| Wulf Torstein |
Wulf calls out to Charles. "Oi the Foundry is closed no drinks there, we should stay here I think its someone else's round." He says looking at Ton. "Nothing a drink won't fix."
| Ton'iel Wexley |
When Zeke looks into the Elf's eyes he looks beyond the pale blue of his iris and into the bloodshot whites that speak more of an affinity for alcohol than his current condition.
Ton indulges with a barely disguised sneer. In truth, he was a little worried how he would feel when the gin wore off. But that was a problem for later.
Don't worry, kid, I'm self-medicating.
Wulf was certainly right about the money. It was a Hell of a sum. Ton was a good shot and had a few tricks up his sleeve when things got rough. Wulf was a brute. But still, gangs and gremlins, missing groups and possibly even the Technic League. Not to mention whatever this wall of metal is and the construct Khonnir recovered.
There was a lot going on here, more than the pair of them could handle easily.
Charles seemed to know what was what though but he'd already scampered.
Zeke, you know anything about this Ulreth guy?
| Charles Caskgrip |
Charles turns at the door. "Not closed if you're in. Free. Just us and Val. No more loose lips." He nods toward the interested barflies, grimacing with displeasure. "Free drinks. Privacy. You don't like that, maybe no good for this string anyway. So. Come. Or don't."
| Charles Caskgrip |
Charles shoots Ton a look at the mention of Ulreth. He shakes his head and motions to stop.
| Ezekiel "Zeke" Smith |
Zeke looks back and forth between Charles and Ton. He shrugs. "Val will probably open up the liquor cabinet for you folks, if you want to hear what she has to say. Charlie's probably right that we'd do better to make our plans in private. I know most of the folks in here, they're good people, but with the torch going out everyone's beginning to feel a bit desperate. Don't want to tempt honest folk who might feel like they're running out of choices."
| Ton'iel Wexley |
Ton clearly sees the halfling's warning but chooses not to heed it for now at least. He shrugs dismissively before raising one hand and extending two fingers before pointing to his half-full glass.
Two minutes.
Scratching the stubble on his chin he says to the others;
"Yeah I hear you Zeke. That Charles guy is pretty anxious for us to talk more privately."
He stands with a very obvious grimace before retrieving his bow and finishing his drink. Checking that Wulf at least is following, he limps toward the door. He heavily favours his left leg though it seems like he has found a way to move reasonably quickly, even if he grits his teeth in order to do so.
Unless anything else happens Ton is going to meet Charles outside and follow him
Late here now so will catch up with any further posts tomorrow!
| Ezekiel "Zeke" Smith |
Zeke looks at Garfaulk to confirm he's coming as well, then stands up and follows Ton, noting his limp and wondering if it is part of the headaches or if the archer sustained some sort of injury on the road. He makes a mental note to ask about it when they reach Mr. Khonnir's tavern, sure that he wouldn't want to draw attention to it here.
| Charles Caskgrip |
Charles looks at the limp. Then to Zeke. "Good. Zeke can heal." He turns and exits the bar.
| Garfaulk Sharpstone |
Zeke looked to Garfaulk to see why he'd been so quiet only to see him chugging his drink, before slamming the mug down on the table. "Heh, ya had me at free drinks. Let's get a move on then! Plus I'm curious to meet this Val lass I keep hearin ya haverin on about." He chucked to himself. "booze, robits, and a lass-bound to be an interestin night" He made sure he fit his bauble back from Zeke before following the rest of the group to the other tavern
| GM Mustache |
Charles Caskgrip, with a dwarf, human, half-elf, and elf not too far behind, proceeds through the streets of Torch. The sun is just starting to set, and the heroes cast long shadows against the cobblestones.
The largest feature of the town is the central Black Hill, of course, which at all times towers overs the several thousand residents and their stone buildings with ceramic tile roofs. Wood isn't used as a building material in Torch very often; it is would be too risky of a proposition in a smithing and smelting town.
As the group walks down the roads following Charles, they crisscross around blocks and enter narrow alleys that a normal visitor probably wouldn't even notice. They see that filth is building up on the exterior of most doors and windows. Torch does not have a sewer system. Waste produced by the city is typically hauled up onto Black Hill and incinerated in the the violet fire... obviously no longer a viable solution. It has only been 8 days. If the situation continues, the city council will have another problem on their hands.
The town is not large, and it only takes about 10 minutes to arrive at the Foundry Tavern. A sign written neatly in a feminine script hangs on the exterior of the tavern door reading, "Closed until further notice." There is a smaller building just 20 feet to the north, and a larger building looms behind and over the tavern. Zeke is able to explain to the group that the smaller building is where he, Khonnir, and Val live, while the bigger building is Khonnir's foundry and laboratory.
Charles, ignoring the closed sign, pushes the door open and saunters in.
The common room of the tavern is empty, though a cheery fire burns in the fireplace and keeps the chill out of the spring air. Val is nowhere to be seen.
Roll20 shows the tavern interior and all of your characters. As I mentioned earlier, if you want to edit your avatar to add/change weapons, colors, etc, just let me know.
| Ton'iel Wexley |
Ton approaches the bar and hoists himself up on both hands in order to peer behind it and left and right.
"Anyone here?" he calls.
Receiving no answer immediately, he reaches out and grabs a bottle of gin and a glass for himself before taking a seat by the fire, the warmth helping with his stiff leg.
If worst came to the worst he had some emergency money and feeling the way he did the bottle qualified.
| Charles Caskgrip |
Having trouble with Roll20. I changed the avatar name to Charles, but it's still just surrounded by black blank space.
| Ezekiel "Zeke" Smith |
Zeke approaches Ton and quietly asks, ”Mr. Wexley, sir, I couldn’t help but notice you’ve got a terrible fierce limp there. Have you suffered an injury? Perhaps you’d let me take a look?”
| Wulf Torstein |
Wulf watches as Ton starts to leave. He places his finished drink down and lifts up his hammer looks around the bar and then follows.
As they make their way to the foundry he feels his spirits pick up, with a job potentially lined up he always hated the waiting. He walks with the Dwarfs trusting the hammer out to show Garfaulk. "It's my fathers, he wouldn't be so happy with me having it but I do. No idea where he got it from, I just like the way it feels when I swing it."
Entering the Foundry he steps in and looks around the places is far too quiet. "I suppose we make ourselves at home?" He follows Ton lead and reaches behind the bar for a beer.
| Ton'iel Wexley |
Zeke approaches Ton and quietly asks, ”Mr. Wexley, sir, I couldn’t help but notice you’ve got a terrible fierce limp there. Have you suffered an injury? Perhaps you’d let me take a look?”
Ton slaps the young half-elf's hand away, cursing under his breath with a snarl. In doing so he spills some of his own drink onto his boots in the process which proliferates even more cursing
He leans into Zeke and says;
"It's my damned leg so no I won't let you take a look! I've only known you five minutes kid. Looking into my eyes is one thing but you leave this alone."
It isn't clear whether he is talking about his leg specifically or the issue in general but either way the curl of his lip and the flint in his eye leaves no room for interpretation.
After a second the anger burns away and Ton slumps back into his chair, one hand rubbing at his eyes.
"It ain't fireside talk...." is the last thing he says on the matter as he takes the dog-eared cigarette from his pocket and lights it on the flames. The glow simultaneously reflects off his sharp cheekbones and is absorbed into his sunken eyes. In that moment he looks centuries old - a relic - like the constructs he has been hunting.
| Ezekiel "Zeke" Smith |
| 1 person marked this as a favorite. |
Startled, Zeke looks from Ton to Wulf and back again. The elf's injured leg seems like a major liability to the expedition, but Wulf seems committed to his garrulous companion. Zeke sucks his lip and apparently decides that if the scruffy, scarred warrior has no worries about Ton's abilities, Zeke wouldn't worry about him either.
Zeke nods in response to Ton's final words, and to diffuse the situation he wanders over to the bar. Ducking down behind, he roots around below until he comes up with an etched silver bottle and another small glass. Wordlessly he fills it to the rim with what looks like higher-quality gin, then he brings the bottle over to the table and sets it next to Ton's glass.
Finally, he sits at the adjacent table. To no one in particular, he says "I've heard the name Ulreth, I gather he's someone of importance in the town, but I don't know no more than that. Based on Charlie's reaction, I gather he's someone we don't want to know we're talking about him?" He looks over at Charles to see if he's willing to elaborate. Then he frowns and looks around the tavern, as if annoyed that something is missing.
| Charles Caskgrip |
"Yeah. Runs an outfit. Ropefists. Organized. Territorial."
| Ezekiel "Zeke" Smith |
GM, can Zeke make a Perception check to see how long it's been since Val was in here? There's a lit fire, so I figure he's starting with the assumption that she just stepped out for a few minutes.
| Wulf Torstein |
Wulf smiles slightly as Ton goes off on Zeke he's seen it multiple times and the boy was lucky to get away with a telling off. He drinks his beer down in one and lets out a large sigh.
"We need to worry about this Ulreth? I hope he doesn't think to stop us." He smiles not tapping his hammer, he steps away from the window and moves to the bar.
"So where is this Val, you brought us all here and she ain't even here."
| Ezekiel "Zeke" Smith |
Zeke snickers. "Maybe she wanted to make herself look a bit more attractive before meeting with a group of rugged, hard adventurers? It looks like she just stepped out a few minutes ago."
| Charles Caskgrip |
Charles shakes his head. "Be aware. Not wary. Probably unrelated. But not smart to talk about in public."
| GM Mustache |
Vs. DC 5
Wulf Percep: 1d20 + 5 - 0 ⇒ (2) + 5 - 0 = 7
Ton'iel Percep: 1d20 + 5 - 0 ⇒ (17) + 5 - 0 = 22
Charles Percep: 1d20 + 12 - 0 ⇒ (3) + 12 - 0 = 15
Charles: +1 to locate traps
Zeke Percep: 1d20 + 6 - 0 ⇒ (3) + 6 - 0 = 9
Garfaulk Percep: 1d20 + 3 - 0 ⇒ (3) + 3 - 0 = 6
As the rag-tag band settles into chairs and pops open stolen bottles of booze, a young woman’s scream cuts through the walls of the tavern. Everyone hears this, jumps to their feet, and glances at each other before springing into action. The scream came from the somewhere close; outside the tavern and to the north.
Wulf: 1d20 + 3 ⇒ (7) + 3 = 10
Ton'iel: 1d20 + 4 ⇒ (9) + 4 = 13
Charles: 1d20 + 4 ⇒ (15) + 4 = 19
Zeke: 1d20 + 4 ⇒ (2) + 4 = 6
Zeke bonus: +2 when underground
Garfaulk: 1d20 + 3 ⇒ (19) + 3 = 22
Unknown: 1d20 + 0 ⇒ (15) + 0 = 15
Unkown: 1d20 + 0 ⇒ (1) + 0 = 1
Unknown: 1d20 + 0 ⇒ (10) + 0 = 10
ROUND 1
1 Garfaulk
2 Charles
3 Unknown
4 Ton'iel
5 Wulf
6 Unknown
7 Zeke
8 Unknown
Go if you are bold!
Roll 20 note: I labeled the doors and windows since the map is hard to interpret. All doors and windows are considered closed for the start of this battle (even if you can see through them already) and take a move action to open. If you want to jump through a window, your move action can consist of moving at half-speed and attempting at a DC 8 acrobatics. Failure means your foot catches the window sill and you land prone outside the tavern and others should definitely make fun of you. Also just for fun, falling prone on top of someone who is already prone means both of you miss your next turn. Also, remember that other players can’t see what you see. Feel free to yell to each other and describe what is going on. But you don’t have to if your character wouldn’t behave like that. Your choice.
Block initiative note: If you are bold in the initiative tracker, you can take your turn. Having multiple people take their turns at the same time prevents the whole battle getting hung up on a single person. Remember that I will delay a character who takes too long, or in this battle I may just simply move you since that is all what you are doing at first. (my discretion on the timing).
| Ezekiel "Zeke" Smith |
How do we know if our character is "bold"? Do you mean we are bold if we just want to post what we're going to do before we see what everyone else does? Oh, wait, maybe you mean if we are listed in bold type? :)
Can Zeke guess where that sound came from? Like, I know that the living quarters and the larger laboratory building are that direction from your description, but do I have a sense of which one it came from?
Zeke jumps in his seat, spilling some of his untouched drink. "That sounded like Val!" he says, so surprised that he states the obvious. "That's coming from our house!" he says to the others as he untangles himself to his feet and runs for the door.
| GM Mustache |
So for your turn, Zeke and everyone else: Write out your turn narratively. "Zeke bolts to the north, covering 30 feet toward the door (move action). He whips the door open (move action)."
In the narrative, I already let everyone stand up. Since you all heard the noise. If someone failed that check, that would have been their penalty.
Zeke you are first to the door. Your first move action was to move to the door and the second was to open the door. So move yourself to right in front of the door.
| Ezekiel "Zeke" Smith |
Got it!
Zeke bolts to the north, covering 30 feet toward the door. (Move action) He pulls the door open and calls out into the night, "Val? Val is that you?!" (Standard action)
| Wulf Torstein |
| 1 person marked this as a favorite. |
Wulf gabs his hammer and grits his teeth relishing the action. He turns on his ball of his feets and starting running he leaps through the window (Move action).
Acrobatics Move Action: 1d20 + 4 ⇒ (13) + 4 = 17
As the glass shatters around him he lands outside, the glass cutting away some of his dirty and ragged shirt showing some of his bare sliver speckled skin.
Swinging his hammer up into both hands he rushes north towards the screams. (Standard Action)
Do I hear the screams from the house ahead of me? or did I run past it?
| Ton'iel Wexley |
Ton starts at the sound of breaking glass behind him and spins on his heel to see his companion standing on the other side of the shattered pane.
"Gorum's Balls, Wulf! Did your mother drop you on your head or somethin'? Use the ruttin' door!" he curses foully before snatching up his bow (move action) and grimacing in pain as he heads north after Zeke (Second move action to go 25ft)
| Charles Caskgrip |
Charles' eyes go wide at the scream but wider still at the human's exit. Heavy's not sneaky. He then runs out the door to the house(double move for 40'), opening the door if it's unlocked (Standard). He gestures to Wulf. "Door. Useful."
| Garfaulk Sharpstone |
Garfaulk admired the hammer on the way to the bar, looking it over. Hmph. Not entirely sure it's dwarven, but it's finely crafted. Should put a nice dent in whoever ya hit with it, that's fer sure"
Upon arriving, he had hardly had a chance to admire the liquor in the cabinets before hearing the screams. Sighing, frustrated knowing they'd all likely leave him in the dust, he booked it towards the door, though despite getting there before the others, he wouldn't be able to do much with that door as people started passing him to open it before he got there. "So much fer a night of drinkin and plannin. Looks like it's a night fer action!"
Sorry for the delay folks, work was busy today
| GM Mustache |
SUMMARY OF ROUND 1
After the scream, everyone jumps up and start rushing to get out of the tavern. Ton, Zeke, and Garfaulk make it to the front door, while Charles pauses to open a window.
Wulf, on the other hand, does not hesitate to simply smash his way out. The broken glass gashes his hand as he passes goes out, however.
Wulf Fort Save DC15: 1d20 + 5 ⇒ (1) + 5 = 6. The gash goes deep, and Wulf is bleeding badly. Wulf, you take 1 bleed damage at the start of your turns until you are healed.
Now that Wulf is outside, he can clearly hear that the screaming is coming from the house in front of him. He can also hear the sounds of something blunt slamming into wood and stone.
ROUND 2
1 Garfaulk
2 Charles
3 Unknown
4 Ton'iel
5 Wulf
6 Unknown
7 Zeke
8 Unknown
Go if you are bold!
| Garfaulk Sharpstone |
Garfaulk threw the door open, looking around briefly, then started to Trail after Wulf. He yelled out, wait for us you idiot, you might need some backup. Ah, screw it, let's hurry!
Alas, I'm now not home. I'm on my phone. Any chance someone can move me 20 feet?
| Charles Caskgrip |
It was working on my phone earlier but not now. Sorry.
acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21Charles climbs through the window and takes a look around.
| GM Mustache |
Garfaulk runs from the tavern doorway, while Charles skillfully hops through the window he opened and makes his way towards the house to the north. The screams continue from within.
It is dark outside now, with faint light provided by the crescent moon. Shadows create a patchwork of dark and dim areas in the gap between the house and the tavern.
CONTINUATION OF ROUND 2
1 Garfaulk
2 Charles
3 Unknown
4 Ton'iel
5 Wulf
6 Unknown
7 Zeke
8 Unknown
Go if you are bold!
| GM Mustache |
Ok, the party has practiced moving and typing, so I am pushing the action forward.
As the party scrambles and hastens to the house, the screams stop.
Then without notice, the front door bursts open and before you stands a three legged metal creature. It is stumbling about, swinging its arms haphazardly at anything it sees. Charles, standing close by the door, becomes a target.
Robot slam to-hit: 1d20 + 2 ⇒ (2) + 2 = 4
Robot slam damage: 1d4 + 2 ⇒ (1) + 2 = 3
The nimble rogue has no problem ducking under the blow.
To learn 1 piece of information, free action check: Knowledge: Engineering, DC: 11. (It will be revealed next time GM posts and it will be assumed all players are told.)
CONTINUATION OF ROUND 2
3 Robot
4 Ton'iel
5 Wulf
6 Zeke
ROUND 3
1 Garfaulk
2 Charles
Go if you are bold!
| Ton'iel Wexley |
Ton continues moving toward the sounds of commotion, Move action, 15ft but then stops dead in his tracks when he sees the flailing machine bearing down on Charles.
Without hesitation he raises his bow and fires once into the thing's back. (Standard action)
Mswk longbow shot: 1d20 + 0 + 4 + 1 + 1 ⇒ (9) + 0 + 4 + 1 + 1 = 15 (BAB+Dex+Mswk+Robot Slayer)
Bow damage: 1d8 ⇒ 2
Going to be a little while before Ton does any significant damage unfortunately. Wulf hits like a train, thankfully.
| Wulf Torstein |
Wulf wasn't sure what to expect after hearing the screams but he didn't expect to see the robot Zeke was talking about, striding about on its three legs.
He knows his job, there was no flair or skill to Wulf. He charges forward bringing his hammer up high as the fire in his belly kicks up every ounce of muscle working together. How he had missed this, then just as quickly as he brought it up he brings his hammer back down hard on the robot.
Standard action Rage Power Attack Hammer Swing: 1d20 + 1 + 5 + 2 - 1 ⇒ (1) + 1 + 5 + 2 - 1 = 8 BAB+Str+charge-pa
Rage PA Hammer damage: 2d6 + 7 + 3 ⇒ (2, 5) + 7 + 3 = 17 Str+Power atack
hp - 13/15 (1 hp bleed a round.) AC 10
Well... there's no getting away from a 1.
| GM Mustache |
Well, Wulf, you get to be our first example of a critical fumble! Congrats! First step, I will roll your to-hit attack to confirm the fumble. If you miss again, it is a fumble. In the future, you can roll again right away yourself to do this. The critical fumble deck is composed of 52 cards. I roll a d52 in Roll20 to see which card you get, since I have them all scanned and loaded into Roll20. Same with critical hits.
Wulf crit fumble confirm: 1d20 + 1 + 5 + 2 - 1 ⇒ (3) + 1 + 5 + 2 - 1 = 10 Critical fumble confirmed!
In his eagerness, Wulf overextends his arms and pulls his shoulder muscle. Wulf, you take 1 strength damage str damage: 1d4 ⇒ 1
| Charles Caskgrip |
light mace attack: 1d20 + 5 ⇒ (10) + 5 = 15damage: 1d4 ⇒ 3
Charles slips a mace out (move action) and swings at the robot (standard action).
| Charles Caskgrip |
Charles, at least here at the beginning of the game, you should give a breakdown of your to-hit. I understand the +4 from your dexterity, but I don't know where the extra +1 comes from.
No problem. The plus one is the size bonus he gets as a halfling. So it should have been d20+4+1. Will do that from now on.
| Ezekiel "Zeke" Smith |
Zeke rushes through the door and moves quickly towards the sounds of screaming (move action). He gasps when the construct bursts out of the house and shouts again "Val! Val!" He tries to peer past the rampaging creature to see if he can see his sister inside, then decides he must help incapacitate it as soon as possible so he can make sure she is not dead. He mutters some kind of chant under his breath as he reaches out to touch the robot (standard action).
Zeke expends a use of his Touch of Darkness (Sp) domain power. "As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier."
Touch attack: 1d20 + 0 + 2 ⇒ (1) + 0 + 2 = 3 (BAB + DEX)
For a brief moment Zeke is distracted by worry for his sister, but some force within him calls him to focus on the matter at hand.
Zeke will take advantage of the daily use of his Called Trait to reroll one natural 1 on an attack roll.
Touch attack: 1d20 + 0 + 2 ⇒ (17) + 0 + 2 = 19 (BAB + DEX)
Zeke channels a flash of violent glowing mist that coalesces over the creature's eye, confounding its vision.
| Garfaulk Sharpstone |
Garfaulk raises an eyebrow at the site of the moving clockwork creature as it burst through the front door. He shoots a glare over at Charles, then to Zeke. "I thought you guys said the robit didn't move!" He takes a step closer to the contructed creature, reaching over his shoulder to pull one of the metal tubes from his back. Aiming it straight at the creature, he laughs with a maniacal glint in his eye, for a brief moment wondering if he maybe should be using his mace instead. Ah well, too late for that now! He grins as he pulls the trigger. "TAKE THIS, YE WALKIN SACK O NUTS AND BOLTS!"
Fire Lance Attack: 1d20 + 0 + 3 ⇒ (13) + 0 + 3 = 16(BAB+Dex)
Damage: 1d6 ⇒ 1
5 ft step, draw weapon as move action, fire as standard. And OF COURSE I roll a 1 for damage lol
Garfaulk is damn near knocked off his feet between the force of the weapon and how giddy he is to use it as a gout of flame errupts from the end of the cloth-wrapped tube as it propels a javelin -yes, a javelin- out of the end of it, straight at the clockwork creature.
| GM Mustache |
SUMMARY OF ROUND 2 and the beginning of ROUND 3
With the emergence of the robot from the house, the party springs into action. Ton and Charles both get off glancing blows that scratch and dent the creature, while Zeke casts a spell that clouds the robot's vision and inhibits its internal sensors. Wulf speeds in, attempting to end the robot in a single blow, but misses horribly and rips a muscle in the process.
And with great aim and a huge explosion, Garfaulk's javelin smashes into the chest of the creature, dealing damage, but not nearly enough as he thought it should. [edit- Garfaulk since you don't have precise shot, you actually took a -4 to hit on your roll and you missed. My bad for not catching it so we'll let it go. Try to remember to subtract that in next time].
The robot continues to act out at random, swinging its arms at the house and the air around it. One of the arms goes in the direction of Wulf. The spell Zeke cast, however, has blinded the creature, and Wulf has no problem simply leaning away from it.
concealment, >20 to hit: 1d100 ⇒ 7
Robot slam to-hit: 1d20 + 2 ⇒ (1) + 2 = 3
Robot slam damage: 1d4 + 2 ⇒ (1) + 2 = 3
Interesting, would have be a possible critical fumble but the concealment did the trick first.
CONTINUATION OF ROUND 3
3 Robot
4 Ton'iel
5 Wulf
6 Zeke
ROUND 4
1 Garfaulk
2 Charles
Go if you are bold!