GM Tektite |
Sorry for delay. We should be back on track now.
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.
1) It is receiving power, allowing the transmission of power to something. (like a stun gun). You may charge the stun gun.
2) You could make you case to the council, presenting evidence that Garmen is involved, but right now, you only have the device and Garmen.
3) I think that is directed at the party.
Around town, you find a few items for sell:
Torch Guildhouse:
A +1 cold siccatite longsword, a masterwork mithral-inlaid
heavy crossbow with a metal tension string (worth 500 gp), a large supply of adamantine bolts (worth 60 gp each), a +1 construct bane adamantine dagger, a +2 breastplate, a +1 mithral chain shirt, and a +2 spiked light steel shield.
Temple of Brigh:
A flare gun, a scroll of find traps (CL 10th), three scrolls of restoration, a scroll of raise dead, and a wand of rebuke technology (11 charges).
Tempting Tonics:
Offers a wide range of poisons, antitoxin, healing potions, and even a few technological pharmaceuticals (such as cureall, all four grades of hemochem, and two doses of cardioamp) along with a half-dozen medlances.
General Store:
cloak of the hedge wizard (abjuration), five trauma packs, a wand of technomancy (44 charges), a +1 flaming warhammer, and a filter mask.
Not sure if you've purchased any of these earlier.
Other than that, Torch is a large town.
Base Value 2,400 gp;
Purchase Limit 5,000 gp;
Spellcasting 3rd
Minor Items 3d4; Medium Items 1d6
Richard Mithril |
@Alpha: I think Maruf bought the mithril shirt. I'm not sure how purchase limits work, but I think Torch's is high enough to allow the purchase of another, right?
@Tektite: did Richard's diplomacy affect prices for loot? I would like to get an accurate gold count after selling off items marked for sale on the loot sheet.
To his companions, Richard says, "I don't think this is enough evidence to prove Garmen is guilty of anything. However, we have little choice but to keep him under wraps until we can find out what's really going on in the Hill. I think we should secure him at the Foundry for now and get back in there after resupplying."
Before leaving the warehouse Richard links his stungun to the relay.
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).
1. I don't see an option in the relay description to recharge tech devices, only "link" them. Am I recharging the stungun or linking it like the laser pistol example?
2. If the stungun can be linked, what is the hourly yield?3. Does the readout screen show any other devices linked to the relay?
4. Would linking a device (like the stungun) to the relay risk a "burn out", or is that only when it is connected to a generator?
Maruf the Cobbler |
Maruf snarls, "Letd get back down there then. This power it's relayin' is coming from somewhere, right?"
GM Tektite |
Purchase prices: You can take a 10% discount with that Diplo roll and add sell for 60% of full value.
1d100 ⇒ 58 Torch does not have another mithral shirt for sale, currently.
As to the linking. For now, lets say Sanvil is able to charge the gun to ten charges. (Without burning out anything.) The readout screen does not show any other devices linked to it, save a power source, that appears to be somewhere in the direction of Black Hill.
Richard Mithril |
Ok, almost ready to return to the hill.
@Maruf: In going through inventory I've found that even with a handy haversack Richard will be encumbered. Since there are no more mithril shirts in Torch at the moment he is going to beg Maruf to swap armor (Richard has a +1 chain shirt). Maruf is quite a bit stronger there will be little difference for him.
Kharax Fireshield |
At some point, I'll have to be able to craft some weapons and armor :P
IF we have the gold to spare, I wouldn't mind a level 1 pearl of power and a scroll with some castings of mage armor. Any other useful scrolls you guys think I should try and procure?
Richard Mithril |
@Alpha: Richard's problem is that he has a lot of little things that are adding up (alchemical items, sickle, thieve's tools, potions, crossbow, ammo, etc). These are things that are not practical for others to carry since Richard moves around often in combat.
@Kharax: we have plenty of gold to spare.
After selling loot: 7,429 gp and change
Maruf the Cobbler |
Maruf strips off his armor and hands it over to Richard. Although it is fairly new, it already has a distinct Cobbler stench to it and there are bits of filth stuck between the chains.
Fine with me!
Richard Mithril |
His mouth half-open in anticipation of a conversation with a lot more resistance, Richard accepts the shirt between pinched fingers. Breathing through his mouth, he thanks the Cobbler and works his way out of the heavier shirt taken from Sanvil.
"My thanks, Cobbler. I owe you."
Later, Richard disinfects and cleans the Cobbler-tainted armor with some hard alcohol and a prestidigitation.
Awesome! With a mithril shirt and the haversack then his load won't go higher than 29lbs (medium load starts at 34). He can store the rest of his stuff, plus party treasure, in the haversack.
Being at a light load lets him use acrobatics and stay mobile, getting around quickly with weapons, potions, spells, and tech.
Kharax Fireshield |
Purchasing a level 1 pearl of power, a scroll with 2 castings of enlarge person, a scroll with 5 castings of mage armor. Total cost of 1175.
"Alright, let's settle this and get Torch back to normal!", Kharax getting some of the energy from the Cobbler's simple battlecry.
GM Tektite |
Returning to the underground complex, you are able to repair the elevator and go up to another floor, the Engineering Deck. As you enter the first room, a cloying, animalistic stink fills the air of this hemispherical room. To the north and south, curved ramps lead up to hallways leading out of the room, while several doors sit in the east wall. Flickering lights flash and strobe on the ceiling, and the gray metal walls are scorched, dented, and partially broken in places, exposing colorful wires or metallic struts within. Four mounds of rubble, cloth, and bones lie scattered about the room. Four dog-like creatures in this room, look up, growl, and begin stalking toward the party!
K: 1d20 + 1 ⇒ (17) + 1 = 18
M: 1d20 + 3 ⇒ (18) + 3 = 21
R: 1d20 + 3 ⇒ (13) + 3 = 16
T: 1d20 + 2 ⇒ (20) + 2 = 22
Attack vs Alpha FF: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Attack vs Kharax FF: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Attack vs Maruf FF: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Attack vs Richard FF: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Confirm vs Maruf FF: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
The dog things begin howling and dart forward, jaws snapping, though only one lands a strike, biting Maruf.
Initiative:
Dogs things
Maruf
Kharax
Richard
Alpha
Party up!
Using the Engineering Map linked at top.
Maruf the Cobbler |
Maruf quaffs his mutagen before heading in.
---
"Erryah!" Maruf takes a bite to the leg. He kicks the thing back and then claws at its face.
claw: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d4 + 4 ⇒ (1) + 4 = 5
claw: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d4 + 4 ⇒ (2) + 4 = 6
Kharax Fireshield |
"What the heck are these?", asks Kharax as he pulls out his longsword and slices at the dog in front of him.
Longsword @ dog: 1d20 + 3 ⇒ (7) + 3 = 10
Damage on hit: 1d8 ⇒ 6
GM Tektite |
Kharax slashes, but misses with his blade!
Richard has no idea what sort dogs these are!
Bite vs Richard: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Bite vs Kharax: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Clearly frightened after seeing the other dogs so easily dispatched, the remaining animals half-heartedly try to bite.
Party up!
Maruf the Cobbler |
With a snarl nearly as mean as the dogs' Maruf comes up from behind and tears at one of them!
claw: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
damage: 1d4 + 4 ⇒ (1) + 4 = 5
Kharax Fireshield |
Sword at dog: 1d20 + 3 ⇒ (7) + 3 = 10
Damage on hit: 1d8 + 1 ⇒ (6) + 1 = 7
This round didn't happen....
-Posted with Wayfinder
Maruf the Cobbler |
"HRRRRRAAAAAAAAA!"
claw: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
damage: 1d4 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
damage: 1d4 + 4 ⇒ (2) + 4 = 6
Richard Mithril |
Richard examines the corridor from the safety of the doorway.
Is this a technological device that can be disabled?
Disable Device (Richard treats this skill as if he has the Technologist feat): 1d10 + 10 ⇒ (10) + 10 = 20
If that doesn't do it (and doesn't set it off) I'll try again..: 1d10 + 10 ⇒ (4) + 10 = 14
Kharax Fireshield |
"Good job, fellas!", quips Kharax as he heals the Cobbler with the wand since he already rolled for it :)
"Anything of interest, Richard?", he asks the inquisitive android.
GM Tektite |
Richard fiddles with the sparking nodes, but can't manage to shut them off. The second attempt, his hand slips, touching the node and shorting himself to ground, as the electricity arcs through his body!
Electricity Damage: 6d6 ⇒ (5, 4, 1, 6, 2, 5) = 23 DC 18 Ref for half.
Richard's body appears to have drained the charge held in the nodes, as they have quit sparking.
Richard Mithril |
"If I can just avoid touching the conductive riNNNNNNNNNHH!!"
Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
Richard manages to pull his hand away before the charge lays him out, though it leaves his hair standing on end.
"Ok. I think it's disabled now." He shakes his hand with a wry smirk.
After begging healing from their wand, he moves to check the far door before Maruf kicks it open.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Maruf the Cobbler |
After begging healing from their wand, he moves to check the far door before Maruf kicks it open.
While Richard is getting healing, Maruf kicks the door open with a snarl.