Chillblame's iron gods game (Inactive)

Game Master chillblame

The torch is reignited, but what is next for our heroes

Fort Map

river battle

Genni

Robot Nurse

Fires of creation round up


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HP: 28/41, AC: 16:12:14, CMD: 19 Saves: 6:5:7 + 2vs emotion and fear Init: +2 Skills: Dip + 11, Per +11, Sense +13, Stealth +2

Religion: 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Linguistics: 1d20 + 5 ⇒ (18) + 5 = 23

"The pickaxe made of skulls seems to be to be a crude unholy symbol of Zyphus, God of accidental Death and tragedy. This has the look of a shrine, but it is add, as if the one who made them did not know whom he prayed to. This is an unconsecrated area."


Female Orc

1 in 400 chance! Buy a lottery ticket


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Watching the valley through the window, Sharae looks for signs of movement or anything else unusual - using her innate sense if direction, she tries to work out whether the view of the valley and specifically the angle that she is observing it from, makes sense according to her knowledge of the area she fought the skeletons in...

...Is this a window or some form of scrying portal?

Sharae, Knowledge (Geography): 1d20 + 5 ⇒ (1) + 5 = 6

Sharae, Knowledge (Religion): 1d20 + 5 ⇒ (12) + 5 = 17

A chill runs up Sharae's spine when she realises the religious nature of this place... contemplating the pictograms for a moment she muses aloud, "This entire place seems to be the aftermath of some terrible accident... could it be that someone survived long enough to create a shrine to those who died? Or....", Sharae comes to a dreadful conclusion, "Professor? Would a Ju-Ju have enough innate inteligence to create a shrine? Is that even possible?"


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Yeah guys, go ahead and unspoiler everything in the last post.

The juju is intelligent, that much is certain. It spoke to us and reasoned with us... well as much as something insane could reason anyway. I think based on what we saw in the 'slate' journal of the deceased travelers in the pillar room we can make a guess at what happened.

The Professor takes of his glasses and rubs them clean on his tunic as he sighs.

Torch and Silver Mount are a part of the same structure. A ship that travels through the stars. Thousands of years ago it got into a fight with another ship of what seems like their deadly enemies. They lost and crashed here in what we call the Rain of Stars. Breaking apart into at least two sections, one is Silver Mount, the other is where we are now, buried under Torch.

The Professor pauses for a bit before continuing.

Tragic enough, but at least for this section it gets more tragic still. The two travelers survived at least for a little while, trapped here for a while before they perished from their injuries. They seemed to be not warriors but researchers however and as a part of their travels had picked up volunteers from species native to other planets for study. They, the Kasathas, survived too and the woman in her kindness released them before she died. I do not think it went how she would have hoped however, for, bereft of their native stars, they cannot die. I think, in its despair the juju reached out for any sort of divine help and tuned into Zyphus and over the six thousand years of its tormented existence has been trying to unsuccessfully plead with him for release.

He pauses again.

I will not forgive them for what they did to Ardash. But if we can give them back the sun and stars I think The Kasathas would be able to move on. Nothing deserves this.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

"After we find Khonnir, then maybe we find a way to bring the sun and the stars back to these wretched undead...killing them day after day will not bring Ardash back but ending this cycle may, at least, stop their violence...it is a worthy cause", turning her attention to the problem at hand, "Is there anything obvious that will help get us past that other door? Because, if not, someone is going to have to press that button..."

Sharae, Perception: 1d20 + 4 ⇒ (10) + 4 = 14


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Anody looks closer at one of the skulls to try to see what is making the green light in them.

Will take 20 on perception if there is nothing obvious


Female Orc

anody, please make a will save, DC 15


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

will: 1d20 + 3 ⇒ (12) + 3 = 15


Female Orc

Anody closely examines the unholy symbol of zyphus,

Spoiler:
and finds his gaze going to the glowing eyes. They were calling to him, promising...what? A coldness fills him as he seems to be falling into darkness, two green glowing points in front of him. Something seems to speak. It seemed familiar...
Then with an act of will, anody pulls himself away.

He flings himself backwards his face pale, swearing under his breath.


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1

Valia watches the party's back as all this is going on.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Don't... look into the green glow.. there's something... very wrong with it

Anody casts Detect Magic and tries to figure out what happened Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15


HP: 28/41, AC: 16:12:14, CMD: 19 Saves: 6:5:7 + 2vs emotion and fear Init: +2 Skills: Dip + 11, Per +11, Sense +13, Stealth +2

"I did say it was an Unholy item, which should invoke caution about it."


Female Orc

anody:
you spell gives you no information, but you feel chilled to the bone. You feel you were on the brink of great danger

Actions?


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Staying far away from the glowing green eyes Anody searches every other part of the room as thoroughly as he can while keeping his Detect Magic up. Taking 20 on per for 27. Is there anything else we can interact with in the room? Otherwise it's Peanut Button Jelly time. Peanut Button Jelly Time.


HP: 28/41, AC: 16:12:14, CMD: 19 Saves: 6:5:7 + 2vs emotion and fear Init: +2 Skills: Dip + 11, Per +11, Sense +13, Stealth +2

Or we can go for a Skull SMASHING good time.

"What are you looking for, Anody?"


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Maybe something that can.. perhaps.. control the time of day in the desert? It's obviously an artificial... zoo.. environment for the Kalasthas. If it can be made to change then maybe we can give them the sun and stars they need to stop coming back all the time.


Female Orc

Anody searches, but finds nothing else


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1

I want to hit the button. Perhaps you should stand back?

Valia gives pause for everyone to position themselves, then activates the colsole by pressing his hand down.

We should destroy that shrine as soon as we are capable.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Anody will stand at the entrance of the first room trying to see what happens when the button is pressed.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

The sign does say 'Environmental Control Room', and that panel is the only clear 'control' we've found? I admit I'm very curious to see the effects!

Criek makes his way back towards the mouth of the passage, to watch for any change in the larger cave.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

"Why? Why should we destroy the shrine? What prevents a free-willed creature raising a monument to whatever deity they please...what gives us the right to deny them their worship?", frustrated at Valia's suggestion that someone's faith could be callously discounted, Sharae questions, "Is Zyphus an evil god?"

Sharae, Knowledge (Religion): 1d20 + 5 ⇒ (6) + 5 = 11


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Take 10 on Kn:Religion for 18

What it almost did to me was most definitely evil Sharae


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

I do not know much of this Zyphus, Sharae, but if this shrine, as it were, is providing the animating power that drives these undead? And which drags them back to their undeath each day? I should think that releasing them from their suffering -- centuries upon centuries of it, from what Anody has found -- is reasonable cause to remove this monument.


Female Orc

anody, sharae, ayla:
zyphus is an evil, if not well known god, anody explains. He is the god of accidental tragedy, and is seen as in opposition to pharasma. And destroying shrines is always probamatic. If not done the right way, it can be dangerous. Or nothing could happen. It varies.

know religion DC 19 or DC 14 for religious classes:
how to remove a shrine] this is the safe way. First cast protection from evil. Then cast consecrate. Then destroy the shrine. This protects you from malign influences and cuts the shrine off from the deities influence. Once the shrine is destroyed, the god has no power. But the god now knows of you and may send followers to deal with you at some point. Or not, depending on the god.
The unsafe way. Destroy the shrine. Could be bad. There are many stories about what happens to those that do this, none with happy endings


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Kn:Religion: 1d20 + 8 ⇒ (19) + 8 = 27

We would need to cast protection from evil and then consecrate before destroying the shrine. Otherwise... well... let's say that it would not be wise to do it any other way.

Go ahead and unspoiler it guys


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1

know gods untrained: 1d20 + 2 ⇒ (11) + 2 = 13

"It is a shrine made out of skulls. I've never seen Pharasma find any need to desecrate souls in one of her shrines. And is not the green light associated with our friend, the fiend?"


HP: 28/41, AC: 16:12:14, CMD: 19 Saves: 6:5:7 + 2vs emotion and fear Init: +2 Skills: Dip + 11, Per +11, Sense +13, Stealth +2

"That means I'd need to ask one of the town's kirks to help purify this site."


Female Orc

sharae and ayla:
sharae can get both spells, one is level one (protection from evil), tuther level two (consecrate). Also it is likely removing the shrine will not stop the undead, as they are under a curse, much like a ghost


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

I think Valia has pressed the button while everyone else bravely stood outside the room. Can we know what the result is?


Female Orc

ok then, rocks fall everyone dies. Just joking.

Valia presses the gold panel. It depresses slightly with a faint click. Nothing happens for a moment. Then a low buzzing can be heard. The purple column lights up. A voice speaks.

androften:
generator restored. Activating plasma capacitors. Now at 100%. System diagnostic initiated. System is fully functional. Enable power restoration?

Two new panels light up. The symbols on the panel are

androfen:
Y and N


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Press the Y button Valia. We'll have light here.


Female Orc

valia reads not androften. He doesn't know which is which.


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1

Valia hits the one on the left. Anody told him earlier about this "rule of left".

He panics briefly, believing the adroften means some kind of explosion is imminent.


Female Orc

random: 1d2 ⇒ 1

androften:
power system enabled. commencing activation cycle.

Bands of light start to ripple up the column, moving slowly at first, the more quickly, accelerating. A rythmatic, pulsing noise can be herard as the ripples accelerate faster and faster.

androften:
power state nominal. activating circuit link. Warning! Mains power detected. Access denied at source. This system has an endurance of 144 hours before recharge is needed. Reconnect mains to restore full functionality.

Suddenly the lights switch on. All of the panels activates, and the windows on one side show the main desert area. It is dawn, and the sun, and strange orange one, rises. You see a spectral image of the juju zombie, but now looking undesiccated, with his people standing around him. Sound floods in as another circuit closes.

At last. The spirits have answered. At last the darkness has faded. Oh my tribe, we can go to our families. With laughter they start walking in a line and slowly fade from view.

Moving through the crowd of spirits, ignoring them (and they it) a silver sphere moves past, moving directly to the cave that leads to your location. You have about three rounds to decide on a course of action.

As a side note, a card emerges from one of the consoles. It looks like the brown card, but is black, with a star on it. Also the party notes the card swipes now have an activation light on them.

androften:
Alert. System is now detecting a dangerous power build up in the main reactor. Cooling vents have been manually closed. Power transmission detected. Warning, reactor overload in 43 hours.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Oh dear, we have less than two days before something very bad happens.

Anody tries to figure out what exactly the sphere is Kn:Engineering: 1d20 + 12 ⇒ (20) + 12 = 32


Female Orc

Its the robot that fought the aberration when you first entered this place. Sonic attacks and rather dangerous.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek falls back from the cave entrance towards the environmental control room -- If the sphere is coming to investigate the power failure message, maybe we can hide, and it will open the locked door?

...Anody, should I make ready with fire or cold, should it come for us instead?


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

What other information would yet another of my natural 20s give me chill?


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

"Let's try and even the odds a little - I haven't tried this before so, it may not go quite as planned...", Sharae clenches her eyes tight and, reaching out to her goddess, calls forth a small whirlwind of dust and crackling energy... Seeing the figure form, she smiles and prepares to command it to attack...

Sharae, Summon Monster II, Small Air Elemental


Female Orc

anody:
this thing is bad news, but takeable. If you intend to fight, ambush it. However it does look a bit damaged.

more later, got to work


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1

Valia grabs the card from the machine, the black one with a star on it, and shoves it into his shirt.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

I think how we prepare for combat will be dictated by what information Anody can provide the rest of the group.


Female Orc

anody:
This robot is a variant of a robot known as a sentinel. A sentinel was used, it is thought, to guard facilities and bases. Anody has read about them, as they are relatively common in ruins in numeria. There were several variants, and this one is called an exterminator. Usually a sentinel is equiped with a sonic stunner, with the exterminator it was different. As it's name implies, it's purpose was to kill instead of capture. Tough armor, a sonic blaster, and an ability to lock onto a target type and gain bonuses track it and destroy it. think ranger bonuses. It can do this to any target, but only one target at a time. However it has no self repair and so any damage it has taken likely remains. It has the normal robot weaknesses; electricity does more damage and critical damage can stun it.

technology feat holders:
Robots obey orders. The cards represent authority. Would require a bluff vs its sense motive, but may work. They are also assigned areas. Go outside the area, and it won't bother about you. It may report to someone though


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae will keep to her original plan of summoning an Air Elemental when the robot is close enough


Female Orc

noted. I'll find an icon before the fight (if there is one) and you can place it. You can either place it in the first round, or just before the fight, but watch the duration. Three rounds isn't much


Female Orc

(two rounds later)Criek comes running to the party It's close! It's coming down the tunnel he warns

Note you can still plan actions for the two prior rounds. I'm simple setting the stage.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae holds the storm - keeping the elemental straddling the divide between her world and the Plane of Air until just before the robot arrives.

Sharae will cast the spell such that the elemental arrives in the same round as the robot


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1

Valia wants to walk up to it and say "Hail" but will wait to see what new knowledge Anody has to share.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Give me the card Valia. Anody says quickly. Let me try and talk our way out of this. Or at least get us a round of surprise attacks. It is toughly armoured but should be susceptible to electric energy attacks. Oh dear I hope this works.

Anody quickly hums a tune to help him get

Holding his card as well as the new one with the star on it Andoy speaks as soon as the robot becomes visible.

Androften:
Exterminator Class Sentinel
Anody barks
Androften:
We are here to determine what has been going on in this facility. Provide a summary of the recent events as well as an overview of the state of this part of the ship

Bluff: 1d20 + 7 ⇒ (16) + 7 = 23

Plus whatever bonus I can get for buff spells cast on me. And Aid on Bluff from someone who speaks Androften might just get us to 25!


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1

I'm not saying I gave you the card necessarily, but I'm not saying I didn't give you the card either.

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