Night of the Werewolf (Inactive)

Game Master Kinetic_cards


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Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Knowledge (Nature) check result: 20


Female Aasimar Urban Druid 9

Fortitude Save: 1d20 + 9 ⇒ (13) + 9 = 22
perception Check: 1d20 + 21 ⇒ (3) + 21 = 24


DM

@Ianez:
...Uranium-235... The damned fool unwittingly used radioactive elements!

@La Siréene:
You spy the item Quinn is talking about. Acrietia clutches a trigger device. When she died, she purposefully sparked a fuse in her sleeve, which short-circuited and sabotaged it. The controls are melted-down in her hand.

The trap has become unstable. It is not activated, but component parts are breaking down into the atmosphere. This has increased the DC for disabling the trap.

La Siréene levitates dangerously close above the clock hand. So far, she seems unaffected by its sickening glow.


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Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Network:
Even U-235 is long-lived enough that its radiological hazard is negligible. Its chemical toxicity is worse. (Now, Pu-238 might be a problem, or if you don't mind getting away from the actinides you could go with good old Co-60. High activity, 1 MeV gamma emitter...nasty stuff. One of the areas we were trying to deinventory at work a few years ago had what had started out as a one million Curie Co-60 source; they kept it behind 4' of high-density concrete, with all kinds of safety interlocks to make sure no one would be in the test cell with it when it was out of its shielded well. By the time we were going to clean it up it'd decayed down to only (!) a few thousand Curies, and it'd still kill you if you spent more than a minute or so within three feet of it.)

Sorry, I've been working as the safety person for the Nuclear Engineering Division at Argonne National Lab since late 2009, and for three years before that I dealt with maintaining regulatory compliance for the Nuclear Operations Division at Argonne. (Before that I did friction and wear research, but had to get out of that side of things after my division went away. Long story.) So this is a topic I have had to know a fair bit about over the past several years.


DM

@Ianez:
Wow! That's very interesting. I was going to say Plutonium, but not knowing anything in this subject matter really, I was too cautious. I'd say your explanation of things qualifies as a natural 20. ;) Please choose what would be most appropriate.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Ianez! you said not to approach the clock!

Perception, find traps: 1d20 + 24 ⇒ (4) + 24 = 28
Disable Device: 1d20 + 15 ⇒ (2) + 15 = 17


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Network:
I'll think about it. Since this is an item that's exposed to odd time effects, it can be a shorter-lived isotope. One other thing--this is something that bugs me about the way radiation is described in fiction. Basically, if you can see a visible glow in air from the radiation field alone (and not from phosphors, like what was used with radium dials on clocks), it's intense enough to be lethal in very short order. The blue glow you see in water is similar; if you're close enough to be inside the glowing volume you're taking a lethal dose. Randall Munro talked about that here.

Hey, how about this? Whoever made the hands wanted them to light up without magic, so the hands are made out of something like radium and the phosphor mixture is painted onto the surface. If the builder(s) were outsiders or undead, they might not have been susceptible to radiation damage, so they didn't realize how dangerous it was to organic life.


DM

@Ianez:
That sounds good. My aesthetic is shamelessly based on the fiction you mention, so feel free to give it a more grounded basis. I like the outsiders/undead angle too. The original architect of the tower dabbled in energies mysterious and strange... That works well with the alchemy/steampunk/technology conglomeration thus far, e.g. the Dragon Harbinger, etc.


DM

Sandru raps the floor and pries up tiles, trying to locate where circuitry runs under the floor to safely disable the trap. The connection is faulty and starts angrily zapping and sparking!

The front entrance to the police headquarters locks. The walls in the entryway slide together and push the members of your party that were standing there out into the main room. Other walls come together and seal off all of the other three wings. You are temporarily safe from the massing undead.

But at what cost?

The pedestal separates like a peeled piece of fruit. First, the clock hand falls and hangs horizontally, waist-high and parallel to the floor. Large falchion blades also drop and hang waist-high, parallel to the floor. The light glints off of them. They are razor keen and run the whole length of the room. This blossom of knives...a mockery of the clock face...prepares to rotate.

Unfortunately, Sandru's attempt has triggered the trap. It's on a slight delay. Each round, you can make further Disable Device checks to continue trying to shut down the trap.

@Sandru - Also reminder please make a Fortitude save.

It is Caromarc's turn.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Fortitude: 1d20 + 10 ⇒ (12) + 10 = 22


DM

The night stalker...raised as an experimental subject... It's difficult to always predict what will effect his physiology or not. This time, he is safe from the invisible toxins.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre makes sure to recover his pistol, looks around for any other triggers he might have missed, perception: 1d20 + 13 ⇒ (18) + 13 = 31 and if it seems safe, he lowers himself below waist level.


Male Human Wizard 9 (Teleport) Perception +8

know:nature: 1d20 + 10 ⇒ (8) + 10 = 18
fort: 1d20 + 4 ⇒ (3) + 4 = 7
perception: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12


STATUE:?? BODY: 16/20 HP HP Per +11

know:nature: 1d20 + 0 ⇒ (13) + 0 = 13
fort: 1d20 + 2 ⇒ (12) + 2 = 14
perception: 1d20 + 8 ⇒ (13) + 8 = 21


Per +11

know:nature: 1d20 + 11 ⇒ (9) + 11 = 20
fort: 1d20 + 5 ⇒ (19) + 5 = 24
perception: 1d20 + 11 ⇒ (14) + 11 = 25


Male Human Wizard 9 (Teleport) Perception +8

Not sure if the archons should make rolls


DM

@Blackacre:
You've ascertained the limits of Acrietia's trapmaking ability. She was good at making unstable death machines, not so much at well thought out safety mechanisms. Unfortunately, she was a little more 'crazed lunatic' than 'mechanical genius'. To that end, you do not find any other triggers.

As the trap revs up to start spinning, the blades stagger in height. One drops down to knee level, almost to the floor. The hydraulics lower, and the edge of a falchion nicks Blackacre's stubbled cheek, settling to rest on his jaw.


Male Human Wizard 9 (Teleport) Perception +8

archon fort: 1d20 + 6 ⇒ (18) + 6 = 24
archon fort: 1d20 + 6 ⇒ (8) + 6 = 14
archon fort: 1d20 + 6 ⇒ (3) + 6 = 9
archon fort: 1d20 + 6 ⇒ (12) + 6 = 18


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn begins to cast one of the few cantrips he knows, Detect Magic, on the remains of Acrietia.


DM

@Caromarc:
(re Knowledge nature:) Caromarc senses the air is sick. While familiar with nightmares catalogued in books, this invisible threat is a new darkness...

(re Perception:) Your search for clues turns up nothing.

@Elspeth:
(re Knowledge nature:) Elspeth likewise knows naught of its source.

(re Perception:) The battle overwhelms Elspeth's senses. Everything is a blur!

@Mechanical Manservant:
(Knowledge nature:) The Mechanical Manservant zeroes in on the truth. That damned fool wight used radioactive elements in her trap!

(re Perception:) Acrietia clutches a trigger device. When she died, she purposefully sparked a fuse in her sleeve, which short-circuited and sabotaged it. The controls are melted-down in her hand.

The trap has become unstable. It is activated, and component parts are depleting into the atmosphere. This has increased the DC for disabling the trap.

The walls of the room stretch and fall away from Earl Caromarc, as if he was suddenly drunk. Meanwhile, Elspeth tries not to vomit.

Three of the archons swell up and swagger with sudden feelings of aggressiveness. The fourth one lays calm and tries to wait the ill-feeling out.

Caromarc can act normally this round on his turn, but next round he, Elspeth, and Archons #2, #3, and #4 gain the sickened condition. (MM is immune).


DM

@Quinn:
The remains of Acrietia lie in a pitiful mound on the floor. She abandoned this world along with the machinations she set in motion.


Per +11

Network:

Would Mending cast upon the controls potentially bring them back to functioning?
Potentially MM could aid another on Sandru, and pull out the tools?
I believe Ianez aided Sandru, but he didn't include the bonus.
Archon blasts ignore DR. Does that mean they could be good for cutting through the blades? What does it look like the blades are made of?


DM

@MM:
Mending won't work because Acrietia built the trap too unstable to begin with, and it has already been triggered.

MM can use aid another to help Sandru on his skill check for the next round (Round 3).

I went ahead and factored in +2 for Ianez's aid another, but this did not exceed the check.

The Archon blasts (break DC 10 for steel) seem like they would work mechanically.


Per +11

Suddenly all business, the manservant turns to Sandru, his hands sprouting tools.
"Let me help, Sandru"
disable device aid another: 1d20 + 7 ⇒ (11) + 7 = 18
"Perhaps the others might like to cut these blades down?"
No point in worrying them about the long term repercussions if they don't survive this.


Male Human Wizard 9 (Teleport) Perception +8

Caromarc orders the archons, then flings darts of force at the remaining wraith Magic Missile. damage: 4d4 + 4 ⇒ (3, 2, 1, 3) + 4 = 13 and takes a step backwards..
Meanwhile the lantern archons shuffle together and open up on the nearest blade, aiming for the furthest point in they can reach

Network:

okay - 8 blasts. Ranged weapons do half damage against objects, so I've gone from d6 to d3. Hope this is what you wanted.
touch attack 1: 1d20 + 3 ⇒ (3) + 3 = 6damage: 1d3 ⇒ 2
touch attack 2: 1d20 + 3 ⇒ (2) + 3 = 5damage: 1d3 ⇒ 2
touch attack 3: 1d20 + 3 ⇒ (17) + 3 = 20damage: 1d3 ⇒ 3
touch attack 4: 1d20 + 3 ⇒ (8) + 3 = 11damage: 1d3 ⇒ 1
touch attack 5: 1d20 + 3 ⇒ (20) + 3 = 23damage: 1d3 ⇒ 2
touch attack 6: 1d20 + 3 ⇒ (8) + 3 = 11damage: 1d3 ⇒ 1
touch attack 7: 1d20 + 3 ⇒ (10) + 3 = 13damage: 1d3 ⇒ 3
touch attack 8: 1d20 + 3 ⇒ (10) + 3 = 13damage: 1d3 ⇒ 2


STATUE:?? BODY: 16/20 HP HP Per +11

Elspeth drifts around Caromarc, agitated by the action but unable to assist.


DM

The wraith shrieks. The darkness is lit up by the four prismatic bolts.

Wraith #1 takes 13 damage.

Several of the archons' light rays blast one of the falchion blades.

The trap takes 4 damage.

It is the wraith's turn.


DM

Round 3:

The last wight senses the living nearby and remembers its mistress' command...attack the living! It flies into the air, around the pedestal, and races towards La Siréene. The wight seizes her wrist and slams her with its arm, but she leans into the blow and is safe and protected by her buckler. The two combatants hover near the ceiling, circling in their macabre battle.

It is Blackacre's turn.


DM

Blackacre readies his turn.

It is Phoebe's turn.


NPC

Phoebe shakes her head and backs away slowly (to Y-15). "Cripes, Agnes, what do we do now?" she asks under her breath. She watches Sandru work, providing an extra set of eyes should that come in handy.

Disable Device Aid Another: 1d20 + 1 ⇒ (10) + 1 = 11

It is La Siréene's turn.


HP 92/92

The Void Creature chews ponderously, as its next course first falls into its mismatched gap all on its own, and its little master then drops desert in right in front of it.

Not one to get caught up in metaphysical conundrums, it decides that 1: This is an alive thing. 2: This alive thing is in front of me. 3 I will eat this alive thing.

It moves forth to 18,19-O,P and attempts to rip off the torso of the remaining Wight.

Attack Roll: 1d20 + 11 ⇒ (9) + 11 = 20
Damage Roll: 2d6 + 13 ⇒ (3, 5) + 13 = 21


Female Aasimar Urban Druid 9

As La Siréene lowers her shield, having fended of the Wight with movement both uncontrolled and balletic, she observes her surroundings, this dethtrap, feel the strange vibrations from the surfaces. Smiling, she walks through the air, closing in on the pedestal, lowering herself some 5 feet and taking a better look at this deathtrap, looking for a weak point or similar.

Perception, Trap: 1d20 + 21 ⇒ (14) + 21 = 35


DM

CRUNCH! CRUNCH! The wight disappears down the beast's gullet.

Wight #1 is dead.

@La Siréene:
You may not be an expert at trap construction, but this one is dependent on gears and energy feeds underneath the floor tiles. To that end, Sandru's effort is on the right track. The blades appear to be very solid. The pedestal is on a rotor.

Since all the monsters are dead, combat is technically over (at least until all those other wights come busting out through the walls at you). We can relax using official turn order. If La Siréene, Quinn, or Ianez have any last minute things they want to do, that is fine and they can post out of turn order. Otherwise, we're ready for Sandru to make another disable device check (with several aid another bonuses).


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I know I can't truly succeed without the others... No life in The Desert. I consider their advice, taking it and placing it together like some big puzzle. Big.. Deadly... Puzzle.

Disable Device: 1d20 + 15 + 2 + 2 ⇒ (7) + 15 + 2 + 2 = 26


DM

Sandru works silently, intensely, quickly...a savant...tapping the floor, ripping up tiles. The temperature in the room shoots up, becomes uncomfortably hot. Or is it panic? Sandru's forehead breaks out with beads of sweat. They drip, hitting his forearms, plinking to the dirty floor next to garbage, splintered wood, dead flies lying on their backs...

The dim light, the close, stuffy air...it feels like you're all trapped together in one of the jail cells. In this moment, Sandru's nature is a mystery. Maybe he doesn't even know himself. Nym's experimental son is a super-enhanced technician, his blood buzzing and mirroring the fried circuitry of the trap. On the other hand, his fingers tangle together all too humanly.

There is a click, then a sound like a hydraulic powering-down. Everyone tenses...breathless. Sandru has done it! One intricately-etched blade comes loose, detaches, and clangs to the floor. But it is a complicated device. Whatever he disconnected was just the first part of the machine. The powering-down tone dips, revs, and climbs back up. You all listen with a feeling of dread.

The intact falchion blade is still a danger.

Your efforts halved the damage of the trap.

@Sandru - make another Disable Device check.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Disable Device 2: 1d20 + 15 + 2 + 2 ⇒ (7) + 15 + 2 + 2 = 26


DM

The hydraulic sound powers down again. The other falchion falls off. The rotor settles crookedly on its base. Two coils jump from the casing. SPROING! SPROING!!

You've deactivated the trap!

The minute-hand to the tower breaks off and falls to the floor. The falchions appear to be masterwork quality. On Acrietia, you find a bag of gold.


Male Human Wizard 9 (Teleport) Perception +8

"Well done Sandru!" congratulates Caromarc


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Thank you, Caromarc. But I could have done better. What's next?


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn stays back by the enterance with Pheobe. He is on guard, bow and arrows at the ready, ready to unleash his barrage.
"Great work 'Sand-man'. Someone grab that minute hand."

Perception: 1d20 + 17 ⇒ (3) + 17 = 20


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre stares wide-eyed at the falchion nicking his cheek, frozen in place as the device hums around the party.

As the machine begins to wind down and the falchion at this face falls to the floor, the inspector regains his composure.

Excellent work, Sandru, he says wiping a drop of blood from his jawline. He eyes the falchion for a brief moment as though it were a dog that had just bit him, then retrieves both it and Acretia's bag of gold, for our continuing efforts.

He advances slowly toward the minute hand.

Perception (our man is always on edge, particularly when an edge has recently been on him): 1d20 + 13 ⇒ (3) + 13 = 16


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Seeing Blackacre's caution, I give pause even as I reach for the thing. I see it plainly, in excruciating detail.

The goggles calling my vision to every inch of the minute-hand's edge, tracing around the thing, as if it were closer. As it it were magnified.

Perception, minute hand, more traps: 1d20 + 24 ⇒ (19) + 24 = 43


Per +11

"I hate to be negative, but might I point out that there is a small army of the breathing impaired trying to break through to us"


Male Human Wizard 9 (Teleport) Perception +8

"I'd prefer to either wait to recover - or push on while our interdimensional allies still remain."


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn begins to show some signs of fatique after fighting Acrietia. The monk steals some time to relax and recover his breath especially when he notices that no one is watching him.

He leans his back against the northern wall by the enterance. He begins to rub some of the wound sites inflicted by Acrietia while saying to Pheobe "Normally I can take a hit...even the best of them I can take. Her last bunch of attacks left me slightly weaken."

Quinn takes the opportunity to use Wholeness of Body, healing 7 hp.


DM

@Quinn, Sandru, Blackacre:
There are no more traps. The clock hand is yours! Your party has handily defeated the dread wight, Acrietia, and all of her nefarious designs. Nevertheless...

The walls are weakening. You see a shaking fist, a pair of glowing red eyes here and there... The wights are busting through - SLAM! SLAM! rattle SLAM! SLAM! rattle SLAM! SLAM! SLAM! SLAM!

A large chunk of the wall crumbles away in a cloud of dust, revealing one of the dread wight seargeants. He breaks some stonework and throws it aside. More are sure to follow soon. GNNNTHRRAAAWRG!

The trap is destroyed, but the room is permeated by the sickening glow. The effects of it feel stronger now.

The entrance to the police station is no longer blocked.

Map is updated. While in the police station, you are subject to radiation poisoning. All PCs make a Fortitude save.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Ianez looks like he's hanging onto his last meal by a thread, and the thread is fraying. "The hand is lethal if you stay too close to it! It's highly ra--the light it's shining with is poisonous! Get a rope onto it and drag it behind us!"


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Fortitude: 1d20 + 10 ⇒ (7) + 10 = 17


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

fortitude: 1d20 + 8 ⇒ (8) + 8 = 16

Blackacre moves to help tie a rope to the minute hand.


HP 92/92

Fortitude Save: 1d20 + 10 ⇒ (2) + 10 = 12

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