GM Capt Wombat |
Round 4
Initi
The Beast 26 -> Bellows at Hall in pain and attacks again
Claws set 1
1: Miss
2: Lopped off by Hall
Claw set 2 mechanical
3: Miss
4: Hit 26 DMG 10 -5DR +6 electric = 11DMG On Hall
Bite
5: Sonic Attack DMG 5
All in range 30' Cone make Ref Save for half
Gigar 23 -> Hits something on is back, Sparks fly Ref Save Gigar as its shorts out, Both mechanical arms go dead.
Zaeltor 21 -> Miss Miss
Olrik 15 ->
Jack 11 -> Takes 5DMG Sonic unless some one pulled him out last round.
Hall 10 -> Ref Save Made 11DMG +3 = 14DMG His on -12 to live or Stabilize
Lady 10 -> moves up 10' Channel positive energy
2d6 ⇒ (5, 5) = 10 all but beat, Gigar and any with prof
Scarlet 5 ->
Anne 5-> ref Save Blasts the best for 18DMG now its looking very ill.
Teddy 1-> With Prof
Gigar |
Reflex: 1d20 + 4 ⇒ (20) + 4 = 24
If my first attack made the arms go dead, then my attention would have been drawn to the creature itself after that, giving my second attack a +4. Just checking to make sure you got that.
Little Orphan Annie |
Round: 4
Initi: 5
Current AC: 19
Spells running: TIBBERS!
Action:
reflex save-not quite sure what it is against though: 1d20 + 5 ⇒ (4) + 5 = 9
after her fire blast did not bring it down but she smells the burning flesh in the room.
Annie holds out her hand as she says this and a jet of flame shoots from her hand at the creature
range touch: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d6 + 1 ⇒ (1) + 1 = 2
ok... crit confirm?
range touch: 1d20 + 6 ⇒ (6) + 6 = 12
drat not a crit
GM Capt Wombat |
Round 4
Initi
The Beast 26 -> Bellows at Hall in pain and attacks again
Claws set 1
1: Miss
2: Lopped off by Hall
Claw set 2 mechanical
3: Miss
4: Hit 26 DMG 10 -5DR +6 electric = 11DMG On Hall
5: Sonic Attack DMG 5
All in range 30' Cone make Ref Save for half
Gigar 23 -> 2 Hitson something on is back, second hit Sparks fly Ref Save Gigar as its shorts out, Both mechanical arms then go dead,
-4 Dex Beast as its now dragging two dead arms around AC drops to 19
Zaeltor 21 -> Miss Miss
Olrik 15 ->
Jack 11 -> Takes 5DMG Sonic unless some one pulled him out last round.
Hall 10 -> Ref Save Made 11DMG +3 = 14DMG His on -12 roll to Stabilize
+ see if your unconscious +1HP FH -11DMG
Lady 10 -> moves up 10' Channel positive energy
2d6 ⇒ (5, 5) = 10 all but beat, Gigar and any with prof
Scarlet 5 ->
Anne 5-> Hits Fire 2 points
Teddy 1-> With Prof
Hall Stewart |
1d20 + 7 ⇒ (13) + 7 = 20 even if I fail I stop bleeding once my healing kicks in, though by one interpretation I still take that first point of damage, either way unconscious, and will stay that way (unless it finishes me off or someone pores the potion into me) for a little over a miniute
Zaeltor |
Even though I am showing as Miss/Miss on the combat summary, I don't think I had acted yet during round 4 GM Capt Wombat, correct? Also, Perfect Strike does not shoot three arrows, simply allowing to roll 2 times for one of the attacks and chosing the best roll. Here -> Perfect Strike
Reflex save: 1d20 + 5 ⇒ (14) + 5 = 19
Round: 4
Init: 21
Current AC: 18
Current HP: 23/27
Spells/powers running: None
Other: Flurry of Arrows with Perfect Strike
Action:
"It seems hurt, take it down now" - Zaeltor urges his companions as he fires two arrows in quick succession.
Flurry 1: 1d20 + 7 ⇒ (4) + 7 = 11
Flurry 1 Perfect Strike: 1d20 ⇒ 20Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Crit threat not confirmed since the other roll was a 4 (as per Perfect Strike Feat)
Flurry 2: 1d20 + 7 ⇒ (17) + 7 = 24Damage: 1d8 + 7 ⇒ (3) + 7 = 10
GM Capt Wombat |
Round 4
Initi
The Beast 26 -> Bellows at Hall in pain and attacks again
Claws set 1
1: Miss
2: Lopped off by Hall
Claw set 2 mechanical
3: Miss
4: Hit 26 DMG 10 -5DR +6 electric = 11DMG On Hall
5: Sonic Attack DMG 5
All in range 30' Cone make Ref Save for half
Gigar 23 -> 2 Hitson something on is back, second hit Sparks fly Ref Save Gigar as its shorts out, Both mechanical arms then go dead,
-4 Dex Beast as its now dragging two dead arms around AC drops to 19
Sparks fly along it just as Gigar leaps off it, it rears up Bellowing to meet
Zaeltor 21 -> Hitx2 20 DMG 10+10
Two deadly Arrows From Zaeltor that sail pass the heads of the others enter its throat, one of its few weak spots and embed themselves into the beasts brain, killing it dead, its flops down Dead
-------END COMBAT------
Olrik 15 -> To act if needed
Jack 11 -> Takes 5DMG Sonic DMG
Hall 10 -> Ref Save Made 11DMG +3 = 14DMG His on -12 roll to Stabilize
+ see if your unconscious +1HP FH -11DMG
Lady 10 -> Runs to Jack places her hands on him and says a few words.
CMWs 13hp back Jack.
Scarlet 5 -> Runs to Hall and pops a cork on a potion and down his neck.
roll Healing on him Scarlet.
Anne 5-> Hold or uses fire ball.
Teddy 1-> With Prof
-------END COMBAT------END ROUND-----
You have killed it, With the Fire ball and two arrows in this and the last round its deaded.
Well done, that was a hard critter,
Gain one level
:)
Its dead on the floor
Zaeltor |
"Well done all" - Zaeltor congratulates his companions, as he approaches the fallen creature to observe it more carefully.
"Now... I know I kept asking for information on what this monstrosity is, but another, more pressing question comes to mind" - he looks around the room - "WHERE did it come from..? And will there be more of them?"
Gigar |
Gigar looks at the machine in the middle of the ball room. We can only assume it came from that. I'd bet a noble's coin pouch that the gate can in fact be opened from the other side. His glance looks towards the lady, and dips his eyes slightly down her body as if looking for something. He then smiles and says, Speaking of a noble's coin pouch...
Zaeltor |
ROFL!! Gimme the CASHHHHHH!!!
Little Orphan Annie |
Annie shots an extra fire bolt at the beastie watching it burn. jumping up and down clapping as it burns.
hehehehehe, yay Ashes, Ashes, they all fall down
Little Orphan Annie |
Scarlet sees to any one else who is wounded (Hall etc) then makes sure the fire is not going to spread,
"So... 'Safety Warden' can now go on my résumé?" She comments with a slight grin.
don't worry I can watch the fire spread just fine...
GM Capt Wombat |
The beast lays dead on its back is a kind of device, now burned out, if you go over to the gate you find the head of a second beast, severed clean
Make some rolls
Rolls
Int
Nature
Tech
Perception
Mathematics if you have it.
You all get a new skill knowledge (Tech) [int]
So you may want to rethink that 4th level skill spend
You have the beast body's, the lady's dad's notes, the prof [when he's awake] and the gate.
-----Noon-------
Max comes back after 3 hours, is a bit shocked at happened, but he puts a color on the prof, so you can talk to him and he can't use his powers. He also seems a little more less cocky and more cooperative.
The lady's agrees you should get paid now.
You get 500gp each, she says its a weeks wages and if your willing to keep working for her get the same again and more.
Then she has a long meeting with Max about setting up a company. It gos on most of the day but at the end he comes to you with a new contract for each of you.
You will be working for her lady's company exploring what on the other side of the teleport gate. Any thing found and brought back will be sold or kept by you in loo of a 5% pay out from finds. That night some men come to take the beast away, all Max or the lady will say is 'Army' and your all given 8300gp more as your 1st dividend for being in the company.
-------night-------
An impressively uniformed man come in around midnight and your all called to a meeting.
if you wish to do something during this time please let me know once done we will go over the meeting
GM Capt Wombat |
Any one who makes a
They activation key is triggered by the wayfinder, it's locked to the DNA of the lady's family blood line.
You find in the notes that it says the gate can be avtivated once a day, then it auto reactive 12 later for recall. You note its was around 12 hours from the night before that the beast whole and part showed up. This means the gate takes 12 hours to charge after one teleport and is set to auto teleport after that, Max teleports in 1 day
1 activated my the key
1 auto teleport 12 hours later
Then you must wait 12 hours before you can activate again.
Other crystals or keys may let you reprogram the gate as there seem to be other destination glyphs but they are not compleat.
Gigar |
tech: 1d20 + 1 ⇒ (11) + 1 = 12
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
According to this, we need to wait about 12 hours till we can reactivate the gate. Then we will only have about 12 hours after that to explore and get back, or we are stuck over there forever. I don't see anything about the gate being two-way. Meaning that if we open it the first time to go through, we can just come back at that time. It would be wise to set up an allotted amount of time before attempting to come back through the gate. I can currently travel for 5 days before running out of supplies, as long as we can find a source of fresh water. I propose, we open the gate Monday morning, say 0800. Come back at 1600 and report our findings and get a better idea of what to prepare for. Tuesday morning we head back and explore a larger area, coming back Saturday at 1600. My Lady, this means you must reopen the gate at 0800 Saturday morning so that we may return that afternoon. Any problems with this plan?
Sorry, don't quite yet understand days of the week, nor do I know what day it is. This just made it easier.
EDIT:I almost forgot, if anyone has gold left over, we should invest it in getting a Handy Haversack (2000 gp, ouch) and also, I would like to start pooling some money into a "party fund") for things like Trail rations, clothing, and other mundane purchases. If you are ok with this, I have 8 gold left to contribute.
I can create a profile specifically to track party funds/loot if you all would like.
Hall Stewart |
know: tech: 1d20 + 2 ⇒ (4) + 2 = 6 perception: 1d20 + 15 ⇒ (16) + 15 = 31
"huh, it seems that only the lady's bloodline can use the wayfinder, to trigger it interesting... I see one problem, what would happen if she were to be attacked while we were gone, we would be stuck"
Little Orphan Annie |
when the burning of the creature is complete Annie gives a sigh.
she heads to see max.
I was not hired by the lady before and I am in your employ presently. I could not accept such an offer without your opinion. can you handle things without your little spy?
GM Capt Wombat |
Hopefully Max can keep her safe while we are away.
The lady agrees to opening the gate when you ask this end.
Max says someone will be along later that he hopes will help with the security side of things but it's all hush hush.
The millinery type who comes later
Hall you can see the head of the scone beast must have been severed when the teleport happened as the beast was not fully on the 20' plate just it's head.
NPC Max the Scrub |
when the burning of the creature is complete Annie gives a sigh.
she heads to see max.
I was not hired by the lady before and I am in your employ presently. I could not accept such an offer without your opinion. can you handle things without your little spy?
Max says
"I got a stake in her ladyships company company so your still working for me, and just do you all know Anne is my eyes and ears on the other side, she's not all about fire, she's got skills you can use other than killing stuff. But you mess up, she's going to tell use on the board,"
Lady Lilly Orina Inna Garnet |
Jack had been taken into a meeting with her ladyship and Max before this time.
You did not know what about but you do now you think.
"It was agreed by the board of the gate company, now in ownership of the gate and key. The same company that pays you all wages and 5% of its profits. It's also the same company that's put under Jacks control petty cash fund for trips. Now if you have a problem with that I will gladly inform the board at our next meeting"
With that said she gos back to her office/study.
Some time later there is a knock at the door.
There is a group of military types but your not 100% on what kind.
Local Knol DC 18
A Very well dressed gnome stand at the front, with a half giant of a man behind him.
As they enter he nods to the big man,
"Secure the building and sort out a billet Sargent, I trust you know what to do. The big man and 4 others head off around the house.
The Lady and Max come out to greet the new commer.
Little Orphan Annie |
because she like Jack, silly. you never did notice that stuff, remeber susan? ahhh probably not, she liked you like nobody's business, but you were soooo worried about how pretty your hair was...anyway enough about that. I got stuff to get
Hall Stewart |
Hall inclines his head "any information you can give on important topics such as that would only help us to do as you wish, and would be most appreciated besides"
Turns to Annie "hey, don't knock the hair, ladies love the hair," he says with utmost seriousness then his tone turns somewhat sarcastic "and surely when picking the leader for not only her protection but also dangerous missions on her behalf she would know that to pick candidates with such a criteria, doing so would only endanger the one that hypothecitially speaking of course, she has feelings for,
Commander Ross Biven |
Commander B nods at the lady
"Your ladyship, a pleasure"
The he looks at Max, who leads him to the dead remains of the two beasts at the gate.
He takes his time looking over the two, then at some of the notes.
Then he walks over to the prof siting in a chair looking dejected.
"Yon Max when you came to me today talking about this fantastical story of yours and asking for a mind-Mage Collar I was skeptical and to be honest I still am I will concede its a teleport device of some kind, to where, that's yet to be proven, and to what use again yet to be seen. That being said the creatures here are of interest to my departments work, so ill fund this little enterprise as agreed, paying a bounty on Anything of use to me you can bring back. "
He taps the prof with a cane.
"And your lucky you little mind $&@@& not to be on a spike outside the city's gates right now. Max had not said you where of use to him that's where you would be."
Lady Lilly Orina Inna Garnet |
Sorry, not really much time. Will update character as soon as possible. Will also offer services/employment with/for the Lady
You are signed up, She Asks if you have gone over your tech report, saying Max made it clear to her what Anne said it was.
Hall inclines his head "any information you can give on important topics such as that would only help us to do as you wish, and would be most appreciated besides"
Turns to Annie "hey, don't knock the hair, ladies love the hair," he says with utmost seriousness then his tone turns somewhat sarcastic "and surely when picking the leader for not only her protection but also dangerous missions on her behalf she would know that to pick candidates with such a criteria, doing so would only endanger the one that hypothecitially speaking of course, she has feelings for,
She looks at you.
"Not what I wish Mr Stewart but what the Board wishes, My relationship with Mr Jack is a business one and nothing more, please re-frame from speculation about my personal life in future, I find it some what vulgar. As it stands the Board is willing to let both you and Scarlet carry one as before. But remember it is on the grounds you only act in the best interests of your team and the company. Any actions taken outside of that for a 3ed party will lead to the termination of your contract, I am sorry but that go's for every one. Just as the Board agrees not to unduly put the team at risk. We all have the opportunity here to gain considerable wealth and knowledge. That and that alone should be paramount in out thoughts."
Stg Noss Linker |
Later with the Commander
Comes down and Reports to the Commander
"Found a room Sir, old house staff quarters Sir, the butlers helping use get the cots fixed up. Ill have the lads sort out petrol's, O and the Lab guys are here for the critter things sir, shall I let em in, check their IDs"
The Commander nods and
"Carry on Sargent Linker"
"Right ya are sir"
And he helps but the body parts in Sacks to be taken away by four lap looking techs.
Commander Ross Biven |
Commander B looks to the rest of you.
"1st thing I know about your run in with the Eye, worrying and they are not the only group you have to worry about, the city has enemies far more pressing and dangerous than the All Seeing eye to worry about, this is why all this must be kept as low key and as secret as possible. Security wise this end that's now my concern and not yours right now, I have a good team in the house and others outside unseen. This will give us some rest. Also in a government warehouse is a box labeled, with the Gates info and ID, as of now officially, that's where the Gates is. So only you and some in may department know its here. So no going outside with any thing that could give that away. Now Max here says your a crack team, I have my doubts but he has done things for me in the past and I have come to trust his judgment"
With this he looks at Max who winks at him so you can all see in a cheeky way.
"And as by law her ladyship owns both Gate and Key, its over to her and so you. Your task then is to see if that thing in the next room is what your Father my-lady thought is was and if its of use. So saying all that I bet your now full of questions, best ask them now, you may not get another Chance to see all of the Board in one place again."
He looks at Max and the Lady then back at you.
Olrik Adamant, son of Durrik |
Olrik shakes his head slowly...
"I dunno if I can do this...." he says softly... "I be truly sorry... but it be one thing ta face down men... but eldrich abominations from gods know where... I don't think I can do it...."
idk guys but I can't seem to keep up with the story... all I know is there was a magic box and a lady needed protected and then I lost track; the rules are pretty stron for a rules light game..... and nothing seems very connected.... I have to withdraw
Hall Stewart |
"very well, just know my actions are my own, there is no one pulling my strings, I work for you because the cause is good and the pay is better, but I choseto work for you and work for you I will" he seems quite adamant about this.