IC 004 - Water Never Sleeps
Re: IC 004 - Water Never Sleeps
Ciarra
Sorry, forgot Gars was injured.
"I can heal most diseases yes."
First aid (Heal lvl 2 specialist x2) [_4d6]=(3+3+6+1)=13 [1d6+2]=2+2=4
Roll of 9, heals 4, Gars gains 1 system strain.
Healing Touch/Facile Healer [2d6+2]=3+2=5
Gars is healed another 5 and gains another system strain.
Let me know if I messed something up.
"Does anyone else need healing?"
She has Healing Touch for the rest of the scene.
Sorry, forgot Gars was injured.
"I can heal most diseases yes."
First aid (Heal lvl 2 specialist x2) [_4d6]=(3+3+6+1)=13 [1d6+2]=2+2=4
Roll of 9, heals 4, Gars gains 1 system strain.
Healing Touch/Facile Healer [2d6+2]=3+2=5
Gars is healed another 5 and gains another system strain.
Let me know if I messed something up.
"Does anyone else need healing?"
She has Healing Touch for the rest of the scene.
Re: IC 004 - Water Never Sleeps
HP: 15/15
System Strain: 2 / 8
"Son of a Harpy," Gars curses as he watches the gash forcibly knit. "I didn't think healing would hurt so much. I think I can feel that in my kidneys. That is an impressive gift."
When everyone is ready, he leads to the next room, same drill.
System Strain: 2 / 8
"Son of a Harpy," Gars curses as he watches the gash forcibly knit. "I didn't think healing would hurt so much. I think I can feel that in my kidneys. That is an impressive gift."
When everyone is ready, he leads to the next room, same drill.
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- Ranger Knight
- Posts: 1678
- Joined: Sat Jul 07, 2018 1:26 am
- Location: Chicago
Re: IC 004 - Water Never Sleeps
Sleepy delicately steps over to the battered remnants of the bedroom, looking for anything of value in the chests.
Notice + Wisdom: [2d6+1]=5+1=6
Notice + Wisdom: [2d6+1]=5+1=6
Re: IC 004 - Water Never Sleeps
Using her polearm to nudge the bodies, Lavin says "Gars, I'm sure the others appreciate you protecting them, but can you afford to get hit like that yourself? Not that I didn't take a nasty gash also."
Notice: [2d6]=2
Lavin turns to Ciarra. "That's impressive. I could use some healing as well."
Notice: [2d6]=2
Lavin turns to Ciarra. "That's impressive. I could use some healing as well."
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Re: IC 004 - Water Never Sleeps
Gars grunts. "Not too many times. For sure." He considers thoughtfully. "You're vicious with that polearm - between us, I think we just need to keep the worst of it off the other two. Never let them take out your archer or healer." He smiles.
"I think any element of surprise is lost with this ruckus, though, and it doesn't look like the bandits stayed, even if these workers are theirs. So I don't need to scout ahead in the dark anymore. You can have point if you want it, I'll still look for enchantments."
Re: IC 004 - Water Never Sleeps
The furniture yields little in the way of clues for Sleepy. The footlockers contain clothes and other personal effects. No letters from relatives or lovers, nothing that would indicate country of origin.
Lavin is loathe to make a detailed inspection of the dead bodies. He pokes and prods and finds nothing of interest.
Remind me of the marching order as we head south?
Lavin is loathe to make a detailed inspection of the dead bodies. He pokes and prods and finds nothing of interest.
Remind me of the marching order as we head south?
Re: IC 004 - Water Never Sleeps
Ciarra
Ciarra will also heal Lavin.
First aid (Heal lvl 2 specialist x2) [_4d6]=(5+6+6+4)=21 [1d6+2]=1+2=3
Roll of 12, heals 3, 1 strain for Lavin.
Healing Touch/Facile Healer [2d6+2]=5+2=7
Lavin is healed 7 and gains another strain.
Ciarra will also heal Lavin.
First aid (Heal lvl 2 specialist x2) [_4d6]=(5+6+6+4)=21 [1d6+2]=1+2=3
Roll of 12, heals 3, 1 strain for Lavin.
Healing Touch/Facile Healer [2d6+2]=5+2=7
Lavin is healed 7 and gains another strain.
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- Ranger Knight
- Posts: 1678
- Joined: Sat Jul 07, 2018 1:26 am
- Location: Chicago
Re: IC 004 - Water Never Sleeps
Do the items give any indication of age? Nothing specific but days old...months old...years old...decades old...centuries...etc.
Re: IC 004 - Water Never Sleeps
Somewhere between years and decades.The_Wanderer wrote: ↑Thu Sep 14, 2023 12:57 pmDo the items give any indication of age? Nothing specific but days old...months old...years old...decades old...centuries...etc.
Re: IC 004 - Water Never Sleeps
Exploration Round 6
The party moves 2 x 2 down a dark but short corridor that widens into a roughly 15' by 20' room. There are more bodies here, three in total, similar in appearance to the workers. These look to have died somewhat recently but lack any evidence of violence done to them. They more resemble the Husks you just fought, except not animated.
There are a number of mining tools scattered around, picks and shovels. There is also a large, iron bound chest sitting against the eastern wall. The chest is locked, with a sturdy-looking lock embedded into the front.
There are two exits from the room aside from the one you used to enter. There is silence coming from the northeast but you hear sounds of digging or mining coming from the southeast.
The party moves 2 x 2 down a dark but short corridor that widens into a roughly 15' by 20' room. There are more bodies here, three in total, similar in appearance to the workers. These look to have died somewhat recently but lack any evidence of violence done to them. They more resemble the Husks you just fought, except not animated.
There are a number of mining tools scattered around, picks and shovels. There is also a large, iron bound chest sitting against the eastern wall. The chest is locked, with a sturdy-looking lock embedded into the front.
There are two exits from the room aside from the one you used to enter. There is silence coming from the northeast but you hear sounds of digging or mining coming from the southeast.
Re: IC 004 - Water Never Sleeps
Ciarra
Ciarra will indicate with hand signals she hears something coming from the southeast and to be silent. She will cover the lantern light and move towards the SE entrance to listen more intently.
Ciarra will indicate with hand signals she hears something coming from the southeast and to be silent. She will cover the lantern light and move towards the SE entrance to listen more intently.
Re: IC 004 - Water Never Sleeps
Make a roll if you want a chance to learn more than what I've already shared.
Re: IC 004 - Water Never Sleeps
Lavin squats in front of the chest, tugging at the lock to test it. "I bet we could get this lock off with one of the picks," she whispers.
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Re: IC 004 - Water Never Sleeps
To be clear, the lock is embedded in the chest and is not separate from it. It cannot be cut or knocked off. Either the lock is picked, or the lid is forced open, or you break into it from one side or another.
Re: IC 004 - Water Never Sleeps
Ciarra is unable to determine any more from listening, other than to be fairly certain the noises are of shovel versus dirt and pick versus stone.
Re: IC 004 - Water Never Sleeps
Gars, his eyes still an unnerving pitch black, joins Ciarra, looking into the darkness as she listens. He motions to her that he will inch forward a bit and take a look.
Still using Night-Black Eyes to see in darkness, also for magical auras.
INT+Notice [2d6]=4
(Or if it's magic-related, add 3 to that instead.)
Still using Night-Black Eyes to see in darkness, also for magical auras.
INT+Notice [2d6]=4
(Or if it's magic-related, add 3 to that instead.)
Re: IC 004 - Water Never Sleeps
Gars can tell that the hallway slopes down as it fades to black but it's much longer than the other hallways between rooms that the party has encountered so far.
It bears off to the left at the end so Gars can't make anything out in the next room, other than it's dimly lit.
It bears off to the left at the end so Gars can't make anything out in the next room, other than it's dimly lit.