Scrapwall and beyond. (Inactive)

Game Master Azih

Numeria
Iadenveigh Map
Iadenveigh Approach
Loot tracker

Book three started


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Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Glad to hear your stay has not been unproductive," Criek replies to Anody. "And since Sharae can outshoot five Smilers with a 'broken' weapon, I imagine she'll be even more fearsome with a fully operational one!"


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

A days travelling followed by all that has occurred since their arrival at Scrapwall has left Sharae more than a little exhausted... and the mention of resting is more than enough for her to need to stifle a yawn, "Thankyou for your hospitality Dinvaya, it is gratefully received"... and then, turning to Anody, "The pistol is a marvel... a miracle that I could never hope to understand - yet it eats through its charges as if there were no tomorrow. I will need to be more cautious than I have been... or I may need you to find some more of these 'batteries'. Whichever... it has been a long day and tomorrow will no doubt bring more excitement - we should seek an audience with these Raiders... and I dare say that our encounter with the Smilers will not go without retaliation. I could use some sleep..."

No doubt the good professor would happily talk the night away!!!!

Happy to move on to the next day GM!!!


The next day comes with Sharae awakening from a deep refreshing sleep to Pinki butting his head against her and mewling. The cat leads Sharae past a snoring Anody, still clutching his tablet, to Criek

It seems like Criek has not had a good time of it.

Gm Screen:

Fort Damage: 1d4 ⇒ 3
Fort Save: 1d20 + 7 ⇒ (15) + 7 = 22
Fort Save: 1d20 + 7 ⇒ (9) + 7 = 16

He is shivering and sweaty and so weak that he can barely lift his head. His veins are standing out and mark black traces against his skin that show up even through his white fur which is currently matted and clumpy because of all the sweat.

Sharae quickly checks him over but it doesn't take much healing skill to recognize what's wrong with the ratfolk Alchemist. He's suffering from the Bubonic plague, also known as the Daemon's Touch or the Black death!

Criek, please take 3 con damage, 1 cha damage, and you're fatigued also


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

well, crud. am going to assume I can't recharge bombs/extracts/etc in this state unless you say otherwise?

Criek looks up gratefully as Sharae comes into view, gritting his teeth against a spasm of coughing. "...knew that rat-king was bad news." he gasps. "I feel wretched."


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae, looking at Criek with some concern, reaches out to Desna's wisdom...

GM - I hadn't chosen my spells for the days yet... is it cool to have Remove Disease as a selected spell or is it gaming the system a little too much?!?!?

"Don't worry Criek... we'll beat this", and seeing the Professor coming towards them, Sharae quietly gestures for a little space.


Well since you haven't prepared your spells for the day all you need to do is take an hour and you can have any spell you want.

Anody gets up and as Sharae begins her morning rituals goes to get Dinvaya. He finds her not in her small sleeping chamber but in her workshop. She emerges with the impression of a gear pressed into her face.

She grimaces at Criek's health. I will assist also if I can Cleric Sharae

She then goes to her gear room where you can hear her winding up the Chapel gears and reciting something.


cl: 1d20 + 7 ⇒ (19) + 7 = 26

Having finished her morning devotions Dinvaya kneels over Criek and casts a spell. Criek's breathing eases. The cleric sighs with relief It seemed to me that you might need the favor of Desna more as you venture forth Cleric Sharae of Desna

She also casts a spell to restore Criek's lost vigor

1d4 ⇒ 4

The feeling of weakness vanishes from the alchemist. Though the unsightly black marks remain.. at least for now.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Oh dear, you did mention you put down a vermin infestation but I didn't know it would be so... dangerous. Anody says putting away the cool wet rag that he'd been using to try and bring Criek's temperature down


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae smiles at Dinvaya as she sees Brigh's protection at work... checking Criek's temperature, the Desnan whispers that he's going to absolutely fine, "How are you feeling my friend? We will need to be more careful around the vermin of this place... if either of us is bitten again, we must make sure the wounds are cleaned immediately".

...Sharae's attention starts to turn towards the plan for today, "So... I was thinking that we should make contact with Redtooth's Raiders? Unless there is someone else that we should be influencing?"

And I wonder, is that manticore's head still outside?


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

As Brigh's healing magic takes effect, Criek lies back on his bedroll, panting in relief for a few minutes before sitting up and using a corner of his cloak to wipe the blood and saliva off his muzzle.

"I'm feeling...still wretched, but at least I have my strength back. As you say, we must be careful around the vermin here -- as if I needed any added motivation to kill them with fire?"

On that note, the alchemist pulls reagents from his pack and begins to replenish his supply of bombs, while waiting for Dinvaya's response to Sharae's query.


As Criek recovers and starts to prepare his alchemy for the day Dinvaya raises her head.

Ah, we have visitors, be on your guard

You are confused by how Dinvaya could have told that there was someone at her door.

Criek per: 1d10 ⇒ 2
Nope

Nevertheless Dinvaya calls the Hound in from her workshop and has it stationed to the other side of the statues that you know is actually a golem guardian. Nodding at Sharae and Criek she advances to the atrium and opens the door.

Standing there is Spivel, who you recognize from the fight with the Smilers last night along with another ratfolk.

Cleric Dinvaya Lanlei Of The Whispering Bronze. he says in a tone both nervous and wooden. Redtooth Has Sent Me As A Messenger To Beg You For an Audience

Dinvaya accepts the almost absurd level of formality as a matter of course. She takes the small gear that Spivel is holding out to her almost as an offering and steps outside to replace it in the facade outside her chapel. It begins to turn again making a slight click with each rotation. She then ushers Spivel and his companion inside. After a whispered conversation the second ratfolk decides to stay outside as a 'guard'.

It seems like the good Cleric's temper is legendary in Scrapwall.

If you look outside you will see that the head is no longer there. The scavengers of Scrapwall have eaten far worse than day old manticore and nothing is wasted.

As Spivel creeps in to the central chamber with the four statues Dinvaya states.

The intellect gifted to me by Birgh tells me that the reason for your visit is not my services but instead my visitors. Is this not the case?

Spivel nods Yes Cleric Dinvaya Lanlei Of The Whispering Bronze. Redtooth Has Humbly Begged..

Please. Dinvaya says holding up a hand First, it is The Whisper In The Bronze, not the Whispering Bronze. Birgh is far more than a lump of talking metal. Secondly we do not have the time for this. Just speak normally.

Spivel seems to relax Ah, alright. We told Redtooth everything about what happened last night. It was rough, losing four of our own but your saving the rest of us is mightily appreciated. Also she learned some things from the Smiler and, if you lot really are enemies of those murderers, then she's got a proposal that might be interesting for you. We'd really appreciate it if you came with us to visit her. If That's alright with you Cleric Dinvaya

Dinvaya with her hands crossed across her chest nods As I told our visitors to Scrapwall, you Raiders could be reliable allies to them. The decision is theirs of course.

Pinki is currently taking a nap and has no opinion one way or the other.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Much more cheerful now that Anody has recovered, the little gnome approaches Spivel with a wide smile and holds his hands out for a shake So pleased to make your acquaintance. My name is Anody, Anody Gearon. And you are?


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek nods agreement to Spivel - "We'd be pleased to accompany you to meet with Redtooth. Dinvaya has told us some of the Raiders' traditional role and current troubles here in Scrapwall, but it would be good to speak directly with your leader?"

He glances at Sharae, and thinks of his own yet incomplete alchemical preparations, before continuing, "How much urgency is in Redtooth's request? I believe my companion has yet to perform her morning prayers; could we go to meet Redtooth in an hour or so?"


Spivel, m'name's Spivel Spivel says to Anody as paw shakes hand.

To Criek he says She seemed impatient. I think she's worried about something. The Smilers got her brother you see. after hesitating a bit.

Whiskifiss is dead? Dinvaya says with some measure of shock.


It took Dinvaya an hour to get her spells for the day so I'm assuming Sharae did the same in parallel. It's still pretty early in the morning.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae grimaces towards Spivel, "Slow down there.... who is Whiskifiss? And why would he be dead? Vengeance?" Sharae's normally pleasant visage becomes steel, "The Smilers... they need to be dealt with"

I have updated Sharae's sheet to show chose spells for the day.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Indeed - so far these Smilers have done little to recommend their continued existence to us. Well, give me just a few minutes then and we can be off; it's been...a morning."

Criek will scurry to replenish his supply of extracts and bombs for the day, though skip his mutagen.

Wonder if we'll ever have the chance to catch our breath again!


Whiskifiss is Redtooth's brother and a leader of the Raiders Dinvaya says If he is gone then the situation is dire indeed

Spivel says Yeah, so I think we should hurry and all.

Anody taps his tablet for a bit and nods Ah, I think, if you two don't mind I'll stay back again. After all I can communicate with you anytime I need to now and I, ahah, am not much of a fighter.

The Hound can be at your service again, if you wish Dinvaya says I made some enhancements to it, perhaps it will not get as damaged as it was yesterday.

Pinki wakes up, yawns, and stretches, it sniffs around curiously but seems to be willing to go out again and leave the odd indoor place that smells like metal and grease oil.

After everyone is ready the group sets out, led by the two Raiders. Spivel introduces the other ratfolk as Pinnie but the two are wary and discourage conversation as they make their way across the trash and junk piles that create the labyrinthine insides of Scrapwall. Used to not need to sneak around when we had rusts and better gear Spivel explains But things changed as you can see.

The Raider's Warrens are actually a bit closer to The Clockwork Chapel than the manticore's lair was and with Pinnie and Spivel's expert guidance the group gets there quickly and they avoid any danger as they go.

As they go the loudspeakers boom THE VERMIN AND BEASTS OF SCRAPWALL FALL BEFORE THE MIGHT OF HELLION! THE FATE OF ALL NOT FIT TO LIVE IN HELLION'S NEW WORLD!

Pretty soon they are at a tunnel entrance, right before they go in, Spivel turns to Criek and mutters Look, didn't want to be rude in front of the Clockwork Cleric, but... she took care of yer case of Black Death right? he says motioning to the blackened veins still visible under Criek's white fur.

***

Pinki and Criek have no problems navigating through the tunnels. The Bronze Dog has (if he's with you) has to duck a bit but Sharae has to move forward in a very low crouch to get through the four foot high ceilings of the Warren. Pinnie disappears down a side tunnel while Spivel guides them past wary guards and dire rats that serve as the last lines of defense of the Raider's home. The most interesting sight they see is an insectile monster with four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae, kept in a pen.

Then they get into a room that has a seven foot high ceiling and Sharae can finally straighten out her back. And this where Spivel introduces them to Redtooth before making a respectful withdrawal.

This group of ratfolk seem to be uniformly brown furred, and Redtooth is no exception, what is different about her is how fastidious she appears to be. She's well groomed and armed and has sharp features including intelligent eyes that appraise the group as it crowds into her small meeting room. The fur on her head has been grown long and turned into neat braids that are tied down with light blue hair ties.

Her nose twitches a bit when she looks at Criek but she doesn't make any comment. Instead she addresses the group as a whole. Look I don't know who you lot are, but I know you did us a good turn last night, and that you've helped out the Hawks and seem to get along with the Clockwork Cleric better then anyone else ever has. And those are all the halfway decent people left in this place other than us. Normally I'd want to know more about what you're up to. But I'm desperate. You were willing to kill some Smilers yesterday. You want to kill some more today?


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"We'd be happy to have the hound along!" Criek quickly accepts Dinvaya's offer. "It is a *most* impressive creation, and did wonders in keeping us in one piece yesterday!"

***

Criek self-consciously puts his hand to his snout on Spivel's inquiry -- "Y-yes, she cured the disease -- but I expect these will take some time to fade?"

***

know(dungeon): 1d20 + 8 ⇒ (13) + 8 = 21 "Is-is that a rust monster?! I've heard tales of them, but never seen one in the flesh! You keep it--as defense?"

***

Criek blushes on Redtooth's inspection, that much more embarrassed for the ugly marks left by the plague, and the undoubtedly shabby and unkempt appearance of his own fur and gear in the presence of her clearly meticulous appearance.

Staring at his boots while she talks, he looks up at her question -- "I-I shouldn't say I want to kill anyone...but the Smilers seem intent on forcing the issue whenever we meet? And, our own goals here seem to place us directly at odds with the Smilers -- and the Lords of Rust -- so we'd sooner help you than go it alone?

"Er...what have they done with your b-brother?"


It is a rust monster

Spivel says Yeah, Rust Monster, Whiskifiss is the one who took care of 'em and, not just defend, he could use 'em against anyone who dared go against us. Nothing like eating through someone's wall and hitting them from the back. Not been working as well since the Lords came about of course and now since even he's gone...

***

He's not dead. The 'gift' you sent over last night confirmed it. Marrow's keeping him alive for whatever horrible experiment she's got planned. That's why I'm in such a rush you see. Redtooth says as she takes a deep breath Can you go to the Smiler's place and save Whiskifiss? And wipe them off the face of Scrapwall too while you're at it? I'll make it worth your while.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Thankful to be able to stand upright, Sharae rubs her lower back gently whilst Redtooth addresses them - seeing the ratfolk's subconscious response to Criek, Sharae smiles a little.

...the fact that they are kin must surely help our case...

"The Smilers are no more friends of ours than they of yours, that is for sure... but we will not kill for the sake of it. They have wronged you? Spivel said something of your brother?" Sharae waits for Redtooth to reply... and when she does, telling them of 'Marrow' and 'horrible experiments', her mind is made up...

"We will do this... for your brother, for you... and for the good of Scrapwall".


Whiskifiss exhales and you can see some of the tension drop out of her body as her tail relaxes against her leg rather than wrap around it. She rummages around the drawer of her table. Here then, a token of good faith. she hands Sharae a charged battery For your fancy shooter

Then she unrolls a sheet of parchment with a prize perhaps even more valuable. A map of Scrapwall! She starts marking it up. No one knows this place better than us and I'm giving up a lot of our secrets here. Be careful with it yeah? You shouldn't have any trouble getting around this place now but I'll have Spivel guide you to the Smiler's place. If you've got any questions then please ask them now. But hurry! I don't know much about Marrow but whatever she's got planned can't be good!


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"If we can help your brother, we will," agrees Criek, finding himself eager to please Redtooth and her crew. "...and, perhaps when we have, your Raiders could help us find our own quarry, a priestess named Mayenda?"

Following Spivel, Criek tries to get any information he can about the mission. "Who is this Marrow? She sounds cruel, but what is she capable of? And how many do the Smilers number?"


From what I can tell Marrow's some sort of spell caster that likes to experiment on living people. That's all I can guess though as she never leaves the Smiler's base. Redtooth says to Criek The Smilers aren't an organized bunch as they're really just a trumped up gang of Soothe addicts. Most of them wander around roughing up scavengers for their scrap so there could be two smilers in there or a dozen. Since they attached themselves to the Lords they also hunt Hawks and Raiders for fun. I think they really only use their base as a place to crash. Redtooth taps the Smiler base on the map They've got a laser rifle rigged up like a turret outside their base and a large human barbarian named Gunshy as a door guard and that's the extent of what I know.

She shrugs helplessly I'm sorry I can't give you more but we haven't been able to keep eyes on anything other than our own warren the last little while and even when we were at full strength they had a way of moving around that we were never able to figure out. Honestly we weren't worried that bunch of junkies until the Lords came about.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

"That's fine", Sharae smiles, "That's a lot more information than if we were going in blind. And, for the battery... you have my gratitude". With perhaps a little more honesty than tact would dictate, Sharae promises, "If your brother yet lives, we shall find him and return him to you".

...and when they are clear of Redtooth's warrens - and the Desnan can stand freely, Sharae asks Criek to use the 'tablet' to contact Anody - and to see what, if anything can be done about this 'Laser Rifle'.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Oh hello Sharae! Are all of you safe? Anody's face comes on as Spivel gives a start as the gnome's voice comes over as a tinny squeak, robbed of the Professor's ability to project.

He thinks about what Sharae says for a moment Well, it might just be a mounted laser rifle. Ah, a rifle is much like a musket, if you were wondering, if that is all that it is then you could destroy it by attacking it like any other object, or Criek might even be able to disable it. Maybe I might be able to help Criek with it even from here, of course there's no substitute for me being there in person. Oh dear, perhaps you should come and get me and bring me along? Up to you of course my friends.... The gnome seems a bit worried about coming out of the chapel but he puts on a brave face.

Just to be clear, completely up to you, Anody will do whatever Sharae and Criek suggest


Let me know what you want to do but we got to hurry Spivel urges the group.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Realising that the professor is less than keen, "Let's see how things go.... if it nothing more than a mounted musket then, if we approach it right, we should be fine". Sharae, draws her gun, making sure that anyone passing can see that she is armed...

...there is a reputation to build here...

As Criek and Sharae approach the Smiler's lair, she slows...

Sharae, Perception: 1d20 + 4 ⇒ (19) + 4 = 23


Spivel leads the four of you North West through the junk heaps quickly and it's not very long before you are crouching on a mound of scrap overlooking the entrance to the Smiler's Headquarters.

You are facing the North West corner of Scrapwall. The ridge of refuse and junk is sheer here, like the face of cliff. A gray metal wall sits at the base of the cliff, with a sizable metallic deck protruding south from its surface. This open-air deck is sheltered by a ragged awning of furs and scrap. Metallic double doors sit in the center of the metal wall and above these doors you can see a metallic armature of some sort with what appears to be a tube-shaped device fitted with a red crystal extending from the tip. A few scorch marks mar the decks' surface here and there.

The mound is about 100 feet from the Smiler's entrance

There it is. Whiskifiss is somewhere inside there. Spivel says quietly.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

So is the metal deck with fur awning elevated above the ground, and the gun turret higher up? Or is the deck at ground level? Either way --

"Is that the 'laser rifle', I'm guessing?" whispers Criek, indicating the red-tipped thing. "I expect I can disable it, yes, if I can get to it undetected. Is it operated by a guard, do you expect, or automated somehow?"

He peers at the emplacement, looking for any sign that would show at this distance how the thing works. know(engineering): 1d20 + 14 ⇒ (9) + 14 = 23 The description of armature suggests there's not a place for an operator at that point, so remote or automatic?

Rummaging in his pack, he offers a plan -- surprising himself with his own boldness, and trying to silence the thought, Am I doing this only for the sake of Spivel's report back to Redtooth? -- "It looks like I can sneak around that way to reach the wall without being seen, then climb up to the rifle and disconnect it. Then you can approach, er, with the animals, relatively safely...and if Gunshy comes out to meet you, I can hit him from above!"

[ooc]Unless Sharae offers protest, Criek will use an alchemical allocation extract to swish and spit his potion of spider climb before skulking off towards the wall.

stealth: 1d20 + 16 ⇒ (20) + 16 = 36


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Whispering, Sharae agrees with Criek's strategy, "Go safely my friend... wave when you are done and we'll move in"

Sharae, pistol in hand, watches as Criek clambers up the wall with ease... and keeps an eye open for movement...

Sharae, Perception: 1d20 + 4 ⇒ (17) + 4 = 21


The deck is at ground level, there's a shallow metallic ramp on either side of the deck that leads up to it.

Criek determines that the turret does seem to be either remotely or automatically controlled. He creeps down off the mound and crosses the clearing in front of the deck and the turret doesn't so much as twitch as Criek gets all the way up there.

Anody's been observing through the tablet the whole while and hrmms and haws as the ratfolk and the gnome look up at it. They determine that it is indeed a rifle attached to the armature and that Criek can get to the armature's control device quite easily if he stands on the ceiling.

Ah, there's the control panel I think.. Anody's voice clicks over the tablet. Yes.. there

Anody is doing an Inspire Competence performance as best he can over the tinny speakers. Criek gets a +1 Competence bonus


Pinki mewls as he loses track of Criek.

Spivel says That'd be a useful trick for the Raiders. You lot are something else.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek scampers up the wall face (spider climb!) to the ceiling over the deck, and begins to tinker at the device, interspersed with whispered feedback to Anody --

"Open the contro--ah, yes, I see...and, this wire here? okay, now shush for a moment..."

disable device, inspired!: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31


With deftness and growing confidence Criek is able to quickly power down the turret despite being upside down. Further Criek manages to separate the laser rifle from the armature hutch it was installed in. Anody claps with delight as Criek finishes his work and carefully carries the rifle down so it doesn't clatter onto the floor.

My word, elegantly done Criek! Anody says

Quite different from clockwork, all those wires... Dinvaya observes. The two of you gained an audience sometime during Criek's operation.

The only other thing of interest on the deck is the door inside. It is firmly shut.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Smiling as Criek brings the rifle down and away from where it can do any harm, Sharae whispers to her friend, "Shall we? I think it's about time we re-introduced ourselves?"

Time for Criek to give the door a go?


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Unless Sharae reaches for the rifle, Criek will motion for Spivel to take it, assuming the Raider will not be accompanying them into the Smiler's lair. "In case we need cover on our way out?"

He then turns his attention to the door, inspecting it for any locks or traps and applying his tools to either.

perception, find traps: 1d20 + 13 ⇒ (9) + 13 = 22
disable device: 1d20 + 16 ⇒ (8) + 16 = 24


Even with Anody's assistance Criek is unable to open the door. It doesn't seem like an impossible task, maybe just a harder one than the turret.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

The rifle is too large for Sharae to wield whilst carrying a blade, and so she smiles as it is passed to Spivel, "Indeed... if any Smilers should come running, turn their own weapon upon them".

...and, as Criek fails to get the door open, Sharae suggests, "Maybe we should simply knock?"


Criek can tell the door is shut by a decidedly non technological heavy chain from the inside. The padlock it is locked by is just out of the reach of his tools unfortunately.

The Smiler's we've seen go in and out call out before they come up on the deck Spivel says as he doubtfully hefts the rifle that is oversized for the rat folk. Don't know what you want me to do with this.... Not a giant from the Technic League he mutters.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Call out? Is there any thing in particular they say? A, 'pass phase', as it were? Or just a hailing, and they expect to be recognized?"

He thinks. "the Smilers we fought last night - would they have recovered the bodies? I could who up an elixer that made Sharae resemble one of them, hopefully well enough for us to get the door open?"

I don't have disguise self prepped, but I do have empty elixer slots.


They ain't organized enough for anything like a phrase I don't think. Spivel says They just yell something crude, the big human peeks out and opens the door if he sees Smilers. Sometimes they're dragging in captives the ratfolk shudders.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

A disguise???? Sounds like a load a' fun...

Sharae mulls over Criek's proposal, "Well, I suppose they're not going to just let strangers in... I like your idea Criek - you'll have to forgive any roughness though, if I'm to play the part then you've got to be seen as a piece of trash... nothing more than a pelt to offer up to the Lords", and then flashing a look of apology to Spivel, "Sorry..."

Sharae's normal voice is lilting, harmonious and warm... already she is experimenting with making it rougher, coarser... far less pleasant, "And the hound? I reckin that I'm gonna hafter pretend iss' scrap that I stole from yer..."


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Okay, keep an eye out for any trouble -- " Criek says, hunkering down and fishing alchemical components out of his pack to mix up an extract. Should take one minute.

"As for my looking wretched -- well, I suppose these plague marks will be good for something?" he adds, gritting his teeth and picking at some of the healing sores in hopes of playing up the gore.


Let me know what you want Spivel and Pinki to be doing as well


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

"Thisss ain' nah place fer Pinki ter be comin' inter", Sharae's voice sounds like gravel and blades, "Spivel... can yer do us a favah and kip the li'l critter wiv you? Fink iss' best if yer stay out' ere and kip the Lazah trained on the dah... Anyfink comes aht o' there what ain't me, Criek nor the hound, light 'em up good".

Just in case it isn't obvious, Sharae is suggesting Spivel and Pinki stay outside with the Laser Rifle... that is unless the GM wants Spivel as a combatant?


Up to you, and assuming we have a plan, Criek if there's any other suggestion please let me know and we'll figure it out and retcon.

Ah yeah, sure, Come on, cat, we'll hide out back on the mound. I'll wait for you for as long as it's safe. Will tell Redtooth if you don't come out.

Spivel says this in a very matter of fact tone. Death and failure is something the Raider's seem to have become numb too, or maybe it's just a consequence of living in Scrapwall.

Criek urges Pinki to stay with Spivel which is something the cat isn't very inclined to do

Criek Push Pinki: 1d20 + 7 + 4 ⇒ (16) + 7 + 4 = 27

But the cat goes along with a dissatisfied mrowl

Oh dear, I don't think my nattering is going to help so.. I think we'll sign off now. Anody says from the tablet Just, tap the icon for my tablet if you want assistance with anything at all Criek, Sharae the tablet goes dark.

Sharae, Criek, and the dog are now alone on the metal deck.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"Seems like you've got the accent down," says Criek to Sharae, and hands her the extract, sighing, "Shall we get this over with?"

For his part, Criek does his best to look like a bedraggled, miserable captive of Smiler Sharae.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Taking the vial from Criek, Sharae quickly swallows the bitter liquid... and, when she is satisfied that she looks like a Smiler, grunts at her ratfolk 'prisoner', "Come on then ya filthy piece o' trash... gonna claim the bounty fer yer pelt and spend mah coin gettin' wasted..."

...whispering, "Sorry", she drags her friend towards the entrance into the Smiler's territory. Making sure she can be heard, she bangs on the door, "OPEN UP... GOT ONE O' THEM DIRTY RATS 'ERE..."

Any Bluff or Disguise checks needed yet GM?


Not yet anyway, your circumstantial bonuses are through the roof!

After a little pause you can hear a grumbling shout come back Yeah yeah, I'm comin'

You see a misshapen eye peer out of the crack of the door before the chains rattle and the door is pulled open. You see a particulary hideous sight, an almost giant man with thin stringy limp hair handing off a deformed skull, the left side of his face hanging like loose flesh. He looks strong though. Very very strong.

How many live ones does Marrow want? the hulking brute complains as he sees the quivering Criek. Don't get enuff to eat around here he mutters as he turns around and starts shuffling back, dragging his greatclub behind him and refusing to come outside the door. Well, do ya want an invitation or something? Drag the rat in and yer shiny scrap.

Inside old wooden benches line the west and east walls of a large room. Two ruined metal tables sit in the center of the room, while a nook to the north is set off by a countertop strewn with bones and bits of junk. Two grisly chandeliers, made out of hanging bundles of skulls and bones, illuminate the room with flickering yellow flame.

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