Demonmoose's Iron Gods AP Blue (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods Adventure Path.
Forest
Jevik's farm
Blue Aurora

Tower Map 1

Tower Map 2


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Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Do I make any sort of save versus any stunning effect or anything? Since it's a stun gun? Or I just take the damage and that's it?

Astra indeed attacks the medical droid instead, if it's blocking the path to the flying drone.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

I will move up and strike the same one the others did.

Power attack.

MW Greataxe: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
MW Greataxe Damage: 1d12 + 3 + 1 + 3 ⇒ (7) + 3 + 1 + 3 = 14


No, it just deals nonlethal damage on a touch (forgot that again). On a crit, it trips you (or makes a trip). Very different from a stun baton.

Chakos strikes the medical drone and the greataxe goes to where its arm used to be. Its blue eye light seems to blink.


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

@Demonmoose If the hammer is small I use it now!

Let’s take those machines down! Quickly seizing up the robots Sneek has to make a decision which is the most dangerous of the two.

Knowledge Engineering: 1d20 + 9 ⇒ (7) + 9 = 16

Not entirely sure Sneek, hammer and mace in hand, moves beside Chakos and attacks the medical robot with the hammer first.

Attack:

Attack: 1d20 + 11 ⇒ (1) + 11 = 12

Attack: 1d4 + 4 ⇒ (1) + 4 = 5

@Demonmoose Ac 20


Female Human

HP 20/20
AC 11/11/10
Effects:
Hand of Apprentice:6/7

LIz aims a spark of lightning at the medical bot.
Touch,Jolt: 1d20 - 1 ⇒ (8) - 1 = 71d3 ⇒ 3


Orc (AC: 17 [T: 12 FF: 15] | HP: 28/35 | F+5, R+5, W+1) | Init: +2 |Perc: +5, DV greataxe +7 (1d12+7) , mw armor spikes +9 (1d6+5) or flurry +7/+7

Sneek Engineering:
The flying drone is more dangerous than the medbot. It has a integrated stun gun, and seems to be a collector of some kind.

Sneek strikes against the medbot but his light hammer is deflected. Liz's electricity shoots harmlessly past the medical bot, strikes one of the desks near the northern wall and makes a burn mark.

Argug growls and slashes at the medical drone with his greataxe. The weapon shears through metal and splits the metal creature down the middle. It falls apart and gives you a clear pathway into the room.

Greataxe: 1d20 + 7 ⇒ (14) + 7 = 213d6 + 12 ⇒ (5, 3, 6) + 12 = 26

The flying drone fires another blast of energy at Astra. It punches her in the chest and she feels her body quake.

Integrated Stun Gun, touch: 1d20 + 5 ⇒ (9) + 5 = 141d8 ⇒ 6 nonlethal


Female Human

Smash those constructs to pieces, Argug! Wooo!


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Abyssal:
What? You know I can't understand that tongue!


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Astra charges the robot, trying to put herself on the opposite side of it from where Argug is attacking.

Attack: 1d20 + 4 ⇒ (11) + 4 = 15 (2 more if she can charge into a flanking position)
Bludgeoning: 1d6 ⇒ 6
Electricity: 1d8 ⇒ 8


Feeling a bit lucky, Astra charges the robot on the same side as Argug, and swings her zapper wand. It hits the flying robot's tough skin but manages to deal some damage. The collector robot speaks in Androffan, its demeanor seems changed.

Androffan:
"I'm going to catch you, monkey. And put you in a cage.

8 damage to the flying robot. Everyone's turn minus Astra.


Female Human

HP 20/20
AC 11/11/10
Effects:
Hand of Apprentice:6/7

Liz once again summons the power of storms!

Jolt,Touch: 1d20 - 1 ⇒ (12) - 1 = 111d3 ⇒ 2

*Splort*


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Charge and power attack:

MW Greataxe: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
MW Greataxe Damage: 1d12 + 3 + 1 + 3 ⇒ (6) + 3 + 1 + 3 = 13


Chakos attacks the flying robot, throwing his whole body into the attack. The greataxe scrapes against its tough metal body dealing minimal damage.

11 damage to the flying drone. Sneek and Argug's turn.


Argug takes a whack at the flying drone, moving closer so he can hit it with all his superior orcish might. He cleaves through one of its long hands and sprays metal fingers in all directions.

Greataxe slash: 1d20 + 7 ⇒ (11) + 7 = 183d6 + 12 ⇒ (1, 5, 6) + 12 = 24

25 damage to the flying drone.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Abyssal:
"Tell Argug he's the man! Also, if he's doing that much damage, maybe I will take some of that enlargement stuff some time."


Female Human

You got it, Chakos.


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

Sneek runs towards the flying robot, ducking at the last moment and going into a roll motion. He stands up on the other side and attacks.

Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20

Attack:

Attack: 1d20 + 11 ⇒ (18) + 11 = 29

Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Sneak Damage: 1d6 ⇒ 2


Sneek moves behind the flying drone, and smacks it with his light hammer. His body and arm shakes and he feels a ringing in his head as he strikes the robot's tough metal.
The flying robot with three eyes and sensors is not flanked.

Argug strikes the robot with his greataxe.

Greataxe : 1d20 + 7 ⇒ (6) + 7 = 133d6 + 12 ⇒ (3, 3, 3) + 12 = 21

The flying drone turns to Sneek and tries to slam him with open metal hands. But the rat is too swift for him.

Androffan:
"Stop moving little ratman. I must collect you.

slam: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 3 ⇒ (4) + 3 = 7
slam: 1d20 + 5 ⇒ (3) + 5 = 81d4 + 3 ⇒ (1) + 3 = 4

Everyone's turn.


Female Human

HP 20/20
AC 11/11/10
Effects:
Hand of Apprentice:6/7

Liz once again summons the power of storms!

Jolt,Touch,PBS: 1d20 - 1 ⇒ (8) - 1 = 71d3 + 1 ⇒ (1) + 1 = 2

I really am helping, I'm purging the low dice rolls


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Astra takes a five foot step back from the robot, and inserts a new battery into her stun baton. It crackles with a lightning surge, and a tiny red light on it turns green.

Charges Remaining: 10/10!


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

I suppose I will keep swinging and power attacking.

MW Greataxe: 1d20 + 5 ⇒ (7) + 5 = 12
MW Greataxe Damage: 1d12 + 3 + 1 + 3 ⇒ (12) + 3 + 1 + 3 = 19


Liz's bolt looks like its going to strike the robot, then suddenly careens upward into the ceiling. Argug's greataxe slams into the ground beneath the flying robot.

Argug swings again with his mighty axe. He growls loudly, spittle flying at the metal construct. Argug knocks the creature to the ground, its body explodes as it crashes.

Greataxe: 1d20 + 7 ⇒ (9) + 7 = 163d6 + 12 ⇒ (5, 2, 3) + 12 = 22

Battle is over.


Female Human

Liz claps her hands. Excellent job Argug! She sees if she can loot the robot of any components.

Prof-Engineering: 1d20 + 11 ⇒ (13) + 11 = 24


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Astra turns off her stun baton and instantly rushes to the side of the device holding Khonnir Baine. She starts to study it intently and very carefully, trying to make absolutely sure that nothing goes wrong, as she attempts to get the man out of there alive. She will also try to determine his condition with an examination, either visual if she can't get him out of the device, or more hands-on if she can get him out.

Knowledge (engineering): 1d20 + 12 ⇒ (19) + 12 = 31 Yes!

Heal: 1d20 + 12 ⇒ (15) + 12 = 27


Liz:
Liz examines the robot and finds nothing to be scavenged from the robot. Its gun weapon seems to be integrated into te machine and does not work without being connected.

Room again...

A row of beds sits along the southern wall of this well - lit room. Glowing screens and metal desks sit on the opposite walls, and splatters of blood adorn the floor and several of the beds. To the east, a large metal device that is the size of a large bed hums softly.

Astra slides the white keycard into the slot and the glass slides open. Khonnir Baine nearly falls out, but Astra catches the man. She realizes that the pod is only a container and is not actually powered on. Normally it would put the patient in a state of deep sleep. As she holds onto the man, she hears him babble incoherently.

[b]"Ar ka joo na ba ba." [/b} His eyes are still glazed over and white, not really seeing anything in his current state.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

I am totally going to be needing an adamantine weapon, as I'm thinking constructs and robots will be a big part of this AP.

"So who is injured this time? Can we search this place quickly and get out? Can that man be moved?"

I believe Astra has a bunch of non-lethal damage, but only 4 lethal? We should probably figure out how the GM wants to interpret Life Link as functioning in this case. With 4 lethal, Life Link won't heal that, normally, but with 11 nonlethal it would heal that right? 5 times, twice, which might also save her from the 4 nonlethal. And then I get 10 nonlethal and 4 lethal? And then when I get healed it will cure both, with any residual nonlethal going away soon thereafter? OR does the Life Link not touch nonlethal at all? Let me check the rules forum and see what is there.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Basically nada, only 2 threads remotely on topic, with not a lot of good discussion in it.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Referring to my Heal check, what is my assessment? Does Khonnir Baine seem physically injured, or is it more like he's been mentally damaged? Regarding Chakos' question, does Astra feel that it would be safe to move Baine?


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"Do you want me to stick the Life Link on him?"


Female Human

We should get Khonnir back to Torch right away! His niece has been waiting for quite some time for him. Chakos, I think that would be a good idea.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"Very well, just be prepared to heal me Astra."

Chakos will put the Life Link onto Khonnir. Once I take 15HP of damage from him, if no one else heals me, I'll do it, before I take another round of damage. Just let me know how messed up he is.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Waiting for more info before saying or doing anything.


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

What are we waiting for? Let's go, we need to get him to safety, to Torch!


Female Human

Indeed, there is nothing salvageable here.


Astra Heal:
Khonnir has superficial damage but he is unconscious. He has tiny holes in his legs and in his head about the size of the syringe. You believe he has pharmaceuticals or something coursing in his system keeping him from talking and thinking properly and using his legs. He can be moved safely. It seems like he has ability damage and a disease.

Chakos:
Don't think you can affect nl damage. Usually healing removes the same amount of nl damage, and you aren't healing when you shift hp.

Chakos gives Khonnir some life. His eyes restore their pupils, but he continues to babble and cannot walk or stand on his own.

You all have a feeling that the desks are filled with important items.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Then we'll grab all of the junk from the desk we can haul.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

"It should be safe to move Khonnir, although he will need a lot of treatment. I suggest taking him to the temple of Brigh to start with, and we'll confer in more detail once we're there. Argug, can you carry him?" Astra motions over to the desks. "Let's grab everything we can. Any further information what they've done to him here should be helpful in fixing him up."

Perception: 1d20 + 7 ⇒ (10) + 7 = 17


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

So, we're off!


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

And I'm fine with the ruling that Life Link does nothing for nonlethal.


Loot:

Gadgets
-a timeworn handheld gadget with lines on it and a wand attached
-two canisters filled with gray dust
-a gun like device with a brown stripe
-a clear tube with a stopper and an open area
-two vials labeled Hemochem I

Magic and Mundane
-a magical wand
-two potions of cure light wounds
-mwk dagger
-three scrolls
-magical amulet
-60 gp

Argug hefts Khonnir like a sack of potatoes over his shoulder. He does not seem to be careful or gentle.

Heading back through the desert with Khonnir in tow? Or do you want to go the other way, down the rope?


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Desert is the easiest route.


You bring Khonnir through the desert and Argug keeps a hold of him as you go through the water. You surface and as you get your bearings and spit out the contaminated water, the earth shakes for a few minutes before subsiding.

What do you do now?


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

We take Khonnir Baine to the temple of Brigh and Joram Kyte.

Astra requests that one of the party members immediately run to inform Councilor Freddert of Baine's return. She requests that a separate member of party immediately head to the Foundry tavern, to inform Val Baine of the same thing.

Astra herself remains at the temple of Brigh, consulting with Joram Kyte and examining Khonnir Baine. She will ask if Kyte has access to any relevant healing magics such as lesser restoration or remove disease.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"I will run and tell the girl!"

And then I go!


It is late afternoon. At the Temple of Brigh you meet up with Joram Kyte. The old priest works with some temple acolytes to get Khonnir to a bed.

Joram Kyte examines his old friend and shakes his head.

"Oh, Khonnir what happened to you? He is in very bad shape, internally. I can heal him slowly but it will take time. There are tiny creatures in his brain that are disrupting his cognitive processes and some kind of liquid in his legs keeping him from walking."

Joram Kyte casts remove disease and a few casts of lesser restoration. "This is all I can do for him now. He is still not completely healed, or restored, and it will take me a few days to get him back to normal. I will bring him to his home tonight."

He sends a few acolytes to the Town Hall, Dolga' residence, and the Foundry Tavern.


Female Human

Liz starts examining the items brought back, perhaps there is something that can help.

Know Engineering: 1d20 + 11 ⇒ (13) + 11 = 24 a timeworn handheld gadget with lines on it and a wand attached
Know Engineering: 1d20 + 11 ⇒ (11) + 11 = 22-two canisters filled with gray dust
Know Engineering: 1d20 + 11 ⇒ (19) + 11 = 30-a gun like device with a brown stripe
Know Engineering: 1d20 + 11 ⇒ (14) + 11 = 25-a clear tube with a stopper and an open area
Know Engineering: 1d20 + 11 ⇒ (7) + 11 = 18-two vials labeled Hemochem I

Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14-a magical wand
-two potions of cure light wounds
-mwk dagger
Spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18-three scrolls
Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13-magical amulet
-60 gp


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

After Khonnir is safe and secure at Joram Kyte's, Astra will palaver with Elizabeth and help out with item identification.

5x Engineering and 3x Spellcraft, items in same order as Elizabeth did them.

Knowledge (engineering): 1d20 + 12 ⇒ (3) + 12 = 15
Knowledge (engineering): 1d20 + 12 ⇒ (12) + 12 = 24
Knowledge (engineering): 1d20 + 12 ⇒ (10) + 12 = 22
Knowledge (engineering): 1d20 + 12 ⇒ (13) + 12 = 25
Knowledge (engineering): 1d20 + 12 ⇒ (6) + 12 = 18
Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25
Spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14
Spellcraft: 1d20 + 9 ⇒ (3) + 9 = 12

In the morning, if any of the technological items remain unidentified, Astra will spend one Technomancy spell to boost her results by +10.


Female Human

You know, that was the second time the earth rumbled. Is there something up with the Torch? When the ground rumbles, it can mean the ground splitting open.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Knowledge (nature): 1d20 + 12 ⇒ (5) + 12 = 17

"That is an astute observation, Elizabeth. I hadn't been paying a lot of attention to the ground tremors, but now that you mention it, it does seem disconcerting. I have a feeling that the tremors are connected to whatever Meyanda is doing underground... I think our next step must inevitably be stopping her, whatever it takes."


Liz and Astra work together to figure out all the items.

Liz and Astra Identifying Time:

Timeworn Radiation Detector (detects radiation)
Medlance (fill with potions, pharmaceuticals, poisons)
Timeworn Brown Nanite Hypogun (like a wand of CLW, except uses nanite canisters, 1d8+1 Healing (1 charge), or Remove Sickness (5 charges))
2 vials of Hemochem I (fast healing 1 for 1 minute)
2 nanite canisters (provides 10 charges each for nanite hypogun)

Wand of Magic Missile (CL 3rd, 44 Charges)
Scroll of Technomancy
Scroll of Unseen Servant
Scroll of Detect Radiation
Amulet of Natural Armor + 1

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