GM Rednal's Iron Gods (Inactive)

Game Master Rednal

Black Hill Caves
Habitat Dome
Science Deck
Engineering Deck


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Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem shifted awkwardly, nodding in acknowledgement of the leader and their knife & rights to this space, "I think most of the tick around here will likely be theirs...let's tock up that way..." Perem said nervously, motioning towards the northern path before slowly moving up in that direction...


Roll Perception, please. XD And actually, do that every time you head somewhere new - unless you WANT to auto-trip every trap that could be there.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perception: 1d20 ⇒ 10 was so keen sighted the first time, is obviously getting distracted by knives...


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Perception: 1d20 + 4 ⇒ (14) + 4 = 18 - Being waist deep in junk apparently helps Brass look at stuff.


As you advanced northwards, Brass noticed something down near the floor - a tripwire. Tracing it up, you found a hunk of heavy, jagged metal concealed near the ceiling, clearly intended to be even nastier than the first. The good news? Knowing where it was made it quite simple to bypass.

To the northeast, you also noticed what looked like a ledge dropping off into a bigger chamber, as well as another tunnel heading north.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Brass wiped her forehead, and pointed out the wire to the others, before they moved on.

In the larger chamber she examined the drop, making sure it wouldn't cause problems to drop down.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem quietly thanked Brass as she moved around the tripwires. She followed Brass near to the cliff's ledge, peeking over...

Perception: 1d20 ⇒ 3 tick tocks...

before turning to Brass and Eir. "Which route would you like to take?" as she tried not to be frustrated at not seeing any sign of the townsfolk yet. The incidents with the locals was making the oracle nervous...


In the big room, several different passageways converge on a narrow ledge overlooking a rubble-filled cavern. The far wall is made of a smooth, dark gray metal. A single circular door, tightly closed, sits on the metal wall just above the upper level of the rubble.

Eir looked at the door for a few moments, then back to you. "Observation: That door appears to be stuck. The metal door in the large chamber to the south may be the only effective route forward." she answered.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Brass shrugged. "Then we'll give it a try. Although I'm sure the door will have enough power running through it to reduce a Tarrasque to ash, and behind the door will be a Tarrasque - this place seems out to kill us."


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

"This place does seem to have high quality defenses...let's head towards the metal-looking wall. I'm interested in getting a closer look..." Perem said with a nod before taking another look to try to spot the safest route after Brass's comment...

Perception: 1d20 ⇒ 14


Give... what a try, specifically? XD


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Heading for the door Eir suggested.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Jon and I are unsure where we are on the map and which route(s) might take Perem and Brass to the big shiny metal wall. I was hoping my perception/post would lead to details to make things clearer...and now we're all confused XD


You've been heading north from the big area, and you're now heading to A8. Speaking of, map update time!

Heading back down (under the watchful gaze of the locals), you see that a smooth wall of dark gray metal bisects the cavern here, its expanse pitted and scorched but quite solid looking. A strange, circular opening pierces the wall five feet off the ground, allowing access to some sort of hallway on the other side.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Brass nodded to Eir for the correct idea, and moved through the circular opening, keeping an eye out for traps.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem continued to look for the safest route as she tried not to be bothered by the gaze. She was not used to being the centre of attention being a good thing...


The walls, floor and ceiling of this slightly curved hallway are made of smooth dark gray metal. Panels of lighter material run along the ceiling eight feet above. To the north and south the tunnel is blocked by walls of metal junk and rubble, while open doorways yawn to the east and west.

Also? It's quite dark in here.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Grunting at the lack of light, Brass turned hers on. She moved to the intersection, looking down the blocked passageways to the North and South for anything of interest.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

If Brass failed to see anything of interest she'd continue to the East.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem blinked a few times as Brass turned on the light as her darkvision adjusted. "Hopefully it won't get too much darker..." Perem said hopefully before taking a few moments to stare at the new details she could see of the very cool metal surfaces before following Brass, "So much...it must have taken ages to design and get the resources and put up all of this...ticks, it's pretty" says the apprentice as she just about resists squealing.

Perception: 1d20 ⇒ 13


The blocked areas reveal nothing of particular interest. Through the door was the only way to go, it seemed. Beyond it was a passage much like the one you were in, if a bit longer, with another door at the end.

The issue? This hallway had a machine that looked rather suspiciously similar the one you'd destroyed back in town... and it was physically blocking the way forward.

"...Caution: That machine is on standby. Particular actions may cause it to activate." Eir said after a moment.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

"Standby? Hmmm." Brass looked at them. "Moving it will likely set it off. I'll try ordering it out the way, but it's probably half broken like the other." Keeping her distance, Brass called out for the machine to move in Androffan.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem's eyes grew big at the sight of the machine. "Guess it's good to see another sign of them...kinda..." Perem comments to the others overly optimistically and awkwardly as she waits to see if Brass's attempt has any effect while trying to think up something clever...


The machine didn't so much as twitch at Brass' words. Whether that was because it couldn't hear her or it didn't want to obey, though... that was a little less clear.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem, with both hands outstretched, took a few slow steps towards the machine.

"Excuse me, our objective is to find our townsfolk. Have you seen others like us? With the other blockages in the caves near by, we need to pass to see if we can find Councilor Khonnir and those with him." said slowly in a steady rhythm.

Diplomacy + Clockwork Revelation Automatic Control if intelligent: 1d20 + 3 + 4 ⇒ (20) + 3 + 4 = 27

Perem always liked trying to talk to machines, but she mentally prepared to grab her sword to cast if this turned badly...


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Since it seemed unlikely that Perem could talk it around as much as Brass hoped she could, Brass checked her weapon's ammo - just in case - and wondered how Khonnir had gotten past without the thing attacking. She looked to see if it was covered in dust, like it had been sat in place, or if this might be some kind of response to Khonnir's intrusion.


The machine definitely looked like it had been there for awhile - but still, it didn't move, and there was no sign that it could simply be commanded by Perem's power... so these constructs, at least, may not have been truly intelligent.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Sighing, Brass began to move past as best she could, going by whichever side had the most space, underneath it if there was room or over the top if needs be. She didn't want to destroy the machine if she could avoid it, and sending Black might not trigger whatever it did. Hopefully, if they were simply non-threatening...


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem was disappointed, she had really really hoped to be able to talk to them, but - after giving a professional...well..a eager apprentice's eye over the machine, she followed behind as she tried to look around without being distracted...

Profession Mechanist: 1d20 ⇒ 7
Perception: 1d20 ⇒ 16


As you attempted to move past it, the machine twitched - then one leg started to slam out at Brass. The good news? You were on-guard, so the attack itself was no surprised.

Init (Bot): 1d20 + 2 ⇒ (8) + 2 = 10
Init (Brass): 1d20 + 2 ⇒ (6) + 2 = 8
Init (Perem): 1d20 + 2 ⇒ (15) + 2 = 17

Perem, in fact, was faster off the mark than it was.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem scrambled back as the poor machine twitched. "Oh TOCKS, Brass!" the oracle squeaked, automatically grabbing for her rapier, the sounds of gears clicking in her ears as she raised her other as she tried to will Brass to move faster to knock their way through. Perem did not want a prolonged fight with the machine...

Casts Haste - grants target ability to make an extra attack when making a full attack action


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Brass began to vibrate slightly. "Thankyou!"


A moment after Perem's spell went off, the machine slammed out at Brass.

Slam: 1d20 + 6 ⇒ (1) + 6 = 7

For the moment, however, it only managed to succeed in slamming into the wall, and that gave you a few precious moments to act.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

"Ireallywishyouwouldjustbehaveyourselfyouknowthisisverytrying," Brass said as she swung the Aeria Gloris twice in rapid succession.

To Hit: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d4 + 6 ⇒ (1, 4) + 6 = 11

To Hit (Haste): 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12
Crit Confirm: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 2d4 + 6 ⇒ (2, 1) + 6 = 9

As she attacked, Brass lumbered into motion, charging at the machine attacking its master.

Charge: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Crit Confirm: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem's eyes grew wide...that had been quite effective. While trying to maintain their haste spell, Perem requested, Can you tick it out of the way so Eir and I can try to get past it? while Perem watched the machine, trying to figure anything out about it that she could...though enough to get past quickly would be nice.

Perception: 1d20 ⇒ 20

Maintain Haste on Brass...see the universe XD


As it turned out, Brass' blows were enough to hammer the machine and break it before it could do anything more. It crashed to the ground... and you were reminded, again, of the damage you'd already taken in this place. The good news? You could get through the door behind it now.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem winced as she looked over the damage, both what Brass had done to the machine and what she could see on Brass. Tenatively, Perem moved forward and reached toward Brass to heal some of her wounds, clicking sounds filling Perem's ears...

Cure: 1d8 + 1 ⇒ (3) + 1 = 4


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

"Thank you!" Slowly stopping from vibrating, Brass examined the downed machine. "I hope we can find some of these things with a better disposition." She took a moment to rummage through the remains for anything useful or salvageable.

Knowledge (Engineering): 1d20 + 9 ⇒ (18) + 9 = 27


Don't forget to keep your HP up-to-date, Brass. ^^

You don't discover anything particularly useful in the debris - though as you search, you do uncover long, thin areas along the walls that appear to be a little different than their surroundings. Unfortunately, that's about all you can learn from them. An expert might be able to turn the rubble into something useful given enough time, but that would be a long, difficult process. Ultimately, then, the choice seemed simple - keep going forward (so far, there was just one path) or head back for now. ...Or camp in this place, if you dared risk it.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

*Glares* I actually did go and do it. I swear I did. Stupid Paizo...it's actually full, as Perem healed me after the trap for 8 and then again here.

Stripping out a handful of bits that might be useful, but would certainly stop this machine from self-repairing, Brass pondered the walls for a moment. But...well, there wasn't much she could do. "Call it a day or continue onwards and inwards?" she asked Perem. So far Brass hadn't really used her powers, even though she had been beaten up a lot. It was up to Perem whether the Oracle needed a rest.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem shrugged unsurely, "I'm not sure we'll find a safer place to rest though...I'd like to get things down here done and get out of here quickly...but how much that will take either way..." Perem comments as their mind and her ticked back and forth as she considered.

The oracle went to the other door and listened while she decided...

Perception: 1d20 ⇒ 10


Perem was not able to hear anything through the door. Of course, you could always open it up to peek into the next room and hope nothing jumped out and tried to eat your eyeballs.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

If they were continuing, this was the way forward. Brass tried the door.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem held her sword while she moved over for Brass as the gearhead tried opening the door.


The northern wall of this otherwise empty metal room is a tangle of what look to have once been strange cages of some sort. Tangled amid the metal ribs of these cages are ribs of a more organic nature-the ancient bones of some sort of alien creature. Smaller mounds of rubble lie against the opposite wall. Another set of double doors can be seen across the room, while a smaller door can be seen to your right. The small door seems like it's firmly shut, and isn't likely to open easily.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

"How odd," Brass pondered as she looked at the bones. Some kind of lab? Or a pantry? Kennels? Impossible to tell now. Still, there might be something or a clue around here...

Perception: 1d20 + 4 ⇒ (14) + 4 = 18


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Perem was unsure how she felt at the sight, cages or body parts or whatever... On seeing Brass looking around, Perem followed suit to see if there was anything useful or any signs of the people they were looking for..

Perception: 1d20 ⇒ 17


Digging through the rubble, you didn't find anything of note. There was always the option to keep searching if you wanted to, of course - or keep going and see what was beyond the big doors.

(...Or you could try breaking down the side door, but it looked about as sturdy as the previous one. Really, the walls of this place looked like they could take a serious beating and barely budge, which made the rubble all the more worrying.)


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

With nothing interesting and no obvious way past the newest door, Brass continued along the route they were on. It seemed unlikely Khonnir would be along a side route anway.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

After a few moments being confused in the rubble, Perem went with Brass as she continued to hope to find any clues to the missing townspeople...or anything interesting.

Perception: 1d20 ⇒ 10


Two strange machines sit to the north and south against the walls here, their faces appear similar to coils of metal tubes with several nozzle-like protrusions pointing into the room itself. As before, a set of double doors show the way forward - clearly, whoever made this place had broken up the passage on purpose, though it wasn't clear why.

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