The wedge between it is a tad too wide for a pipe, but that scrap axe you found should do the trick. With a bit of groaning and shoving, you eventually manage to wedge the piece of metal in there and start trying to break the pipe. You manage to bend it a little bit before Blitz pointedly says that you should probably just shunt it upwards instead of trying to break it. You sheepishly stare at the conundrum, and then try what Blitz suggested. The pipe lifts, and it falls behind the door, unable to block it. Of course, that leaves the planks. They're stuck on there with something a little tougher to defeat than moving it upwards. The door doesn't even op enough to give you an angle, and it goes up for quite a while. But, of course, it's still just wood, so...
Crackle, torch this thing.The man laughs, a deep and wheezy sort of laugh that you only get from years of smoking, and we're not talking cigarettes.
My pleasure. He says, before blasting his flamethrower against the iron gate. It doesn't seem to affect the entirely metal metal at first, although you can steadily feel the heat from where you're standing. Things get a little worrying a tad later, however, when the flamethrower begins to hiss and even spark. At Rotface's insistance, Crackle lets off on the flames and takes a look at his flamethrower before continuing. However, the damage was already done, and not five seconds into flamethrower repair (this was after a generous amount of time spent waiting for it to cool down) the gate suddenly creaks open. The wood was burnt to a crisp already, though the metal remains horrifically hot. You carefully move further, making sure not to touch the metal. It's not visibly warm, but that's still around a hundred degrees or more. Regardless, you all make it through without injury. As for making sure that gate remains impossible to open, that's a bit more of a pickle.
The framework for this thing is mostly metal, a bit rinky-dink, but it'll take a while to tear down. With your knowledge of fixing stuff, however, you also know how to get things broken in short order as well. After a quick, cursory glance at the structure, you quickly find the load-bearing poles. You take the scrap axe to it, and after some specific hacks, the first pole just about explodes. You do your best to jump back before it collapses, though you saw the collapsing in time, despite your somewhat dulled senses from the poultice. You fall on your behind as you hop back, though, failing to keep your weight on one leg. As the structure collapses, you shield your eyes from any errand pieces of scrap, but it's a fairly controlled collapse. It all goes well, and in a timely manner, even.
Still, you're not a fan of falling on your ass because you can't lift your own weight. You take that "Maw Milk" Rotface talked about, and take a close look at it. It's in a tin can, that used to be for beans. It's a strange, milky-white substance, though it has about the consistency of... something slimy. You don't doubt that it's slightly radioactive, but nothing worse than an average meal in these times. Still...
You need to get through this, and this should allow you to do it. You take a deep breath, and try to chug down the wretched thing in one go. That proves to be fairly easy, as the consistency is so thick it's more of a singular glob of... stuff. The taste is indescribable, moving from one horrible taste to another. It starts out as intensely sour, to a more distinctive coppery taste. There's a strange dip in the middle where it tastes like something that's almost nice, but then it just about choke-slams you with a horrifically bitter taste. When it finally goes down your gullet, you're almost glad the aftertaste was the initial sourness. It certainly allows you to explain the facial expression.
Holy shit! I never saw anybody chug that before...I feel like steam's gonna come out of his ears. You cough a little, and then the horrific goo starts doing its fortunately positive effects. Sure enough, the pain melts away, and you feel your heart beating harder and faster already. You're ready to go run a damn marathon! You feel a lot better all at once, and your attitude reflects it, too. You're actually smiling.
Alright! Let's fucking GO! You shout, moving forward as your heart hammers just a tad faster.
It takes a longer time to find another kind of gate, but there's no real need. It was a bit of a misnomer to call it the "deepest parts" for where the forge is, because you're pretty sure you just found it! A fairly large thing, to say the least. About two square meters of metal and steel. It's an all-in-one package, from the looks of it. You've got an automatic hammer, the titular forge part (looks like an oven, really), a quenching station... You can certainly see why the blackfingers would want this thing. You look through it all, but it looks like it was taken care of for the many years since the war. It's filthy as all hell, but it's not in the same state as the rest of the machines. Oiled, preserved and ready for creating. There's even some tribal icons scrawled on it. They must think it's important. Of course, there's no way in HELL you'll be able to just carry it out of there. You'd need a trolley for just one part of it, and it is quite a distance from here to the exit. Fortunately, you spot something that looks very interesting. There's two things that would make this possible. One is a crane poised to lift this thing somewhere, although you'll need to get past another gate to get to the controls. The other is a flatbed truck with full tires and what looks like a Highwayman design for the engine. You might just be able to cruise out of here if you can fix it up just a tad (doesn't look difficult, but it might take a little bit) and find some energy cells. There's got to be some around here if they're taking care of the truck like that. You just need to try and think of where they'd put them. As for the gate...
The gate looks... foreboding. It's another simple chainlink, but there's a massive loudspeaker attached to it. Also of note, a generator that's going hard enough to cause sparks to fly between the links. You might have your energy source, provided it doesn't work on gas (which it probably does). The gate is too high to climb, even if the electricity wouldn't fry you. The links look easy to break, but you can't really touch them with the electricity.
There IS another cubbyhole for Blitz, but are you sure you want to try that? It looks more mazelike already, and you can't even see that far.
Maybe you should move back. You got your job done, isn't it? But if you manage to work your way through this, the rewards will be great. You'll probably gather up a serious reward for the truck, as well. If you are going to send Blitz down that tunnel, maybe you should hand her some more powerful weaponry... If she can even handle the extra kick.
IF YOU SEND IN BLITZ, WE WILL TEMPORARILY SWITCH TO HER PERSPECTIVE AS SHE NAVIGATES THE HOLES.
Statistics and inventory.
Combat Stats
HP: 160 /315 (Maw Milk!)
Limb health: Perfect
Weapons: .357 revolver (Six shots) (requires 0.3 second to fire, 0.7 to cock the hammer for the next shot) (reloading takes 0.7 seconds per bullet) (Can be "aimed" for a bonus to hit and allowing you to hit specific parts of the body) (Loses accuracy beyond 10 meters, by 5 percent per meter) (60 percent chance to hit, not modified for range) (does 36 damage)
Sawed-off 12gauge (2 shots) (requires 0.2 seconds to fire) (Reloading takes 2,5 seconds) (Cannot be aimed with precision, but you can still get a bonus to hit if you take care to aim) (Loses DAMAGE, not chance to hit, beyond three meters. 10 dmg per meter) (Does 70 damage) (70 percent chance to hit
9mm pistol (kind of alright) (13 bullets remaining) Requires 0.2 seconds to fire. (Reloading takes 1.5 seconds) (Can be aimed to a specific body part) (Loses accuracy beyond 12 meters) (70 percent chance to hit, not modified for range) (15 DMG)
Varmint Rifle (5 shots) (Requires 0,3 second to fire) (Reloading takes 3 seconds) (Can be aimed with extreme precision) (Effective range is 60 meters, Loses accuracy at 1 percent per meter beyond that) (Does 28 damage per shot) (80 percent chance to hit)
Grenades
Ammo:
21 .357 bullets
20 12-gauge shotgun shells
4 20-gauge shotgun shells
72 9mm bullets
36 .22 rounds
Inventory
Torn raider outfit (1 DT) (Light armor) (torn) (equipped)
Maw Milk (grants 100 temporary HP, +1 STR, +1 END. Gives Maw Crash after the effects are done)
Box.
Eight empty water bottles
Awkward backpack
Two doses of Jet
Seven leather arm scraps
Two units of Nuts and Bolts
Emergency Shank (unequipped, takes 0.3 seconds to take out. 0.5 seconds to stab something)
Sack of legion gold.
664 caps
S.P.E.C.I.A.L.
STRENGTH 7 +1 (Maw Milk) = 8
PERCEPTION 5 -1 (poultice)= 4
ENDURANCE 6 +1 (Maw Milk) = 7
CHARISMA 7
INTELLIGENCE 4
AGILITY 5
LUCK 6
Barter: 37
Energy Weapons: 15
Explosives: 15
Guns:45
Lockpick: 30
Medicine:13
Melee weapons: 19
Repair: 35
Science: 13
Sneak:35
Speech:30
Survival: 27
Unarmed: 19
PerksLevel-up perks
Iron Stomach: Your extended life as an outcast left you with a strong stomach. Radiation and general filth does not affect you nearly as much
Weird Wasteland: Maybe it's that blow to the head, but things seem a little more loopy and funny. Some things seem to happen that shouldn't. Well, it's nothing bad, at least.
Cold as Ice: You're not exactly the pinnacle of romance, and why would you be? You easily see through people trying to manipulate you, but you suffer a -15 to all convincing checks.
Big Dog: Stature doesn't matter when you can bark like a true master. Whenever you need to incentivise a collection of people towards violence, you gain +15 to it (note: this is both a convincing check and a BUFF check. People love some motivation!). Also, you have some new dialogue to reflect this big dog 'tude.
On the move!:You suffer much less for moving and shooting at the same time. Accuracy loss is reduced by 75%.
Tanooki Perks
Furious Loyalty: Whenever somebody you value is in trouble, you gain +10 to all rolls related to saving them
Party membersTenderloin: Wields two machetes.
Heavy Machetes: Onehanded. Takes 0.2 seconds to swing from a readied position, almost a full second to swing again. Does 25 damage on a successful strike. Dual-wielding allows for attacks to be twice as fast, although the basic swing will not speed up.
10mm submachine gun. (0 shots, empty magazine!) (fully automatic, fires at 15 rounds per second.)(reloading takes 4 seconds (Insufficient Guns skill!)) (can be aimed with precision) (burst causes 5 rolls to be done for damage, with an accuracy debuff of 2 percent per shot) (Effective range is 14 meters, loses acc by 5 percent per meter beyond that) (15 dmg per shot) (70 percent base chance to hit.)
Status: Healthy.
Blitz:
9mm pistol. Magazine is 12 bullets. 13 with the chambered round.
Silenced 10mm pistol (9 shots, 13 max with the chambered round) (requires 0.2 seconds to fire, ) (reload time is 3 seconds) (effective range is 40 meters, loses accuracy at 5 percent per meter beyond that) (Does 22 damage per shot) (70 percent chance to hit)
Varmint Rifle (5 shots) (Requires 1 second to fire) (Reloading takes 7 seconds) (Can be aimed with extreme precision) (Effective range is 60 meters, Loses accuracy at 1 percent per meter beyond that) (Does 28 damage per shot) (80 percent chance to hit) (Blitz' chance is 70 percent)
Status: Healthy.
Dog
Teeth: Shiny white things in its mouth.
Status: Healthy
Quest log
Forging the way
1 Gather your supplies and get ready for the factory.
2 Open the gates and prevent them from closing
3 Find the forge
4 (Optional) Carry the forge out yourself, somehow.
5 Make an escape.
Revenge!
1 Gather a posse.
2 Bleed the town
Addiction status: You're not really affected yet, but there's the shakes.