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Old 10-16-2009, 06:25 PM   #1
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Default T&T Dungeon 8 - Clockwork Cave

CLOCKWORK CAVE

Deep in the far-off mountains, a team of miners began a new excavation. The area had been rumored to hold great wealth within its caverns. However, the miners called the whole thing off for unknown reasons. The mountains stayed unexplored until inventor and former miner Gregor Grumblin built a series of clockwork mining robots to do the work for him. For a few weeks, it seemed to work pretty well!

However, Gregor now reports brand new robots in the mines that he claims he never even designed! These new robots are hostile, and they seem to be mining for something else... Gregor is now looking for adventurers to help him reclaim the mine.


---

CheeseLord the Pyromancer, darkguyhades the Geomancer, Mr.Onion the Electromancer, and seamonkey the Necromancer arrive in the far-off mountains at dawn. They find the entrance marked on their map and enter.

EXPANSE

You enter to find a huge cavern expanse! Light floods in from the north, outside of the cave. The ground is covered with rocks, dirt, and footprints - this must be where the miners camped before they fled. The camping area is almost completely abandoned, save for a few tent pegs here and there and a small metal bucket. To the west is a comfortable wooden cabin. To the east lies a small wood shack. Its door is marked, "TNT." To the south the expanse ends in caverns go in deeper... but first, you should find your employer!

---

I'll post your stats once you get into your first battle. But for now, get to exploring!
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Last edited by PurpleKoopa; 10-17-2009 at 07:48 PM.
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Old 10-16-2009, 07:54 PM   #2
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Default Re: T&T Dungeon 8 - Clockwork Cave

I enter the TNT shack.
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Old 10-16-2009, 08:18 PM   #3
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Default Re: T&T Dungeon 8 - Clockwork Cave

While look at the cabin.
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Old 10-16-2009, 10:40 PM   #4
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Default Re: T&T Dungeon 8 - Clockwork Cave

Darkguyhades tries to enter the TNT shack, but the door is locked shut! Grr, being deprived from explosives makes you angry! Maybe you'll find the key later.

Seamonkey looks at the cabin. Who could be living inside of a cave? The front door is left open.
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Old 10-17-2009, 09:00 AM   #5
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Default Re: T&T Dungeon 8 - Clockwork Cave

I search the area around the TNT shack for anything.
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Old 10-17-2009, 03:16 PM   #6
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Default Re: T&T Dungeon 8 - Clockwork Cave

While I enter the cabin
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Old 10-17-2009, 07:47 PM   #7
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Default Re: T&T Dungeon 8 - Clockwork Cave

Darkguyhades looks around the TNT shack. The door is the only way into the shack.

Seamonkey heads inside the cabin. The rest of the heroes decide to follow him. You enter to find a short bearded man in goggles and a jacket is busy tinkering with something on the table. He looks relieved at your arrival. "'Bout time you show up! Here's the deal: I was working with these other miners. But the miners hated working here. They were always tired and bickering. One day, they all fled the mines. Didn't tell me why. Later, I had this brilliant idea: why not use my inventing prowess to build clockwork miners to do the work for me? They don't get tired, they don't run away... Plus, that way I could get all of the gold here myself!"

"Umm, we will be getting paid for this adventure, right?" asks CheeseLord.

"Huh? Oh yeah, right. You'll be getting part of whatever goods we find. Anyways, a few weeks after that, these brand new robots show up! They weren't like the other clockbots at all - they disobeyed my commands and refused to mine for what I asked. In fact, they shoved me around and left to go somewhere deeper in the mines. I want you to find out where these robots come from, find what they're up to, and put a stop to them! Then I can mine in peace..."

"Oh yes, and I have something to help you out..." Gregor shuffles through his jacket. He pulls out four mechanical boxes. "Here's one of my many inventions – an Enemy Radar! It warns you about possible foes when you try to enter a room. You should be able to prepare your spellbooks before combat with it. It will even give you some advice before the battle! Oh yeah - you guys probably don't have any spellbooks yet. I knew I should have picked some more experienced wizards... oh well, you'll be finding them after you start wreaking havoc to those robots."

"Also, those new clockbots stole most of my clocksmithing equipment. If you find enough gears, I'll build a clockbot for you."

GREGOR'S CABIN

Gregor's cabin is small but cozy. Pocketwatches are placed about the table. A stove is busy cooking something in the corner of the room. The door east leads back into the expanse.
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Last edited by PurpleKoopa; 10-17-2009 at 07:55 PM. Reason: little more dialouge
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Old 10-17-2009, 09:05 PM   #8
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Default Re: T&T Dungeon 8 - Clockwork Cave

I pick up everything that isn't nailed down.
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Old 10-17-2009, 09:54 PM   #9
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Default Re: T&T Dungeon 8 - Clockwork Cave

Darkguyhades does what every good adventure hero does: act like a kleptomaniac. He tries to lift up the stove, but it's stuck in place! He pauses before he swipes the watches - he notices that some of the clock hands are moving counterclockwise! The clocks are moving in this order: counterclockwise, clockwise, clockwise, counterclockwise, clockwise.
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Old 10-18-2009, 10:10 AM   #10
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Default Re: T&T Dungeon 8 - Clockwork Cave

I leave the cabin and examine/take the bucket.
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Old 10-18-2009, 04:36 PM   #11
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Default Re: T&T Dungeon 8 - Clockwork Cave

Darkguyhades tries to lift up the bucket, but it's stuck in pla - oh wait, he managed to pull it out! Strange, it's not that heavy now. It's almost like something was holding it in place. There's a note inside of the bucket. It looks like a page from a journal. It's dated a couple of weeks ago.

"The caves seem empty without my crew. They took the entire camp with them. I'm still frustrated and disappointed that they didn't complete their excavation, especially since they were on the verge of a great discovery. I think they found something, but they left without even telling me what it was! I'm feeling better today, though, as I came with a great idea to replace them - clockwork miners! The prototypes are working pretty well, so I'll start anew and continue the excavation without the others.

-Gregor Grumblin"

Gregor comes over and looks at the journal page. "Oh yeah, those clockbots tore up my journal. Complete vandals! Um... give me that back though. It's my journal."

Inventory:
Five pocketwatches (counterclockwise, clockwise, clockwise, counterclockwise, clockwise)
Small metal bucket
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Old 10-18-2009, 05:31 PM   #12
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Default Re: T&T Dungeon 8 - Clockwork Cave

I pick up the pegs and start heading south.
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Old 10-18-2009, 10:40 PM   #13
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Default Re: T&T Dungeon 8 - Clockwork Cave

Darkguyhades tries to pick up the pegs, but they're stuck in place. They're probably just flavor text objects. Then he exits to the south. The Enemy Radar is going off, but right now no one has spellbooks.

You enter into the main area of the mines. Clockwork robots are busy swinging their pick axes at the cavern walls. Gregor points out that these are his robots, and not the ones that are giving him trouble. Two other robots that look exactly like the ones mining have robotic canaries perched on their heads. These two robots are walking towards another area in the mines... before the canaries spot you and start screeching horribly! You draw your staff and prepare for combat. It's battle time!

You're fighting two of these...
Clockwork Miner
9/9 HP, 8S, 1A
Pick Axe (1C) (+1) 2 melee damage. Target loses 1 armor next turn.
Push (4C) (-1) 1st turn – nothing. 2nd turn – 7 damage. Speed 0.
Mine Cart (2C) (-1) Speed +5. 4 melee damage.
Gold Rush (2C) (-2) 4 separate 2-damage attacks.

And two of these!
Clockwork Canary
7/7 HP, 6S, 0A
Peck (1C) (+1) 2 piercing damage.
Hover (5C) (0) +4 Speed for 4 turns.
Expel Toxins (2C) (+1) 2 damage. Target takes 1D/T for 2T.
Sing-Song (3C) (-1) Target falls asleep next turn for 2T. (If you fall asleep, you do nothing and have 0 Speed until you are hit or the effect ends)
Bird Cage (3C) (-1) 4 damage. Target blocked next turn.

Here are your stats!
CheeseLord the Pyromancer
6/6 HP, 8S, 0A
Scorch (2C) (+1) 3 damage.
Heat Ray (3C) (+1) 2 piercing damage.
Avenge (1C) (0) Counter. Attacker hit for 2 piercing damage at (attacker speed -1).
Incinerate (2C) (-2) 7 damage.
(blank)
(blank)
Specialty: (blank)

darkguyhades the Geomancer
8/8 HP, 5S, 2A
Rock Out (1C) (+1) 2 piercing damage. Target has -2 speed next turn.
Gravity Hammer (1C) (-1, 0) 1st turn – nothing, 2nd turn – Melee. 8 damage.
Rock Shield (4C) (+1) User has +1 armor for 3 turns.
Earthquake (1C) (-3) Speed -10. Hit 3 targets for 5 damage.
(blank)
(blank)
Specialty: (blank)

Mr.Onion the Electromancer
6/6 HP, 9S, 1A
Lightning Bolt (1C) (+1) Separate 2-damage and 1-damage attacks.
Black Out (3C) (0) 2 damage. Target loses 1 energy at end of turn.
Thor's Cannon (5C) (-1) Deals (energy after spending + 0.5 for each E) damage.
Surge (2C) (+2) Nothing but energy.
(blank)
(blank)
Specialty: (blank)

seamonkey the Necromancer

6/6 HP, 6S, 1A
Ectoplasmic Beam (1C) (+1) 2 damage. Poisons target for 1D/T for 2T.
Bone Whack (2C) (+1) 3 melee damage. Speed +4. Target has -2 speed next turn.
Build Skeleton (2C) (-2) Summons a skeleton. Uses a corpse.
Bone Bomb (1C) (-1) 6 damage. Costs a corpse or summon.
(blank)
(blank)
Specialty: (blank)

Skeleton (note: you don't actually have a skeleton yet, you need to summon one first)
4/4 HP, 4S, 1A
Bone Crush (1C) (+1) 2 damage.
Self-Fossilize (1C) (-1) Hide. Speed +6.
Grave Rob (1C) (-1) Summon a corpse.
Skeletal Hammer (2C) (-2) 4.5 damage. Melee. Speed +6.
Specialty: Summon (Immune to special effects. Dies when summoner defeated.)

Round 1! Send in your moves! Everyone has 1 energy right now! If you don't know how the combat system works, look over the rules, some of the other T&T games, or ask me a question.
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Last edited by PurpleKoopa; 10-19-2009 at 06:45 PM. Reason: added energy
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Old 10-19-2009, 09:38 PM   #14
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Default Re: T&T Dungeon 8 - Clockwork Cave

CheeseLord, darkguyhades, and seamonkey haven't sent in their moves yet. (Mr.Onion is using Lightning Bolt on the first Clockwork Canary) Please post your moves soon, gentlemen!

EDIT: darkguyhades is using Gravity Hammer on the first Clockwork Miner. I still need to hear from seamonkey! In case there seems to be a little confusion over the rules, let me clarify some things...

The S is your speed stat. It determines the order the players and the monsters move in from highest to lowest. Melee attacks can hit only if your speed is equal or greater than your target's. You can kill a monster before it can cast its move, if you're fast enough (of course, the same applies vice versa!

The A is your armor stat. Whenever a player takes damage, that "A" value is subtracted from it. For instance, if a unit with 4 armor is hit for a 6 damage attack, that unit will only take 2 damage. Damage from effects (such as poison) or from special "piercing" attacks ignore armor. Armor cannot lower an attack beyond 0.5 damage.
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Last edited by PurpleKoopa; 10-20-2009 at 03:08 PM. Reason: adding stuff
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Old 10-20-2009, 12:08 PM   #15
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Default Re: T&T Dungeon 8 - Clockwork Cave

Scorch the first Clockwork Canary.
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Old 10-20-2009, 07:22 PM   #16
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Default Re: T&T Dungeon 8 - Clockwork Cave

Ok I'm here sorry for being late. give me literally a minute to edit this post with my move. I'll help out Mr electro (Mr.Onion) by attacking the same target with bone whack.
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Last edited by seamonkey; 10-20-2009 at 07:23 PM.
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Old 10-20-2009, 07:37 PM   #17
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Default Re: T&T Dungeon 8 - Clockwork Cave

Can I change my target to the second canary?
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Old 10-20-2009, 07:51 PM   #18
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Default Re: T&T Dungeon 8 - Clockwork Cave

Where have all the Clockwork Miner's logs and gears and tin cans gone?
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Old 10-20-2009, 09:51 PM   #19
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Default Re: T&T Dungeon 8 - Clockwork Cave

Quote:
Originally Posted by SpaceManiac
Where have all the Clockwork Miner's logs and gears and tin cans gone?
These clockwork robots may not be perfectly identical to the ones the LL2! Entirely different! (Who builds a robot out of logs?!)

ROUND 1


D1G-G3R pulls a mine cart out of hammerspace! The robot hops on and runs over CheeseLord, squishing the pyromancer like a pancake!

Mr.Onion fires two lightning bolts at TW33TY. Kzzzap!

CheeseLord pops back into um... unsquishiness... and tosses a fireball at TW33TY!

M1-N3R swings its pick-axe at Seamonkey, breaking some of his armor!

Seamonkey lands the finishing blow on TW33TY by hitting the bird over head with a bone. Bonk! TW33TY has been crushed into gears and springs!

Most birds sing cheerful melodies, but TW1T-T3R just plays a recording of a lullaby from its speakers. Darkguyhades yawns...

Darkguyhades raises his staff in the air. Rocks from cavern walls are drawn like a magnet toward his staff and start to form a large hammer. He'll bash TW1T-T3R with it next turn! Or he would, but he's feeling really sleepy...

MI-N3R the Clockwork Miner
9/9 HP, 8S, 1A, 2E
Cooldowns: Pick Axe (1C)
Pick Axe (1C) (+1) 2 melee damage. Target loses 1 armor next turn.
Push (4C) (-1) 1st turn nothing. 2nd turn 7 damage. Speed 0.
Mine Cart (2C) (-1) Speed +5. 4 melee damage.
Gold Rush (2C) (-2) 4 separate 2-damage attacks.

D1G-G3R the Clockwork Miner
9/9 HP, 8S, 1A, 0E
Cooldowns: Mine Cart (2C)

TW33TY the Clockwork Canary (DEAD, corpse available)

TW1T-T3R the Clockwork Canary
7/7 HP, 6S, 0A, 0E
Cooldowns: Sing-Song (3C)
Peck (1C) (+1) 2 piercing damage.
Hover (5C) (0) +4 Speed for 4 turns.
Expel Toxins (2C) (+1) 2 damage. Target takes 1D/T for 2T.
Sing-Song (3C) (-1) Target falls asleep next turn for 2T. (If you fall asleep, you do nothing and have 0 Speed until you are hit or the effect ends)
Bird Cage (3C) (-1) 4 damage. Target blocked next turn.

CheeseLord the Pyromancer
2/6 HP, 8S, 0A, 2E
Cooldowns: Scorch (2C)
Scorch (2C) (+1) 3 damage.
Heat Ray (3C) (+1) 2 piercing damage.
Avenge (1C) (0) Counter. Attacker hit for 2 piercing damage at (attacker speed -1).
Incinerate (2C) (-2) 7 damage.

darkguyhades the Geomancer
8/8 HP, 0S, 2A, 0E
Cooldowns: Gravity Hammer (1C)
Effects: Asleep! (does nothing and has 0 Speed for two turns or until hit) Gravity Hammer (hits TW1T-T3R for 8 melee damage next turn... or once he wakes up)
Rock Out (1C) (+1) 2 piercing damage. Target has -2 speed next turn.
Gravity Hammer (4C) (-1, 0) 1st turn nothing, 2nd turn Melee. 8 damage.
Rock Shield (4C) (+1) User has +1 armor for 3 turns.
Earthquake (1C) (-3) Speed -10. Hit 3 targets for 5 damage.

Mr.Onion the Electromancer
6/6 HP, 9S, 1A, 2E
Cooldowns: Lightning Bolt (1C)
Lightning Bolt (1C) (+1) Separate 2-damage and 1-damage attacks.
Black Out (3C) (0) 2 damage. Target loses 1 energy at end of turn.
Thor's Cannon (5C) (-1) Deals (energy after spending + 0.5 for each E) damage.
Surge (2C) (+2) Nothing but energy.

seamonkey the Necromancer

5/6 HP, 6S, 0A, 2E
Effects: Pick Axe'd (-1A next round)
Cooldowns: Bone Whack (2C)
Ectoplasmic Beam (1C) (+1) 2 damage. Poisons target for 1D/T for 2T.
Bone Whack (2C) (+1) 3 melee damage. Speed +4. Target has -2 speed next turn.
Build Skeleton (2C) (-2) Summons a skeleton. Uses a corpse.
Bone Bomb (1C) (-1) 6 damage. Costs a corpse or summon.

Round 2! Post your moves!
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Old 10-21-2009, 04:19 AM   #20
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Default Re: T&T Dungeon 8 - Clockwork Cave

I use gravity hammer on MI-N3R if I wake up.
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