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navyik
MAS
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    The Tomb, part 2

    whit10
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    Post  whit10 Mon Jan 12, 2015 8:59 pm

    I almost forgot, lol... the stake itself, for game purposes, is a Holy, Undead Bane Stake, - exotic weapon, does 1d6 normal damage (x3 crit mod).
    Chris
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    Post  Chris Mon Jan 12, 2015 9:07 pm

    JT looks about this motely crew and wonders, "who among us is pure enough of heart to wield such a weapon?"

    JT looks into his own heart. He shudders slightly as he relives some of the horrors of necessity he committed against his fellow men. JT's eyes linger on Olivia and Elliot, both have seen much darkness in their days. JT's gaze comes to rest on the humble and unassuming valet of the pompous Colonel.

    JT says, almost to himself, "Rothschild should bear the sacred weapon."
    Robyo
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    Post  Robyo Tue Jan 13, 2015 8:28 am

    The witch nods in agreement. "I too sense that Chamberlain is fated. He has the best chance of impaling this thing into the vampire's soulless heart."
    whit10
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    Post  whit10 Tue Jan 13, 2015 7:07 pm

    Ok, so, next actions?

    Since this room has been explored, you now have two options (though one is rather pointless, I'll give that one away):

    the tunnel where the baddies entered or the stone slab that is wired with explosives?
    MAS
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    Post  MAS Tue Jan 13, 2015 10:28 pm

    Sorry guys, utter chaos here. Jeep went into the shop, started a new job, and heading to Indy to give a presentation tomorrow. Apologies if I am slowing things down, I'll check in again Thursday night.

    CJC will go along with the party's moves.
    Chris
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    Post  Chris Wed Jan 14, 2015 1:42 am

    JT looks about at his readied handiwork

    The Tomb, part 2 - Page 6 Coyete10

    JT currently has  x6 Dynamite sticks  4d6+1

    Demolitions, from SW, has 2 relevant tables.  first is how much the base damage is, depending on the size of the charge


    The Tomb, part 2 - Page 6 Demo_t10

    the second table is the result of the actual skill check, which modifies the blast itself

    The Tomb, part 2 - Page 6 Demo_t11

    I am assuming that each stick does not actually double the damage, but just adds another dice +x, from table 1.  But maybe the GM sees it differently?

    I need to know how much damage additional sticks of TNT would do, before I can determine how many JT uses and make my roll.
    1 stick does 4d6+1, so would 3 sticks up it to 6d6+4, for example?
    whit10
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    Post  whit10 Wed Jan 14, 2015 2:27 am

    you figure that six sticks, placed in the right places, should destroy the slab and not bring things crashing down...


    Does that answer your question?
    Chris
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    Post  Chris Wed Jan 14, 2015 11:51 am

    whit10 wrote:you figure that six sticks, placed in the right places, should destroy the slab and not bring things crashing down...
    Does that answer your question?

    not quite, I need to know exactly how much damage 6 sticks of TNT does


    the Demo roll grants a damage multiplier to the actual damage, so I need to know how to handle damage specifically

    Chris wrote:
    the second table is the result of the actual skill check, which modifies the blast itself

    The Tomb, part 2 - Page 6 Demo_t11

    again, 1 stick of TNT does 4d6+1
    how much damage does 6 sticks of TNT do?

    (4d6+1) x 6 ? or less per the other table I pasted?
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    Post  whit10 Wed Jan 14, 2015 12:11 pm

    1 was counting it as 1d6+1 per stick, so 6
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    Post  Chris Wed Jan 14, 2015 12:24 pm

    whit10 wrote:1 was counting it as 1d6+1 per stick, so 6

    huh? I am not understanding, sorry

    each stick does 4d6+1

    that is why I am confused

    do you mean that adding 1 stick to make a bigger charge adds +1d6+1?

    so 6 sticks would be 9d6+6 (base 4d6+1) + [(1d6+1) x 5]
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    Post  whit10 Wed Jan 14, 2015 12:27 pm

    ah, I wasn't understanding it either.

    In my mind, it seems like three sticks would be enough...
    Chris
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    Post  Chris Wed Jan 14, 2015 12:44 pm

    whit10 wrote:ah, I wasn't understanding it either.

    In my mind, it seems like three sticks would be enough...

    ok, at some level I guess the exact #s don't matter, if the GM says 3 sticks, then JT uses 3 sticks.

    I guess the other way to go about it would be for JT to make an engineering roll + dwarven stonecutting to determine the stats of the stone?  hardness and hit points.

    anyways, assuming 3 sticks does a base of 6d6+3

    JT will tell everyone to get back a safe distance and drop the plunger

    DEMO roll
    Result of the throw of dice "1d20 +16" :

    16 + 16 = 32

    KABOOM!

    x4 damage  
    Result of the throw of dice "24d6 +12" :

    4 + 2 + 4 + 5 + 4 + 6 + 1 + 1 + 4 + 4 + 5 + 3 + 6 + 4 + 5 + 3 + 3 + 1 + 6 + 6 + 4 + 3 + 4 + 4 + 12 = 104
    whit10
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    Post  whit10 Wed Jan 14, 2015 1:14 pm

    The slab explodes in hundreds of pieces of rock and debris... the tunnel is now open (after the dust settles).

    Actions?

    you are all still off-initiative but we will keep the same order.

    JT: 18
    Elliot, Olivia: 11
    CJC and dog: 9
    CRIII: 7
    Chris
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    Post  Chris Wed Jan 14, 2015 1:18 pm

    point man takes point, creeping down the passage way, senses alert, axe and pistol in hands

    Stealth
    Result of the throw of dice "1d20 +13" :

    12 + 13 = 25

    Perception
    Result of the throw of dice "1d20 +17" :

    7 + 17 = 24

    +2 stone
    +2 undead
    +3 traps
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    Post  whit10 Wed Jan 14, 2015 1:39 pm

    Order behind him?
    Robyo
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    Post  Robyo Wed Jan 14, 2015 6:56 pm

    What was our order earlier? I say just keep that, or use the initiative order.

    Olivia grumbles about needing to rest.
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    Post  Arcturus2 Thu Jan 15, 2015 11:42 am

    Elliot will keep his usual position, just behind his friend JT
    whit10
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    Post  whit10 Thu Jan 15, 2015 4:39 pm

    ...just so everyone is on the same page, I saw that Olivia desires to rest. I left that decision to the party, I can modify things to go either way.

    At this point, as it seems you are pushing on, I will update the map accordingly tonight and we will proceed.

    ... you get a 'bad feeling about this' as you enter the hallway.

    (update coming forthwith)
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    Post  Robyo Thu Jan 15, 2015 7:26 pm

    "Let us take up a defensive position in this chamber and in 8 hours hence we continue the delve at full strength. Those that are unharmed are welcome to keep watch while we rest."
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    Post  MAS Thu Jan 15, 2015 7:33 pm

    "Hmmmmm. We could set a defensive ambush. If the creatures decide to seek us out while we rest, they will walk into our trap. In the meantime, we can gather our strength for the final assault!"
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    Post  whit10 Thu Jan 15, 2015 9:41 pm

    (screeching halt)... ok, I will wait until there is an agreed upon decision.
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    Post  Chris Thu Jan 15, 2015 11:34 pm

    "Fine" JT says and proceeds to setup a position behind one of the statues with his machine gun on its bi-pod grumbling under his breath the whole time, "You never sleep behind enemy lines..... We didn't sleep for 3 days under the Somme..... witches...."
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    Post  whit10 Thu Jan 15, 2015 11:48 pm

    ok, GM intervention time....

    It is extremely unlikely that you will be able to get 8 full hours of rest... you have killed or liberated (remember them) every opponent except for the Queen. She has a King. It is extremely likely that she might be trying to get to him at the moment. If he is awakened, they will most likely come after you.

    I will grant you that I should have spiced things up a bit in that secret room.... there are also 6 Potions - Cure Serious Wounds (3d8+7 HP). I also forgot to mention that there was a scroll on the caster - 1 Summon Mon. 2, 1 Shield, 1 Acid Arrow (I apologize for this omission, the potions are a gift from the GM)
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    Post  Chris Fri Jan 16, 2015 12:00 am

    whit10 wrote:ok, GM intervention time....

    It is extremely unlikely that you will be able to get 8 full hours of rest... you have killed or liberated (remember them) every opponent except for the Queen.  She has a King.  It is extremely likely that she might be trying to get to him at the moment.  If he is awakened, they will most likely come after you.  


    Rolling Eyes that is exactly the same thing JT said in character both times the suggestion to rest IN THE MIDDLE OF FREAKING DUNGEON was brought up

    our rest will get interrupted, half the party will be asleep and Olivia will still not get her spells back.... but apparently people still think this is a good idea. JT is not sleeping and will keep watch with his machine gun
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    Post  Robyo Fri Jan 16, 2015 8:20 am

    whit10 wrote:ok, GM intervention time....

    It is extremely unlikely that you will be able to get 8 full hours of rest... you have killed or liberated (remember them) every opponent except for the Queen.  She has a King.  It is extremely likely that she might be trying to get to him at the moment.  If he is awakened, they will most likely come after you.  

    I will grant you that I should have spiced things up a bit in that secret room.... there are also 6 Potions - Cure Serious Wounds (3d8+7 HP). I also forgot to mention that there was a scroll on the caster - 1 Summon Mon. 2, 1 Shield, 1 Acid Arrow (I apologize for this omission, the potions are a gift from the GM)

    If the DM is telling us not to rest, then I guess we move on. Don't blame me, resting in the dungeon is as old as D&D. Gygax never found a solution to the 15-minute adventuring day. For some reason he loved Vancian casting.

    Could DM list the newly found items in the loot thread?

    Olivia Spellcheck on new items: 4 + 6 = 10 meh.
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    Post  whit10 Fri Jan 16, 2015 10:02 am

    I wasn't trying to lecture anyone nor blame them.
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    Post  whit10 Fri Jan 16, 2015 9:30 pm

    Ok, are you guys going to try to spring an ambush or go in search of them?

    All I need to know
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    Post  Chris Sat Jan 17, 2015 11:27 am

    whit10 wrote:
    It is extremely unlikely that you will be able to get 8 full hours of rest... you have killed or liberated (remember them) every opponent except for the Queen.  She has a King.  It is extremely likely that she might be trying to get to him at the moment. If he is awakened , they will most likely come after you.  


    JT still thinks this is the most compelling argument to push forward. Maybe we can fight them 1 at a time instead of both together

    as posted last week

    Chris wrote:point man takes point, creeping down the passage way, senses alert, axe and pistol in hands

    Stealth
    Result of the throw of dice "1d20 +13" :

    12 + 13 = 25

    Perception
    Result of the throw of dice "1d20 +17" :

    7 + 17 = 24

    +2 stone
    +2 undead
    +3 traps
    whit10
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    Post  whit10 Sat Jan 17, 2015 11:36 am

    I've got your checks down.. just waiting to see if that is the consensus.
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    Post  whit10 Sat Jan 17, 2015 11:55 am

    one other thing... Gaspard (the French mercenary with the rifle) is reluctant but willing to go with you. Louis, the guy that was just incompetent during the fight, has been inching slowly towards the access tunnel, he looks pretty spooked.

    What do you want to do with them?
    Chris
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    Post  Chris Sat Jan 17, 2015 2:44 pm

    whit10 wrote:one other thing... Gaspard (the French mercenary with the rifle) is reluctant but willing to go with you.  Louis, the guy that was just incompetent during the fight, has been inching slowly towards the access tunnel, he looks pretty spooked.

    What do you want to do with them?

    "You are free men, do as you wish. We are not leaving until the fiend and her King are destroyed."
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    Post  MAS Sat Jan 17, 2015 6:07 pm

    Cool, lets go then.
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    Post  Robyo Sat Jan 17, 2015 9:37 pm

    Olivia brings up the middle somewhere, gun in one hand, staff in the other. Hair is still.
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    Post  whit10 Sun Jan 18, 2015 11:28 am

    Hearing JT's response, Louis runs for his life down the access tunnel. Gaspard shakes his head slightly.."eeh was always a bit of a coward. I am soldier, I will help you for freeing my mind" (he reloads his rifle with a full stripper clip).

    The dust has settled in the tunnel, you can see that it goes on for roughly 100'. There is only a pin-prick of light at the end.... as you get about 30' feet down the tunnel, JT's Trap Sense serves him well.. the next stone block on the floor is trapped!

    Please see the new thread (the End of the Line) for the map and next encounter.
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    Post  whit10 Mon Jan 19, 2015 8:52 pm

    **Very Important**

    I'm putting this here so as to allow for my one and only retcon, Rob, you used Detect Magic on the whole area... the Thompson that was left behind was magical, as was it's ammunition. I think this one is on me... consider it a gift that I just tell you it's +1 (the gun) and ammo is Flaming (1d6)-two full drums (since he didn't fire a shot)...

    Olivia also noticed the French rifleman had magic items on his waist, wrists and his weapon.
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    Post  Robyo Tue Jan 20, 2015 8:43 am

    The guy that ran away had magic stuff on him? Olivia will inform the party of all this new info.

    She grabs the gun and ammo and offers it to anyone who wants.

    I'll add to the loot thread.
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    Post  whit10 Tue Jan 20, 2015 10:10 am

    the gun and ammo were dropped
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    Post  Chris Tue Jan 20, 2015 11:55 am

    JT can use the gun, but Elliot is more of a natural shooter so he should get it. Maybe Elliot would give the shocking sword to JT? since JT is mostly melee
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    Post  whit10 Tue Jan 20, 2015 12:50 pm

    Those are .45 rounds by the way (fit the Colt M1911 perfectly)

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