Author Topic: Into the Vampire Gnome Tinker's Workshop  (Read 10383 times)

Offline Asinjin

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #15 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.
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Offline master po

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #16 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.

Offline Hero

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #17 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.

Offline Asinjin

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #18 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.
The hand that rolls the Dice rules the world.

Offline Malchia

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #19 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. 

Offline Asinjin

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #20 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.
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Offline Malchia

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #21 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.

Offline Hero

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #22 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.

Offline Asinjin

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #23 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.
The hand that rolls the Dice rules the world.

Offline Malchia

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #24 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.

Offline Asinjin

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #25 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.
The hand that rolls the Dice rules the world.

Offline Zunder

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #26 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.

Offline Asinjin

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #27 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.
The hand that rolls the Dice rules the world.

Offline Malchia

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #28 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.

Offline Asinjin

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Re: Into the Vampire Gnome Tinker's Workshop
« Reply #29 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.
The hand that rolls the Dice rules the world.