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Page name: The Sky Is Falling [Logged in view] [RSS]
2012-09-07 17:08:34
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Adventure 1: The Sky is Falling




Sky is Falling Part 1: In the air
Sky is Falling Part 2: In the water
Part 3: On land


As they get closer, the figure that they thought they saw earlier comes more into focus. Drake is a tall, but muscular man who stands at 6'7", and weighs about 230lbs. His blond hair is of medium length, and he has a scar under his left eye. He's currently wearing just his pugilist shorts and Black Skirmisher Boots. He has a light tan, because he's been working out and keeping up with his fitness as he lives on the shore line. He's unarmed, but his backpack is nearby.

Jimmie hopped off the raft and kissed the ground. "I don't think I am ever gonna fly again." he said aloud.

"Flying certainly wasn't my choice," Tria commented as she climbed out of the raft. Her skirt and hair were drenched and she set about wringing them out. Looking at the man standing there, she eyed him through her lashes as she twisted her hair.

Bear Lifted Benji up and stepped out of the raft, making sure that they had all of their possessions, he walked forward onto the shore several feet from the man and bowed his head.

Drake had watched them get out of the boat, and figured four to one wasn't very good odds for any man, but to his astonishment one of these guys walked up to him and bowed his head. "You don't have to bow to me," he said slightly confused,"but if you're here to kill me you better think twice about it," he continued replacing his slightly confused look with a much serious one.

Bear sat Benji down gently next to him and took off his helmet. "It is not my wish or desire to harm you Sir, unless you give me not other choice in the matter." He said softly as he extended out a friendly hand to the Man.

Drake shook the man's hand, and turned around to grab his backpack, "so, why are you out here, and the matter of fact who are you guys anyways," he said now grabbing his shirt out of his backpack and putting it back on, "cause I wasn't expecting any visitors today?"

"We weren't expecting to be visiting anyone today." Jimmie said as he brushed the sand off himself.

Tria finished wringing the water from herself, but she still felt heavy and waterlogged. Walking slowly towards the others, she stuck close to Jimmie, eyeing the stranger.

Meanwhile, Benji also tries to dry himself off, silently watching everyone in this exchange.

"Ah, please forgive me." He said shorly bowing his head and taking off the skull cap." My Name is Bear, and these are my frineds, Benji, Jimmie, and Tria." He said warmly as he motioned to each of them calling out their names. Bear stood back up and put the cap back on his head and looked at the stranger expectanctly.

Drake looked at the one brushing sand off his clothes and the girl wringing out water. Then he looked back at the man who removed his cap while bowing. He then looked at each of the individuals as the man named Bear pointed out who they were. "My name is Drake, but most just call me Lucky," he said letting out a small sigh, "So, what brought you guys out here?"

"That crashing airship," Tria answered sarcastically, gesturing behind her. "Now, can you tell me where exactly 'here' is?"

"Oh, you know, the usual. Just taking a leisurely flight followed by a fun filled life raft flight and gun fight." Jimmie said, "How do you spend your weekends?"

Bear looked back at his companions and then back to Lucky. "We all awaoke on an airship, in the prison cells for what we know now why or what of at this time. While Making our escape we found this delightful young man." He said softly, motion for Benji to come over to him. "We not know of where we are Sir. And we were hoping that we would be in your good fortune to know." He asked politely.

Drake remembered seeing that airship and shrugged a litte."Well, currently you are on a shoreline next a nice little shack where I've been living," said Drake to Tria," Oh and your name was Jimmy right?" "I spend my weekends training my body to become stronger, faster, and to endure more hardships then anybody else. He smirked after answering their questions, but took a slight liking to Bear given that he seems to be the voice of reason behind this group. "Sounds like you guys are having a rough time just like me," he said then continued," but if you go just beyond the ridge of that hill over there you will find a nice trail thats easy to follow, and it will take you to the city." Drake then points to the ridge of the hill to show Bear where it's at.

Tria resisted the urge to roll her eyes. "Which city?" she inquired as politely as possible, which wasn't much given her current annoyance at the situation.

"Oh, well aren't we just Mr. Fit-n-Trim." Jimmie mocked under his breath as this Drake fellow returned his attention to Bear. "These two gotta be brothers or sumthin'." he thought to himself.


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2012-01-04 [Avaz]: By the way, I didn't mention it, but this intro description applies to both players. They are each experiencing the same thing. So both may respond appropriately. :)

2012-01-05 [Earoluim]: Looks around

2012-01-05 [Lord Josmar]: Now, stupid question. Do we post like we normally would for an RPG or is there a special format. I havent done an RP like this one before with a rulebook and tabletop orientation onto a computer.

2012-01-05 [Avaz]: No, actually, that's a good question. I didn't give it much thought until pretty recently, but the whole back and forth between GM and player doesn't translate seamlessly to a printed format, so I think the best and most fair way to accomplish it is, if you have any OOC or IC questions, ask them in the comments, and perform your character's actions in the comments, and the results I will add to the wiki. This way, if we come back to it at some later point in the future, reading the wiki section will be like reading a story - it won't be muddled with questions and dice rolls and whatnot.
(By the way, if you don't want to bust out a real set of dice to roll, you can use http://www.roll-dice-online.com/ and post the result in the comments.)

Getting back to it: [Earoluim], give me a Perception check.

2012-01-05 [Lord Josmar]: Ok, thats what I thought.

I am going to attempt to get up while asking them if this is about Skinny Pete's money and that I can have it all by monday...or tuesday.

2012-01-05 [Avaz]: You are able to stand. You ask the other fellow and await a reply. He appears to be looking around.

2012-01-06 [Earoluim]: .... wait what I am doing...

2012-01-06 [Avaz]: Perception check. Roll 1d10 and compare the result with your Perception score on your character sheet. If the die roll is equal to or less than your PER stat, it's a success.

Also, you can react to what Lord J's character just said.

2012-01-07 [Earoluim]: 9, success

2012-01-07 [Avaz]: Actually, sorry but 9 is a failure. Your perception score is 5. 1-5 would have been a success. The goal of most of the dice rolls is to roll as low as possible.

As a result, what you see around you is only what has been described so far. In addition, you don't hear what the other fellow just said, likely because your head is still a bit cloudy.

2012-01-07 [Earoluim]: nods

2012-01-07 [Avaz]: Okay. [Lord Josmar], you're up. You've got a guy locked up in a cell with you who apparently didn't hear what you just said. You can reasonably assume that if a fellow is jailed in your same cell, he was not the guy who put you there.

In fact, you also give me a PER check.

2012-01-07 [Lord Josmar]: PER check = 2

2012-01-07 [Avaz]: Now that your head has cleared, you find that the buzzing that you heard when you awoke is still around. It's quite faint, but it's definitely not in your head. What do you do about your cellmate?

2012-01-07 [Lord Josmar]: Im going to give him a quick look over before asking him, "You okay pal?"

2012-01-07 [Earoluim]: I take i that is me

2012-01-07 [Lord Josmar]: Ja.

2012-01-08 [Avaz]: Earo: Was that an in-character answer or out-of-character?

2012-01-08 [Earoluim]: That will depend on where I was suppose to be making my post. I am a little lost at the moment

2012-01-08 [Avaz]: As I said before, both IC and OOC questions, dice rolls and actions can be done here in comments, and I'll update the wikipage accordingly as results are determined.

To clear things up for you: So far, your guy was just asked if he's okay.


If it would make things even clearer, if you like you can both make your in-character actions bolded.

2012-01-09 [Earoluim]: (I am going to make another perception check, 2.)

2012-01-09 [Avaz]: You shake your head and your senses clear up. You feel that the very light buzzing, whirring sound you thought was in your head, is actually coming from somewhere else, but you can't pinpoint it. It sounds like it's coming from everywhere at once.

Also, there's now a young man looking at you, maybe concerned, asking if you're okay.

2012-01-10 [Earoluim]: I will attempt to stand.

2012-01-10 [Avaz]: Okay, you stand. You're now facing this gent, your cellmate.

2012-01-10 [Lord Josmar]: "Hey. Can ya hear me? Or are you one-a them deafs?" Im going to ask while scooting away a bit cautiously.

2012-01-12 [Earoluim]: FoalBerne combs his hair back out of his eyes, dusting himself off as he turns and looks at the young man who is inquiring upon him. "I assure you that I can hear you." He said softly looking down at his clothes. "Though I would prefer if you would be as so kind to not be so loud." He added shortly after, looking towards his apparent cellmate.

2012-01-12 [Lord Josmar]: "Ah, good. I was worried I was gonna have to start chattin using my hands." I'm going to stand up and give a quick look around the outside of the cell before returning my attention to the other prisoner. "The names Jimmie "The Bug", but you can just call me Jimmie." I say as I offer him my hand for a hand shake.

2012-01-12 [Avaz]: You were already standing when you first spoke. :) From where you're standing, when you glance outside the cell, you see a hallway extending in either direction, with another cell directly opposite yours. The cell across from you looks empty and quiet, but it's too dark inside to tell for certain. In addition, there appears to be some sort of object just at the edge of your vision sitting in the hallway, just outside your cell, but you can't tell what it is without coming closer to the bars to get a better view. But moving now would be silly, as you have your hand extended for a shake.

2012-01-13 [Earoluim]: FoalBerne cleaned his hand off the best he could and shook the hand of his cellmate."People call me "Bear."." He said shortly, looking around the cell for a moment. Trying to see if he could make note of anything in particular. (4, roll)

2012-01-13 [Avaz]: From your perspective, you see the same thing as I just described. However, your vantage point gives you a slightly better view at the object just outside. It seems to be a chair.

As a general note, you don't need to make any primary stat rolls unless I ask you to. You can make skill checks as you like, though.

I realized yesterday that I should add a paragraph in the rules about how stat checks are generally more reactionary (from the GM), and skill checks are more active (from the player).

I also decided it would be neat if I included a map of some kind so you guys can refer to it when you need to. I will fill it in as you progress.

2012-01-13 [Lord Josmar]: Lolz. Yay for map.

"Well, Bear. You owe somebody money?" I ask to see if there is any chance of this still being someone trying to collect a debt. While continuing to talk I am going to place my hands on the bars, to make sure they aren't electric, then place my face to them to try and get a good look around and down the hallways, "Like Skinny Pete, or John "Bronze Back" McCrow?"

2012-01-13 [Earoluim]: He shook his head and looked over at the man, "I have no familiarity with those names." he said as he walked towards the bars.

2012-01-13 [Avaz]: Jimmie: The bars are thankfully not electrified. However, as you make your way to the bars, something strikes you strange and odd. From all the stories you've heard with the shady people you've dealt with in the past (or even perhaps experienced yourself?), the cell you are in is not made of stone, and the floor is not cement as you would expect. Actually, the walls are unpolished hardwood and (despite the low light in here) you can make out a lovely (if slightly dusty) crown molding along the ceiling.

As you press your face to the iron bars to have a look around, you see across from you to the left and right are similar cells. Though you can't see it from inside your cell, you estimate there are likely two more cells in both of your blind spots along your side of the hall as well. You are clearly in a prison block - but a seemingly upscale one. You look down and you see that your cell door has a heavy lock on it. It is currently locked. As you look to the other three cells across from you, you note that they all have similar locks, but all of their locks are open and unlocked. You suspect they must be empty, but you don't know for certain.

Bear: You also make note of the unorthodox construction of this cell block. Also, you have a better view of the hallway to the left. You see at the end a heavy, iron-bound, wooden door with a brass handle. It is currently closed. At the other end of the hall is an empty wall.

Both: The whirring buzzing sound is still present, though it is still faint.

2012-01-13 [Lord Josmar]: "Where in the blue blazes are we?" I ask as I wiggle the bars to see if someone got lazy during construction. "Ain't no guards, neither...kinda unsettlin'."

2012-01-13 [Avaz]: The lock rattles against its loop, but the bars hold firm.

2012-01-14 [Earoluim]: Bear peared to the left and then down to the right, "I do not rightfully know my good friend, but I think it is clear that we are in here for a some reason." He said as he started looking around the edge of the bars at the hardwood crowning.

2012-01-14 [Avaz]: Bear: You notice that at the very corner of the wall where the top of the bars meets the wood, the molding doesn't seem to be nailed in as tightly as it should. In fact, the head of a nail is peeking slightly out. You would have completely missed this detail if you weren't looking right at it.

2012-01-14 [Lord Josmar]: "Ain't no normal cell neither." Jimmie says as he gives the door a less then stellar kick, "Who makes a prison all fancy pantsy."

2012-01-14 [Earoluim]: Bear looks from conre to corner for a short moment before looking towards his cell mate. " I do so say that this is a poorly contrusted prison cell." He said as he walk to the back of the room and pressed himself against the wall. "Care to help me here Jimmie?" He aslked, pointing at the cell bars across the room in front of him.

2012-01-14 [Avaz]: Just to clarify, the loose nail is on the ceiling in this corner.
<img200*0:stuff/aj/455/prison-clarification.jpg>

Sorry if the description wasn't clear enough.

Actually, what you're looking at is pretty close to this as far as the crown molding is concerned, but with a wooden wall on one side, and iron bars on the other.
<img:http://img2.timeinc.net/toh/i/step-by-step/11/04-3-piece-crown/3-crown-m.jpg>

2012-01-15 [Earoluim]: alright then that is the side that I am going for .

2012-01-15 [Avaz]: Okay. Unfortunately, it is just a little bit higher than you can reach. You have two options if you would like to pull that nail out:
1) leap up and snatch the nail out (with an Acrobatics check), or
2) work together to reach it, with one person getting on all fours to act as a human step (no check needed).
It's up to you.

2012-01-15 [Earoluim]: I guess then I will go for the two manning it .

2012-01-15 [Avaz]: No problem. Go ahead and work it out in character. :)

2012-01-15 [Lord Josmar]: Jimmie looks up at where the man called Bear pointed and saw the loose nail im guessing "Ah, yea I can help ya out. Jus give me a boost, eh?" he said as he walked over to Bear.

2012-01-15 [Earoluim]: He nodded and moved towards the corner where the nail was pokinng out.

2012-01-15 [Avaz]: You're both in the corner, looking up at the loose nail.

2012-01-15 [Earoluim]: Bear leaned down so that he could boost Jimmie up to the nail.

2012-01-16 [Lord Josmar]: Argh, lost my character sheet!

Jimmie took the help that Bear was offering and reached up to grab hold of the nail and remove it from the wall.

2012-01-16 [Avaz]: Great! You had to struggle a little bit, and you almost lost your balance once, but you recovered quickly. After a moment, you were able to finagle the nail out.

You're now holding an iron nail, hooray! Upon closer inspection, you see that the head part that used to be sticking out of the wall has started to get rusty, but the tip inside the wall is clean. You suspect the rust must be a natural result of moisture or humidity in the air.

Sucks about the character sheet, though. :( Have you found it?

2012-01-16 [Lord Josmar]: I know where it is, just cant get to it without a few people helping me, lol. Probably just print out another one and reenter all my info.

"Looks like this nail has been stickin' out for a bit now." Jimmie says, examining the nail. "Wonder if the molding'll pop off now?"Missing: </b>

2012-01-16 [Avaz]: Sounds like it fell between a desk and the wall or between seat cushions or something.

2012-01-16 [Lord Josmar]: Yea, lol. Desk and a wall.

2012-01-16 [Earoluim]: Bear stands and plants himself, and tackles the cell bars where he is standing very hard. Putting the full concentrated wieght of his body behind the blow.

2012-01-16 [Avaz]: I'm not sure if I was just not specific enough or not, but the nail you pulled out was one of many that were holding up the crown molding to the wall, not to the bars. The bars are still pretty securely bolted down. But if you want to slam against them anyhow, I'm gonna say that'll be an Endurance check to resist injuring yourself.

The molding along the ceiling isn't loose, but you may be able to pry off a piece, now that you have taken a nail out of it.

I'll try to be more specific in the future, sorry if this caused confusion. :)

2012-01-16 [Earoluim]: lol, yeah, I thought it meant that the cell was loose, and i was using what I learned from construction and drafting majors that I took in High school and college. lol. Nevermind that then.

2012-01-16 [Avaz]: Hehe. Yeah. Nice try, though!

So rewinding a step: You guys worked together and managed to pull out a half-rusty nail from the crown molding. What now?

2012-01-16 [Earoluim]: Try and pry the moldingoff

2012-01-16 [Avaz]: It was a little tricky, since it looks like they also glued the molding into place in addition to nailing it down, but you manage to stick a fingernail into the crevice and pry off a chunk of wood. What you're holding is about 6 inches long and kind of splintered.

But it also splintered off at a place that makes the next nail visible from the side.

2012-01-16 [Lord Josmar]: Jimmie examines the nail a bit more before looking over at the lock. He might just be lucky enough to get this thing to work, if the nail will fit intot he keyhole. He moved over to it to check it out.

2012-01-17 [Avaz]: Must be your lucky day, Jimmie. The smith that built these locks used some less-than-perfect materials, so the keyhole is larger than it really should be. The nail can fit inside.

If you're looking to use the nail as a makeshift lockpick (clever!), it'll be a Larceny check.

2012-01-17 [Lord Josmar]: Could it be a luck check????

Argh! 22! Missed it by freaking one!

2012-01-17 [Lord Josmar]: WAIT! My larceny check succeeded!

Larceny is 5+(PER+AGI) right?

So that comes to 5+(8+9)=22....or is my math wrong? I originally counted it up to 21 for some reason.

2012-01-17 [Avaz]: It could be Luck, but what you're doing is pretty thief-y, which is mos' def' Larceny. And yeah, your math is right. Was your die roll also 22?

2012-01-17 [Lord Josmar]: Yes, it was 22. That is why I thought I didn't make it because I thought my Larceny skill added up to 21.

2012-01-17 [Avaz]: Ah, I got it.

Well, as you are wiggling the nail around the lock, kind of stumbling along, not really knowing what you were doing... when all of a sudden, you hear a soft click and the lock comes loose!

2012-01-17 [Lord Josmar]: Jimmie is going to look at the open lock in his hand with mild amazement. "A-ha! I did it! I mean, I knew this'd work." He said as he turned around to show Bear. "We, my good man, are free." and to accent this fact he gave the cell door a gentle push open.

2012-01-17 [Earoluim]: Bear smiled and gave a nod as he moved into the hall. Looking around a bit more to see from one end or the other.

2012-01-17 [Lord Josmar]: "Oh, please. Dont shower me with so much praise. It'll all go to my head." Jimmie grumble as he followed Bear out into the hallway. First thing he did was examine the other cells to make sure they were alone.

2012-01-17 [Avaz]: Jimmie: Did you enter each cell to check, or just look in from outside the bars of each?

2012-01-17 [Lord Josmar]: Looking in from the outside.

2012-01-18 [Avaz]: I won't have a map update for this until tomorrow morning, but:

Most of the other cells are empty, except for the one in the top right corner. There's a body crumpled on the floor in the fetal position. The body was on the inside corner, outside your field of view until you moved in front of it.

2012-01-18 [Lord Josmar]: "Hey, hey you there." Jimmie said, banging on the cell bars gently, hoping to get the person's attention. "You alright?"Missing: </b>

2012-01-18 [Earoluim]: Bear moved quickly over to the cell and looked inside. "Pick the lock and lets get them out of there." he said quickly.

2012-01-18 [Avaz]: The person is unresponsive. Now that you're looking, you can see it's a woman. She's got torn clothing, and in fact, the floor around her seems shiny.

The locks are open and unlocked.

2012-01-18 [Earoluim]: Berne opened the cell door and quickly wne in to check on the woman inside.

2012-01-18 [Avaz]: She's not breathing. She's actually quite dead, but she must have died very recently - there is no smell of decay. The shininess on the floor is a small pool of blood. She has something that looks like a bite mark on her arm, it seems to be where the blood is coming from.

The grim scene is coming together as you look on. She must have bitten her own arm to bleed out. There's a piece of tattered paper covered in blood by her body.

2012-01-18 [Earoluim]: Berned leans down and picks the piece of paper up, he slowly unfolds it and makes attempt to read it.

2012-01-18 [Avaz]: You lean down and pick up this blood stained piece of paper, only to realize that the stains are actually words. It reads:
<img300*0:stuff/aj/455/blood-note.1.gif>

2012-01-18 [Lord Josmar]: "Whatcha got there?" Jimmie asked, not wanting to go near the person in the cell in case that person was dead, "Is it a note?"

2012-01-19 [Earoluim]: Berne folded up the paper carefully and tucked it into his waistband, he cited a payer for the girl and then stood to leave the cell, coming his hair back. Once he was out of the cell he turned to Jimme, "She bit herself and bled out, she was scared of something. Poor girl....."he said softly.

2012-01-19 [Lord Josmar]: Jimmie looks at Bear, shocked, then looks over at the girl. "Man. We really need ta get outta here." he said as he looked down the hallway at the door.

2012-01-19 [Flisky]: Tria lifted her head groggily, taking in her surroundings. Wherever she was, she was tied up. Escape was her only option. Testing the ties keeping her wrists in place, Tria tried to pull them apart, at the same time as she shouted. "Hello? Anyone there?"

2012-01-20 [Lord Josmar]: Jimmie, not knowing where the voice was coming from exclaims, "Oh God! It's a ghost!" With that he zipped down the hallway to the only door.

2012-01-20 [Earoluim]: Bear looked around, "Hello there?" he called out, looking aorund for the source of the voice.

2012-01-20 [Avaz]: Hold your horses there, boys. LOL! Let's not get ahead of ourselves yet. So without deleting the last two comments, let's rewind to Tria's post.

Tria: I won't have a map for you until tomorrow, maybe. In the meantime, you lift your head groggily only to discover that your head is pretty much the only thing you can move. You're sitting down on a plush, high-backed chair - one of those fancy ones with the gold trim and paws for feet. You might consider it comfortable, if it weren't for the fact that your hands, feet and chest were bound with rope to the chair.

As you look around to get your bearings, you notice that you are in a large-ish room filled with a dozen round tables covered in white linens, each surrounded by more chairs. If you didn't know any better, you would guess that this must be some sort of restaurant or dining room or something. In addition, there's some sort of whirring, buzzing sound coming from nowhere and everywhere at once.

Give me an STR, INT, and LCK check.

I'll get to Jimmie and Bear after her checks.

2012-01-20 [Earoluim]: My apologies lol

2012-01-20 [Flisky]: STR: 1, INT: 6, LCK: 7. (If I rolled that right...)

2012-01-20 [Avaz]: As long you rolled 1d10 for each, you rolled right.

Tria:Okay. As you struggle with the bonds constraining your wrists, you strain and manage to wriggle a length of rope up and over your head. It's still bound tight around your wrist like a bracelet, but at least now you have a bit more agency with your left arm.

Looking around, you discover that this table-room is eerily empty. The tables are all set, but not a soul in sight. The only sound to accompany you is that weird buzzing. And you also think you hear some faint high-pitched squealing, but you aren't sure.

The grogginess clears. The last thing you remember, you were walking down the street, when you passed an alleyway and felt a cold thunk on the back of your head and you must have blacked out after that. You're not even sure how much time has passed since then. Hours? Days? You're still wearing the same shirt and skirt. The only thing is that all your possessions are missing. Hmm...

Jimmie and Bear: You did not hear any of what just happened with Tria, so your comments will be ignored, but not deleted. :P

2012-01-20 [Lord Josmar]: Ah...you coulda said that earlier, lol. So are Bear and Jimmie on hold while Flisky progresses?

2012-01-20 [Avaz]: Sorry, I was offline while that was happening, heh.

And no, you guys can still continue what you're doing for the moment.

2012-01-20 [Lord Josmar]: Ok. I knew that in D&D if the party is split then we go back and forth between the two groups.

2012-01-20 [Avaz]: Nah, for the time being, it's essentially as if I'm running two separate games. But fear not, for I am GM. I have it all under control. There's a plan in place (but you can't see it); You're in good hands. :D

2012-01-20 [Flisky]: Tria actually sighed. She bit her lip and tried to pull her feet free. She needed to get out of this chair and make her way out of this room. As long as no one was around she could try to sneak out.

2012-01-20 [Lord Josmar]: Are...are you Allstate?

2012-01-20 [Avaz]: Allstate, Bahaha! That deserves extra XP (just kidding).

Tria: I got your map up.
With a little more straining, you can unmangle your other hand. Seeing as the workmanship of the rope binding to the chair is kind of half-assed, you can untangle yourself from the chair and get up out of it. The knots around your wrists and ankles are quite well-tied, though, so even though you're no longer bound to the chair, you'll be walking about with 20 feet of corded rope hanging from your appendages. If you want to spend a few minutes, you'll probably be able to get those off, too. If you so desire, that is.

Off to one side, you can see a short entryway leading to a closed wooden door. Off to the other side is a pair of utilitarian swinging double doors with windows cut in them, most likely to allow staff easy ingress and egress.
<img:stuff/aj/455/dining-hall.jpg>

2012-01-20 [Flisky]: Tria took an extra moment to disentangle the rope, coiling it up and around her torso like a bandolier. One never knew when rope would come in handy. With that done, she moved as quietly as she could to the doors with the windows, hoping to see something through them.

2012-01-20 [Avaz]: As you're making your way, you discover that the high-pitched squeals you heard earlier came from a handful of rats scurrying around the empty hall. But wait. Those aren't rats at all. The squealing was actually the exhaust of puffs of steam coming from its back! Automaton sentries made to look like vermin, and you seem to have caught the gaze of one of them. It eyes you almost hungrily.

2012-01-20 [Flisky]: Tria spots the strange looking things, which makes her stop. Despite their appearance, or maybe because of it, she quickened her speed, taking off towards the doors, not caring who was behind them.

2012-01-20 [Avaz]: Heading to the double doors?

2012-01-20 [Flisky]: Yep.

2012-01-20 [Avaz]: OK. While I'm prepping the map and everything else that's through the double doors, here's essentially what the dining hall looks like in its opulence. Imagine it was only a single story tall, though, not 3.
<img400*0:stuff/aj/455/opulent-hall.jpg>

Jimmie and Bear: Are you guys going to linger around the dead body any more? Moving out? Picking your nose? Trying to bodyslam yourselves through the walls? Something else?

2012-01-20 [Avaz]: Tria: You bust through the double doors, leaving the mechanical critters to their seemingly programmed paths. You're careful not to let the doors swing back in your face as you make your way into what is clearly a kitchen. All manner of appliances and material are set before you, only a select few of which are being seen to by more automata - a dishwasher here, a sweeper there - all for no one, it seems.

Unfortunately, there are no doors leading anywhere out of here; dead end. What do you do?


Oh, also: Go ahead and change your inventory to reflect that you have 20' of rope.

2012-01-20 [Avaz]: Oh snap, I must not have understood properly. I thought you ran heedlessly into the room, not stopping in front of them to peek in. Oops!

2012-01-20 [Flisky]: Woo. Rope. And that's fine, still tells me what I need to know.

Turning back to the room, Tria hurried across to the big single door. She wanted out of this place. More than that, she wanted to find her stuff.

2012-01-20 [Avaz]: Gimme another luck check. And perception

2012-01-20 [Flisky]: LCK: 3, PER: 5

2012-01-20 [Avaz]: When you turn around to make your way to the other door, two things happen:
1) You notice the thin bump that runs below the carpet and between the tables must be the rail that these rat-bots are programmed to run on, and
2) Two of them have come off their tracks and are side by side in front of you, with another one standing guard in the entryway opposite you.

You quickly glance behind you back. Luckily for you, the machines in the kitchen seem much more docile than the ones in the dining hall.

Roll for Sequence!

The numbers are enemies, in this case all rat-bots.
<img400*0:stuff/aj/455/dining-hall-fight-R1.jpg>

(I have to actively stop my D&D sensibilities from saying "roll initiative" heh.)

2012-01-20 [Flisky]: Uh..d10 plus my speed? I rolled an 8 on my d10....

2012-01-20 [Avaz]: Gah, sorry, no. I fuxed up. It's been a year since I ran this game, I've nearly forgotten the rules. *feels silly* I should have read up on it first before saying anything. Rolling not required. It's just your Speed: 7. :)
The vermin each have a speed 5. Tria goes first. You get a standard, move, and minor action.

2012-01-20 [Flisky]: Okay...

Tria immediately turns to run through the double doors, heading away from the rat-bots. Looking quickly around, she spins just passed the door and readies herself to slam the door shut again if the rats try to get through.

Can I do that?

2012-01-20 [Avaz]: You absolutely can! Your standard action is readying to slam the doors again, and your move was obvious. Okay. You still have a minor you can use, though I suspect there's not much else you can do from here without equipment.

Maybe while in combat we should mark when turns end, might make things simpler.

If that's the end of your turn, the rats will go.

2012-01-20 [Flisky]: Yeah. That's it.

2012-01-20 [Avaz]: 1 and 2 try to force their way into the kitchen.

2012-01-21 [Flisky]: Tria uses her readied action to slam to door into them.

2012-01-21 [Avaz]: They get pushed backward a bit, and you hear some grinding, springing noises, and your slam was hard enough that they each take a couple points of damage. Sadly for them, their brittle machinery couldn't handle the blow and they shut down.
For an audio/visual treat, imagine you were beating up a Robobrain. Those same sounds.

Through the door's window, you can see #3 rat-bot way off on the other side of the dining hall, still unmoving. It basically delays its turn.

Your turn again.

2012-01-21 [Avaz]: Jimmie and Bear: Feel free to jump in at any time with your dead cell mate.

2012-01-21 [Lord Josmar]: Didnt want to interrupt your fight.

Jimmie didnt wait for Bear to acknowledge what he said and made his way to the door. He put his ear to it to listen for any noise before he would attempt to open it.

2012-01-21 [Flisky]: Using the door as a weapon...who else would have thought of that? :D

Tria turns to the kitchen, her eyes scanning for anything she could grab to use as a weapon. A metal bar of knife would be great.

Have to wait to find out what is there before I finish her turn.

2012-01-21 [Avaz]: Jimmie: You put your ear to the door, but hear nothing. Of course, there's that infernal constant whirring sound that isn't going away.

Tria: The kitchen's fully stocked. Butcher knives, brass pots, cast iron pans, hardwood rolling pins, tons of silverware (made of actual silver), pretty much anything you could think of to find in an industrial kitchen. Anything specific you'd like?

I will update the wiki later today.

2012-01-21 [Flisky]: Tria ran to grab a butcher knife and cast iron pan, one to use later and one to bash the rat with.

Okay, end of turn.

2012-01-21 [Avaz]: No sweat. You're now in possession of a butcher knife (Dmg:2d3+1) and a heavy cast iron skillet (Dmg:2d4).

In case you were interested, when you picked up the butcher knife from the butchery, you also noticed hanging on a hook is a heavy leather butcher's apron, if you wanted something heavier to wear than just a shirt. It's bloody and unfashionable, but durable.

2012-01-21 [Earoluim]: Bear headed down the hall to the door. Twitching irritably, he placed his ear on the door as well and then gave it a light push.

2012-01-21 [Flisky]: Yes! And the bloody apron! Does it have space to store the knife?

2012-01-21 [Avaz]: Bear: You don't hear anything beyond the door. Then, you turn the handle and give it a slight push. It soundlessly swings open on well-oiled hinges. In the room beyond, You can see 3 L-shaped work desks, each one set in a corner of the rectangular room, except for the far corner, which ends in an entranceway with a set of stairs leading up.

On the same wall as the door you just opened, there are two closed doors, identical to yours.

Unfortunately, I won't have a map for you, so this is a temporary one until then:

+------------------+
| Up         Desk  |
|                 [ ] Door
+---+              |
    |              |
    |             [ ] You come out of here.
    |              |
    |              |
    |             [ ] Door
    | Desk   Desk  |
    +--------------+


Tria: The apron (which has a weight of 4, if you're keeping track) doesn't have a pocket to store the knife, but if you tie the straps around your waist, you can use the tied straps kind of like a belt.

Also, the apron would have the same stats as a padded overcoat. Your AC will remain at 7, though, because the Max AGI Bonus plus its AC value of the apron would still equal 7. You are more intimidating wearing this thing, though. Moreso while wielding the butcher knife. :D

2012-01-21 [Flisky]: Okay, so apron with a knife tucked in it and wielding a pan. Tria is ready to re-engage the rat.

2012-01-22 [Avaz]: Awesome. As soon you push the doors open to head toward #3, make an AGI check.

2012-01-22 [Flisky]: AGI: 10. (With a side order of 'oh crap')

2012-01-22 [Earoluim]: Bear quickly moves from desk to desk, looking for anything that might be used as a means to defend him and his companion as well as anything else in the room that might be useful to them at this moment in time.

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