DM EngineHouse - Smoke and Shadow (Inactive)

Game Master EngineHouse


751 to 800 of 1,163 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

Male Human Engineer 1/Gamer 4

"Those ruins are a strategic liability. If I could have them levelled I would. You've made the right call with the firearms. You'll have plenty of time on the ranges once you complete this 'induction' mission. And...Vhailor, correct? The spell used to trigger volcanic furnaces is a cantrip called ignite. It's one of several spells you'll see for the first time in Delve. Of course, I can't tell you much more than that."

He moves towards the door

"Now, I've thankfully still got half a company left to run. Private Jax here will show you to the detention block. You'll technically still be prisoners until you've cleared out the ruins, but the block is far from a damp cell. There will be tier one equipment provided for you there along with all your confiscated kit, and a range to try it out on. The tram to take you to the northern tunnels will depart in 24 hours. Be combat-ready in 23 hours time."

With that, he leaves along with one of the guards. The other looks about the same age as the nervous looking watchmen who detained you - early twenties or so - but is much more heavily built and, now that his superior has left, stands with the calm readiness of a veteran. He speaks with a hit of sarcasm.

Salvin:
This is the man who your divine senses showed to be evil.

"Follow me, gentlemen"

Without saying a further word, he leads you off down the corridor. It isn't a long walk - it looks like the building you're in is set up to process new arrivals like yourselves.

You come to a door as heavily built as that of the one your cage arrived in. Jax retracts the double bolt and pulls it open. Beyond is a large dormetry with what must be sixty beds. At the far end is some kind of weapons rack holding both firearms and your own equipment, along with a second door. One corner of the room is taken up by a sizable, plain-looking kitchen area.

"Mercs usually come in batches larger than five. You guys won't keep the grinder fed for long. After you"

He stows his quad-barrelled weapon over his sholder and points into the chamber with an exaggerated gesture.

Sense Motive DC15:
This is the best chance your going to get to escape custody, and he knows it. He's feigning complacency - you suspect he'd like nothing more than for you all to try and rush him.


Dwarf Ranger (Trapper)/3

Sense Motive 1d20 + 1 ⇒ (20) + 1 = 21

"I may not like being here but I'm not as dumb as your arrogance suggests. If you're the best this place has it's no wonder they need us."

With that Damrang coldly walks past Jax, ignoring the man completely.

What a fool.


Male Human Paladin 3

Salvin looks at the man who guards them closely, seeing if there is any guilt in him.

Sense motive 1d20 ⇒ 9

"We are not five. I stand with my goddess. These men stand arm in arm with hundreds more people and their gods. We are never alone. But I sense that you will very much remain by yourself unless you change your life's path."

His sermon concluded, Salvin walks into the dorm to rest up for the assault.


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

Gregory eyes the firearms appreciatively, but refrains from collecting any just yet, favoring retrieving his own equipment.

"We should rest. I dare say that we will have a big day tomorrow..."

He then tries to find a comfortable bunk, and get some sleep.


Male Dwarf Oracle 3

Sense Motive 1d20 - 1 ⇒ (7) - 1 = 6

Odol pointedly ignores the guard and heads into the chamber, heading over to retrieve his gear. "You've got that right Salvin. Anyone know where the captain was thinking that magical healing was going to come from? I think we could use it though I'm happy to do the honors if we're on our own."

Hoping I didn't forget us getting healed someplace along the way. If so, ignore that last bit.


Gnome Wizard (Familiar Adept) 3

Vhailor enters the room without giving Jax a second thought and spends some time looking over the firearms... and peeking into the area behind the 'second door'.


Male Human Engineer 1/Gamer 4

Vhailor, there are a variety of weapons available, both single and two-handed varients. They aren't rifled by the looks of it - smoothbore only. On the floor is a crate of paper packets which you presume is the ammunition.

Furthermore, there is a shelf of glass bottles: ten vials of alchemist's fire, ten viles of acid, a healer's kit, five doses of bloodblock and ten potions of cure light wounds.

Looking through the second door you find a long, bare chamber. Rails run along the roof carring small shuttles. Hung from them are man-sized wooden targets. A leaver at the end of each rail makes the target fixed to it slide closer or further away.

Back in the main room Jax talks after Damrang as he closes the door

"Don't like being here? Awww. I'm sure you'll be home soon - you might have you brain scooped out and your teeth full of villager, but you'll be home"

With that, the door locks shut. He doesn't see to have a retort for Salvin.

It's currently late in the evening according to a large, quietly ticking clock hung on the wall.

In response to Salvin's question over in the OOC thread, over the next 24 hours your spells will replenish once.


Gnome Wizard (Familiar Adept) 3

Small hands idly clapping as his gaze moves over the selection of guns and explosive potions, Vhailor eventually selects the largest two handed weapon he can find. Struggling even to lift it, he stuffs a handful of the paper packets into his pocket and makes for the shooting range.

Once there he starts by sending the target to the farthest position and then struggles with the gun itself... trying to first figure out how a little packet of paper will make it go boom.


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

Gregory is going to wait until the morning to 'test' the firearms; operating heavy machinery whilst tired is never a good idea ;-)


Male Human Engineer 1/Gamer 4

Vhailor, you remember most of what the grenadiers did near the waterfall to operate these weapons. Pulling the end of the paper cartridge you pour the contents - first the powder, then the lead ball - down the barrel. Finally, you tip a small pinch of powder into the pan above the trigger and snap it shut. The weapon is clearly built for a human or dwarf - you're having a tricky time lifting it. Nonetheless, you get it sholdered and line up it's open sights.

You're using a medium musket. You're suffering a -2 size penalty and a -4 nonproficiency penalty, for a total penalty of -6. Hitting your target requres a touch attack vs AC 10.


Male Human Paladin 3

Salvin stands in the doorway as he watches Vhailor struggle with the oversized firearm.

"You seem to be a natural with this."


Gnome Wizard (Familiar Adept) 3

Grinning eagerly Vhailor 'loads' his blunderbuss before aiming it down the range with no small measure of difficulty...

Oversized Musket: 1d20 + 2 - 6 ⇒ (6) + 2 - 6 = 2

...managing to trigger it but with flagging tired arms instead blowing a long gouge in the ground about 10 feet in front of him. Blown backwards by the force of the blast, he starts giggling like an excited child.


Male Dwarf Oracle 3

Odol breaks out in laughter, nearly coming to tears.

I have not laughed so hard in years. It is good to be amongst such boon companions.

"Vhailor, it appears we have found our marksman. The Twists won't stand a chance. So, what do you all think of our latest acquaintances? I must admit, I don't exactly trust them, but this does seem the best way to achieve our objective."


Gnome Wizard (Familiar Adept) 3

Slowly stifling his glee as he sits on his arse regarding his handiwork, Vhailor smiles at Odol before turning his attention back to the rifle.... perhaps if I put two of these powdery packets in at once....

Saying almost offhand "They seem nice enough to me... I mean they gave us these fun toys - while the twisties only tried to trick us into getting killed."


Dwarf Ranger (Trapper)/3

"What is going on in here?! What was that?"

Damrang moves into the room with his hands over his ears.

Vhailor, I should've suspected.


Male Human Paladin 3

Salvin smiles a bit at the display and notes just how destructive even a simple Delve weapon can be.

"I don't fully trust them, no, but if they are being honest about the necromancers then this is a good chance for us. Whatever you do, don't trust the man who lead us into the dorms. He is evil, my goddess revealed. None of the others we have seen showed such a taint, but that doesn't mean they are good. Or even on our side."


Male Dwarf Oracle 3

"I just have this feeling that there is more to this story that we are not hearing. So, this man Jax is evil, but not the others? I wonder if he is a traitor in their midst or whether he is just another soldier twisted to the side of darkness?"

Noticing Vhailor continuing to play around with the rifle, Odol takes a closer look at what the gnome is up to.

Knowledge (Engineering) 1d20 + 6 ⇒ (20) + 6 = 26

"Here, let me see if I can help you with that Vhailor before you hurt yourself...or us."


Male Human Paladin 3

Salvin watches the other two mess with the mechanical weapons and takes a closer look, hoping to figure out more about the mechanisms by watching them.

Knowledge: Engineering 1d20 + 6 ⇒ (2) + 6 = 8

"The things the Delve can do are fascinating. But you're right, Odol, we can't let that blind us to whatever agenda these groups have. I doubt any of them truly care about the village or us, just their own little war."


Gnome Wizard (Familiar Adept) 3

Vhailor cradles his new boomstick protectively, gesturing that Odol can get his own, before relenting and allowing him to look over the weapon "You think if we put three times as much powder behind the ball thingy it will make it three times as good?"


Male Human Engineer 1/Gamer 4

Odol:
The thing uses advanced chemicals but it isn't terribly well crafted. It's parts are precisely shaped but badly fitted together. You suspect it would have a chance of jamming when fired with the proper ammunition. Putting double charge in it will certainly not end well.


Male Dwarf Oracle 3

Odol looks sadly at Vhailor, "I'm sorry Vhailor, but that is only more likely to end in disaster. You'd best stick with the regular charge or it will almost certainly explode in your face. There is something odd about this however. The parts of this device appear to be well-machined, but it is not assembled well. I am left to wonder if our erstwhile allies really know as much about this as the let on. Or, perhaps they are merely leaving their lesser specimens for us."


Male Human Paladin 3

{b]"That would make some sense. Why give the newest recruits the best gear? Especially if they are afraid it will be stolen or used against them. This probably will do use about as much good as a crossbow in tight quarters. And I know a lot more about how to use a crossbow than these machines."[/b]

The paladin sighs as he looks around the room. "I just wish I knew what was going on, for certain."


Dwarf Ranger (Trapper)/3

"We are being used Salvin, that is what we know for certain. As long as we keep in mind our mission to save Ivandeigh, all will turn out for the best."

I hope


Gnome Wizard (Familiar Adept) 3

Frowning slightly at Odol's warning words, Vhailor reloads conventionally and takes another shot...
Oversize Boomstick: 1d20 + 2 - 6 ⇒ (12) + 2 - 6 = 8
...getting closer to the target this time - the shot striking the wall just to the left of it.

Shaking his head "Perhaps I need a bigger gun... might make it a bit easier to hit the target..." mulling before adding "Getting rid of this necroman would be a good thing regardless wouldn't it - I mean making the deadies walk around is not nice.... I'll just focus on that perhaps and leave the politics aside for now." with that he props the end of the weapon on the ground and moves to look down the barrel of his blunderbuss.


Male Human Engineer 1/Gamer 4

If you work out how the gear on the racks is being distributed, we'll move to the start of the mission.


Gnome Wizard (Familiar Adept) 3
EngineHouse wrote:
Furthermore, there is a shelf of glass bottles: ten vials of alchemist's fire, ten viles of acid, a healer's kit, five doses of bloodblock and ten potions of cure light wounds.

Vhailor would take 3 vials ea of alchy fire and acid, plus one cure light


Male Dwarf Oracle 3

"Going to do a bit of healing on myself before sleeping. I hope we can conserve most of the potions." Odol begins to murmur a words to the gods while running his hands across his numerous wounds.

Casts Cure Light Wounds 1d8 + 2 ⇒ (6) + 2 = 8
hp 9/18
Casts Cure Light Wounds 1d8 + 2 ⇒ (8) + 2 = 10

"I am out of healing magics for today, but if any of you are still wounded, we should use some of the potions to heal you before we sleep."

Odol will take one CLW and two of the doses of bloodblock.


Male Human Paladin 3

Salvin will take one of the cure light wounds potions and one of the bloodblock doses. He'll also take one alchemist's fire and one vial of acid, in case he is wounded and has to deal damage from afar.

Salvin is down 1 HP. Am I correct in assuming that will be recovered with sleep or do I need to have someone make a heal check to deal with it?


Dwarf Ranger (Trapper)/3

Damrang will leave the supplies to the others.

"Best to go in at full strength. If this is to be a stealth mission at the start you'll want to leave those hell devices behind."


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

Gregory is asleep, but when he wakes up, he will be happy to take 1 acid flask, 1 alchemist's fire, 1 bloodblock, and 2 potions of CLW.

Realistically, when it comes to the healing supplies, I think that they should be equitably distributed, but if people do not want them (I can't imagine why ;-) ), Gregory will take them - we have been provided with supplies, so we should *use* them :-)


Male Human Engineer 1/Gamer 4

Happy New Year everyone. Hope Christmas was good to you. I will retcon in anything more you wanted to do to prepare for the attack before leaving.

You distribute the supplies between you and hit the sack. Over the course of the night's rest you recover 1HP per character level.

In the morning you awake in time to properly don your armour and prepare your weapons. At precisely 9am a squad of Delve Grenadiers files into the cavernous dormentary. You don't recognize their leader - presumably Kriegson has other duties to perform.

"Time to deploy, mercenaries. The carriage is idling. Move out!"

You march out of the dormentry and through more wide corridors. Groups of guards and even the occasional civilian in well-made Delve clothing look at you curiously as you pass, often with a hit of respect. You reach the same station as you came in on and board a steam carriage - this time you are not caged. No other soldiers follow you on board.

"Good luck"

The sergeant slides the heavy door of the vehicle shut and it's chugs into motion. You roll into a tunnel mouth...

...and out into Delve.

The carriage rolls along a viaduct that soars through a forest of tower and pipes. There are no smokestacks - the chimney of every brightly lit factory that rumbles with activity runs right to a nexus in the cavern ceiling high above you - the base of the Choking Tower. The factories come to an abrupt end and you are steaming high above the tightly packed rooftops of houses. Looking back, you see the factory district is built upon a gargantuan stone and steel platform suspended above the housing. What's more, amongst the buildings below you can see more gaps through which yet more tiers of structures can be glimpsed. The whole scene is bathed in gaslight, and he a certain grimey beauty to it.

Then you reach a tunnel at the edge of the vast cavern, and it's gone.

You keep travelling for some ten minutes until finally the carraige rolls to a halt. You disembark to find yourselves in a strongpoint much like the one you witnessed the Wreckers break through. There is another squad of Grenadiers here - they've already opened the gates for you.

"The steam traps have been deactivated for 4 hours, and the automata have been shown your likenesses - they won't attack."

As you pass through the gates, another trooper speaks

"You got some stones on you, storming that ruin. Give them hell for us"

There is no bridge this time, just a wide tunnel that narrows into the pipe-lined corridor. You pass down it emerge amongst the roots of the large tree. Pale sunlight shines down a short incline leading back up into the forest. From here, you can hear the sound of gunfire and spell discharges coming from the Choking Tower much more loudly than before.

A cautious glance out of cover show that you are when Kreigson described to you in the briefing, repeated below for reference:

You will deploy from a tunnel exit a thousand feet from the edge of the ruin, on a slight elevation. Climbing the trees near that exit point will give you a good view of the facility. Our scouts reported the surrounding area was lightly patrolled by infantry. They don't use dogs as they usually would - the scent of the undead makes the beasts unhandlable. The walls of the ruin are full of gaps, but all except the gateway have been filled with light barricades.

We estimate there to be about ten guards topside at any given time, more down below. They don't seem the communicate very frequently - we suspect those on the surface and those working below are members of two seperate formations. This means you will have a fairly wide window to clear the surface before any more twists re-enforce from below.


Male Human Paladin 3

Fully healed from his night's sleep, Salvin makes sure to get up early and prepare for the day's rough work. He watches the Delve pass by with interest and wonders, briefly, if the sentiments from the few people they pass are sincere. Just that thought is enough to make the paladin grimace as he realizes just how much his trusting nature has been damaged by the trials of the past few days.

"We will stop their abominations against god," Salvin tells the troops.

Once the party reaches the surface, Salvin will slowly make his ways to the trees to get a good view of the ruin and the patrols.

Stealth 1d20 - 7 ⇒ (7) - 7 = 0
Climb check for trees 1d20 - 3 ⇒ (19) - 3 = 16


Gnome Wizard (Familiar Adept) 3

Aye - happy start to 2012 for you all :)

Vhailor watches the passing people with his usual wide eyed wonderment. Once they are delivered to their drop point, he awaits reports from Salvin as to where to go and what next.

Vhailor did not take a gun, but he stuffed a pocket full of the ammo before they left.
Prepared spells remain the same, and HP to 8/12 - unless someone nice was able to do some healing checks for long term care on me? :)


Male Human Engineer 1/Gamer 4

From his perch, Salvin is able to observe the ruins in detail and sketches out a map of them.

Map of the surface ruin

The black blocks are high 5' thick stone walls, worn but still tricky to climb. The red lines are wooden barricades studded with sharpened stakes, which provide solid cover and are difficult terrain to move over. The black hatched areas are the gap around the lift platform. The blue square is the top of a ladder leading down. The ten guards seem to be uniformed in the same way as the helix adepts you previously fought.

There are probably another ten or twelve adepts in teams of two patrolling the surrounding area. Once the attack begins, the patrols will take five minutes at least to get back to the ruin.

Perception DC20 or Profession (soldier) DC12:
The patrols are widely spaced. If you stick together you should be able to make your way to the ruin undetected easily enough, but if you try to surround the area it will be trickier.

Mechanically, you will have to select a primary direction to approach from (North, South, East or West). Characters approaching from that direction must pass a DC8 stealth check. Characters splitting from the rest of the party and trying to approach from a different direction will complicate things, and must pass a DC16 stealth check.

If any character fails their stealth check then they and all other characters approaching from that direction will be picked up be a patrol.


Male Human Paladin 3

Perception 1d20 ⇒ 16
Heal check (assisting whoever helped Vhailor 1d20 ⇒ 19
I've got to go help people; I'll post more later today.

Salvin tells the others what he saw and suggests either the main entrance for easy of entry or the upper left corner since it will take the others the longest to get there.


Dwarf Ranger (Trapper)/3

Perception 1d20 + 6 ⇒ (5) + 6 = 11

"Should we take out the patrols first or rush straight in?"

Damrang has his bow at the ready. He seems eager now that the people endangering his loved ones are in sight.


Male Dwarf Oracle 3

Happy 2012 Everyone!
Perception 1d20 - 1 ⇒ (8) - 1 = 7

"I'm wary of traps in that clear area between the walls. Shall we watch a patrol return to see how they handle that area and then attack there? Otherwise my vote is to try to hot that group in the back corner where we can come at them from both sides."


Male Human Engineer 1/Gamer 4

The view provided by the trees carries with it a risk of detection. Anyone staying up there long enough to watch a patrol return to the strongpoint will run the risk of being spotted unless they are skilled in stealth.


Male Human Paladin 3

"Either we need to see how they go in, or we need to handle a patrol first and then go in. I probably used up all my luck hiding from the last batch of twists. So I leave that decision up to you dwarves."

Salvin looks down again at the rough map he's scrawled on the ground for the others to see.

"How much longer until nightfall, do you think? All of you can see better in the dark then they can. And I can just follow you. That might help us get close enough to overcome them quickly."


Male Human Engineer 1/Gamer 4

The idea of a night attack apparently didn't occure to Kreigson when he ordered this mission. It's mid-morning, around 10am. At this time of year, that puts sunset a little over nine hours away.


Male Human Paladin 3

Salvin looks up to see what time of day it is.

"Nevermind. I'm not used to sleeping below ground, it seems."


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

Collecting his gear together, Gregory solemnly takes his position in the carriage with barely a word.

However, once the extent of Delve is revealed to him, his face is suffused with a look of naked avarice.

Imagine what wonders could be derived from this place!

Still, once the party arrives at their insertion point, he becomes much more business-like, sneaking a careful peek at the lay of the land...

Perception: 1d20 + 9 ⇒ (13) + 9 = 22.

"The patrols are widely spaced. If we stick together, we should be able to make our way to the ruins undetected easily enough, but if we try to surround the area it will be trickier. However, I still think that those of us wearing heavy armor will find it difficult to approach undetected..."

Feel free to read the spoiler :-)

Stealth (for when it is required): 1d20 - 1 ⇒ (11) - 1 = 10.

Perhaps Salvin could carry his armor? ;-)


Male Human Paladin 3

It will take him 5 minutes or so to put it back on, and I doubt I'll get much of a bonus on rolls carrying 50 pounds of clanking metal


Male Dwarf Oracle 3

"Well, except for Vhailor, I fear stealth is not our strength. Looks like we better head straight for the ruins. Do you all have a preference for the main entrance versus that back corner?"


Male Half-Elf Oracle of Time (Dual-Cursed) 1 (HP 9/9) (AC 16/11/15) (CMD 15) (Fort +1, Ref +1, Will +0) (Init +3) (Perception +5)

@DM EngineHouse - will you allow assists on stealth checks? I am thinking primarily of Salvin here ;-)

Also, I am perfectly happy to cast Guidance on everyone before we head out.

Is 'take 10' a possibility?


Male Human Paladin 3

With a sigh, Salvin starts to remove his splint armor.

"Once we are in position, if someone will help me put this back on I should be ready within a couple minutes."

With help, Salvin can be back in his armor in 2 minutes. That's much better that what I was thinking. It can be 30 seconds, with help, if it's put on fast and I take a hit to AC.

Stealth check before Guidance buff or any assists 1d20 ⇒ 17


Dwarf Ranger (Trapper)/3

"I will assist you Salvin."

Damrang will move to assist Salvin with his armor.


Male Human Engineer 1/Gamer 4

I will allow assists on stealth checks, but if you give an assist you cannot also recieve one.

Due to the presence of enemies actively patrolling for attackers you will be unable to take 10. I would allow taking 10 on stealth checks against complacent enemies.


Gnome Wizard (Familiar Adept) 3

Vhailor is quite amused at the big man stripping to long johns and attempting to make himself small. Aiming to be helpful he points out where his skin is particularly shiny and tries to cover it up with mud...

Stealth (Assist): 1d20 + 5 ⇒ (19) + 5 = 24


Male Human Engineer 1/Gamer 4

I need you guys to select a direction you are attempting to approach from and each of you to roll stealth. Should you all pass DC8 we will begin combat with you all moving onto the map from any point on your selected edge. The last dozen feet around the ruin are clear terrain, so you will not recieve a surprise round. Should anyone fail you will have to try to silently dispatch a patrol.

Map (Reposted on new page for convinience)

751 to 800 of 1,163 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM EngineHouse - Smoke and Shadow All Messageboards

Want to post a reply? Sign in.