Alone Against the Iron Gods

Game Master Lopakhin

Roll20 Link



The first time I seen that purple fire shoot up into the sky, it liked to scare all my damn goats. They started bleating something fierce and then they up and bolted straight through the pen, knocking down half the posts. It took me two days to get 'em all together again and back in the pen, and after that the nanny goats wouldn't give milk for a week. And the goats weren't the only ones frightened to hell! I shot up out of bed and darted to the window as the ground rumbled - I got tangled up in my blankets and damn near fell flat on my face! The sky was cloudy that night. And that purple flame lit up the whole thing in an eerie glow. I thought them demons from up north had attacked us for sure.
-Old Man Cogsburn, Local Farmer

Finding the town hall proved no difficult task - as one of the grander buildings in town its ceramic roof and metal molding stood out among the bleak stone buildings nearby. The activity within the town hall is currently very much akin to that of Torch's namesake - extinguished. Other than yourself, the only spark of life in the room comes from an old dwarven woman, who might easily be pushing 100 years. In spite of her age, she reacts swiftly to your presence, almost leaping from her desk as you approach.

A new face in town? Please tell me you're here about the whole Black Hill debacle. Four teams have already been lost down there. Four! Personally I'd rather be out solving the problem myself, Her hand slides down to an elegant black stone warhammer at her hip, But I'm stuck here desk riding! Now wait... don't tell me you've come alone? But then you do have the look of someone with quite some confidence, perhaps you will manage... The dwarf throws up her hands and manages to calm her speech. Ah, but look at me, shouting at you without even introducing myself. I'm Dolga Freddert, a proud member of the town council. I wish the full council could be here to greet you, but as you can imagine, we're all quite tied up in this rather nasty business. Business! Yes, that why you're here, no? The reward's good - 4,000 gold for the return of Councilman Baine's body - dead or alive. Dolga scans your face, desperately trying to read at least something. Or perhaps you're here for other reasons?


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

In less time than it took to blink, Eir processed her responses to the elderly dwarf's words - and formed her own replies. "Correction: I did not arrive in this town particularly because of the problem you've been having." she said, striving for clarity. Saying she "hoped" she was doing it right was a bit of an overstatement - emotions were... hard... for her - but she did have a general preference in that direction. Indeed, her systems rather liked it when things were making sense, as that was the best way to determine her next course of action. "Addendum: My name is Eir. It is a pleasure to meet you, Councilwoman Dolga Freddert. Observation: Procurement of financial resources would be a benefit at this point in time, and I recognize the appropriateness of exchanging labor for rewards. Query: Can you tell me anything else about what is happening here and how Councilman Baine's body was lost? Encouragement: Any information you can provide will increase the probability of a successful resolution to your problem."


"You're a bit of an odd one aren't ya, miss?" Freddert eyes you wearily, frowning as she attempts to make sense of your odd speech patterns. She let's out a resigned chuckle. "But you're the best I've got at the moment! I suppose I'd better get you up to speed then. I've not doubt you've heard talk of the how the flame on Black Hill went out - the whole town's been abuzz with rumors. If you've just arrived though, then you might not have actually seen the flames - they're a great purple affair that usually lights up Black Hill in the center of town. These flames are essential to the well being of all of us see, because they're one of the few places where you can smelt skymetal. No flames, means no trade, no money, and no way to pay those damned taxes that the Technic League lays on us in returned for butting out of our business!" Based on her posturing and increase in vocal energy, it's clear that Dolga feels strongly about this Technic League.

"Anyhow, turns out there’s an underwater passage that leads underneath Black Hill just by the Weeping Pond. Khonnir, that's the councilman, noticed a large number of human footprints on the pond’s banks — he was there the day the fires went out testing the water to ensure it hadn’t suddenly grown more toxic — and he realized that a sizable group of people had entered the pond but had not emerged. As to what made those prints, we don’t know. Word about town puts blame on the Technic League, but I think that’s too convenient and obvious an answer. Khonnir made a few expeditions down into the caves hoping to find out more, but he last entered the caves two days ago. Who knows what he found in there... or indeed, if he’s even still alive?”

Before she's overcome with emotion, the councilwoman hurries behind her desk and begins riffling through it's scattered contents. "As far as 'financial resources' go, I’ll give of you a writ that you can show to any of the merchants in town for a flat 20% discount on any gear you need to purchase — I wish I could offer a greater discount than that, but that’s the best I can do." Finally, she finds herself paper and writing instruments and begins to make out the writ. "Further, Val, Khonnir’s adopted daughter, has closed down her father’s tavern, the Foundry, for the time being. She’s told me that anyone that’s going into the caves to look for her father can use the tavern, free of charge, as a headquarters and a place to rest between forays. Finally, the entrance to the caves is flooded. You’ll need to swim a bit to get to the caves. Joram Kyte - another council member - has agreed to cast a spell of water breathing to aid in entering the caves — free of charge, of course. You can find him at the temple of Brigh or up at Crowfeather Palace when you’re ready to go. I do hope that's not too much for you to remember - feel free to borrow some paper if you'd like to take any notes."


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Internal system query: Swimming and breathing underwater. Searching databases... complete. Report: Physical augmentation suit is not capable of replacing the need to breathe at this time, and requires additional development time to create such an effect. Development will not be complete soon enough to be useful here. Unit is not trained in swimming. Probability that offer of spell is a trap: Low. Recommendation: Accept.

"Reassurance: Your words have been committed to memory. I do not need to write them down." Eir said - though she did run a few diagnostics to ensure the recorded data had not been corrupted. "Appreciative Statement: Thank you for your time and assistance. Confident Assertion: I will begin the recovery operation promptly." She waited until the writ was complete, taking it and carefully stashing it away before heading up towards the Foundry - her logic processes had suggested making a survey of the tavern, a potential resting area, before any type of expedition.

At the same time, one of her less-understood systems started working of its own accord, loading a particular program into her quick-use memory.

Implanting Mesmeric Mirror into herself. 3/4 tricks remaining today.


"I still can't make heads nor tails of that, er, dialect of yours but good luck to ya all the same!"

+++

The Foundry has the look of any respectable tavern, or at least what you assume to be a respectable tavern, given your limited experience. No sound comes from inside, but smoke rises from the chimney of what appears to be an adjoined residence. As you move in closer, a scream of terror rings out from inside the small stone house!

Before you can react, a strange metallic creature crashes through one of the side doors, teetering perilously on its three spidery legs. Its torso and arms and head are vaguely humanoid, with one blazing “eye” in the center of its head and a four-fingered hand on each arm. Bits and pieces of its chassis are missing, exposing the delicate circuitry within, and it makes loud and tortured grinding noises as it moves. The thing is currently invested in trying to dismantle the door frame of the house, and seems entirely unaware of your presence.


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Eir crouched down slightly, her systems scanning what the machine was doing. Analyzing... complete. Unknown machine assumed dangerous. Addendum: Loss of resting area would be detrimental to the procurement of financial resources. Speculation: Assisting would be beneficial for establishing a positive reputation.

"Warning: Activating combat protocols." A bit of steam vented from Eir's body as she shifted into her combat mode, then approached as quickly as she could before punching out with an open palm.

Slam: 1d20 + 4 ⇒ (11) + 4 = 15 for Damage?: 1d8 + 4 ⇒ (6) + 4 = 10

If possible, she'll get up close to it for a full attack. I'm not sure when (or if) it'll react to her presence, so I'm including the rolls here just in case. XD

Claw: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 4 ⇒ (3) + 4 = 7


The single strike from your palm is enough to send the thing crashing into the ground - its eye flickers out a second later. After a few seconds of silence a young woman, or perhaps an older child, pokes her head through the door frame. Her eyes dart from the creature and then back to you and her eyes go wide. "Did you do this?! I mean, if you did I'm glad for it, I'm not sure what that thing would've done if you hadn't stopped it. Father told me it was a robot, one that repairs things, and it thought it was deactivated but it just turned on all of a sudden and obviously didn't want to repair anything - father found it in those caves. I do hope he's okay down there, they've put out a reward for him, but I'm still worried." She stops for a moment to catch her breath. "Oh! I'm Val by the way. Val Baine."


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

"Introduction: I am Eir. Explanation: Councilwoman Dolga Freddert informed me that those making expeditions into the caves may use this building as a place of rest. I came to examine the facilities before commencing my search. Estimated time to completion of task is unknown due to large number of variables, so it would be wise to expect me to take advantage of that offer one or more times. I do not require sleep or a bed, but a quiet place for resting would be appreciated. Addendum: One moment, please." Eir bent down, and the strength-enhancing 'muscles' of her suit tightened as she pulled and began disassembling the repair robot into a number of smaller chunks. "Explanation: This robot should no longer have any potential of reactivating and becoming a threat again. Query: Do you have any advice or other statements for me before I begin searching for your father?"


"So you are searching for my father! I had a hunch the moment I saw you - I don't know why but you just had such a look about you!" Val throws her arms wide and then wraps them around you, then pulls away to think. "Advice you say? Hmm. Father told me a bit about what he saw in the caves after his first expedition - I remember him mentioning some giant vermin, some strange creatures who could blend into the shadows, and some things called gremlins. What he was really excited about though was this metal wall made of skymetal he found down there. It was formed into some kind of structure with two doors - one locked and one unlocked. Inside one of those doors was where he found that robot." Val looks down at the disabled robot and nudges it with her foot. "I can't think of much more that I can tell you, but you're welcome to stay in the tavern as long as you're here. And I'll be happy to cook you all the delicious meals you'd like! Anyways if you find my father make sure to let him know that I'm taking care of everything and even practicing my spells!"


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Eir simply nodded in response. "Observation: It would be good if you could tell him that in person. Farewell: I am now heading to begin the search." Her systems quietly processed the information she'd obtained as she headed towards Councilman Kyte's place. The water-breathing magic would help - sadly, that was one thing her systems weren't capable of, though she could at least hold her breath for a short time - and once she had it, she intended to head straight for the caves.


Using Dolga's directions, you find Kyte at the Crowfeather Palace, a miniaturized palatial facade built next to a lake filled with brackish water. A pipe runs out of the Palace and into the lake and the water immediately surrounding the pipe seems to be cleaner than the rest of the lake. "Admiring the purification system are we?" Joram Kyte wears a simple set of priests robes displaying the holy symbol of Brigh. "Khonnir and I developed them - part divine magic, part arcane, and part scavenged technology, the Palace is responsible for the only clean drinking water other than the rain around here. I'm guessing you're not just here to marvel though - you must be another seeking to test yourself in the caves? You'll have to swim through the Weeping Pond just upriver if you are. I'll be able to weave a water-breathing spell that'll last for 24 hours - hopefully more than enough time for you to get in and out."


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

"Affirmation: That will be most useful." Eir said, nodding - and recognizing the sign of her goddess, Brigh. Whether she was, in fact, capable of worship - as opposed to simply imitating it - was something her logic algorithms were still parsing, and the entire issue had long since been flagged with a 'theoretical' tag to stop any conundrums from effectively shutting her down while she tried to figure them out.

(The same systems were united in their agreement that the ability to do this was a net positive for her. It was one of the first things they'd agreed on.)

"Consent: Please cast the magic on me now. Addendum: Your assistance in this matter is appreciated."


Bolstered by Kyte's magic, you venture off in search of the entrance to the caves. The weeping pond is filled with fairly stagnant water, making it easy to reach the entrance to the underground river - luckily due to your unique physiology you are able to safely ignore any possible contamination from swimming in such waters. The darkened opening of the caves now loom ahead of you.

Roll20 link is now at the campaign info summary up top, make sure it's working, feel free to make any preparations, and then get ready to enter the caves!


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

It does look like it's working. ^^

Eir carefully waded forward, slipping into the cavern's opening and pausing by the turn so she could look ahead and see what lay before her. She was mostly dry despite the dive, her body covered by the thin (and waterproof) nanite suit. Without that, it might have been a bit more dangerous.

Only if the path ahead seemed safe did she proceed, mentally generating a map of the surrounding area to help her recall the most efficient escape routes. She had no particular assumptions about this place (safe or dangerous, large or small, etc), and she'd decided to assume the worst and act accordingly. That meant emphasizing the way back, not the way forward.

Swim: 1d20 + 4 ⇒ (12) + 4 = 16 (Untrained skill, +4 mod from Strength)
Perception: 1d20 + 8 ⇒ (19) + 8 = 27


The short swim is uneventful until finally you surface in some sort of entry cave. Dampness hangs in the air, condensing into heavy moisture on the slick, stone walls. The calm, dark waters wind around to the east up north, along a stony, soot-scarred beach. A five-foot-high ledge sporting several stalagmites rises to the east, beyond which a low-ceilinged cave beckons. In addition, you notice a barely perceptible glow coming from some of the crevices in the walls lining the beach. The glow occasionally shifts from area to another - something is moving around.


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Eir crouched down slightly, scanning the area for tracks or anything else that might help her determine which way anyone who'd come here might have gone. That was a complete unknown at the moment - and what she needed most right now was information. She was careful to avoid getting too close to the moving glows - she had no problems with defending herself if attacked, but she wasn't driven to seek conflict out, either.

Survival: 1d20 + 2 ⇒ (13) + 2 = 15


The damp sand of the underground beach makes tracking anything difficult - you have no idea if indeed anyone has passed over this way. There is no change in the mysterious glows.


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Frowning slightly, Eir continued to follow the water up and to the north, looking to see just how far this particular system went. One way or another, she needed to thoroughly explore this area and continue looking for traces of the missing councilman. Humans were not entirely sensible beings (she, made in their image, was not so different), so she was making no assumptions about which route might have been taken.


Following the shallow creek, you run into another cavern, where to the south a stony bank rises up from the water. Thick carpets of green and gray mold and fungus grow on the bank, particularly around a trio of three-foot-high, foul-smelling mounds.


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Eir paused, focusing her gaze on the three mounds and scanning them for a few moments. She didn't know how dangerous they were (or weren't), but cautiously approached, keeping her guard fully up - and several of the emitters on her suit's palm lit up as they created a small hand of force that she used to experimentally prod at one of the mounds. The emitters weren't strong enough to do very much, and there were definite limitations - for now, she was simply testing it.

Cast: Mage Hand. Mostly, Eir's trying to see if she can manipulate the mounds at all, and either provoke a reaction or ensure they're safe to investigate in more detail.


Upon manipulating the nearest mound it seethes with life and a blob of slime bursts forth and seems to move of it's own accord. This prompts the other two mounds to do likewise, each spawning another oozing blob. As the blobs push through the mounds you realize what lies beneath them - the corpses of some small humanoids - likely halflings.

Upon awakening, the nearest slime mold attempts to slam into you but misses by a wide margin.

I couldn't tell how close you moved to the mounds, but the slime missed you regardless. Right now I have you placed in the stream, but if you had meant to move onto the banks feel free to move your token. The stream is shallow enough where it won't impose a penalty on any actions, but deep enough that it counts as difficult terrain.


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Since one was right by the water, figure she stayed in it. ^^ Her current position is just fine.

Eir ducked away from the slime creature's strike, then lashed out with a heavy open-handed thrust - and was rewarded with the sensation of her fist sinking directly into the slime creature's body with most of the force she could muster.

Slam: 1d20 + 4 ⇒ (20) + 4 = 24 for Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Crit Confirm: 1d20 + 4 ⇒ (14) + 4 = 18 for Damage: 1d8 + 4 ⇒ (3) + 4 = 7

I'm going to go ahead and guess she killed it with that... XD If not, assume she didn't move and instead kept attacking the first one.

Wasting no time at all, Eir stepped five feet directly to the right and continued her assault, lashing out with both of her claws in an attempt to bring the second slime down before it could do her any harm. Throughout it all, she didn't speak - there was no reason to.

Claw: 1d20 + 4 ⇒ (17) + 4 = 21 for Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 4 ⇒ (19) + 4 = 23 for Damage: 1d4 + 4 ⇒ (1) + 4 = 5


You quickly dispatch the first two slimes by sending them splattering into their surroundings, but the third slime takes you by surprise with its surprising swiftness, catching you with the full force of a body slam.

Slam: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d3 ⇒ 3

For ease of play I'll just let you know that the remaining ooze has 6 hp and 12 AC.


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

As the slime lashed out at her, Eir's internal systems abruptly lit up - and for just a moment, there were two of her in the air .

Activating Mesmeric Mirror, creating one illusion Mirror Image style. Since the number of illusions with such powers is variable, I generally figure that '1' is the enemy hitting the real character, and all other numbers are illusions. Easier to remember that way. XD
Image Hit: 1d2 ⇒ 2 Yay!

Eir's illusion shattered as the creature struck it - she'd ducked away from the Slime's attack and promptly retaliated with a slamming blow, wiping it out before it had another chance to do harm.

Slam: 1d20 + 4 ⇒ (20) + 4 = 24 for Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Crit Confirm: 1d20 + 4 ⇒ (19) + 4 = 23 for Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Yeah, it's dead. XD

A bit of heat vented out from her bodysuit as she surveyed the area to ensure it was safe.

Reactivating defense protocols.

After a brief pause, her system reloaded the defensive trick. She could only devote a limited number of resources to such holographic illusions, given their energy-intensive nature and the processing power required to make use of them, but it only made sense to make use of them for as long as she had them.

Re-implanting Mesmeric Mirror in herself. 2/4 Mesmerist Tricks left today.

Satisfied, Eir began to examine the area more thoroughly, checking to see what else might have been in the mounds.


Perception: 1d20 + 8 ⇒ (19) + 8 = 27

The main contents of the mounds are the halfling corpses - which seem to have been stripped of any equipment. You do however find a precious stone of decent quality hidden away in the vest of one of the corpses.

I'll autoroll any appraise checks for you in secret for any general treasure like this.
Loot: Agate (55 gp)


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Fair enough. Appraise is generally meant to be secret anyway. XD

Eir quietly retrieved the gemstone, tucking it in with the rest of her things before proceeding to the east to see how far the waterway went - and, more importantly, if it led anywhere relevant. Most people tried to go 'above' wherever any source of water was - a practical measure - and it seemed prudent to see if that was what had happened here.


The waterway branches off into two streams - to the northeast and southeast. The northeast stream quickly narrows to where exploration would be impossible, leaving you to explore the southeast branch. As you round a bend come to see that the stream opens into a dark cavern, its twenty-foot-high ceiling thick with stalactites. Overlooking the placid pool and stream is a rocky shore lined with a small garden of toadstools and dark mold. Crouching among the toadstools is a hideous frog-like creature with clawed hands and glowing white eyes. Before you can hide, the thing turns its head up at you, the light from its eyes cutting through the darkness like two lanterns. As it turns to look at you, some synapse in your knowledge base flares with recognition - a creature such as this must use its eyes as a defense mechanism and staring directly into would most likely have a blinding effect. You manage to turn your head just as the harsh light falls over you.

It's your initiative, but should you wish to look at the creature you'll need to deal with the gaze attack. I'm assuming, or rather I'm certain, that the renowned Rednal's system mastery is far beyond mine, but gaze attacks are somewhat rare so I'll link the rules here for your convenience. You may decide if your eyes are closed, averted, etc before acting. If you do get his by the gaze you can roll a Fort save.

Fort DC 13:
The light sears through to the back of your skull, leaving you blinded! For how long, you do not know.

Knowledge(arcana): 1d20 + 8 ⇒ (10) + 8 = 18


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Eh, I just run a few games here. XD

Gaze attacks are rarer than I'd like... though Witches and Mesmerists can pull it off pretty well. Speaking of...

As she noticed the light, Eir closed her own eyes - but her suit had senses of its own, and continued to give visual feedback to her brain with no apparent concern. ...Which actually turned out to be working just fine in this case, though that was a mistake she needed to correct. Her suit was tough, but no more resistant to being blinded than she was - a flaw created by the way it directly interfaced with her brain.

Fortitude: 1d20 + 1 ⇒ (20) + 1 = 21 ...These rolls are making me nervous that something is going to go horribly wrong later. DX

Even as she started to move, however, one of the unknown systems implanted in her hummed to life, and the creature abruptly had her full attention. Swift Action: Activate Hypnotic Stare. Fortunately, I don't have to continue looking at the enemy. XD

Slam: 1d20 + 4 ⇒ (19) + 4 = 23 for Damage + Painful Stare: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Eir shot forward, bringing her leg down in an axe-kick against the creature... and shut down her suit's optics a moment later, unwilling to leave herself that vulnerable any longer.

Effectively veiling her eyes - I believe it now has total concealment from her. Without her Dex bonus, her AC is 14.


Attacks:
Bite: 1d20 + 5 ⇒ (19) + 5 = 24
Claw: 1d20 + 5 ⇒ (5) + 5 = 10
Claw: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

The frog thing reels as you bring your heel down onto it, but as you disable your vision you can sense it moving to prepare a counterattack. By some miracle, you manage to dodge its claws, but its bite attack catches you off guard.

I'll let you decide if you activate Mesmeric Mirror or not. I'll let it apply to the bite attack that landed, but it'll be destroyed regardless by the near claw attacks if it doesn't stop the bite.

No MM, or MM fails:
You take 5 points of damage.


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Even as the creature's attack hit her, Eir's senses were on overdrive, tracking where it had hit from and allowing her to lash back out against it even as it withdrew. Unfortunately, her systems were far from perfect - her first slam was a clean miss, as was the first jab of her claws - the second jab seemed a bit more accurate, though, especially given that it was enhanced by one of the systems she didn't fully understand.

Miss Chance, Low = Hit, High = Miss: 1d100 ⇒ 54 Slam: 1d20 + 4 ⇒ (8) + 4 = 12
Miss Chance: 1d100 ⇒ 20 Claw: 1d20 + 4 ⇒ (1) + 4 = 5
Miss Chance: 1d100 ⇒ 26 Claw: 1d20 + 4 ⇒ (16) + 4 = 20 for Damage (Painful Stare): 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9


Your claw connects solidly with the creature's flesh and the next thing you hear is a splash as the frog thing crashes into the pond. You can hear it swimming towards the narrow crevasse at the far end of the pond.

See the arrow on Roll20 for the path it takes.


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Eir carefully watched the beast go (as best she could, anyway), keeping her guard up for a few long seconds to see whether or not it would return. If not, though, she had no intention of pursuing it - she didn't hunt animals for food or for fun, and if it had decided it didn't want to keep attacking her, she was more than content to let it go in peace.

With that, she moved towards the southwest, intending to investigate deeper into the caves while she still had the chance.


The frog thing seems to share your intention to avoid conflict - it's not long before you can no longer hear it splashing its way further into the crevasse.

To the southwest is a branch - one path leading a tangle of stalagmites to the west, and the other cutting a longer path through the south.


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

After a few moments of consideration, Eir moved west to the stalagmites, looking through the area some more. This appeared to lead back towards the entrance, and if there were multiple ways of escape, it was most sensible to be familiar with all of them. You could move forward far more boldly when you knew what was behind you.


Alright, alright, alright, pardon my absence and let's get this show back on the road.

A collection of stalactites and stalagmites choke this low-ceilinged cavern, making it difficult to squeeze between them. Matching stalactites close in from the five-foot-high ceiling, giving the impression of a maw of needlelike teeth bearing down on one another. A dead female half-orc sprawls on the ground near the cave’s eastern entrance. A cursory examination reveals multiple stab wounds on the half-orc's body, likely made by a dagger or other short bladed weapon.

While observing the body, you recall to mind a conversation you overheard between two townsfolk back in Torch. Their topic was that of a very popular half-orc brawler known as Parda Garr, who had recently entered the caves with a group of thugs and subsequently gone missing.

Heal: 1d20 + 2 ⇒ (14) + 2 = 16
Knowledge(local): 1d20 + 8 ⇒ (5) + 8 = 13


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

Eir considered her options for a few moments, then nodded. The spell cast on her had plenty of time left, so swimming in and out wasn't a problem - and she carefully hefted up the half-orc's body before heading back towards the entrance area. At the very least, she could bring back this body and return it to the townsfolk - though she'd have to figure out some other options if there were more bodies than she could carry one at a time...

Unless something jumps out at her, figure she heads right back to the city and looks for someone to hand the body over to. ^^


Are you cutting across the beach where the glowing cracks were or going back around the long way?


Android Mesmerist 1 / Summoner 1 | HP: 9/9 (Suit: 6/11) | AC: 15 / T: 11 / FF: 14 / Immune: Dis/Emo/Exh/Fati/Fear/Slp | Fort: +1, Ref: +3, Will: +4 | M. Atk: +4 | CMB: +4, CMD: 15 | Init: +3, Perception: +8

She'll go back around, for now - it's a clearer, safer path, and she's burdened by the body.

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