Matt's Iron Gods Campaign

Game Master Matt Adams 259

Link to join game on roll 20.

Link to launch map.


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Android Ftr 2; hp-18; AC-17, F+4, R+4, W+0; Init+4; Perc+3

lol, he hit on a 17, I guess he was serious about losing the money :)


It was a 14. Kings are worth 10 in blackjack.


Android Ftr 2; hp-18; AC-17, F+4, R+4, W+0; Init+4; Perc+3

I just looked at the total, didn't notice the setup, my bad :)


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds
Matt Adams 259 wrote:
Gameplay continues like that for a while. Occasionally, Skivvem would win a bit, but eventually, all his the money he put to the game was gone.

Skivven returns to the others.

"Ah, well. That's how it goes. I didn't really want to keep that money anyways... it wasn't earned."

"Did you try anything?"

"I'm a bit surprised that this Garmen fellow sent us these vouchers, and we haven't seen him at all. I figured it was because he wanted to meet us in person, but I suppose not."


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1

"Maybe he just wanted to tempt us to spend more of our gold here," Harrash scoffs. "But just in case he did want to meet us, maybe we should ask around if anyone knows where Garmen Ulreth is."


You ask around for a bit. Finally, a tall man with darkened features and brilliant green eyes approaches you.

"Greetings. I'm Garmen Ulreth. I heard you were looking for me."


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds
Matt Adams 259 wrote:
"Greetings. I'm Garmen Ulreth. I heard you were looking for me."

"Hello Mister Ulreth! Nothing urgent, just wanted to say thanks for the voucher. It was fun... I hadn't played these games before. I thought you might want to see us though, since you invited us."


"I did. Apologies for my late arrival. Some business required my immediate attention. I'm glad to hear that you enjoy the entertainment at my establishment. We're open at all hours and I hope you do stop by again. And of course, best of luck to your travels underground. You must excuse me though. That business I spoke of earlier is not quite finished. Until next time." Garmen waves himself away and leaves through an employees only doorway.


Female Human (Kellid) Gunslinger (Pistolero) 5
Spoiler:
[HP: 42/42]; [Armor Class: 20; Touch: 15; Flat Footed: 15]; [BAB: +5; CMB: +6; CMD: 21]; [Saves: Fortitude: +7; Reflex: +9; Will: +4]; [Initiative: +10]; [Perception: +15]
Grit: 2/3 Battery: 8/10

Valeria will have a good time spending the money from the voucher on several different games and drinking. Once the "free" money is gone, she'll retire to her room at the Evercandle Inn.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

"Hm. All right then." Skivven shrugs. "I suppose it's time to go home then, and get ready for tomorrow."

Skivven makes ready to leave.


You all return to either your own rooms or the Foundry to stay with Val as she offered you all free room and board for as long as you're looking for Khonnir. You all make plans to meet up the following morning at the missing wizard's abode at 7am.

If you're not all leveled up by now, take some time to finish. I think everyone is though.


The night passes without event. When you meet up again, you all head to Crowfeather Palace to get the waterbreathing spell cast by Joram Kyte. However, upon arrival, he asks if you would all like to join him at the funeral for the fallen explorers you found the day before. Their is a ceremony being held at the town graveyard, the Chapel of the Wanderer.


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1

"I say we should go to the cemetery," Harrash tells the group. "It wouldn't hurt to meet the bereaved families. It's also probably a good idea to get to know the town better."


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

"Yes, of course."

I don't have any black to wear! This is going to be so embarrassing! I'm small, maybe no-one will notice.

Skivven smooths out his clothes and tries to make them look better, but they still look shabby and travel worn.

"Okay, let's go."


Most of the town has gathered into a large crowd at the Chapel of the Wanderer. Even the members of the town council have all made an appearance, with the notable exception of the missing Khonnir Baine. The loss of his presence is felt all the more keenly at the procession, however.

Dolga Freddert gives a speech about how the people who lost their lives to the caves below gave them up for the betterment of the town. They should all aspire to make sure their sacrifices are not in vain. Afterwards, Father Kyte gives the bodies their last rights so that they may pass on to the afterlife peacefully.

Their is a large community breakfast provided by the inns of the town and you mingle about the townsfolk as you eat. After a while, you are approached by Emelia Otterbie. She says, "Thank you for bringing Gerrol back to me. It gives me some comfort to know what happened. I spoke to my father last night, and he agreed to make handcrafted weapons for all of you. I will find you again when they are done. It's the least I can do to repay you."


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1

"I'm sure that we all appreciate your father's gesture," Harrash answers Emelia. "I hope to find everyone else, hopefully alive, when we next descend."


"You must know that your efforts are much appreciated," says Emelia.

She bids farewell and good luck before going back off to join the crowd. You are approached throughout the day by different towns people. Some of them are family of those who have perished beneath the caves, others are hopeful merchants who want the towns income to be restored. Nevertheless, they all approach you as friendly as possible.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

"We are happy to do it. I'm glad we could at least give you some real news. We will be going in soon."

Skivven smiles and nods when approached by the townsfolk, a little overwhelmed by all the attention. He tries to keep up, nodding and saying "Yes, thank you," and "No, no, you're welcome," but pretty soon the various people approaching become a blur.

"Brigh's Cogs!" he sighs, turning to Harrash for a moment. "I think I'll be glad to be back in the catacombs!"


After a while, the crowd abates. Father Kyte approaches you and asks if you're ready to go below again.


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1

"It's much harder to stay alone when you aren't followed by an ape baring its teeth," Harrash says, distraught, but in agreement with Skivven's sentiments.

To Father Kyte's question, he says, "I think we're ready to go down again." He looks around to make sure everyone is present and ready. "Would you cast the spell on us once more?"


"Yes."

You all head back to the entrance to Crowfeather Lake. At the shores of the tainted water, the cleric of Brigh says his prayer to the goddess of invention. As before, the spell will last for 4 hours. You head down into the water again and reenter the narrow, slimy caves. You walk through them to the skulk's home, where you are met by Sef.

"I'm not here to stop you from going back through the doorway. I had sent in an expedition after you left, and they brought back this." Sef hands you a sack containing some more strange devices. One resembles a short, black, metallic stick about two inches in length with a small, shiny protrusion at the end. The other two resemble the silverdisks you have collected through the cave, and that were used as currency in the gambling hall. However, these shimmer with a faint blue light on one side. The pouch also contains a pearl, and 71 familiar gold pieces. There is also a potion. Sef also presents to you a strange leather shield made of an animal skull. "We found this in a separate part of the structure."


Android Ftr 2; hp-18; AC-17, F+4, R+4, W+0; Init+4; Perc+3

"How far did they go? Did they see anyone in there?"


"They only went a few rooms in. Just past where one of the four armed metal men had trapped some giant purple mushroom there is a room where the floor turns to sand and the metal halls turn into a vast underground desert. The structure is so large even our ability to see in the dark didn't help us to see the roof. We didn't push into it."


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1

"That sounds like a trap," Harrash comments. "Or might it have been a layer that formed because of being untouched for so long?"


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

"Remember the machine that threw the net? Perhaps it is some kind of menagerie down there. So that 'desert' might be come kind of habitat for these creatures. It would explain the strange creatures we are seeing."

Skivven examines the equipment that Sef's group found.

engineering (non-technologist): 1d20 + 9 + 1d6 ⇒ (11) + 9 + (3) = 23
craft (alchemy) (to identify potion): 1d20 + 12 ⇒ (10) + 12 = 22


The vial contains a potion of Endure Elements. Skivven recognizes the two glittery disks as batteries, energy sources that power some of the technology in Numeria. He is unable to identify the black stick.


Android Ftr 2; hp-18; AC-17, F+4, R+4, W+0; Init+4; Perc+3

"No luck then" Arrenopos says with some disappointment.
"I don't suppose they saw any tracks either?"


[B]"Now that you mention it, there were some humanoid tracks headed off into the sand.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

"Perhaps we should start there? Follow the tracks?"

Skivven hefts his pack and gets ready to go.

""Thank you, Sef, for your help."


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1

"Let's do that, then," Harrash agrees. He opens the door and tries to locate the tracks.

Survival: 1d20 + 8 ⇒ (1) + 8 = 9


Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9

Trem breaks out of his shell when Sef hands out the stuff that his people found. All the actions of the day before as left its toll on him. He wasn't used to seeing all those dead bodies and the fighting, but artifacts were something that he liked looking at. He walks next to Skivven and points at the black metal stick. "Can I see that?" He takes the object and start studying it. Trying to figure out what it was.

Knowledge Eng. + Technologist: 1d20 + 5 ⇒ (9) + 5 = 14


Trem takes a careful look at the small device, but is unable to identify its purpose.

The party travels back through the artificial hallways to where the repair drone had captured the violet fungus, the room you last explored on your last expedition. There are two ways past this room, to the right and straight ahead. The skulks didn't tell you which way they went to find the desert and footprints.


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1

Knowledge (Engineering): 1d20 + 6 ⇒ (7) + 6 = 13

Noticing Trem's puzzled look, Harrash takes a look at the device the witch held.

"Should we go back and ask them where they went? Or should we move ahead?" Harrash asks.


Android Ftr 2; hp-18; AC-17, F+4, R+4, W+0; Init+4; Perc+3

"I was going to suggest the same thing. I prefer the slight delay over just randomly walking about. Let's not forget that are primary purpose is to find the missing people, Khonnir in particular."


The device still remains a mystery after Harrash's examination.

You turn back for a moment to ask the skulks where they found the desert. You follow their directions and pass through the door straight ahead of the large room of broken animal cages guarded by the repair drone.

You press the button that slides the door into the ceiling and find yourselves in a room with machines that cover the wall. They resemble large coils of metal tubing with nozzle like protrusions that point into the room. The next door is just on the other side.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

"Hmmm... what are these I wonder?"

Skivven looks over the nozzles.

knowledge (engineering) non-technologist: 1d20 + 9 + 1d6 ⇒ (14) + 9 + (5) = 28
perception: 1d20 + 11 ⇒ (7) + 11 = 18 Another +1 for traps


Skivven doesn't see any any signs of the room being trapped, but he is unable to tell what the room is used for.

I want to do a minor retcon. I meant to have Father Kyte heal everyone before you all went back down. Everyone can get themselves back to full health.


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1

Perception: 1d20 + 13 ⇒ (19) + 13 = 32
Survival: 1d20 + 8 ⇒ (10) + 8 = 18

"If the skulks fell down here, we should probably be extra careful not to fall into the same trap," Harrash says. He gives only a glance towards the nozzles, knowing they are too complicated for him to understand.

Harrash looks around for any traps, as well as any footprints that might be found in the room.


Harrash doesn't notice anything that looks like it could be a trap in the room. By the door on the other side of the room, Harrash can see a bit of reddish colored sand scattered across the floor like it was kicked into this room accidentally.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

"That may be the sandy room beyond there. Let's look for tracks there."


The door slides into the ceiling with the usual hiss. Beyond is a tunnel of stone with a floor of sand. However, the rock isn't like the grey granite caves you had explored before. The walls here are a reddish brown, and the floor is loose, rough sand. You see a trail of footprints leading down the tunnel. The tunnel ends at a rock outcropping that seems to cover the trail.

Perception Checks
Arrenopos: 1d20 + 3 ⇒ (6) + 3 = 9
Harrash: 1d20 + 13 ⇒ (10) + 13 = 23
Skivven: 1d20 + 11 ⇒ (7) + 11 = 18
Trem: 1d20 + 5 ⇒ (16) + 5 = 21
Valeria: 1d20 + 7 ⇒ (12) + 7 = 19

As you enter the cave, a tentacle slithers from out of the rock formation and whips toward Harrash, who stands at the front of the group.
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
He gets his shield up just in time to deflect the blow.

Perception
Arrenopos: 1d20 + 4 ⇒ (5) + 4 = 9
Harrash: 1d20 + 4 ⇒ (17) + 4 = 21
Skivven: 1d20 + 4 ⇒ (12) + 4 = 16
Trem: 1d20 + 2 ⇒ (4) + 2 = 6
Valeria: 1d20 + 3 ⇒ (17) + 3 = 20
???: 1d20 ⇒ 12

Harrash, Skivven, and Valeria can go.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

GM: is your reading of adhesive spittle that if I cast it on round 1 I cannot actually spit the adhesive until round 2?


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Harrash instinctively whips back at the tentacle with his sword and tries to make out what it might be.

Knowledge (dungeoneering?): 1d20 + 8 ⇒ (16) + 8 = 24


@Skivven: The attack should be part of the spell.

Harrash Fort Save: 1d20 + 5 ⇒ (3) + 5 = 8

As Harrash steps onto the sandy ground, his foot sinks ankle deep into the dirt. Just below the surface, the terrain turns into the a sticky, black quagmire. Harrash forces his way through the murk and slashes througb the tentacle. More come out of the rocks in response. You realize that the rock is actually a massive shell and the creature inside resembles a giant squid or octopus. It is using the shell as a home like a hermit crab.

Harrash is entangled by the sticky liquid.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

Skivven drinks from a small vial, and spits a glob of something at the creature.

Casting adhesive spittle. Affected as if hit by a tanglefoot bag. Reflex DC 15 or glued to the floor, but entangled either way.

rounds of duration: 2d4 ⇒ (3, 3) = 6


Reflex save: 1d20 + 1 ⇒ (10) + 1 = 11


Female Human (Kellid) Gunslinger (Pistolero) 5
Spoiler:
[HP: 42/42]; [Armor Class: 20; Touch: 15; Flat Footed: 15]; [BAB: +5; CMB: +6; CMD: 21]; [Saves: Fortitude: +7; Reflex: +9; Will: +4]; [Initiative: +10]; [Perception: +15]
Grit: 2/3 Battery: 8/10

If possible
Valeria will rush up to where Harrash is stuck and, wrapping her arms around his waist, pull him free from the entangling goo.
Strength check: 1d20 + 1 ⇒ (18) + 1 = 19


The substance expelled by Skivven expands in midair to completely cover the tentacles and rocky shell.

Valeria cannot help Harrash without getting stuck herself.

The map has been updated. I used black to mark where the monster's entrapping fluid is.

Sorry for my slow responses of late guys. Time has been getting away from me a lot this week.


Was there something else you wanted to do Valeria? Or are you going to try to pull Harrash out of the goop at the risk of getting stuck?


Female Human (Kellid) Gunslinger (Pistolero) 5
Spoiler:
[HP: 42/42]; [Armor Class: 20; Touch: 15; Flat Footed: 15]; [BAB: +5; CMB: +6; CMD: 21]; [Saves: Fortitude: +7; Reflex: +9; Will: +4]; [Initiative: +10]; [Perception: +15]
Grit: 2/3 Battery: 8/10

Fortitude save: 1d20 + 5 ⇒ (16) + 5 = 21

Valeria rushes to pull Harrash free, only to full the thin crust and into the vile liquid herself. Freeing herself from the viscous goo she continues to pull Harrash free.

Sorry guys, with everything happening this just got away from me.

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