Habololy Forum

Falan / Pacyr Campaign => Return to the Plateau => Topic started by: Asinjin on March 20, 2015, 12:15:46 AM

Title: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 20, 2015, 12:15:46 AM
Trapped below ground, deafened, drained in two ways, and hurt...what do you do?
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 20, 2015, 08:47:51 AM
Assuming you all make it out alive:

Harrick - 2000 xp

Sly - 2250 xp

Fin - 2500 xp

Marston - 2700 xp

Tuco - 2400 xp

Posting xp for both sessions at the end of this thread.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 20, 2015, 09:40:05 AM
My first official act is to take that nifty rifle he shot Harrick with.  Consider it severance for four levels lost and 4 points of CON drained. 

I think we should loot and/or destroy everything down here, set the place on fire, then burrow our way out of here.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 20, 2015, 10:33:22 AM
My first official act is to take that nifty rifle he shot Harrick with.  Consider it severance for four levels lost and 4 points of CON drained. 

I think we should loot and/or destroy everything down here, set the place on fire, then burrow our way out of here.

You pick it up and look it over.  It is quickly obvious that it is not a standard design.

You begin to search the room, still not able to hear anyone.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 20, 2015, 01:58:04 PM
To clarify, the ceiling and walls are stone and the floor of the room is dirt.  The fan does have a space behind it, but it is not nearly as large of an opening as the fan is across.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 20, 2015, 02:04:45 PM
A note that its ring does turn gaseous with it, but nothing else that was on him or in him does.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 20, 2015, 03:08:36 PM
A note that its ring does turn gaseous with it, but nothing else that was on him or in him does.
I thought it took a minute to turn gaseous.  Don't we get a chance to attack before he escapes?
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 20, 2015, 03:31:15 PM
I thought it took a minute to turn gaseous.  Don't we get a chance to attack before he escapes?

The spell does take that long, it does not take it that long to change.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 21, 2015, 10:30:00 AM
After I finish collecting the rifle and the other pieces of the vampire (arm, earring, etc.), I look around for openings to other parts of his lair.  I'd like to find the part of the workshop where he stores his additional arms.  While scrying, Finn described a wall with dozens of artificial limbs hanging from it.  I want to collect and/or destroy all of them so he can't use them against us. 

Since it seems we'll probably need to wait an hour for Finn to pray for another mass burrow, I take 20 on my search for hidden items/openings.  If I have to, I'll take 20 three times while we wait for the spell.  Once for items, another for openings/hidden passages/escape routes, etc., and a third for possible locations on coffins he may have around here.  I realize he's a Tinker and I'm quite familiar with technology, so I don't just look for traditional coffins.  I look for anything that may act as refuge for a vampire.  Reinforced holes in the wall, constructs, vehicles, giant walking undead transforming houses, etc. 

Also, let me know if at any time my Nemesis senses go off (60 ft. range).
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 21, 2015, 11:55:20 AM
After I finish collecting the rifle and the other pieces of the vampire (arm, earring, etc.), I look around for openings to other parts of his lair.  I'd like to find the part of the workshop where he stores his additional arms.  While scrying, Finn described a wall with dozens of artificial limbs hanging from it.  I want to collect and/or destroy all of them so he can't use them against us. 

There are three other complete arms, and a large number of in construction.  Do you destroy or collect?
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 21, 2015, 11:59:26 AM
Since it seems we'll probably need to wait an hour for Finn to pray for another mass burrow, I take 20 on my search for hidden items/openings.  If I have to, I'll take 20 three times while we wait for the spell.  Once for items, another for openings/hidden passages/escape routes, etc., and a third for possible locations on coffins he may have around here.  I realize he's a Tinker and I'm quite familiar with technology, so I don't just look for traditional coffins.  I look for anything that may act as refuge for a vampire.  Reinforced holes in the wall, constructs, vehicles, giant walking undead transforming houses, etc. 

You find that two of the chests on the floor are empty and strike you as coffins.

There are many hidden compartments and lots of locked cabinets and chests.

The only exits you find are the dirt covered ceiling, which you notice is slowly filling the room (not a threat right now, but you can't stay all night.)

Also, it occurs to you that there is not a lot of air down here.

Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 21, 2015, 11:59:50 AM

Also, let me know if at any time my Nemesis senses go off (60 ft. range).

Nothing now.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 21, 2015, 01:02:47 PM
You find that two of the chests on the floor are empty and strike you as coffins.

There are many hidden compartments and lots of locked cabinets and chests.

The only exits you find are the dirt covered ceiling, which you notice is slowly filling the room (not a threat right now, but you can't stay all night.)

Also, it occurs to you that there is not a lot of air down here.
You find that two of the chests on the floor are empty and strike you as coffins. - I dismantle them to the best of my ability by destroying the chest walls, removing whatever screws and bolts there may be, and pouring holy water on the area after I destroy everything.  I also use this time to check behind the fan since that's where he escaped. 

There are many hidden compartments and lots of locked cabinets and chests. - After destroying the coffins, I attempt to disarm traps, pick locks, and loot the contents of these cabinets and chests.  Open Lock (10), Sleight of Hand (21), Tinkering (16).

The only exits you find are the dirt covered ceiling, which you notice is slowly filling the room (not a threat right now, but you can't stay all night.) - I'm hoping we have at least a few hours to do our thing.  I ask Finn what he thinks since he's our green thumb.  "Finn, how much time do we have before the ceiling caves in?"

Also, it occurs to you that there is not a lot of air down here. - I take shallow, controlled breathes to conserve air.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 21, 2015, 01:07:54 PM
You find that two of the chests on the floor are empty and strike you as coffins. - I dismantle them to the best of my ability by destroying the chest walls, removing whatever screws and bolts there may be, and pouring holy water on the area after I destroy everything.  I also use this time to check behind the fan since that's where he escaped. 

There are many hidden compartments and lots of locked cabinets and chests. - After destroying the coffins, I attempt to disarm traps, pick locks, and loot the contents of these cabinets and chests.  Open Lock (10), Sleight of Hand (21), Tinkering (16).

The only exits you find are the dirt covered ceiling, which you notice is slowly filling the room (not a threat right now, but you can't stay all night.) - I'm hoping we have at least a few hours to do our thing.  I ask Finn what he thinks since he's our green thumb.  "Finn, how much time do we have before the ceiling caves in?"

Also, it occurs to you that there is not a lot of air down here. - I take shallow, controlled breathes to conserve air.

You begin your tasks, of dismantling and searching.  The sunrods will have enough light to keep everything well lit for any amount of time you are down here.

The others will have to work on the issue of enough air to make sure you can get everything you want done.

An intial quick look and there are no obvious traps, although the locks are solidly built.

Note that as soon as it left, the temperature regulated so you are no longer taking cold damage.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Hero on March 21, 2015, 03:42:18 PM
Habastly's burrow blessing is still active for a bit longer (total duration of 7 min).

How far below the surface are we? I think I have way to deal with the lack of air.

I can also collapse the room on itself after we are done searching it.

Looking at the opening in the ceiling, can I make an estimate of how long I think we have before before it collapses catastrophically? Know(nature) is +17.

Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 21, 2015, 03:49:13 PM

How far below the surface are we? I think I have way to deal with the lack of air.

Looking at the opening in the ceiling, can I make an estimate of how long I think we have before before it collapses catastrophically? Know(nature) is +17.

Less than 100 feet below ground.

At least an hour.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: master po on March 21, 2015, 06:15:14 PM
Tuco uses his skill set to look for traps and help with searching for hidden compartments.  He also uses his healing potion on himself.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Hero on March 21, 2015, 11:30:27 PM
Save the potion. Finn casts cure moderates on Tuco, Sly, and Marston. 2d8+7 each.

He then changes into a dire badger and digs a tunnel to the surface. That should solve our air supply issue and provide a lasting exit.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 22, 2015, 09:29:34 AM
Save the potion. Finn casts cure moderates on Tuco, Sly, and Marston. 2d8+7 each.

He then changes into a dire badger and digs a tunnel to the surface. That should solve our air supply issue and provide a lasting exit.

15, 14, 15 hit points from the spells

You make the tunnel and escaping and air problems are solved.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 22, 2015, 11:03:29 AM
You make the tunnel and escaping and air problems are solved.
Now that we can breath, I continue to work with Tuco to destroy these coffins and loot the cabinets and chests.  Other than shooting them, does anyone have an alternative means of destroying items we don't want falling back into the vampire's hands?  I suspect we're going to find a lot of unpleasant items down here. 
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 22, 2015, 08:39:26 PM
Now with lots of time and air, you are able to make your way through the room at a steady pace.

You manage to unlock (or break) all of the locks.  None are magical.

In one locked cabinet, you find a variety of cutting tools (clickers and non-clickers), and a bag of industrial diamonds.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 23, 2015, 09:07:30 PM
Now with lots of time and air, you are able to make your way through the room at a steady pace.

You manage to unlock (or break) all of the locks.  None are magical.

In one locked cabinet, you find a variety of cutting tools (clickers and non-clickers), and a bag of industrial diamonds.
What else do I find?  I take 20.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Hero on March 23, 2015, 09:30:23 PM
Other than shooting them, does anyone have an alternative means of destroying items we don't want falling back into the vampire's hands?
Habastly will provide a way. Though it will have to wait until the sun rises again, I don't have much more left in me today.

Bring back anything we can carry and we'll deal with it at our convenience.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 23, 2015, 11:39:49 PM
What else do I find?  I take 20.

One of the tables has a tinker's kit for making firearms. 

You find two pistols, and like the rifle which you also examine, you find that there is no hammer or mechanism to ignite the bullet.

There is no food in the room, nothing living or that was once alive.

Before your arrival, the workshop must have been a sterile place.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 23, 2015, 11:43:30 PM
One of the tables has a tinker's kit for making firearms. 

You find two pistols, and like the rifle which you also examine, you find that there is no hammer or mechanism to ignite the bullet.

There is no food in the room, nothing living or that was once alive.

Before your arrival, the workshop must have been a sterile place.
I take it all.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 24, 2015, 07:59:46 AM
I take it all.

I assume that you burrow a walk-able tunnel from the ground and out so that it is easy to carry everything.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Zunder on March 24, 2015, 08:04:27 AM
I sit and watch and wheeze...  I have my +1 sword if someone would like to see if it helps breaking stuff.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 24, 2015, 09:07:15 AM
I sit and watch and wheeze...  I have my +1 sword if someone would like to see if it helps breaking stuff.

The progress is slowed by your injuries and drains.

There are a number of other tinkering tools, which look familiar to Marston, but are not in his realm of expertise.

You find a cache of bullets, numbering about 200.  The rifle rounds do not fit either Tuco's or Marston's weapons.  The pistol rounds may, but I need the make of your weapons (private message) to tell you that.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 24, 2015, 09:45:19 AM
The progress is slowed by your injuries and drains.

There are a number of other tinkering tools, which look familiar to Marston, but are not in his realm of expertise.

You find a cache of bullets, numbering about 200.  The rifle rounds do not fit either Tuco's or Marston's weapons.  The pistol rounds may, but I need the make of your weapons (private message) to tell you that.
Regardless of compatibility with our weapons, I take everything.  Same goes for the tinkering tools.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 24, 2015, 11:50:50 AM
Regardless of compatibility with our weapons, I take everything.  Same goes for the tinkering tools.

The issue will be weight.  There is over a ton of things in the room.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 24, 2015, 12:48:49 PM
You have about 6.5 hours of sunlight left.  Considering it takes time to walk back, that leaves you a few hours to get things done.

If you can find a way to transport it, destroying everything that can't be moved and moving everything that can be appears to be your current plan.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 24, 2015, 03:50:06 PM
You have about 6.5 hours of sunlight left.  Considering it takes time to walk back, that leaves you a few hours to get things done.

If you can find a way to transport it, destroying everything that can't be moved and moving everything that can be appears to be your current plan.
Guns and ammo I can easily store in my bandolier of holding.  I imagine the tinkering tools aren't too heavy.  Between the group of us, I'm hopeful we can haul out the diamonds.  Fortunately, our strength wasn' t drained.

Unless there are any objections, I say we stay the course: loot what we can and torch the rest.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 24, 2015, 04:26:07 PM
Guns and ammo I can easily store in my bandolier of holding.  I imagine the tinkering tools aren't too heavy.  Between the group of us, I'm hopeful we can haul out the diamonds.  Fortunately, our strength wasn' t drained.

Unless there are any objections, I say we stay the course: loot what we can and torch the rest.

There won't be a lot to burn (lots of stone and metal).  You can collapse it without much issue if you can get burrowing again at the end.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 24, 2015, 08:05:36 PM
There won't be a lot to burn (lots of stone and metal).  You can collapse it without much issue if you can get burrowing again at the end.
The issue I have with that is I don't want that abomination of nature getting his hands on any of this stuff again.  Can we cast a sending to let Gneon know to send a demolitions team to blow this place apart?  If not that, then can we get the airship here to bombard the workshop from the sky?  I want everything thoroughly destroyed.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 24, 2015, 08:10:13 PM
The issue I have with that is I don't want that abomination of nature getting his hands on any of this stuff again.  Can we cast a sending to let Gneon know to send a demolitions team to blow this place apart?  If not that, then can we get the airship here to bombard the workshop from the sky?  I want everything thoroughly destroyed.

I don't think anyone here has Sending.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Zunder on March 24, 2015, 09:03:46 PM
I don't think anyone here has Sending.

"I have my aspect (wings) again, I can get to the town pretty quick once this hole is complete,  I can.. carry light things, and anything else you get to the surface you can put on the chair.  It's relatively strong.. ". he rubs his folds and pauses.. you think he was about to make a comment about his weight on the chair, but he thinks better of it.

Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 24, 2015, 09:37:18 PM
"I have my aspect (wings) again, I can get to the town pretty quick once this hole is complete,  I can.. carry light things, and anything else you get to the surface you can put on the chair.  It's relatively strong.. ". he rubs his folds and pauses.. you think he was about to make a comment about his weight on the chair, but he thinks better of it.

How much can Harrick carry?  (what is his strength)
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Hero on March 24, 2015, 10:51:21 PM
If there's too much for us to transport, we should only take the magical items or exotic tools, things that will be difficult for the vampire to replace. Mundane equipment and such are easy to come by in these parts, it wouldn't slow him/it down much if we destroyed those.

I think we leave whatever we can't carry in the room, sprinkle it with all the garlic in our possession, collapse the ceiling, and hustle back to town.

In our present condition, we probably shouldn't be out in the open fields after dark.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Zunder on March 25, 2015, 12:29:03 AM
Harrick is as strong as Dozen... no no.. I mean.. he has a Dozen str points...



Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 25, 2015, 09:13:25 AM
Harrick is as strong as Dozen... no no.. I mean.. he has a Dozen str points...

How much can the chair carry?
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 25, 2015, 02:29:28 PM
If there's too much for us to transport, we should only take the magical items or exotic tools, things that will be difficult for the vampire to replace. Mundane equipment and such are easy to come by in these parts, it wouldn't slow him/it down much if we destroyed those.

I think we leave whatever we can't carry in the room, sprinkle it with all the garlic in our possession, collapse the ceiling, and hustle back to town.

In our present condition, we probably shouldn't be out in the open fields after dark.
I'm okay with burying the mundane items and taking the weapons, ammo, tinkering tools, and diamonds.  The garlic is a nice touch.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 25, 2015, 02:47:47 PM
If you leave the tables, cabinets, and other things that are on the mundane side...you should have not much problem carrying out all of the valuables.  I will compile a list before tomorrow night of things that you collect.

With that chair, you get everything back to Grimhold.

What method do you use to bury the room?
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Malchia on March 25, 2015, 08:02:13 PM
If you leave the tables, cabinets, and other things that are on the mundane side...you should have not much problem carrying out all of the valuables.  I will compile a list before tomorrow night of things that you collect.

With that chair, you get everything back to Grimhold.

What method do you use to bury the room?
Before we bury the room, would it be possible to consecrate the land where his workshop resides?  Harrick or Finn, can you do that?  I'd like to make sure he can't go back there, well, at least not without some serious difficulty. 
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Hero on March 25, 2015, 09:35:02 PM
What method do you use to bury the room?
Soften Earth & Stone on the ceiling.

Before we bury the room, would it be possible to consecrate the land where his workshop resides?  Harrick or Finn, can you do that?  I'd like to make sure he can't go back there, well, at least not without some serious difficulty.
Habastly provides. The garlic will keep the vampire from entering the area.

I'm not sure I can turn the workshop into consecrated ground. I feel like I used to be able to do that at one point, but not anymore. Unless I....wait, no. Nevermind. No I can't.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 26, 2015, 10:28:30 AM
List of items:

- Rifle
- Two complete pistols
- Four incomplete pistols
- 75 Rifle bullets
- 200 Pistol bullets
- Firearm tinker tool kit
- Three gnomish sized robotic arms
- Robotics tinker tool kit
- Two incomplete gnomish sized robotic arms
- Bag of industrial diamonds
- Over 100 pounds of quality steal tubing and bars
- Over 50 pounds of copper wire
- Two elemental engines (no one here has the skill to determine their quality)
- Assortment of over 250 pounds of uncommon to rare stone (obsidian, etc)
- A digger (powered clicker)
- A grinder (powered clicker)
- Five grenades (unsure of what powers them or what comes out when they explode)
- Stone bound design book (pages made of skin)
- Steel toed, metal platform boots
- A variety of average quality clothes
- A box of rubies (12 in total)
- Three generic tinker kits of average quality
- A five pound case of salt
- Five colors of powdered chalk
- A golden goblet (blood stained)
- Eight sheets of 4 x 4 half inch steel
- A clicker whose purpose appears to be to heat metal, rather large (3 x 2 x 4)
- A kit for a metal smith
- Magnifying glass

Note that there are a few other things that were broken during the battle.
Title: Re: Into the Vampire Gnome Tinker's Workshop
Post by: Asinjin on March 26, 2015, 10:32:33 AM
Posting xp:

Tuco - 5

Harris - 20

Finn - 25

Harrick - 70

Marston - 85