 gp. The four thugs carry nothing more than a potion of cure light wounds, mwk studded leather, sling with 10 bullets, sunrod; each, and 12d6 ⇒ (3, 5, 3, 1, 6, 4, 1, 1, 6, 6, 5, 1) = 42 gp total.
Kharax Fireshield |
Kharax stabilizes everyone, then keeping the others out of reach, heals the party with a burst of healing!
Channel: 1d6 ⇒ 6
Channel: 1d6 ⇒ 2
Channel: 1d6 ⇒ 4
That should take care of everyone fairly well.
"Well, that was... rough."
Maruf the Cobbler |
"M&&@#@ f*!~&%! Why did we fight him again? Something to do with the Technic League? Was he the reason the f~+@ing flame went out?"
Richard Mithril |
With a moan Richard pulls himself to his feet and recovers his dropped weapons. "Thanks Kharax. I don't think I've ever been that injured before. Thought I was about to die... permanently."
To the Cobbler, he says "It might be more accurate to say that he fought us. I was hoping to get a look at this place before a confrontation."
Looking over the dead and dying thugs, he moves to check Garmin to see if he's still alive, and will stabilize him if needed. "Let's get them inside and see what's going on here."
Richard Mithril |
"Well I almost got in unnoticed..." Richard says, a little defensively as he helps bring the bodies into the warehouse.
Once inside, he uses a spell to heal himself further, then takes his time to search the place thoroughly.
Cure Light Wounds: 1d8 + 2 ⇒ (6) + 2 = 8 Full hp
Take 20 on perception - 28
Kharax Fireshield |
"Yeah, stealth ain't our forte, but man if those guys dun kick hard.", the half-orc resetting his jaw before following Richard in and aiding in his search.
Aid Richard so he has a 30
GM Tektite |
Dragging the bodies inside the warehouse, the first thing you notice is a low, but quite unpleasant hum filling the building. The sound can be felt in the your bonesand teeth, as well as heard. DC 12 Fort or immediately develop a spitting headache.
Searching the warehouse, it quickly becomes apparent that it was serving as a front for something, as all the crates are empty!
Maruf the Cobbler |
Fort: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
"It's under here!" Maruf starts tossing crates aside with reckless abandon.
Richard Mithril |
Fort: 1d20 + 1 ⇒ (15) + 1 = 16
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
"If it's the cause of that noise, perhaps we should be more gentle with it?"
Richard detects for magic and tries to hold back Maruf from setting off a technological catastrophe.
Richard Mithril |
Richard looks to their captives.
"First, let's wake up Garmen and see if he can enlighten us."
After tying up the gambler, Richard sings a healing spell over him. Once he is conscious, he will begin his line of questioning by pointing at the device he was hiding.
"Care to explain this?"
Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12
Richard Mithril |
Sense Motive: 1d20 ⇒ 10
Richard looks at the man for a moment, trying to read him. Though Richard is unusual among androids for his developed emotions he doesn't always understand humans. With a sigh, he takes his companions aside.
"Unless someone has a better idea, let's move Garmen to that office and go get Sanvil to look at this tech."
GM Tektite |
1d20 ⇒ 17
The party tracks down Sanvil and has the man take a look at the humming device. getting down on his knees, he goes over the item, occasionally mumbling to himself. Finally he stands. "This appears to be a device for relaying power without wires. I'd call it a....power relay! Quite remarkable!" He then goes on, describing the device in more detail.
The power relay consumes 1 charge of the generator’s available yield per hour to maintain its own power supplies, and can be programmed to transmit any remaining charges of available yield to any object capable of receiving broadcast power, to a maximum distance of 150 miles. This distance is halved for every 5 feet of metal or 20 feet of solid stone between the generator and the power relay. Power transmitted by this device is lost unless the device is programmed to transmit to a specific target capable of accepting a charge in range. Before a power relay can transmit, it must be linked to the target of its transmission to establish the transmission protocols. This consumes 10 charges and takes 1 minute to complete. Once completed, the distance between the power relay and the target of its transmissions can vary up to its maximum range. A small screen on the side of the power relay provides constant updates on the link, including bearings, distances, and the nature of the object to which it is linked.
This device essentially functions as a power generator that provides an hourly yield of charges to its target. For example, if a power relay that provided a yield of 40 charges was linked to a laser pistol, that laser pistol could be fired 40 times per hour without needing an additional charge. Power relays can only function a limited number of times before their delicate internal mechanisms burn out. Each time a power relay is used to initiate a new energy transfer, there’s a cumulative 2% chance it burns out and becomes useless. Once a new transfer begins, a power relay can maintain that link between the generator and its target indefinitely (as long as there’s always an available yield of at least 1 charge from the generator to keep itself powered).
Richard Mithril |
"A power... relay.." Richard tries to wrap his mind around the concept, but is coming up short on both the purpose of a device and the significance of one being hidden in a warehouse by Garmen. After going over the device with Sanvil again, he has a few questions.
"By the hum, and headache I'm getting, I'm assuming this relay is functional and receiving energy from a nearby generator. Is there a generator in Trunau? Also, what is it doing with the power it is receiving?"
Does the "screen on the side of the relay" indicate any devices (and locations) linked to it? Also, how many charges are available for linking? I think I might link the stungun.
Maruf the Cobbler |
"What's it doing with the power? Relaying it, I'm guessing! Must be drawing power off of something and I'm guessing it has to do with our missing flame!"
Richard Mithril |
A few things:
1. Is the relay sending the power to another device? A weapon or something? Does it have available yield so that Richard can link his stungun to it?
2. If Garmen is involved with whatever is going on in the hill we can't just let him go - and I'm not sure we can trust Sanvil to guard him. Do we have other options to secure him while we go back into the hill? Will the Town Council detain him with the evidence we found?
3. Regarding loot: should we return any to Sanvil? Does anyone want to make any purchases? Personally, I'm considering a magic or adamantine rapier.