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
You are HERE.


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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 nods.


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
Notorious Flynn Ryder wrote:

"Finially, a normal freaking door! Everyone ready?"

"Sure."

perception: 1d20 + 4 ⇒ (19) + 4 = 23

"You checked the top of door frame, right?"


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.

As Flynn reaches for the door.

"Ummmmm, what? Huh?"


Backtracking a bit, you take the first corridor leading south out of the geology lab, where your minds were nearly devoured.

Checking, you find that there is nothing on the top of the door frame.

When you waive a security card at the sensor plate, the door unlocks with a clunk. Then when you waive your hand across it, the door swishes open vertically.

Room Overview.

Beyond, you see this sprawling chamber contains many desks, tables, and chairs arrayed before a number of broken pieces of equipment and machinery.
The dried residue of liquids spilled from smashed containers creates a heavy stench in the air, and pieces of glass litter the floor.

What do you do?


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.

"Uhhhhh . . . Little science guy . . . Like do your science stuff. Is that goop dangerous?"

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Flynn let's out a sign and scratches the back of his head.

"Ah gee, doesn't anyone around here just have a chest of treasure or something? More busted up crap."

"Anyway, this room could be a good place to rest at least. Yeah just---just, look around."


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

"Don't go eating broken glass till I can determine just that."

perception: 1d20 + 4 ⇒ (4) + 4 = 8

Cheshire walks in and looks around.


Cheshire and Rhaym wander about the room, the equipment here familiar to them. Especially Rhaym. It's looking to them as if this was a chemical/alchemical laboratory.

While they examine whats left of the equpment, you hear something move quietly through the debris.
Looking around, your eyes fall on a puddle of bruise colored mound, like a boil ready to pop. They're about football sized and moving towards you disturbingly like it sees you...

TACTICAL OVERVIEW


Round 1_________________________

Players may take their turn in order of posting. Enemies will go last.

TACTICAL OVERVIEW


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.

"Ahhhhh man---what the fresh heck are those things? Looks like a case of giant mobile and aggressive teenaged acne!"

"I don't want to lance one of those things with my sword. Hey Doc, you got a flame bomb handy? These zits better back the freak up."

Flynn backs up to the door then waits for the others to either attack or retreat before firing his bow at the mess.

"That boil is about to get popped, scoot back!"

to Hit: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d6 + 1 ⇒ (6) + 1 = 7


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

Celest dives into square L10-ish and stabs.

"Relatives of yours Flynn?"

mwk dagger v 2 (I'm guessing they are not flat pseudo-podded, and that even if they were it wouldn't matter): 1d20 + 6 ⇒ (7) + 6 = 13 damage: 1d6 + 2 ⇒ (4) + 2 = 6


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.

"Ha ha, veerrrrry funny Celeste, and here I was going to take the high road and not point out to everyone that your hemorrhoid problem has really taken on a new life of its own."

"You know, you should really get this under control, its starting to affect the whole group now."


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

"Fuzzles over here."

Fuzzles moves to attract the creature near Cheshire. He has room to get into position without ooa.

Cheshire steps toward the zit thingand strikes at it with his hand axe and boot.

5'step to C4.

Brawler's Flurry w/ flank: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Brawler's Flurry w/ flank: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Fuzzles attempts to bute the thing.
Bite w/ flank : 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Bite damage: 1d4 + 1 ⇒ (1) + 1 = 2


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

Knowledge:Arcana: 1d20 + 9 ⇒ (16) + 9 = 25
"Almighty defend! Those things are Boilborn! DON'T ENGAGE IN MELEE! THEY'LL BURST AND INFECT YOU!
"If they're after you, lure them into the middle of that clear area!"
He gestures over at [I,8] "I'll set a trap there!" Doctor Rhaym called out.


Round 1_________________________

Notorious Flynn Ryder_______
Flynn backs up to the door then waits for the others to either attack or retreat before firing his bow at the mess.
"That boil is about to get popped, scoot back!"
He hits it with the arrow, and a little yellowish liquid oozes out, but it doesn’t pop with that damage.

Celest Slysword_______
Celest dives into square L10-ish and stabs.
"Relatives of yours Flynn?"
Her grin vanishes as the Boilborn pops in the most disgusting way possible. All within the ten foot spatter radius are dealt 2d6 ⇒ (4, 6) = 10 acid damage (DC14 Ref save for half). Creatures taking damage must succeed at a DC 12 Fortitude save or contract leprosy.

Cheshire Silvanshee______
"Fuzzles over here."
Fuzzles moves to attract the creature near Cheshire. He has room to get into position without ooa.
Cheshire steps toward the zit thing and strikes at it with his hand axe and boot.
5'step to C4.
Cheshire missed and hit once, doing little damage.
Fuzzles bit at it, doing little damage, but backed away quickly, trying to shake the taste off of his tongue.

Doctor Rhaym
"Almighty defend! Those things are Boilborn! DON'T ENGAGE IN MELEE! THEY'LL BURST AND INFECT YOU!
"If they're after you, lure them into the middle of that clear area!" He gestures over at [I,8] "I'll set a trap there!" Doctor Rhaym called out.
Moving to the middle of the room, Doctor Rhaym started setting out several beakers of bubbling liquid.

ENEMIES___________
The other Boilborn extruded a pseudopod at Cheshire.
slam attack: 1d20 + 4 ⇒ (2) + 4 = 6 but missed.


Round 2_________________________

Players may take their turn in order of posting. Enemies will go last.

TACTICAL OVERVIEW


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

Seeing Celest dripping with pus, Doctor Rhaym stopped fiddling with the glassware.
"Oh god. Celest! Stop where you are and take a deep breath! I'll burn it off of you! Flynn! Take that glass bucket off the table! Thats water! Let the fire burn for a count of three, then douse her with it!"
He unscrews the top off of a bomb, then preps the catalyst.
"Ready?" He called out to Celest.


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

Fuzzles and Cheshire attempt to withdraw.


Cheshire and Fuzzles succeed in Withdrawing.
The Boilborn tried to chase Cheshire. (It's speed is 20.)


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.

Flynn grabs the bucket.

"Just do it Doc! We ain't got all day!"


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

reflex: 1d20 + 6 ⇒ (7) + 6 = 13

fortitude: 1d20 + 4 ⇒ (6) + 4 = 10

Having killed the thing, I think, Celest double moves 60 feet to E7 (or within 5 feet of where ever the other one is if possible).


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

"Celest! What are you doing? Hold still so we can burn the scum off of you before you get infected!" He called out, running after her.
"Let Cheshire lure it over the fire trap!" He called out.


Make a Bluff check if you want to lure the last Boilborn somewhere.


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.

Bluff: 1d20 + 6 ⇒ (15) + 6 = 21

"Hey boil-ly-mass-stuff-thingy. Over this way zit-goo, wanna taste of this? Come an git some of this man meat."


Flynn's decoying tactics drew the Boilborn over to the trap as Celest rushed up to it.
The trap detonates, dealing 9 points fire damage to everything in a ten foot radius (Ref save DC13 for half).
The boilborn burns to death immediately without exploding.
The burn damage scorches Celest, but also burns off the first boilborn's ichor and prevents further infection.
The fire suppression foam bursts out of the ceiling, snuffing out the fire.


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

Immediately, Doctor Rhaym dashed over and waded through the foam to Celest to drop a curative Bomb directly onto her, healing her 1d6 + 4 ⇒ (2) + 4 = 6, which also heals everyone around for 5 points.
"Celest! Are you all right?" He asked anxiously.


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.

"Yeah Doc, she's hot as ever, scorching hot."


After you have attended to your wounded, you look around the room at a more leasurely pace.
This sprawling room clearly served as the building's chemistry laboratory, a place where all manner of experiments could be conducted,

Knowledge:Arcana DC15:
ranging from the synthesis of alien foods, to medical research, to the study of genetic materials.

A line of stasis chambers sized for small animals and lab specimens takes up much of the eastern hallway; all of them now lie open.
The rest of the room contains multiple workstations, cabinets, and lab equipment
Knowledge:Arcana DC15:
designed to support biochemical research and the analysis of alien environments and ecosystems.

Most of these devices—as well as several vials, flasks, and beakers—lie broken and scattered on the floor, either tossed aside during the crash or damaged due to violence enacted by the room’s more recent occupants.
You see nothing more valuable than that.


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

After examining the few intact glassware pieces, Doctor Rhaym nodded.
"Well, little enough I'm afraid. But if we end up not going back to town, I can use the glassware here to make more potions."


Overview of the area searched so far.


Where would you like to explore next?


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 to the others? "There is a room over here we have not looked into. If we are pressing on."

The door at L5.


Crossing the corridor to the hatchway there, it easily snaps open at the flash of one of your key cards.

Inside, you see two circular metal tables and several chairs filling the bulk of this room.
Metal cabinets sit against the walls, while to the north stands a large machine with glowing panels on its surface.
The air in this room feels unusually warm.
You don't see anyone or any thing inside.

Overview


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 heads in and searches.

Perception: 1d20 + 1 ⇒ (1) + 1 = 2


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.

"Some kind of sitting area I guess. . . Well let's look around."

Search: 1d20 + 6 ⇒ (7) + 6 = 13

"This could be a good retreat room. Let's look through the cabinets and stuff."


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

"Cabinets?"


Cheshire discovers that the machine on the north wall was probably for food preparation—the glowing panels on its surface are red-hot and are the source of the warmth in the chamber. Cheshire accidentally touched it while searching and takes 1 point of damage (Reflex DC 11 negates).

A search of the cabinets reveals a large collection of 120 goo tubesTG—
Goo tubes are common enough that you all have at least heard of them. They are some form of preserved food.
A single goo tube is a malleable cylinder with a cap on one end; when it’s opened and squeezed, the colorful, goopy contents are extruded. Although the texture and appearance of this goo is unappetizing, the paste is actually quite tasty, and comes in a mind-boggling assortment of flavors.
A symbol on the side of the tube often grants a clue as to what flavor may be contained within, but these symbols can sometimes be counter-intuitive. The contents of a single goo tube can provide nourishment for a day for one Medium-size creature.
They are usually worth 6gp each.

Int Check DC12:
You conclude that this room probably once served as a kitchen and break room.


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

Doctor Rhaym examines some of the Goo Tubes with interest.
"Fascinating..."
Knowledge:Arcana: 1d20 + 9 ⇒ (7) + 9 = 16
"Hm. Some of these might have gone bad over time. Be sure to check the tube for any break in the seals before consuming them."


Science Deck Explored So Far Overview
You are HERE.


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.

"Okay, a good bit of news, we aren't going to starve down here right away . . ."

"Guys, I gotta be honest, we have to get back to town without dying and get our injured out. After that I think we need to recruit a few more members. I think we need to check out this area and make a plan on how to get back across the desert if we don't find an alternate way out. I am not sure we try to move the people in the egg-thingys . . . I am also worried about the stranglers. if we look weak, well, thats how they make a living down here."


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

Doctor Rhaym nodded solemnly.
"I am running short on materiel to make potions with as well. I agree on retreating back to the town." He said.
Turning to the others he asked; "What say you?"


Spooked by the increasingly alien creatures and mechanisms encountered, and buoyed by the promise of reward for finding Khonnir, the party decided to retreat back to town with their wounded.

Scrounging through the areas already explored Cheshire managed to cobble together a tracked cart from robots and medical tables capable of carrying Khonnir and your fallen companions.


Retracing your steps, you follow the corridors out of the strange metal rooms and into the desert of eternal night. You are fortunate in only encountering two of the strange undead things, driven off by your might of arms and Doctor Rhaym's explosive bottles.

Beyond the desert, you pass through the territory of the Skulks. Fortunately your handshake deal holds; you destroyed the Jinkin gremlins, so they leave you unmolested.

Beyond that is a complex of half submerged caves and passages, whose dangerous wildlife you have already cleared out.

Finally, you reach the submerged entrance to this complex. Using the last of Doctor Rhaym's underwater breathing potions, you make your way through the submerged passage and surface once more in the Weeping Pond. You are back in Torch town again!


Where to next? The Foundry Tavern and Khonnir's house to rest? City Hall? A Temple of Healing?


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

"We need some healing. Sure we can rest but more might be going on with Khonnir than simple healing can fix."


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.

Flynn picks at his nails with a slender bladed dagger.

"Yeah that place pretty much sucks balls for all the weird skeletons and nasty . . . Blobby whatever's and the . . . Clockwork thingamajiggies running around. Never had to set a P.I.C. on fire before."

He sets his boots down on the floor and leans forward to the little gnome.

"And have we gotten any loot out of it that it worth anything? Is all the technomagy stuff worth much?"


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

"The metals are a nice thing but you need the torch going to put them to use. Price might go down if no one can forge with them."


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.

". . . But, I feel like we got far enough in there that we weren't just finding scraps anymore ya know?! We got those launcher things and those flat keys. It's like, we have the key, now we just have to find the treasure chest. I mean we can't just stop now right?"


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

"I am with you there. Still have so wounds to lick before we venture out."


Tired from your exertions and stumbling in the dark of night, you still manage to maneuver your cobbled together ambulance up the hill to the Temple of Brigh.

The Temple of Brigh is the only temple of respectable size in Torch, though there are other shrines to other deities, they aren't staffed full time.
Bronze wind chimes and clockwork statues decorate the domed portico of this compound dedicated to the goddess of invention. The oldest faith in Torch, Brigh’s temple sees regular worship from many of the town’s citizens, and also includes a meticulously organized workshop managed by the town’s religious leader, Joram Kyte. His friendly demeanor, active interest in the metal trade, and innovative crafting skills helped land him a seat on the town council many years ago. Joram’s temple includes a small shopfront selling magic items and gear.

The attendant rushed to bring Father Joram to minister to your companions.
"Khonnir Baine!" He exclaimed. "You found him! What happened?" He asked quickly as he started to treat their injuries.


Everyone present will receive a free Cure Light Wounds healing 8 points.
What if anything do you tell him?


Regarding the valuation of the devices and materials you found;
Several people in town can help to identify technological items, such as Councilman Joram Kyte or Junkmaster Garritt Burrwaddle (or even Councilor Khonnir Baine, were he not invaled); other resources exist, such as the wand of technomancy for sale at the Torch general store, but if you ask around for the best person to go to in order to decipher a strange new device’s functions, the name that comes to most locals’ lips is Sanvil Trett.
Not only is he established in town as a leading expert on the nature
and function of Numerian technological artifacts, but he also knows how to read the strange language associated with these items.

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