Iron Gods AP with GM Mustache (Inactive)

Game Master Mustachioed

Adventure Began: Gozran the 5th, 4714.
Current Day: Desnus 8th, 4714.

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M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Charles' eyes widen again. "Guy was just carrying this around! It's worth 50 gold! Why would he bring it here?!" Charles is incredulous.


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

Wulf stands as still as he can, shocked at what just happened. "I had hoped to keep these ones clean for a little longer thanks, Zeke..." He says through gritted teeth. "I've got the more important thing right now Charles. I need to go back to the stream and clean myself." He starts to walk forward stiffly not wanting to move too much and get the ooze even more worked in.

Wulf will go back to the stream and clean himself up asking people to turn away when he's all cleaned.


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke shrugs, also surprised. He regards the corpses sadly, then turns-- assuming the party is leaving the corpses behind for now.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Garfaulk shrugs at Charles's question "May have been useful fer castin a certain spell-not that it did em any good, it would seem. I ferget, these were tha outta towners, right? Maybe we ought to give em a proper burial, but I don't think these are the ones we were tasked with bringin back"


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Ton shakes his head.

"Just cos no one in town is lookin' for them, doesn't mean someone ain't." he gestures with his bow, pointing with it like it were a teacher's cane. "They might have..."

Sons, Ton. Sons who don't hate their guts?

"....families out there somewhere. Once we're done, we should take them back up, even just so they don't rot down here."


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Charles nods. "Agreed. For now, let's proceed."


The party walks past the cave-in where Garfaulk told his crazy tale of the three-legged cacti thing, and continue to head south a bit down the tunnel. [roll20 updated]

The tunnel drops 10 feet abruptly, but the party sees it in time, and stops before toppling over the small cliff.

The temperature drops noticeably in this passageway, and a rime of white frost lines the walls and floor leading into the cavern beyond. What seems to be a light layer of brown dust carpets the cave floor beyond- a body of some sort sits slumped against the eastern wall.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

perc,+1 traps: 1d20 + 13 ⇒ (19) + 13 = 32stealth: 1d20 + 13 ⇒ (19) + 13 = 32
Charles creeps forward.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

HOLY s$*&


leaving us hanging, Charles. ???


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Sorry, just amazed by my rolls! Awaiting input!


Oh that makes sense, I thought you saw something on roll20 that surprised you

Charles peers into the gloom. After the 10 foot drop, the floor below is flat, and covered in a brown dust. Everything feels cold, but he does not see any mechanical devices or ropes or blades that could prove dangerous. You see the body on the far wall, but even with Charles' terrific eyesight you would need to get closer to make out what killed it.


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

Wulf changes out of his ooze drenched clothes making sure to be quick not wanting to show off his scar pocked skin and mental scars. He changes into his wet clothes the sensation of the material drives him crazy as he moves forward with the group. "I should have bought two extra pairs of clothes." He bemoans.

When they get to the clearly Wulf steps in slowly, taking smaller evenly spaced steps before getting to the edge he takes a step back and then forward then back once again. He turns back and notices the tracks he's leaving and makes sure to step into the tracks already left as he moves forward once more. Heading towards the body.

I assume Ton/someone is keeping light up on my hammer.


Wulf, it is a 10 foot drop to get across the clearing. If you wish to proceed, give me a climb check to avoid slipping and falling


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Yes, Ton will refresh Light every 10 minutes


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Paul, is there a knowledge check we can use on this brown dust? Is it unusual? Does it look out of place? Can we tell where the cold is emanating from? It hasn't been particularly cold down here before, right?

:)


Yes, give me knowledge nature and/or dungeoneering. Totally appropriate to ask, or just do it or encourage others do to it if you have the idea.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Well I know literally nothing about those things!

"Hey, is anyone else cold in here? What's all this dust crap, you guys seen this before?"


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Moving up past everyone, Garfaulk looks around the room while rubbing the bridge of his nose, wishing his headache would let up for even a second, but no such luck. "Lemme take a look, I've seen a lot... Well now, what have we here..." He takes a look at dust, and tries to focus on both where that could have come from, as well as why it could possibly be so cold in here.

Dungeoneering: 1d20 + 2 + 1 - 1 ⇒ (11) + 2 + 1 - 1 = 13
Nature: 1d20 + 2 + 1 - 1 ⇒ (2) + 2 + 1 - 1 = 4

Intelligence+Bard-Headache


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Charles pours a bit of water from his canteen onto the dust below.


Charles pours water over the cliff, and as it touches the ground it freezes from the bottom up, forming a little icicle.

As soon as that happens, Ton'iel grabs Wulfs arm before the barbarian can swing his feet over the ledge and drop into what would almost assuredly be certain death.

After study, Garfaulk recognizes the dust as form of brown mold. Brown mold and grows by flourishes by sucking all of the heat from its surroundings; hence the drop in air temperature. Fire makes it grow larger, while cold destroys it.


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

That was close.

Wulf locks up as he see's how the water reacted. "Um, what is that." He says stepping back away from the edge.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

"Old Caskgrip family saying. 'Don't know what it is, don't step on it.'"


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Might as well have Zeke try too, could be he knows something else. Dungeoneering check: 1d20 + 7 ⇒ (8) + 7 = 15


You've gleaned as much as you can from thinking of the brown mold.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Garfaulk shakes his head. "Definitely don't want to go down there unless ya hot the area with some cold magics, or that stuFF will suck the heat from yer body tool ya look like that. Zeke, Ton, either of ya have any tricks like that? If not, we may need to come back with liquid ice or sumthin."


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Ton just shakes his head.

"Let's move on then, come back here tomorrow."

Is there anywhere else to explore here or are we back to the metal doors?


There are two metal doors; one to the north that you didn't really look at, and the one you went through. You can inspect the northern door if you would like, or proceed back to the desert.

Otherwise, you have seen the whole cave area.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

"Let's go north. Check that other door."


You backtrack a bit and take the next tunnel on your right, bringing you past the abandoned skulk camp. It takes some stooping and cursing to get through the narrow confines of the tunnels where you fought the gremlins, and you get to the northern door.

You recall that the purple-haired lady headed through this way with her small army of orcs and ratman, or at least, that is what the skulk leader said. She also said that the purple-haired lady had a red rectangular card, similar to the brown one you now possess, except for the color, obviously.

The door set in the wall has the small slot for a card, with a small dot near the slot colored red. Otherwise, it looks just like the one you went through to the south.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

perception and traps: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16disable device plus epick: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27

Charles produces the e-pick and tries using that to open the door.


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

When Garfaulk asks about cold magic, Zeke shrugs and shakes his head. "I have nothing prepared, I'm afraid."

Zeke frowns and tries to hide his frustration with the party relentlessly pursuing side tracks. "We know Mr. Khonnir went the other direction, and finding him is worth a lot of money," he thinks. "Surely we don't need to go this far off our exit path to make sure we won't be attacked as we leave?"


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

"Never leave your back open."


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

"Yeah but I reckon we need a different one of those cards." Ton says, recalling the story the skulks told them about the purple-haired woman. "Besides, Zeke is right, we came to find Baine and I reckon we're taking long enough about it already."

He checks his arrows and finds his quiver well stocked.

"Let's head back to that desert and see if we can find any sign of where he went."


Charles tries his best, but he can't seem to get through the security on this strange lock. Either the lock is beyond his skill, or it is simply impossible to get through without the proper access card.

Unable to do anything else, the party returns to the southern door and prepares to go back into the strange desert. [Roll 20 updated]

GM Screen-PC Perception:

Wulf Percep: 1d20 + 5 - 0 ⇒ (15) + 5 - 0 = 20
Ton'iel Percep: 1d20 + 6 - 0 ⇒ (3) + 6 - 0 = 9
Charles Percep: 1d20 + 12 - 0 ⇒ (8) + 12 - 0 = 20
Charles: +1 to locate traps
Zeke Percep: 1d20 + 7 - 0 ⇒ (18) + 7 - 0 = 25

Garfaulk Percep: 1d20 + 4 - 0 ⇒ (12) + 4 - 0 = 16

As you get to the point where you fought the strange tentacled creatures, where the desert opens up into the large room, Zeke is the first to notice something wrong, and frightening. He shines his flashlight over the expanse of sand and realizes to his horror that the skeletons are back on their feet, about 60 feet to your north. He quickly hides his light and whispers what he sees.

The skeletons don't move toward you. At least for now, you have escaped their notice.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

"Oh for fu..." Ton sighs, the last of his words drowned out by the swoosh! of the metal door closing behind them.

"Reckon we can sneak past them?" he pinches at the bridge of his nose as if his headache had returned. "But then if we need to retreat through here we'll have to do it through a bunch of ruttin' skeletons."


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

Wulf stops himself from moving in. "I don't want to fight them again, let's stay on the right wall." He points with his hammer, lowering it adjusting the grip on his hammer a few times and then pointing again.


Everyone agrees the Wulf has the right idea. The best thing to do is keep your distance, stay quiet, and hope they don't notice you. The groups quietly sneaks around to the right, hugging the wall. Once you go another 50 feet and Garfaulk's light no longer illuminates the undead four-armed monstrosities, you begin to relax a bit and have a chance to pay attention to your surroundings.

any checks?


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Ton takes a look around, looking for any sign of passage beyond those left by the skeletons.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Oh well


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

"There has to be something here. Bhine came this way, I have to take something back to Val later and Zeke is chopping at the bit. He is careful to move about searching for anything that could point them in the right direction, dragging his feet as he goes to make his tracks equal.

Percpetion: 1d20 + 0 ⇒ (9) + 0 = 9
Survival: 1d20 + 6 ⇒ (10) + 6 = 16


Indeed, there are certainly tracks. Wulf doesn't have a hard time seeing them in the soft sand, but given all the battles previously no one had thought to look.

There is a line of footprints actually, created by several humanoids, and you could get to them by walking to your northeast. From there, they head to the east, thankfully away from the skeletons.

If you look at Roll20, you can see a faint line where the tracks are. Zeke's flashlight is pointing at them right now, though you are still all a good distance away from them.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

perception: 1d20 + 13 ⇒ (14) + 13 = 27


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

"Let's take this nice and easy...." Ton says, shuffling off toward the tracks, leaving his own disjointed, limping ones behind.


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

Wulf points out the tracks and then smiles. "Just like that time in Arrakis." He nods to Ton, moving behind the elf making sure to step into his tracks.


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke stares at the skeletons in consternation. Are those the same ones we fought yesterday? How is it possible they are back? Knowledge Religion check: 1d20 + 8 ⇒ (8) + 8 = 16

He looks around to see if there are any other signs of ambush on their path. Perception check: 1d20 + 7 ⇒ (7) + 7 = 14


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17
Wulf Torstein wrote:
Wulf points out the tracks and then smiles. "Just like that time in Arrakis." He nods to Ton, moving behind the elf making sure to step into his tracks.

"This is nothing like Arrakis." Ton growls. "We aren't running for our lives for one. Yet anyway..."

"And you aren't naked for another." he looks at the way Wulf keeps adjusting his clothes and rubbing dirt from them when the dust of the desert kicks up. "Yet anyway..."


Zeke considers the skeleton as the party travel east across the desert for several hundred feet. What are skeletons but bundles of bones held together by some type of necromantic energy? If the skeletons reform, it must mean that the necromantic energy must still exist. Which means it probably comes from something external to the skeletons themselves.


The party travels for several minutes, taking it slow to avoid any surprises. The desert is very big, if you think of it as a room, but it only takes a handful of minutes to cross and to reach cliffs on the east side. So on the scale of a natural environment it feel very small, and you can see how the Kasatha living here must have felt trapped.

The tracks head toward a small cave at the east end, but when you walk into the cave, the tracks end at rocky wall!

GM Screen-PC Perception:

Wulf Percep: 1d20 + 5 - 0 ⇒ (15) + 5 - 0 = 20
Ton'iel Percep: 1d20 + 6 - 0 ⇒ (2) + 6 - 0 = 8
Charles Percep: 1d20 + 12 - 0 ⇒ (14) + 12 - 0 = 26
Charles: +1 to locate traps
Zeke Percep: 1d20 + 7 - 0 ⇒ (10) + 7 - 0 = 17

Garfaulk Percep: 1d20 + 4 - 0 ⇒ (5) + 4 - 0 = 9

Charles is canny at people attempting to hide things. He sees a narrow beam of light coming from the wall. His eyes narrow in suspicion, and he sticks his arm right through the wall. An illusion! Charles realizes there is a door behind it! He quickly checks it for traps before hitting the nearby button and opening the door.

You see a room that looks a lot like the other entrance to the desert-- small, with closed doors leading out on the other side of the room, and the sides of the room have several machines made of coiling tubes and pipes.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Quick search of this room?

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


You notice the spiral tubing and nozzles twitch and hum... You begin to hear a high pitched buzzing in your ears...It is building and building... Unlike the other room...

This machinery is active! And something is about to happen!

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