Habololy Forum
Falan / Pacyr Campaign => Return to the Plateau => Topic started by: Asinjin on March 20, 2015, 12:15:46 AM
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Trapped below ground, deafened, drained in two ways, and hurt...what do you do?
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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.
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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.
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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.
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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.
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A note that its ring does turn gaseous with it, but nothing else that was on him or in him does.
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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?
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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.
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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).
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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?
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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.
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Also, let me know if at any time my Nemesis senses go off (60 ft. range).
Nothing now.
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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.
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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.
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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.
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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.
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Tuco uses his skill set to look for traps and help with searching for hidden compartments. He also uses his healing potion on himself.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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I sit and watch and wheeze... I have my +1 sword if someone would like to see if it helps breaking stuff.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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"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)
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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.
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Harrick is as strong as Dozen... no no.. I mean.. he has a Dozen str points...
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Harrick is as strong as Dozen... no no.. I mean.. he has a Dozen str points...
How much can the chair carry?
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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.
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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?
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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.
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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.
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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.
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Posting xp:
Tuco - 5
Harris - 20
Finn - 25
Harrick - 70
Marston - 85