Sajan

Urram's page

367 posts. Alias of Nikolaus de'Shade.


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@GM West - anything else needed from me? I made a level 8 character since the party were mentioned as being that level, but I can de-level if required.


This is Nik's submission of a Self-Perfection Psychic.

The profile is complete (bar the status bar) although if selected I might ask to compare spell-lists with the current players to make sure there isn't too much cross over.

Hopefully the background is sufficient/suitable. I skimmed the adventure background for book three and took a quick read through the gameplay thread to get the key names since it's been a long time since my last game of Mummies Mask died (early in book 3). Happy to make changes if you would like.

Thanks in advance for the consideration.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"Move." Urram says, in no mood to trifle.

"Once you are safe, then we may consider coming back here."


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"Recover your gear so we can get you safe!" Urram commands the alchemist. "Anything else can wait for another time!"


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"There are no other options. We must complete the mission." Urram replies. "The sooner Gattlebee is safe, the sooner I can begin the necessary repairs."


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"We can deal with that later." Urram says firmly. "Gattlebee must collect his equipment immediately."

Unfortunately the damage done to his chassis is extensive, without significant time and the proper tools he won't be able to do much to repair it.

Guessing its not been an hour since I last medicine'd so no healing for me!


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram's body may be buckling under the pressure but he fights on regardless!

Study: 1d20 ⇒ 12
Strike: 12 + 8 = 201d8 + 3 + 1d6 ⇒ (3) + 3 + (6) = 12
Strike 2: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 3 ⇒ (4) + 3 = 7


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Study: 1d20 ⇒ 8

"I am working on it." Urram replies flatly before lashing out with spiked chain once more.

Strikes: 8 + 8 = 161d20 + 4 ⇒ (1) + 4 = 51d8 + 3 + 1d6 ⇒ (6) + 3 + (2) = 111d8 + 3 ⇒ (7) + 3 = 10


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram strides in to provide the support, analysing the robots as he goes.

Study: 1d20 ⇒ 1

Unable to tell much he settles for providing a flanking position.

Intimidate: 1d20 + 4 ⇒ (6) + 4 = 10


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Medicine Sansnom: 1d20 + 8 ⇒ (19) + 8 = 274d8 + 2 ⇒ (8, 7, 4, 6) + 2 = 27
Medicine Urramm: 1d20 + 8 ⇒ (11) + 8 = 192d8 + 2 ⇒ (7, 6) + 2 = 15

"A moment." Urram says, "Sansnom I require your assistance in fixing my exoskeleton."

Having provided an excuse to step out of sight of the others for a moment, Urram hands over another vial of chalky liquid and proceeds to efficiently reset Sansnom's bones, using the liquid as a kind of glue. It works rather well.

His own curative methods are less effective, but still passable.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

The Jitskai soldier sizes up his remaining foe and then brutally disables him with a blow from his spiked chain that rips the gun (and much of the gunners hand) away from his arm.

Study: 1d20 ⇒ 19
Strike: 19 + 8 = 271d8 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13

"Are there any more?" He asks Sansnom as he retreats to stand beside her.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Study: 1d20 ⇒ 11

Urram closes in with the thugs and lashes out with his spiked chain once more!

Strike: 11 + 8 = 191d8 + 3 + 1d6 ⇒ (6) + 3 + (6) = 15


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"Follow him!" Urram commands Staccato and Katherine. "We will hold them off!" He glances at Sansnom for agreement.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram strides back into the fray, evaluating his foe as he goes.

Strategy: 1d20 ⇒ 15
Strike: 15 + 8 = 231d8 + 3 + 1d6 ⇒ (7) + 3 + (3) = 13


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram ignores the flames since they have no chance of damaging his armoured chassis and lashes out with his chain as he closes with the gunner.

Strategy: 1d20 ⇒ 19
Chain: 19 + 8 = 271d8 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"Now." Urram says simply. He spends a moment examining Sansnom, mutely handing her a small vial of a thick, chalky paste, and then leads the way out of the house.

Medicine: 1d20 + 8 ⇒ (13) + 8 = 212d8 + 2 ⇒ (3, 4) + 2 = 9


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram strides across the room to help Sansnom.

Grapple: 1d20 + 7 ⇒ (15) + 7 = 22

He jabs one metallic fist into the chameleon's head just behind its eyes and then wedges its jaws open when it shrieks in pain.

"Now Staccato!" He commands.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"Immediately." Urram says flatly. He is looking outside rather than inside, Sansnom has that under control.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Engineering: 1d20 + 9 ⇒ (19) + 9 = 28
Engineering: 1d20 + 9 ⇒ (7) + 9 = 16

Fortunately both the devices are relatively simple and Urram is easily able to interfere with them both - removing the thunderstone and carefully redirecting the nozzle to clear the way to the house.

"I do not like this." He comments quietly. "If we were expected, why was Gattlebee not waiting?"

Still there's no point lingering at the gate so the automaton leads the way up the path.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram has ensured that tips are sent to the marshals and that the construction sights on the Bottleneck Bridge have been closed, and thus made unavailable for ambushes. He also insists that the escort mission take place around an hour before dusk, thus ensuring that anyone with dubious intentions may have to fend with the Shieldmarshal's checkpoint - probably not a true deterrent, but every little helps.

He leaves Sansnom to do the talking though, keeping a sharp eye on the surroundings instead.

Perc: 1d20 + 8 ⇒ (15) + 8 = 23


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram, who has never been accused of being overly sociable, spends two days thoroughly scouting the possible routes from Gattlebee's house to the Barrel & Bullet.

Perception, On the Case: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 111d20 + 8 + 1 ⇒ (12) + 8 + 1 = 211d20 + 8 + 1 ⇒ (1) + 8 + 1 = 101d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13

He is generally unsuccessful.

1 preparation point...

Day 3: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 201d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

These failures eventually come good though as Urram discovers a little used alley which provides a useful and quiet sort-cut.

4 preparation points total.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"Of course." Urram seems utterly unsurprised by the demonstration. "I could not reverse whatever process made you this way, but should you suffer injury I can at least offer some assistance. I am well versed in breaks and setting bones. Privacy is often requested during treatment so that should be no problem."

He pauses and then speaks again. "If you were willing I would be very interested to learn how you came to be this way. You do not owe me an answer however, I understand this. Consider it a statement of interest should you ever wish to discuss it."


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"My apologies." The automaton replies. "I used to be more proficient. When I had someone to speak to." An astute observer might detect a hint of some, thus far unknown, emotion in his voice.

"My conclusions are my own, unless you will confirm them" He counters. "As for whether I spread them, I see little need. They are theories. Should they be confirmed..." He spreads powerful, metallic hands. "I am a healer when my skills allow, and I follow the healer's code. I do not reveal details of those I treat. If that is sufficient then good. If not I will not offer my services again, since you do not wish for them."


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"I care not for what you are meant to have done." Urram says flatly. "It is unlikely that you did it. Your antipathy to Shieldmarshal Loveless, and her penchant for falsifying information makes the case quite clear. I am more interested in what you are."

His metallic dome cocks to one side. "Would you like to hear the points in question? Your pace is shorter than would be expected for someone of your height. Your gloves are too thin and, as you are aware, all of your joints are too pronounced. There should not be as much noise when you stretch out your fingers, or walk. Comprenez vous?"


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"Commissioning a robbery, handling stolen goods, aiding and abetting fugitives, smuggling." Urram counters flatly to Foebe's little joke. "Quite a rap sheet."

It seems the automaton is neither capable of being easily scared, nor has a sense of humor.

As to the tavern owner's blithe assumption that the group will continue to work together the automaton keeps his peace. It is clear that Dunsmith is far less confident than she appears and is attempting to keep the circumstances moving in order to prevent anyone speaking up or disputing her leadership.

A powerful patron indeed if true. But rings are easily stolen, or made. She provides no real proof. Interesting.

Rather than speaking up his smooth metallic head moves silently to observe the rest of the group.

How will they react? He wonders, attention focused particularly on the 'woman' in the dark cloak. Her attitude reminds me of Aliah. But why would she refuse my help? A mystery. And he does enjoy a mystery...


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Medicine: 1d20 + 5 ⇒ (16) + 5 = 212d8 + 1 ⇒ (3, 4) + 1 = 8 Stacatto heals 8 damage.

Urram seems to have finally got the hang of treating a leshy and patches Staccato up before the group returns to the Nailgobblers.

With the way out cleared he seems quite happy to head, as quickly as possible, for the Barrel and Bullet.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram sizes up the new opponent.

Strategy: 1d20 ⇒ 12

And, coming up with a reasonable target, moves to flank it before lashing out with spiked chain!

Attack: 12 + 7 = 191d8 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Strategy: 1d20 ⇒ 8

Urram studies the oncoming gnolls and then lets out a loud roar that echoes strangely in the junkyard.

Intimidate: 1d20 + 3 ⇒ (17) + 3 = 20

Then he advances alongside Katherine and Staccato.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"Indeed you are." Urram replies oddly. "Staccato. You should stop getting hurt so much. We will need to wait before I can do anything else for you."


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"That was well done." Urram comments. "You are skilled. To remove a spirit from a machine is no small feat."

He'd know, he isn't far different from the tormented soul.

"Allow me to aid your recovery." He adds, stepping towards Sansnom.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Alk Lore: 1d20 + 6 ⇒ (8) + 6 = 14

"There have been many daring dirigible pilots over the last two centuries." Urram says flatly. "It seems that you are right." He adds, nodding to Sansnom. "This one was not very good."


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram takes the time to do some work on Sin before accepting a healing potion from the goblin.

Medicine: 1d20 + 6 ⇒ (10) + 6 = 162d8 + 1 ⇒ (5, 7) + 1 = 13

Sin gets 13 HP back.

"I am ready." He declares calmly.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Strategy: 1d20 ⇒ 15

Having had time to examine the creatures Urram aims a powerful blow at the creature he is flanking.

Strike: 15 + 7 = 221d8 + 3 + 1d6 ⇒ (1) + 3 + (1) = 5

He follows up with a second blow.

Strike: 1d20 + 3 ⇒ (17) + 3 = 201d8 + 3 ⇒ (5) + 3 = 8


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram strides forwards, his keen mind evaluating the hounds ahead.

Devise Strategy: 1d20 ⇒ 2

Since he isn't familiar with their anatomy he avoids a strike and moves to one side to draw the creatures attention.

Move, devise, move again to provide a flank for Katherine/the next person.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram examines the various projects on the tables with a keen eye before continuing down the path ahead.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"There is an ooze on the water." Urram reports. "Be wary."

He moves to examine the levers, centuries of experience giving him some idea of what to do.

Engineering: 1d20 + 6 ⇒ (9) + 6 = 15

"There." He rumbles after a few minutes to work. "That should drain the pond. I will move the box next."


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"There is something at the bottom of the pool." Urram comments. "It may be wise to investigate."

Open a case: what's on the bottom of the pool?

He examines it as best as possible through the water.

Perception: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Lore Alkenstar: 1d20 + 6 ⇒ (1) + 6 = 7 Anything about the gnoll tribe in the junkyard?

Unable to recall anything of significance about the gnolls Urram turns to the injured. "Let me examine your wounds." He says to Stacatto, kneeling down and probing her wounds with one careful finger.

Treat Wounds: 1d20 + 5 ⇒ (7) + 5 = 121d8 ⇒ 2

Unfortunately it appears that leshies are out of his experience and he is unable to get much done. However, since time doesn't seem to be of the essence, the automaton takes his time and tries to improve his treatments.

Treat Wounds: 1d20 + 5 ⇒ (2) + 5 = 71d8 ⇒ 4

It doesn't help.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram's hulking 'orc' form continues on without any acknowledgement of the Deputy Shieldmarshal. While he doesn't trust the goblin who has so 'selflessly' intervened to help them he isn't willing to turn down a guide in the current circumstances.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Craft: 1d20 + 6 ⇒ (11) + 6 = 17

Urram examines the structure with a discerning eye and then lashes out with a single fist. The bullet whistles past his arm and shatters the post Urram just hit.

The automaton steps back and points.

"There. Hit there."

Then he turns to examine the leshy.

"Your movements suggest that you are injured. Chew on this and I will examine you shortly."

Battle Med: 1d20 + 5 ⇒ (12) + 5 = 172d8 + 1 ⇒ (1, 4) + 1 = 6


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"Clever." Urram says flatly.

Strategy: 1d20 ⇒ 3

Without an obvious way to strike the woman he attempts a little battlefield repair and closes in.

Battle Med: 1d20 + 5 ⇒ (19) + 5 = 242d8 + 1 ⇒ (5, 5) + 1 = 11


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram nods sharply and heads straight for the office, having closely studied the building plans, or what they could find about it at least.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Strategy: 1d20 ⇒ 16

Urram circles and waits until the construct is rocked by Dawn's blow before lashing out with his spiked chain and tearing an arm off with brutal tortion.

Strike: 16 + 7 = 231d8 + 3 + 1d6 ⇒ (3) + 3 + (4) = 10


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Fort: 1d20 + 4 ⇒ (2) + 4 = 6

Urram's auditory processors shut down to deal with the horrendous noise so he focuses on striking the constructs down. Sadly he is unable to find a suitable weak point and withdraws to stand with his companions, Dawn and Katherine.

Strategem: 1d20 ⇒ 5
Strike: 5 + 7 = 12


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram, who looks like a heavyset orc, complete with tribal skins as clothes glances through the lockers and closes each one neatly behind him - dismissing the contents. Besides, they want to move quickly.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"You are correct, Miss Hamilton." Urram's precise and modulated voice still carries a faint trace of accent, a subtle stretching of certain vowel sounds that simply doesn't sound right. "Enter carefully and leave obviously. That creates more opportunity to flee and makes a point. Use the side door and make for the vault swiftly. Destroy any clockworks that get in the way. Then leave through the front doors and head for the sewers. It is a sound plan, if lacking in detail."


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

True to his word Urram departs the pub with surprising stealth for such a large mechanical construct and heads for a familiar area of town. The craftsmen and tinkerers of the area know Urram well - he has been buying parts there for over a century.

Diplomacy, On the Case: 1d20 + 1 ⇒ (1) + 1 = 2

Unfortunately the Wailing Scrapyard is out of the knowledge of his usual contacts.

Diplo, On the Case: 1d20 + 1 ⇒ (3) + 1 = 4

And even asking some less than reputable sources gives him nothing.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

The hulking metal figure who has been looming in the corner of the small room, watches without comment as the conversation goes back and forth. The prospect of removing a significant amount of gold from Ambrost Mugland is enough to give him a cool sense of satisfaction.

"A workable plan. I will investigate the area later tonight to confirm your information. The most effective time to act would be sunrise, shortly before the shieldmarshals change shifts. Then the ones who response will be tired from a long night and their pursuit will be slowed."


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram enjoys the battle with the spider, or more accurately he enjoys crunching up the tasty spider meat once the battle is won and Issi starts climbing into holes.

"Find anything?" He asks. "Treasure?"

As a dragon he is naturally concerned with the collection of treasure, and although the map seems promising the eventual collection is disappointing.

"This is all?" He rumbles. "Barely worth the effort! Not like jewels!" He had been delighted by Svetlana's payment for the radishes and had nearly charged off the harvest the entire radish patch, until Issi pointed out that Svetlana didn't have many more jewels else they would be living somewhere else.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"Gah! Not like wine! Not good!" Urram splutters. He drops the bottle and stamps on it deliberately! "Stupid human muck!"

He remains put out all the way back to the fort and when Oleg starts threatening the men he nods in approval and backs the threats with a low growl.

Luckily for everyone the dragons bad mood doesn't last much longer and within a day or so he's cheerful again.