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Post by GM / Malinous on Jan 21, 2012 15:11:50 GMT -5
Could I use Astral Sense (it won't kill me, and my effect step is higher... even with R3 Astral Sight i'm only at step 10)? Jah. Although I'd limit you to RANK attempts/effect rolls.
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Post by GM / Malinous on Jan 22, 2012 14:57:10 GMT -5
12 weeks after killing Cinder, you receive a summons from Father. When you arrive, Alfred informs you that he has been exceptionally busy and can't spare the time to meet with you. But Alfred has a large, expensive wooden box and a letter for you.
The letter informs you that "These threats you have called our attention to our serious. Simply shoring up our defenses will likely be insufficient. As a result, we need more information. To that end, I need functional samples of these foot soldiers you have encountered. Based on your descriptions, there appear to be at two distinct Horrors at work. I require a specimen of both the Skeletons and Armored Cadaver men. In this box are two sets of shackles. If you can bind the constructs, the shackles should paralyze them, allowing for easy transport.
Additionally, as you may recall, the sealing of the Kaer was a close thing. Only made possible by the last stand of a number of heroes. The greatest of these Champions, Sokur, was forced to remain outside the Kaer while it was sealed. On his person was an item of mine that I lent to his family. It is a small steel square, set with precious gems to resemble a letter. I require its return.
When Sokur went out to hold the horrors at bay, I cast an enchantment that should have protected his remains from the horrors. Hopefully, Sokur's remains, or at least the trinket, can be found just outside the Kaer doors. You may also wish to return some of his personal effects to his family, but I leave the sentimental concerns to you. His closest living descentant is a a great---grandaughter, Regina, and grandson, Sukron. [Address, included, they're obviously all dwarves.]
I have secured permission for you to exit the Kaer. Somehow, those breaches have been removed and isolated from the overall Kaer ward. While this should be impossible, it will work to our advantage. The seals are temporary and can be opened by those with the appropriate wardstones. One is included in the box along with a letter of passage.
If it looks like you will fall outside the Kaer, you must destroy the key before allowing it to fall into the hands of the horrors. "
[][][][]
[Inside the 2'x2'x1' wooden box is a pair of gleaming steel manacles (obviosuly enchanted). Each manacle consists of two rings (that snap around a limb) connected by a chain. IN addition there is a small stone set with crystals, and a letter of passage.
If it's not apparent, you can only leave via an existing breach, but Father included in the letter a map of the breaches. Basically, they're scattered around the Kaer at almost equi-distant intervals, although none too close to the gate. You can't leave through the gate as that would disable at least some of the Kaer's wards.
As a mechanics thing, attaching the manacles would require (1) a successful unarmed attack with the manacle (doing no damage, but affixing the first ring of the manacle and (2) as a standard action, attaching the second manacle via an opposed strength test. (Failing the Str test just means you have to try again in a subsequent round.)
The target, on their turn, can attempt to make an opposed str test to pull the rest of the shackle out of the attacker's hands. If the target succeeds, the shackle must be regrabbed with an unarmed combat test (as a standard action), before the attacker could make the str test (on a subsequent round) to attach the second half of the manacle. ] [[[][][]
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Post by Mawaris on Jan 22, 2012 18:51:23 GMT -5
We should plan for how to handle capturing the constructs before we go, in case we need to get anything in particular before we leave.
Mes will probably be the best one to apply the manacles, given that he's the only one with Unarmed Combat. He has the lowest strength, but it's only d8 vs. d10.
Do we have any way of restraining or debuffing the undead before we try to manacle it? I can try to distract it with a Displace Image to set it up, but that will only get us so far (as presumably it will shift immediately to resisting the manacles once the first is applied).
We will also need some way to transport them back to the kaer, at a minimum a stretcher of some sort that we can drag, though a small hand cart might work too (but would be harder to sneak around with).
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Post by GM / Malinous on Jan 22, 2012 20:16:44 GMT -5
I like the stretcher, although is there a technical term for the ones you drag? I forget.
A Porter could easily drag one. . . two might be iffy. I can keep casting Porter until the d12 explodes, then on average the Porter will have a 15 str, but a speed of 4 . . . :-).
Or just a stretcher. Figure a skeleton weighs, what, like 50 lbs? But possibly 150-200 for the armored cadaver men. But those are just guesses. Still, I like the stretcher idea.
I also haven't seen any definitive "Mes is giving X of Y potion to Mal, X of Y potion to Mawaris, if he had time to finish any, in case I missed said post.
But at least he has a full alchemy shop now!
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Post by ehren on Jan 22, 2012 21:34:12 GMT -5
For the potions, I was making sure people were good with my Talent choices/LP expenditure... tommorow I'll do that work - and post the timeline. Although, I'm pretty sure we've got 12 weeks.
For carrying stuff/horror constructs, I'm a big fan of draft animals/litter & a backpack/bag that I can drop as a free action.
I figure Mes will probably be the one to chain the enemy, (I've got unarmed 3 now).
Would it be possible for us to bring some other people with us? (Billy, Orek... and maybe a windling if we decide to keep Spencer around/involved)
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Post by GM / Malinous on Jan 22, 2012 21:45:17 GMT -5
In theory we can. Although more peopel is more liekly to call attention. I wouldn't recommend animals. Unless you want to drop 1000+ silver on a well-trained war-mount, a mule will probably bolt within half a second of leaving the Kaer.
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Post by Mawaris on Jan 23, 2012 9:10:43 GMT -5
Plus this task, we may need some amount of stealth as well, which will be difficult with pack animals. I was assuming just the three of us, that's why I suggested some sort of drag stretcher.
If we did bring someone else, ideally it would be someone who would be helpful in applying the manacles.
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Post by ehren on Jan 23, 2012 11:50:32 GMT -5
I've got 30lbs left after weapons (Flail) and Dagger, Armor + Shield, and adventuring equipment. So, 30 lbs for potions, rope, and the stuff to construct a litter or 2.
I don't intend to take my Grimoire out of the Kaer's protection.
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Post by GM / Malinous on Jan 23, 2012 12:16:42 GMT -5
I've got 30lbs left after weapons (Flail) and Dagger, Armor + Shield, and adventuring equipment. So, 30 lbs for potions, rope, and the stuff to construct a litter or 2. I don't intend to take my Grimoire out of the Kaer's protection. I actually woke up in the middle of the night, turned on my light, and wrote down "litter" on my bedside notebook, because I finally remembered the word!
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Post by GM / Malinous on Jan 24, 2012 12:15:57 GMT -5
So just the three of us, we're not bringing our artisan kits, but otherwise bringing most of our gear.
Not bringing anyone else.
I'll just say Mes draws on some good will from the hospital and the hospital lets us use the litters/stretchers free of charge, but we have to return them. If only because if I set the price at 5 silver, I don't think we could afford them ;-).
That said . . . a couple of stout wooden poles and some canvas might be a *really* good idea, given how many times I've had to drag a body in this campaign . . . As soon as i can track down the money I will. Probably costs half as much as a tent :-).
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Post by GM / Malinous on Jan 24, 2012 12:17:41 GMT -5
That leaves the question: Where do we exit.
We've got basically 7 options: N, NE, E, SE, SW, W, NW South is the gate. North is the lake. NW is where we exited last time.
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Post by ehren on Jan 24, 2012 12:22:15 GMT -5
I'm thinking SE or SW. Our first stop will be the outside of the gate to pick up the dwarf's remains/effects.
If we find one of the creatures on the way, so much the better. If not, we can search for them after.
I propose we go out SE and circle past the Gate, then make our way to the NW where we ware fairly certain we can find some contructs (its where they were last time).
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Post by GM / Malinous on Jan 24, 2012 16:32:46 GMT -5
Sorry, we exited North East last time.
My Bad. So go out SW and circle past the gate towards the NE?
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Post by ehren on Jan 24, 2012 18:50:07 GMT -5
Thats my suggestion.
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Post by Mawaris on Jan 24, 2012 22:52:26 GMT -5
Works for me.
I actually do still have some money, 300 silver or so, so if we did need to buy anything, I can afford things that aren't too expensive.
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Post by GM / Malinous on Jan 25, 2012 0:27:06 GMT -5
And the guardians of that hole on that day are . . . /roll 1d6: 4, The Guard. Ok, they have a positive impression of you, so no problem.
There have been some drunken rumours spread by people who may have some associations with hightower who may have said things in bars blamming you for the breaches, but crazy drunken talk. I.e., not really accusations, but enough to get the Blood Wardens glaring at you! Also, you kind of made them look bad :-).
But on a 4, it's no one in particular, Guards who have heard decent things and nothing too bad.
Guardsman: . . . "Are you really sure you want to do this? It seems a little suicidal to me . . . "
The actual breach is a small opening about dwarf-tall hidden behind what was an old crumbling stone wall that was leaning against the back of the Kaer.
BEyond the Kaer wall is a larger room that looks like it has been roughly hewn, which narrows into a short tunnel that eventually branches left and right.
As you're approaching the T intersection, Perception: Mal: 8; Mes: 6, Maw: 5
You hear the sounds of creaking bones (i.e., skeletons) and shuffling steps coming from the East and Heading towards the west. You would guess between 4 and a dozen.
Plan? Assuming you immediately hide the light, hope they pass by, or plan to ambush them? You've got 3 rounds before they will be at the T-junction.
Regardless of the plan, if you're trying to be stealthy, roll stealth (Dex, with Armor Initaitive penalty applied - if you don't have a shield equipped, that's a straight dex check for all of us, since I think you two have the str to ignore 1 penalty).
Mal /roll 1d12: 8
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Post by GM / Malinous on Jan 25, 2012 0:35:55 GMT -5
Oh, and teamwork.
Probably make a test of the same type to add a +2 bonus.
TN for the grab (unarmed) would be physical defense (person A assists person B, person A would make an unarmed combat test, if they hit the phys DEf, person B gets a +2 to their roll (I'd stay straight +2 rather than step in our case *only* because it will smooth out combat).
Str test it would be vs the monster's Str Step. So if Round 1 Mes succeeds on Unarmed Combat ROund 2, Mes and Mal would have to make sure they act on the same pass (whoever rolls higher delaying), and then Mal could make a Str test (standard action) vs. the enemy's Str step, and if he succeeded, that would add +2 bonus to Mes's opposed Str roll.
[Mal would have to assist Mes because presumably Mes is the one holding the shackle. Handing the shackle off would add complexity]
[In D&D, the rule is vs a TN 10, but that doesn't fit ED as well :-))]. (because it's an assist it can't be parried, avoided or riposted though]
Odds are the Phys Def of the monster is 10 or less anyways, my goal was to get the STR test TN under that!
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Post by GM / Malinous on Jan 25, 2012 0:54:26 GMT -5
[] Looked up the rules, p. 230.
Changing my mind on he whole thing:Just going to use the standard rules:
First, you have to make an unarmed combat attack vs. physical defense to get a hold. This requires at least a "good" success. If this succeeds, your test # is the "Grappling Difficulty" for the opponent. If you get a good success, you both fall down. If you get an excellent, only your opponent falls down (grapple maintained either way).
In a subsequent round, you have to use the "getting a better hold" action. If you succeed, the shackles are fully attached. If you fail, as per rules, the grapple fails and you separate.
That requires two good successes prior to the target breaking the grapple.
Target breaks the grapple with either an unarmed test or a Str test vs the grapple difficulty, so worth using Karma on the initial attack.
Attempting to use abilities/skills while grappled must beat the grappling difficulty as well (e.g., using a knife to stab the person grappling you).
We can assist (grant a +2) by just making an unarmed combat test against the physical defense, and we would only need an "average" result to grant the +2 bonus to the roll (not step, again, simplicity so you can roll without needing to know if the assist was successful).
I'm prone to say that anyone with the "melee weapons" skill does not use the "untrained rules". They are considered "trained" but have a skill of 0. I think all fighters have *some* brawling ability (this just means they don't need a one higher than normal success level).
Example: Skeleton has physical defense of 8 (let's say). Mes makes na Unarmed combat attack + Karma, rolls a 14. Skeleton rolls avoid blow: 13! Fail! 14 is a Good success vs. an 8. Mal succeeds in the grapple. However, it was not an excellent success, so mal and the skeleton are now harried and prone.
Skeleton goes last (they have bad initiative), decides to try to break grapple w/ str: GM Rolls it's str: 12! 12 < 14, so fails.
[Alternative, the skeleton could have tried to claw Mes's face off, but he needs a 14 to hit (the Grappling Difficulty].
Round 2: Mes rolls a 14 initiative. Mal rolls a 10.
Mes delays Initiative 10. Mes posts before Mal and Rolls Unarmed Attack Skill ("to improve the hold") as declared. Mes rolls a 12, uh -oh (the harried/grappling penalty doesn't apply against *each other*. So need a 13 for a good success). Mall makes an Unarmed attack (skill 0) v. the skeleton, who's defense is now either 6 or 5 (knocked down/harried--although I'm debating if that penalty should apply to an assist-attack roll). I roll my mighty d10, and get a 7! Success. Add +2 to Mes's die roll.
13+2 = 15! Success! The Skeleton is shackled.
If that made sense?
I think that best comports with the actual rules in the book :-).
We could probably use a similar rule in other circumstances.
I.e., instead of attacking, Mal could "Aid Mes's next attack". IF Mal rolled the opponent's physical defense or higher on his melee attack, Mal would do no damage, but Mes would get a +2 bonus on his next attack (increasing the chances of an armor defeating hit, for example, or to defeat a foe with a really high parry/riposte skill, since they cant' parry/riposte the "assist".).
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Post by Mawaris on Jan 25, 2012 9:17:08 GMT -5
When we leave, ask the guards if they're always the ones guarding this particular breach or if we should expect a different welcome when we return.
Also if they know who's usually guarding the other breaches, in case we return by a different entrance.
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Post by GM / Malinous on Jan 25, 2012 9:44:34 GMT -5
NW: : Guard W: Guard SW: Blood Warders
Usually it's members of the Guard, although occasionally the 'Warders send someone to "oversee" or to offer advice. Of course, there's that quaint left over command structure rule from the panic of the founding that technically puts members of the Guard under the direction of Blood Warder officers in any horror-related situation, and they always send someone who outranks the guards on duty to observe, so technically when the advisors show up at the entrances, the Guard members have to do what they say. It rather irks the Guards.
They're a lot like the Feds, they only take the cases they are interested in, and let the Guard handle everything else, but they can step in whenever they want :-p.
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Post by ehren on Jan 25, 2012 10:34:11 GMT -5
[remind me again if the skeletons are one of the creatures we are after... because if they are, then I say we just grab one from the back, shackle him and bring him back to the Kaer, if not we hide and let them pass]
[Did we by chance research/know if we can just attack to Stun and knock the contructs unconcious THEN apply the manacles?]
Dex (Stealth) - step 8: 2d6 = 8
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Post by GM / Malinous on Jan 25, 2012 12:20:16 GMT -5
Constructs don't have an Unconsciousness rating and can't be knocked unconscious, that's why you need the magic shackles.
As far as I know there are only 4 types of constructs you have encountered to date (ghouls, cadaver men, threaded skeletons and armored cadaver men). The only two Mes has seen outside the Kaer are the threaded skeletons and the armored cadaver men (well, unless you count the reanimated threaded corpses which were in the *process* of becoming skeletons such as Cinder after you killed her, but that's different).
You're after one of the threaded skeletons and one of the armored cadaver men. Although neither of you have fought an armored cadaver man . . . well, except the reanimated dwarf, but that's not the same thing! You've just seen some . . . corpse-corpses of them in pieces in the same room as some destroyed skeleton skeletons.
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Post by Mawaris on Jan 25, 2012 20:19:36 GMT -5
So we could hide, and if it is the things we're after then jump them, and if not then stay put. Also if it's a LOT of them we could hold back.
Although, actually, if it's an undead we haven't seen, that might be valuable too. Although we don't have spare sets of shackles, as far as I know.
I assume we'd plan to kill all but one, and then shackle the last one.
Stealth: rolls: d6e + d6e Stealth => 2 + 4 = 6
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Post by ehren on Jan 25, 2012 20:32:06 GMT -5
I'm good with War's plan. Hide and see if these are some of the ones we want, if they aren't let them pass, if they are, we jump that last one and hope the others don't notice.
Then we either kill all but one, or just grab that one.
Question: Do we want to be buffed? Crane Gliding 1st (War, Mal, Mes), then Astral Shield 2nd (War, Mal, Mes), thats 6 rounds of casting. Spellcasting - step 10: 2d8 = 11 (War is +3PD) Spellcasting - step 10: 2d8 = 10 (Mal is +3PD) Spellcasting - step 10: 2d8 = 11 (Mes is +3SpD) Spellcasting - step 10: 2d8 = 11 (War is +3SpD) Spellcasting - step 10: 2d8 = 10 (Mal is +3SpD) Spellcasting - step 10: 2d8 = 4 FAILURE Spellcasting - step 10: 2d8 = 11 (Mes is +3SpD)
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Post by Mawaris on Jan 25, 2012 20:46:56 GMT -5
If we can somehow get just one of them and let the others wander away, that would be ideal, but that doesn't seem likely.
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Post by ehren on Jan 25, 2012 20:54:40 GMT -5
Yeah, jumping/ambushing the last one in a line and hoping the others don't notice would be ideal, but I doubt it'll happen. But, heres hoping
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Post by GM / Malinous on Jan 25, 2012 21:13:08 GMT -5
We've got 2 rounds until we get here, they'll probably be passed us 2 rounds after that, and then of course they're going to get further away.
Following them requires moving, which either requires light or stumbling thruogh the dark.
And if yo'ure casting while they're near you, you're going to be much easier to spot.
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Post by GM / Malinous on Jan 25, 2012 21:14:15 GMT -5
And my only buff spell will be *really really obvious* (hard to hide a flaming sword).
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Post by ehren on Jan 26, 2012 11:03:18 GMT -5
Air Armor?
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Post by GM / Malinous on Jan 26, 2012 13:54:50 GMT -5
It's already on my declarations after my initiative roll :-p! I forgot to announce it when we entered the Kaer though, so I have to cast it :-p.
I guess you might not have noticed that the latest post in logs was a thread from last night though. Get ye to the other subforum!
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