Demonmoose's Iron Gods AP Green (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods AP campaign.

Jevik's Farm

Under Well

Choking Tower 1


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Male Dhamphir Bloodrager (deceased)

"Well, what an interesting group we have here. It looks like we will all bring our own interesting talents to battle.", Čemifobbar muses.

He stands at and bows slightly to Baine and Kyte: "Gentlemen! Your proposal is interesting. Indeed, your offered reward is truly generous. I was wondering if you could satisfy my curiosity about this rod you mentioned. What kind is it? Obviously no mere bauble from a man of your station." He bows again slightly to Councilman Kyte.

"Perhaps someone could also humour me and tell me a bit about Scrapwall. I confess I have been wandering aimlessly for almost forty years in exile and do not know as much about this land as I should."

diplomacy: 1d20 + 11 ⇒ (18) + 11 = 29
Using "smarm and charm" to get as much useful information as possible before we set off


The old man Joram Kyte answers.

"The rod I offer is a lesser rod of extend metamagic."

Joram takes out from the folds of his robes the aforementioned rod, an ivory object with bronzed gilding. It has symbols etched into the surface that look like clocks.

"Scrapwall is like a very large junkyard. Within its mass of debris are several gangs fighting over territory. It is also a haven to those who wish for seclusion or are running from some threat, like the Technic League. It's likely been picked clean of anything interesting, though underneath is another story."

"Ah yes, on the way to Scrapwall, which is about 100 miles to the northeast, is a crusader fort. They take in all sorts of wanderers and supply them with food and rest for the treacherous journeys in Numeria or to the Worldwound further west. I would suggest that you rest there before making your way to Scrapwall."


Male Dhamphir Bloodrager (deceased)

With a bow to Joram, Čemifobbar says "You are too kind, Councilman Joram Kyte. Your offer is most generous! And your information quite useful. It will be an honour to root out your troubles in Scrapwall and to find your friend, Dinvaya."


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

The tanned man with mohawk style hair in white robes has been hearing in silence all the discussion, then, clearing his throat, he says:

I'm Valt, an ancient history teacher, and occasional adventurer.

I teamed with Alexis, Nyssa and Kraig, and we have been actively helping in the last events, like finding Khonnir expedition, restore the flame, and to prevent the entire town to blow away because an extrange conspiration between one of the local gang boss and an outsider android.

Investigating what they left, we are able to connect the dangerous threat with scrapwall, and an entitiy called Hellion.

Wathever they plans or needs where, we ruined them somehow, so they must be prevented that something went wrong here with their minions.


Male Dhamphir Bloodrager (deceased)

"Your servant, Valt. I could be a study in ancient history for you. I was exiled almost forty years ago after my youngest relatives died of old age while I was still a young and strapping lad in my nineties." Čemifobbar smiles wryly and chuckles.

He then stands and address all assembeld I think what is expected of us is quite clear. When shall we leave? This all sounds very dangerous. And therefore very interesting indeed!"


Male Human

Ninety. Riiiight. Odd fellows. "Well, maybe not give up your entire life for the cause. Just your arm. My robot brother only lost his arm, then he got lost. I worry about him but I know he has the skills to...actually he's kind of an idiot. But his body is made of metal. I guess you guys are OK, if Baine vouches for you. We can make preparations to leave tomorrow."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

What is it with him and already signing over his life to this cause. Tess bites her tongue, knowing that the cultural separation is probably causing some sort of miscommunication.


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

"I believe that we are basically in agreement. Let us take some time to research the city and prepare for the journey."


You may make a Knowledge Local check to learn more about Scrapwall. Scrapwall is about 100 miles to the northeast. On foot it should take 4-5 days. The Crusader Fort is about 2 days away on the River Sellen to the east.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

GM Demonmoose. If the crusader fort is Castle Urion, then it is where Nyssa comes from originally.

Nyssa had spent a lot of her time after the Torch fight, mingling with the locals. She tries to remember if she heard anything useful about Scrapwall.

Knowledge, Local: 1d20 + 5 ⇒ (16) + 5 = 21


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Kharamell makes some inquiries about Scrapwall.
Knowledge: Local: 1d20 + 8 ⇒ (16) + 8 = 24


It is not Castle Urion. They forgot to mention the name. Nyssa knows the name of the fort is Aldronard's Grave, but has never been there.


Male Dhamphir Bloodrager (deceased)

"The only cause I care about, "Čemifobbar broods, "is testing my mettle in battle. I've seen some of the skills of both Tessara and Kharamell in a fight. It will be interesting to see the skirmishing skills that Nyssa, Kraig, Valt, and Alexis. We should compliment one another nicely!"


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Knowledge (local): 1d20 + 8 ⇒ (18) + 8 = 26


You know that Scrapwall is like a large junkyard that attracts recluses and loners hiding from some danger or threat like the Technic League. It is formed of several gangs that are fighting with each other over territory and Scrapworth (respect).


Male Human

Kraig senses the newcomers might not fully appreciate the situation. "We're a pretty big group, we'll attract a lot of attention when we're there, even if we don't start trouble. In unfamiliar territory. Might not make it out. You three sure that's what you're looking for?"


Male Dhamphir Bloodrager (deceased)

Čemifobbar smiles at Kraig "We three are no strangers to danger. We risked our lives recently for far less than what we are all being offered now. And we did the town of Torch a great service in the process. You needn't worry about us. I'm sure we can all help one another, in or out of battle, with our various talents."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

"There is a difference between accepting the risks and sacrificing yourself."

Tess shares what she knows.


Male Dhamphir Bloodrager (deceased)

"True enough, Tessara."


You leave the Town Hall and make preparations before going to Scrapwall.

What do you do before leaving?


Male Dhamphir Bloodrager (deceased)

Čemifobbar will stand and bow to Baine and Kyte on the way out of the town hall. "We will return, with all goals successfully completed! We thank you for such a generous opportunity!"

Once with all the others: "I am ready to travel. It will take several days to get to Scrapwall. I can share night watch duties with someone, since I can see fairly well in the dark."

If possible, he'll see if he can buy another potion of Inflict Light Wounds to make up for the two he used recently. Which will use up the 50 GP he made with Tessara and Kharamell. Oh well.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

"Perhaps we can find out what would be the salt, against that giant slug that you mentioned, as well." Nyssa tells the council members.

"Keeping watch in pairs seems like a good idea." Nyssa agrees with Čemifobbar.

"I think I'll need a horse." This time she is thinking out loud.

My character is slowed due to armor, I wouldn't want to slow the whole group down on that account.


Male Dhamphir Bloodrager (deceased)

Speaking to Nyssa: "It is best if one of the two standing watch at any one time are able to see well in little or no light. Of course, I myself see better at night than the the light of day."


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

I suggest we leave the day after getting the assignment. That will allow for time to find information, gather materials, and otherwise prepare for an extended journey. I would figure that Kraig would need to prep his brewery for his absence.


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

We are going to need some transport to get into the fort, we can get a carriage or a cart at least? I'll like to take the transmiter device with us, as if we left it here can cause problems again.

Asks Valt to the all the crew.

Valt will go to the school to warn about his duty, and that he must leave the town in order to care about it wellness.


Male Dhamphir Bloodrager (deceased)

Čemifobbar thinks the cart is a good idea.


human arcane duelist bard 7 HP 44/44, init +4 AC 20, Touch 14, Flat footed 17, CMB +6, CMD 19, Fort +3, Ref +8, Will+6, Perception +10, Spellcraft + 8, performance +14/intimidate +17
active effects:
bards song 12/16, prestidigitation

Alexis thinks about the task ahead.

know local: 1d20 + 8 ⇒ (9) + 8 = 17

know geography: 1d20 + 3 ⇒ (2) + 3 = 5


Male Human

Kraig was still unsatisfied, but 100 miles is a long time to decide if they can be trusted or not. "Well, talking about it isn't getting us anywhere. Come by my place when you've all have finished your preparations."


Alexis:

The environment from Torch to Scrapwall is mostly wasteland, plains and hills. There is a river to the east. Scrapwall is on the other side of the River Sellen.


Male Dhamphir Bloodrager (deceased)

Čemifobbar, like Alexis, will try to think of what lies ahead. Including trying to think of any Arcana that might relate to Scapwall.

Knowledge (geography): 1d20 + 2 ⇒ (6) + 2 = 8
Knowledge (local): 1d20 + 5 ⇒ (2) + 5 = 7
Knowledge (arcana): 1d20 + 4 ⇒ (5) + 4 = 9

Not inspiring, but my expectations weren't high anyway...


Cemifobbar can't recall anything about Numeria or Scrapwall at the moment. He believes the area is all wasteland anyway, and that there's less magical presence but more technology in the ruins and wilderness.


Male Owl Familar 3

As the party is deciding on a course of action, a tawny owl quietly swoops into the room and lands on Tess's shoulder. She absentmindedly retrieves some seeds from her pocket to feed it which the owl happily pecks away at.


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Kharamell is ready to go.


Male Dhamphir Bloodrager (deceased)

Ready!


Male Human

Kraig makes arrangements at the brewery and says goodbye to his family and Val. When everyone is ready, he leads the group to the back of the brewery, where he unseals a large barrel and dumps an assortment of things on the ground.

"I don't know what any of this stuff is. Got it appraised. There's a list in there somewhere. Take whatever you want. Maybe we should bring it all."

Stuff:

300 Gold
0 Silver
0 Copper
=================
Technology
=================
149 disks
5x batteries
1x white access card
7x Brown Cards
4x nanite canisters
1x Timeworn Radiation Detector
1x Black E-Pick
=================
Healing
=================
2x Hemochem I
5x potions of cure light wounds
2x potion of cure moderate wounds
1x Brown Hypogun
1x Medlance

=================
Utility
=================
5x Sunrod
1x potion of invisibility
1x Potion of Blurred Movement
1x Potion of Water Breathing
1x Scroll of Detect Radiation
1x Scroll ofTechnomancy
1x Scroll of Unseen Servant
1x mwk backpack

=================
Weapons/Armor
=================
1x +1 Studded Leather
1x +1 Light Hammer
1x +1 Inferno Pistol, 1d6 Fire damage, gun, uses nanite canisters
1x timeworn stun gun (5 charges)
1x suit of neraplast armor (10 charges, light armor, +2 AC/ 8 dex, can use a charge to help camouflage +3 Stealth),

=================
Misc
=================
1 gold and 10 silver coins stuck together with some kind of adhesive
4x Holy Symbols of Brigh, ivory female masks


Male Dhamphir Bloodrager (deceased)

"Very good of you, Kraig!"

Čemifobbar looks through the lot and only takes the Potion of Blurred Movement.

"I could use this. I don't really think I can make use of anything else."


If you're ready...

You pay for a carriage and three horses and head off to the North and East of Torch. At about midafternoon, you reach a massive road cut into the earth about 10 feet across and 30 feet down, that stretches inexorably east and west for as far as you can see.

Who is riding in the carriage? Who is taking the third horse? Everyone still here? Also, do you try to cross the gap or turn straight east?


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Tess will be scouting ahead, far enough ahead that the loud sounds of the carriage and horses just barely reach her.

Stealth: 1d20 + 11 ⇒ (14) + 11 = 25 +1 in rocky/hilly areas
Perception: 1d20 + 8 ⇒ (19) + 8 = 27 +3 in dim light


Male Dhamphir Bloodrager (deceased)

Čemifobbar will stay on foot, since his base movement is still 30 even with all his armour and weapons. He will put his pack in the carriage, and keep all his potions and weapons on his person.

Čemifobbar also likes Tessara's scouting idea. But stealthy his is not, so he will try to stay about half way between the cart and Tessara, so he can go help her if needed and hopefully not spoil her stealth because of the armour he's wearing.

Stealth: 1d20 - 3 ⇒ (10) - 3 = 7 (untrained, and wearing Agile Breastplate while on foot)
Perception: 1d20 + 8 ⇒ (14) + 8 = 22 (-1 in sunlight)


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

Nyssa finds a fine looking horse at the stables. A brown gelding called Chip. The horse has a black mane and tail and one white 'sock' on it's left front leg.
Nyssa purchases the horse, as well as a military saddle, saddle-blanket, bit and bridal and saddle bags. She buys a couple days of feed as well.

From the stable, Nyssa makes her way to The Foundry Tavern. There she treats her arrows with the various weapon blanches she had bought earlier. Nyssa marks the shafts of the arrows, close to the fletching, with black ink. One wide band for adamantine, two thinner bands for cold iron, and three thin lines for silver.
While waiting for the ink to dry, Nyssa chats with Val and Khonnir. When the arrows are ready, Nyssa places them in her quiver, bids the Baine family good bye, mounts Chip and rides over to Kraig's brewery.

At the cut...

Nyssa wishes she had spent more time learning to ride, Chip seems pretty frisky. She reigns the spirited charger in at the embankment, and has a look around. First for signs of ambush, and then for a way to get a wagon across.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Nyssa is on horseback if it's unclear.


None of you see any other creatures in the wastelands.

Nyssa looks across the gap for any physical way to get the carriage and horse across but doesn't see any. There aren't any bridges and the "road" seems even throughout.

About an hours ride to the east, you can see tendrils of gray smoke rising over the horizon.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

"Smoke... That's the direction we need to go, since we can't get across here." Nyssa looks around at the others to see if any of them has any thoughts.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Tess comes out of the wastelands. "You saw it too? We should get over there and see what's going on."


Male Dhamphir Bloodrager (deceased)

"Cooking fires, probably… Someone might live there. It's as good a place as any to go."


Heading due east you can make out the scene more clearly. A fort made of stone has two smoking buildings. It doesn't appear to be a cookfire.

The walls are about 15 feet high, and the portcullis is closed. You don't see anyone atop the walls.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

"Should we go in?"


Male Dhamphir Bloodrager (deceased)

"This doesn't look right, somehow."

Čemifobbar will look for any signs of life that one associates with a fort.

Perception: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11 (Perception less on in daylight)
They would have to be pretty obvious with a roll like that.


Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Spells:
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel:
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Anyone knows if this fort is know for having forges, or better we get ready for some trouble?

Says Valt, concerned about the grey smoke the others talk about.


Male Dhamphir Bloodrager (deceased)

Know local: 1d20 + 5 ⇒ (13) + 5 = 18
Čemifobbar should know


Male Human

"You guys sure are jumpy. Other people have a right to exist."
Kraig hops out of the carriage and approaches the gate.
Per: 1d20 + 9 ⇒ (17) + 9 = 26

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