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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Syvlara glances at the pool, staring at it and trying to make up its composition. It is likely acid, mixed with other assortments of chemicals.

You can look at the map, The Machine.

There is a door to the north on the metal walkway. The pool itself is about 30 feet down and you can make out a tunnel to the southwest beside the pool. You are at S1. The stairs that continue to spiral downward to the east are blocked off by a mass of debris-you can't go that way.


Female Human

North door.


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

Astra studies the pool curiously for a while from the walkway, eyeing it with fascination. Then, she turns back to the group. [b]"The door, then, I suppose?"[/ooc]

She tries to listen at the door whether there are any sounds from the other side.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20


Astra hears a faint machine humming from the other side of the door.

Opening the door, Astra sees a hallway that turns right. There is a door to the left and right.


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

Astra listens at both doors.

Perception Left: 1d20 + 9 ⇒ (5) + 9 = 14
Perception Right: 1d20 + 9 ⇒ (1) + 9 = 10

If she doesn't hear anything special, she opens the right door.


Astra hears heavier humming coming from the right door. She tries to open the door, but it doesn't budge. There is a keycard slide she notices to the side of the door, marked with a green coloration.


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

Luckily she's got a collection!


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

Not green yet though, curses.

"Something important behind this door", Astra says after discovering the keycard reader with a coloration she hasn't encountered yet. She tries a gray keycard anyway, just in case, and if it doesn't work, she shrugs her shoulders and moves on. "Looks like left is our only way forward." She leaves the right door alone and opens the left door, carefully.


Female Human

Liz is disappointed but follows along


I forgot. There's another door past the turn to the right.

As soon as Astra opens the left door, you hear Hellion's voice boom and echo through the hallway. "Turn back or die!" The lights in the rooms and hallways all disappear.


Female Human

Liz casts light to negate the darkness.


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

"Well, to me that sounds like there's something in this direction that Hellion doesn't want us to see. Votes, anyone? Curious to see what he's protecting, or heed him and go to that door behind the turn that we skipped?" From her tone of voice, it feels pretty clear that Astra is behind the first option.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Let us see what lies beyond


I agree with Astra. However we should proceed with care. Nobody really knows what´s behind that Hellion. We know for sure though that it can grant some of it´s followers magic and was able to channel negative energy through those animated pictures. However grotesque his own picture, we cannot be sure if it is actually some sort of outsider - ademon or devil or worse - or some otherworldly magic and artifacts linked to the rain of stars and whatever came down there.
It might also be an otherworldly creature with unknown powers. For it is known that creatures were released there that still stalk the lands noone had seen before!


When Liz's light hits the room, you see three small halfling-sized creatures wearing rags and carrying daggers lined with green liquid. Their faces are pale white, and the rags smell of refuse. They shield their eyes against the spell, but realize it isn't bright enough to hurt them.

There are barricades and desks inside the room, but they aren't placed in any meaningful or useful manner.

Initiative:

Astra's Initiative: 1d20 + 0 ⇒ (17) + 0 = 17
Chakos' Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Elizabeth's Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Ibuki’s Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Syvlara's Initiative: 1d20 + 6 ⇒ (11) + 6 = 17

Enemy Initiative: 1d20 + 3 ⇒ (4) + 3 = 7


Sorted Initiative:

1. Everyone
2. Enemies

Everyone's turn.


kn:x: 1d20 + 9 ⇒ (20) + 9 = 29
What´s that? Why so hostile?


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

As previously instructed, I am waiting for instructions as to whether we are fighting or not.

In short, I will delay...


Female Human

Hold! There need be no combat! All of you leave this place and don't come back.


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

Knowledge (local) to identify humanoids: 1d20 + 15 ⇒ (5) + 15 = 20

Astra also stalls, saying, "We come in peace. We would prefer to avoid bloodshed, but we will meet steel with steel if you force our hand." She readies an action to swing her stun baton if any of the creatures approach in a hostile manner.

Attack ONLY if the creatures attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1d8 ⇒ (6) + (8) = 14


Ibuki and Astra know that these creature are Dark Creepers, a type of dark folk that live underground. They are not evil creatures, but can be spurred by stronger powers, usually higher ranking darkfolk, that cause them to cause chaos.

The creepers say nothing back to Astra, communicating instead to each other in a language you've never heard before.


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

Astra cautiously puts her stun baton on the ground (thus undoing her readied action), but does not ask anyone else to similarly lay down their arms. She offers a hand openly towards one of the dark creepers, trying to convey non-hostile body language.

Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19

She also tries to identify the language, or what languages it might be related to.

Linguistics: 1d20 + 9 ⇒ (8) + 9 = 17


Ibuki adresses them in undercommon:
This is the first time we meet some of your kind and it need not end in violence. Are you in servitude to Hellion? Can you even understand me?

He points to Chakos.
This one here also comes from the underdark and conveyes mighty power! Power you don´t want to witness! You can see his color, that purple haze...We offer you the near singular chance to make deal with us!
Tell us who you are, what you do here, where you come from and what you know about this place and Hellion! As a reward, we will let you serve our purple leader here!

Bluff: 1d20 + 10 ⇒ (20) + 10 = 30


The creepers don't seem to understand Ibuki's words, or don't care. After seeing Astra put down the weapon, the closest one seems to smile beneath the rags covering its mouth. It then decides to attack her.

Dagger: 1d20 + 6 ⇒ (19) + 6 = 251d3 ⇒ 1
Astra's Fort Save: 1d20 + 1 ⇒ (10) + 1 = 11

The small cut on Astra's arm is smeared with a dark stain.

Everyone's turn again, passed Syvlara. Astra feels herself get weaker.
Str Damage: 1d2 ⇒ 1

Unfortunately, they already serve Hellion...


Female Human

Liz waits for the others to do stuff.


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

Ok, I will step on over and Power Attack the one that hit Liz:

MW Greataxe: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
MW Greataxe Damage: 1d12 + 3 + 6 ⇒ (9) + 3 + 6 = 18

DMG Tracker:

Liz - 1


Ibuki will burn another one:

Scorching Ray: 1d20 + 5 ⇒ (16) + 5 = 214d6 ⇒ (1, 5, 4, 3) = 13


Female Elf Fighter (Archer) 7 | HP 57/57 | AC 20 T 13 FF 17 | Ft +7 Rf +6 Wi +2* | Init +6 | Perc +13 l CMD 23

A shot to one each

Arrow1: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 9 ⇒ (6) + 9 = 15

Arrow2: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 9 ⇒ (6) + 9 = 15

5BAB + 4Dex +1Magic +1Training +1Point Blank -2Rapid -2Deadly
2Str +1Magic +1Point Blank +1Training +4Deadly


You can look at "The Machine" map.

Chakos' blade makes a deep gash in the small creature. It remains standing however.

Scorching Rays burst from Ibuki's hand, bursting as they strike the under-creature. Syvlara's first arrow flies over Chakos' dark creeper, the other strikes it in the face. Since Syvlara will have trouble hitting the others, I changed it to the red one.

The dark creeper in the center suddenly bursts into bright light as it dies, exploding in a blinding flash. The other creepers scream as the light blinds them.

Chakos, Astra and Ibuki can make a Fort DC 13, or be blinded.
Blind Rounds: 1d6 ⇒ 6

Dark Creeper Green (13, blind), Dark Creeper Yellow (0, blind)


Astra and Liz's turn.


Fort save: 1d20 + 5 ⇒ (15) + 5 = 20
Ahhh! Beware! What was that? They have dangerous weapons!


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

Fortitude: 1d20 + 10 ⇒ (20) + 10 = 30 +2 more vs enchantments


Female Human

Liz passes since she can't get in


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

Fortitude: 1d20 + 1 ⇒ (17) + 1 = 18 Not blinded.

Astra picks her stun baton back up, takes a five foot step south, and attacks the green dark creeper.

Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1d8 ⇒ (3) + (3) = 6

Cautious from the first one's death, she will be expecting the green one to detonate as well if it dies, being ready to shield her eyes if necessary. Not sure if I can actually get bonuses for that.


Again, the defeated creeper explodes with light flashing the entire room with brilliance.

Make another Fort DC 13 save or be blinded.

The last dark creeper moves up and slashes at Astra with his dagger, and misses slashing strongly to her side.

Claw: 1d20 + 6 ⇒ (19) + 6 = 251d3 ⇒ 21d100 ⇒ 5

Dark Creeper Yellow (0, blind)

Everyone's turn.


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

Fortitude: 1d20 + 10 ⇒ (3) + 10 = 13 +2 more vs enchantments

And I will power attack the last one.

MW Greataxe: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
MW Greataxe Damage: 1d12 + 3 + 6 ⇒ (10) + 3 + 6 = 19

Ahh well!


Female Human

Waits in the hall(pass)


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

If it's a normal dagger, it crits on a 19. Or was it a claw, like the dice roll says?

Fortitude: 1d20 + 1 ⇒ (8) + 1 = 9 Blinded!

Despite her caution, Astra is so close to the detonating Dark Creeper that the blinding light bursts clear through her eyelids, dazzling her vision momentarily. Upon feeling a slash to her side, she tries to swing her baton in that direction.

50% miss chance, or DC 11 to hit: 1d20 ⇒ 17 -- concealment has no effect this round.

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 1d8 ⇒ (5) + (5) = 10


Female Elf Fighter (Archer) 7 | HP 57/57 | AC 20 T 13 FF 17 | Ft +7 Rf +6 Wi +2* | Init +6 | Perc +13 l CMD 23

Syvlara breaks into laughter watching the overzealous Chakos and the blind Astra swing around at nothing.


I think the percentage means it misses, unless critical possibility means a hit and supersedes concealment miss chance. Astra can take 2 damage if she wants. Should have been a Astra hits, though.

Astra manages to strike the creeper, her zapper wand hits smelly rags and the creature underneath.

Dark Creeper Yellow (10, blind)

Ibuki's turn.


Fort Save: 1d20 + 5 ⇒ (7) + 5 = 12

Ahhh! What? Nooo!
Ibuki stumbles around, blinded by the explosion.


The dark creeper stabs at Astra, still blinded by the explosions. It's dagger clinks against the archaeologist's zapper wand.

Dagger: 1d20 + 6 ⇒ (8) + 6 = 141d3 ⇒ 31d100 ⇒ 52

Everyone's turn.


Female Human

Liz holds steady


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

Concealment: 1d100 ⇒ 58 Concealment has no effect this round
Attack: 1d20 + 2 ⇒ (12) + 2 = 14 Taking into account Str damage
Damage: 1d6 + 1d8 - 1 ⇒ (6) + (7) - 1 = 12


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

Oops, I must have missed Astra getting hurt earlier, was she down by 5 last round? She's now down by 12? Life link should have healed her by 5 each round then, and I would have 10 more damage and would heal myself now. If that's all true, I'll roll the healing.

In the mean time, I will swing at the last one.

MW Greataxe: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
MW Greataxe Damage: 1d12 + 3 + 6 ⇒ (2) + 3 + 6 = 11


Female Elf Fighter (Archer) 7 | HP 57/57 | AC 20 T 13 FF 17 | Ft +7 Rf +6 Wi +2* | Init +6 | Perc +13 l CMD 23

Syvlara moves further into the room and focuses a shot at the last creeper.

Arrow1: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d8 + 7 ⇒ (6) + 7 = 13

5BAB + 4Dex +1Magic +1Training +1Point Blank
2Str +1Magic +1Point Blank +1Training +2Int


Chakos swings, missing the creeper. It dodges out of the way, instinctively.

Syvlara shoots the last creeper in the face. It explodes, sending a bright flash into everyone's eyes.

Again, you can make a Fort DC 13 save or be blinded.

Battle is over.


Female Elf Fighter (Archer) 7 | HP 57/57 | AC 20 T 13 FF 17 | Ft +7 Rf +6 Wi +2* | Init +6 | Perc +13 l CMD 23

Fort: 1d20 + 5 ⇒ (11) + 5 = 16


Female Human

[/b]How is everyone?[/b]


Female Elf Fighter (Archer) 7 | HP 57/57 | AC 20 T 13 FF 17 | Ft +7 Rf +6 Wi +2* | Init +6 | Perc +13 l CMD 23

Syvlara cracks her neck "Ahhh just getting started"


Can´t see! I´m blind!

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