DM-Camris' IRON GODS Part 1: The Fires of Creation (Inactive)

Game Master Camris

SECTION FOUR: Technological Terror
In the town of Torch, the settlement’s unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly discovered cave dug nearby. Are you bold enough to unearth the otherworldly secrets that sleep beneath the city and reignite the fires of Torch?
Science Deck Overview
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Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Cheshire moves to a spot where he can lean on the wall hoping to not vomit again.

Cheshire composes himself and looks about the room. "So was the voice that fungus thing?"


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

"Sounded like my stomach after an all-nighter."


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

Variel considers the timing and shrugs his shoulders, Apparently so. Now lets see where that creature came from unless we need to heal up before we continue on. Cheshire are we safe to go past that door with the strange lock that needs that square thing you hold to it?


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

"Do we have a grey card?"


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

I thought we had a black and a grey card.


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"You should know Cheshire. After all, you are the keeper of the mechanical stuff. Now let's see if this thing had anything valuable or a way outta here."

Flynn begins searching the wreckage and the hallway.

search: 1d20 + 6 ⇒ (20) + 6 = 26


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

"oh I have the cards sorry fungi sickness." Pulls out the card with the grey stripe and attempts to open the door.


Poking about, Flynn uncovers a small white metal box under the easternmost table. It has a symbol of a red line with many smaller lines branching off at one end like a dandelion. It has a couple of simple clasps but no lock.

When opened you see it has three devices fitted in a foamy spongy depressions. They look like small tankards with a crossbow grip and trigger, albeit with a sleek rounded design.

PICTURE


Everyone has one or more of the brown striped cards, only one has the black striped card. There are no grey striped cards at the moment.
Cheshire waived a card at the plate, and it displayed the Unlocked symbol with a CLANK.
When you touch the panel, the door slides aside by itself!
Beyond, the corridor extends south to a doorway, with a doorway on the East wall and a corridor stretching West.

The blood trail starts up again here, flows south and ends at the Eastern doorway.

East corridor overview.


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

"Cool its like a club with a sort of comfortable hand grip." Celest takes one out of the box and swings it a bit to get a feel for the weight.

After that, Green Dot moves forward quietly to D11 and looks around the corner

stealth: 1d20 + 8 ⇒ (17) + 8 = 25


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

Looking at the objects Variel his head in disbelief. No thanks, I prefer my rapier instead. If you think that it is well suited to you then by all means help yourself and make use of them. Variel then waits patiently while Celest scouts ahead to let them know what is waiting for them.


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

"Suit yourself. I need a good bludgeon in case there's more skeleton things ahead."


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Cheshire lets out a whistle at the device in the box. "Is it trapped, ha yourvthe box man . . . you finally have a box. . . can I take a look at this thing?"

Once assured traps are handled Cheshire gently lifts out the device, "Its might some sort of ranged weapon. MAYBE."

knowledge engineering: 1d20 + 9 ⇒ (11) + 9 = 20


Cheshire:

It's some kind of large projectile launcher... not a lot of recoil compensation... the symbol along the side...
Grenade Launcher? Flare Launcher? Something in that line certainly.
Possibly re-loadable too.
You would give decent odds that it is a Flare Launcher.
...Although, it COULD also be a grenade launcher...

Celest:

You ease forward quietly. Peeking around the corner, you see that passageway lead further West until it ends at a large door. You see no threats that way.


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Does it look like it has a place for projectiles or do I think they are produced by the device.


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"A box huh? Well let's take a look an see what we can figure out."

Perception: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27


Cheshire:

You think it has a projectile, but you can't seem to see a way to put one in from the rear, side or grip. Perhaps it could be reloaded from the muzzle?

Flynn:

The box is a sealed carry case, clearly waterproof and made of a white plastic/steel substance. It's light enough so that you think it'll float, even fully loaded, and for some reason it will securely stick to the wall or even the underside of a table!
The only downside is that the foamy fitted material inside that protect the devices seems to be breaking down. It crumbles a little every time you touch it.


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

"Doc I think this shoots fire signals or even bombs. We might need to test this or shoot something with it."


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

Variel shakes his head at the idea that Cheshire is putting forth. You can't be serious man? That little thing scan fire Doc's bombs? If so then that isa mighty weapon indeed but still too strange for my liking. What ever happened to good honest steel? Variel asks as he pats his rapier's hilt.


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4
Cheshire Silvanshee wrote:
"Doc I think this shoots fire signals or even bombs. We might need to test this or shoot something with it."

Looking back over her shoulder from down the hall, Celest eyes Flynn for a long calculating moment.


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"Hey this box is so light I think it will float and it sticks to walls and is waterproof. This stuff inside crumbles though, but this thing will be great getting stuff out of here."

"Are those hand thingys oilers?"


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

Oilers? What an oiler?


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"The thing Celest picked up, they use em on siege engines and stuff."

"Hey also don't forget we want to feel no the key card dealy-bob that opens that box in the security room like place."


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

Variel nods along with Flynn as he has not worked on siege engines at all. If you say so then I will agree with you. Good call on the last key to open the lock box back there.

looking ahead to Celest, Shall we continue around and proceed onwards?


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Cheshire looks down the hall. "Hasn't lost all the blood yet. Trail is still here."

Cheshire moves down the hall toward the nest blood marked doorway.

Any card panel?


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"Um, that's great Chesire, but do we have a key to that box back there?"


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

I am pretty sure that we don't have access to that box yet. The only option we have then is to proceed along the blood trail and hope we are still in time. Let's move it and get this rescue mission over with. With any luck we will be in time and we will find one of those card things to let us in the vault on the way back.

Variel moves up taking his normal position protecting Doc letting those with more understanding of this place take the lead.


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4
Variel Whitestorm wrote:
Variel moves up taking his normal position protecting Doc letting those with more understanding of this place take the lead.

Taking the unspoken cue ('Thanks.') Celest moves forward.


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"Alright dang it, moving forward then."

Flynn cracks his knuckles.

"Okay time to check the way for traps and fungoid automatons seeking memories of past girlfriends."

Flynn winks at Celest.

"and I have quite a few of those!"

Checking for traps and hazards: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9

"looks clear, let's proceed."

Flynn moves forward.


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Cheshire tries to use the cards to open the door.


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)
Notorious Flynn Ryder wrote:

"Alright dang it, moving forward then."

Flynn cracks his knuckles.

"Okay time to check the way for traps and fungoid automatons seeking memories of past girlfriends."

Flynn winks at Celest.

"and I have quite a few of those!"

Turning to Celest Variel raises and eyebrow and asks her, Do you think this place has unhinged him a bit? I mean why would he have fungal automatons? I could well believe that he had a fungal infection but that is not something you talk about openly.


Checking to see if the corridors are clear, but not checking behind any doors, the party follows the trail of blood to the Eastern door.
The touch plate doesn't have the "Locked" symbol on it, so all you have to do is touch it to cause the door to slide open.


When you touch the plate, the doors slide open vertically, revealing a strange and horrid sight.

Metal desks sit to the north and south of this long room, yet the most distinctive features are a pair of odd, bedlike tables flanked by curving panels of blinking, pulsing lights.
Moving armatures of metal extend out over the beds, each outfitted with glowing panes of glass and strangely glowing tools.
The chamber reeks of blood, with great crimson stains splashed across the device, beds, and floor.

TACTICAL OVERVIEW

A single mechanical golem creature stands inside this chamber.
This four-legged construct whirls to face you, lights on its face blinking erratically.
VISUAL SCAN


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

Variel quickly casts a defensive spell as he sees the thing with the strange claws looking at them. I don't think that is what w are looking for but anyone got any suggestions?

Cast shield


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

"You could always just close the door and walk away."

Celest points down at the thing's feet. "Careful! You're dripping all over the floor!"

bluff (Made you look): 1d20 + 6 ⇒ (3) + 6 = 9 Or not. ;)

Say, did we do anything about hit points recently? No particular reason mind you--just wondering.


Male Human (Azlanti) Alchemist (Chirurgeon) L10 | AC16 (T13FF13) | hp 55/55 | Saves: F7R10W4 | Init: +3 | Percep: +13 | Bombs: 18/18 | Status:

Sorry, Rhaym would have handed out a Cure Light potion to Celest and Cheshire, dealing 1d8+2 healing.
Rhaym held up another potion.
"Is anyone else carrying any damage?" He asked brusquely.


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

Earlier....

potion of cure really really light wounds: 1d8 + 2 ⇒ (1) + 2 = 3

Doctor Rhaym wrote:

Sorry, Rhaym would have handed out a Cure Light potion to Celest and Cheshire, dealing 1d8+2 healing.

Rhaym held up another potion.
"Is anyone else carrying any damage?" He asked brusquely.

disguise: 1d20 + 1 ⇒ (11) + 1 = 12

"Please sir."

A strange old beggar woman dressed like Celest with the exception of a shawl pulled over her head approaches Dr Rhaym with her palsied yet strangely young hand extended.


Male Human (Azlanti) Alchemist (Chirurgeon) L10 | AC16 (T13FF13) | hp 55/55 | Saves: F7R10W4 | Init: +3 | Percep: +13 | Bombs: 18/18 | Status:

Earlier...
Doctor Rhaym looked with jaundice at Celest's new character.
"Er... Yes of course." He said, giving a second potion of Cure Light to her.

Now...
Still seeing some of his companions damaged, Rhaym took a bomb, popped a golden yellow catalyst into it and threw it in the middle of his companions.
It exploded...

...dealing 1d8 + 4 ⇒ (8) + 4 = 12 explosive healing to Cheshire, and 5 points healed to everyone else.


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

Thanks Doc, now do we close up shop or see what this thing is capable of?


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

clw: 1d8 + 2 ⇒ (7) + 2 = 9

"Thanks Doc."


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Cheshire looks at the construct then to the trail of blood.

Is there a patient?


Cheshire: You don't see any patients on the beds.


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"Uhhhhhh, this looks like a torture chamber."

"Um. Yeah, hey listen sorry for bothering you."

Flynn gestures to Cheshire.

"Shut the door!"


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

really cheap-ass cure light wound potion she should really be getting from a real cleric: 1d8 + 2 ⇒ (1) + 2 = 3

A strangely familiar young man with thick glasses, a huge nose and bushy black eyebrows and mustache approaches Doctor Rhaym.... ;)


Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves
AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Cheshire tries to shut the door.


The door slides smoothly shut under Cheshire's touch.
But before you can move away, the door suddenly slides open again! The mechanical man is right in front of you.
It growled out something in that unknown language again as it's arms lunged towards Variel, it's long needle tipped claws dripping with some pale yellow liquid.
claw #1 attack: 1d20 + 6 ⇒ (10) + 6 = 16 for a possible 1d4 + 6 ⇒ (4) + 6 = 10 damage and -2 Strength damage (Fort DC11 to negate).
claw #2 attack: 1d20 + 6 ⇒ (16) + 6 = 22 for a possible 1d4 + 6 ⇒ (1) + 6 = 7 damage and -2 Strength damage (Fort DC11 to negate).
Grapple: 1d20 + 6 ⇒ (17) + 6 = 23
It grabbed Variel in an iron grip and dragged him towards the beds.


Round 1_________________________

Players take their turn in order of posting. Enemies have already gone.

TACTICAL OVERVIEW


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

combat question:

Just so I understand that it moved opened the door full attacked with grab (understandable) and was till able to move again back to the beds in a single surprise round?


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"GAHHHH! What the?!---did you see how fast?!---Its got Variel!"

Flynn pulls out his sword and tries to target something on the creature that is vital.

1d20 + 5 ⇒ (2) + 5 = 7

but fails miserably in his haste to rescue his friend.


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

acrobatics (leap astride bed while moving to G12): 1d20 + 9 ⇒ (13) + 9 = 22

mwk dagger v robot (higher ground, robot hunter): 1d20 + 6 + 1 + 1 ⇒ (8) + 6 + 1 + 1 = 16 damage: 1d4 + 2 ⇒ (3) + 2 = 5

AC note: she has a +1 dodge bonus to AC vs robots.

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