Chillblame's iron gods game (Inactive)

Game Master chillblame

The torch is reignited, but what is next for our heroes

Fort Map

river battle

Genni

Robot Nurse

Fires of creation round up


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Female Orc

Joram checks criek over

heal: 1d20 + 13 ⇒ (20) + 13 = 33

Looks like a poison effect.

He casts a spell on criek.

spellcraft DC 18:
neutralize poison

And he wakes up


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Before Sharae arrives and after Criek wakes up Anody will start explaining what they found out

Garmen Ulreth is in league with some outsiders that call themselves 'The Lords of Rust' which are in some sort of cult of Hellion from Scrapwall. They are doing.. something.. to the machines underneath Torch that will cause a 'reactor overload' which from my understanding could destroy the town and everything around it. Genni here might be able to tell us more and has detected some sort of 'power transfer' occurring. I believe this also explains why the Torch went out.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Arriving back at the temple, nearly out of breath, Sharae pulls Valia and Anody to one side – careful not to speak within earshot of Khonnir, she whispers frantically at her companions, ”She’s gone!!! I don’t know – it looks like there was a struggle at the tavern… Someone must have taken her…”


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek sits up with a gasp, rubbing at his eyes. "I--I dreamt we were safe in Torch, and had found Khonnir, but it was just..." he trails off in astonishment as he takes in his surroundings. "The temple! We're safe? And Khonnir!"

Leaping off the pallet he rushes to throw his arms around his mentor's midsection before composing himself and turning to listen to Anody's summary.

"So we're not safe, the reactor still threatens? Must we return, or, if Garmen's part of the plot, perhaps we can fix it from the surface?"


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Anody is pulled away by Sharae and listening to her wrings his hands Garmen, it must be Garmen. The Scrapwall people must be in communication with him. He is their ally on the surface. We have to let everyone know. The town guard must be able to help.


HP: 28/41, AC: 16:12:14, CMD: 19 Saves: 6:5:7 + 2vs emotion and fear Init: +2 Skills: Dip + 11, Per +11, Sense +13, Stealth +2

"Well that's not good, but given them having taken Khonnair, then taking Val, I am going to assume they want something they know about."


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1
Sharae of the River wrote:
Arriving back at the temple, nearly out of breath, Sharae pulls Valia and Anody to one side – careful not to speak within earshot of Khonnir, she whispers frantically at her companions, ”She’s gone!!! I don’t know – it looks like there was a struggle at the tavern… Someone must have taken her…”

"Was there anything there? Any indication or clue as to-?"


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

I know you don't want to burden Khonnair with this knowledge Sharae but I think it's important to alert the town leaders and then... I think... we should pay a visit to the casino Anody says his with a quiver in his voice and a pale face.


Female Orc

apologies, i have not internet connection at home at the moment, doing this a a friend's place. Back online tomorrow.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

No internet sucks for sure


Female Orc

I'm back. More shortly


Female Orc

Joram looks up.

You are going into more trouble yes. But you look beat, tired. I might be able to help if you like. You helped Khonnir, and I am grateful. Just a moment.
Joram goes to a shelf, and opens a box on it. He takes out a bottle and offers it to you.

I don't give out these out willynilly. These tablets will give you the equivalent of a nights rest in but moments. But with a price. They are very taxing. In twelve hours or so, its effect will run out, and you must rest. If you don't, you may collapse. Or... he says with a shrug, You could rest the night. Be wiser. Your choice

Taking the tablets will give you a nights rest, and allow you to level and recover spells and such. You also gain a +1 to initiative, attack rolls and reflex saves, as you act faster. After 12 hours, you take 4d6 subdual damage and make a save due to the stress on your system. You are also exhausted. (DC15 fort). If you make the save, no damage but the exhaustion remains. The damage and exhaustion remains unless you have eight hours sleep or take another pill. If you take another pill, you have another 12 hours, but then the new save will be DC 17, and 6d6 damage. If you fail you take 1d6 CON damage. Saving only halves the subdual damage. a days rest is needed to recover the damage or another pill. It gets worse from there.

Note: If you don't take the pills or rest, you are fatigued, and have not leveled. Oh BTW there are 20 tablets


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Anody accepts a pill with a bit of hesitation. It has to be Garmen yes? I cannot think of anyone else who would have done this to Val. I do not think we have a choice. We have to act fast both for Val and for the whole town.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

turning the pill over in her hands, experiencing the same hesitation that plagues Figwidget, "It seems we have little option...Valia, there wasn't anything to suggest who took Val - there's sign enough of a struggle but nothing to say it was Garmen nor anyone else... I just don't know who else it would have been though. Criek, you know the family a little better than others - any thoughts?". Whilst she waits for the ratperson to think, she sighs, "Oh well..." and pops the pill into her mouth...


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Turning from Joram to tune into Sharae's conversation with Valia and Anody, "What? Val? Has something happened to her? No--no family that I know of--an orphan, but for Khonnir. We can't have let something happen to her while we were rescuing him?!"

Snatching one of the stimulants from Joram and gulping it down, "We've got to help her!"


Female Orc

moving along
Those that take the pills stagger for a moment

Then they feel a fire moving down their bodies. A energetic, strengthening fire. All fatigue is burned away, and they feel alert, fast thinking, quick. A mild euphoria sweeps their thoughts; they could do anything. Experience becomes clear, spells are renewed or can be studied/prayer for.

+1 to attacks, reflex rolls and initiative


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Anody swallows his pill and shakes his head at the effects.

Well. Let us pay the casino another visit then

To Genni he says. We need to prove to the people in the casino Garmen's nefarious dealings. Could you repeat what you recorded of the people who attacked you? By the by where is this 'relay' that you spoke of? It could be that Val was taken there and not the casino.

Recording:
Talking about the speech that went like this a while back:

stupid thing. Rest for a moment, all of you. We head north in five. And in future keep yourselves in line. This is not scrapwall, but you are the lords of rust. Act like it.

Yes mistress. in hellions holy name (group of voices)

His glory to come. Go now.

A short silence then.
Meyanda, a word

Yes Felix?

We will have to shut down the vent system to start the power transfer

I know

That will eventually cause the reactor to blow. It will wipe the town from the map. It may cause the progenitor to notice.

It matters not. This town is not important to our plans, and by the time the progenitor is aware of this, it will be too late. Our lord's victory will be assured.

very well. As long as we are not here. Should be quite a blast.

Yes. A sign of our lord's power. Praise be his name

Praise him

That reminds me. Krell, I want you to go back to Garmen, and ready the power relay. Once I access the reactor it needs to be ready. Tell him that the torch will go out once we begin. The town will investigate. He is to warn us when they start sending groups.

Yes holy one


Female Orc

The voice of Felix was the same voice that controlled the robot doctor


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

"Professor, I don't know this town very well but, if what I have seen so far is a good indication, then I have little doubt pursuing Garmen will lead us to Val... Let us get to the casino as quickly as we may - but let us try to solve this diplomatically if we can... Let's keep our knives, bombs, swords and...", pointing towards the chainsword carried by Ayla, "that thing... by our sides"

To the casino?


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Anody nods. I'll ask Genni to keep track of where this 'power relay' is as well. Both seem like bases of operation for these Lords of Rust characters


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Ready head towards the casino. Anody is also keeping an eye on where the power relay is as they go


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1

"If you wish to be diplomatic, I am not in the mood. Our weapons come with us, or I stay here with Khonnir to guard his safety."


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Sharae sighs inwardly, "I never said anything about leaving weapons behind...I just hoped we might ask a few questions before shedding blood"


Female Orc

so you are heading to the casino, while checking the relay location. I will go with that, unless any objection, in a few hours


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

"I am certainly in favor of avoiding bloodshed, especially with Val potentially in harm's way, but if Garmen is in league with...whoever it is that's controlling those constructs below, we should be prepared for anything. And, speaking of prepared, if I could take a few minutes to replenish my formulae before we set out?" Assuming no protest, Criek quickly unpacks his reagents and mixes up fresh vials of explosive and extract.


Female Orc

Everyone prepares, in their own way, Sharae in quiet prayer, Creik muttering to himself and mixing reagents, Anody peering at some of the books Joram has, and valia and Ayla taking a moment to check their weapons.

Khonir, exhasted has fallen asleep. Just before you go, Joram says

Wait a sec. Brigh, lady of artifice and creation, guide these one who seek to preserve our town and its people.

extended, heightened bless, +1 to hit and to fear saves, lasts 14 min

Good luck. We'll look after Khonir, and when the council arrives, we'll send the watch.

Then, ready, the party heads off to save a town, and a friend.


Female Orc

Genni gives the direction of the signal. It is roughly north of your position, about 400 feet away. Oddly, it is not towards the Casino.

I have put the map of torch, with a few important locations in the map/image list above. Also here for convenience.


Female Orc

Councilor Fredgart arrives just as you are leaving.

Whut...are ye leaving? Khonnir, he alive! Ye did it. But whuts ye hurry?

Joram says, before you can reply They are on important business, Councilor. I'll explain, they have no time.


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Is the relay closer than the casino? Val could be in either place.


Female Orc

check the map. The relay is closer.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

”Professor? If it is worth looking at this signal that Genni thinks is just around the corner, maybe we should do that quickly – is there any chance we could stop the reactor there do you think? But, if it’s nothing, we need to get to Silver Disc Hall as soon as possible”

I had figured the Casino but, looking at the map, we are virtually at the Signal already – makes sense to check it out quickly


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

These Lords of Rust may know about Val as much as Ulreth and they must be at this power relay. I say we go to the relay first and then the casino if the relay is a dead end.

Relay first fine with everybody?


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Yes, let's do something decisive - it feels like a while since we actually came out of the caves!!!

GM - could we start to lose some of the links in the campaign header now? I don't suppose too many of us have referred back to the map of the Foundry Tavern or the First Caves in a while - having the map of Torch is handy though!!!


Female Orc

it has been about two hours since you emerged. And I'll thin out the maps.


Male Elf fighter 4| HP 29/42 AC 18:T 12, FF 15| CMB+4:CMD 16| F+5|R+3|W+3+1|Init+4 Perc+1

"Allez aux relay, my friends. Weapons and ammunition."

Valia unburdens himself of most of his dungeoneering gear. The extra rations, the sketching gear, etc.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Criek follows Valia's lead in stashing extra gear before leaving the temple. It'll be safe here. ...but then we thought Val would be safe at the tavern, too?

"As we assume the relay is being guarded, how shall we approach it? I believe I've figured the trick of invisibility, and could perhaps approach unseen?

"Genni, how precisely can you track the relay, and will you be able to identify it on sight? I could carry you with me?"


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

We should stick together... but I.. suppose you could scout ahead carefully just a little ways in front and come back as soon as you see anything of concern? Genni you'd have to be quiet though. You can speak softly if needed yes?


Female Orc

The party leaves the temple of Brigh, and moves north. About a minute later you are outside a warehouse. Hiding in the shadows, you can see a ropefist standing beneath a torch at the warehouse office door. The large doors that allow wagons is shut as it is night. No other movement can be seen. The signal from the relay is in the warehouse.

Creik drinks his extract and fades from view

creik:
Creik moves quickly, trusting to his magic and stealth to conceal him, and he circles the war house. Apart from the two doors at the front (on the northern side, the are another two doors on the western side (the southern most of those in atop a stair) and another wagon door on the southern side.
Those doors seem boarded up, as are all the windows. You could open one, but is would be noisy. It could be opened quietly is you took care, but it would take five rounds or so, and require a disable device roll to do it. Checking the front doors, with care to to be heard, the guarded door is usable, but the wagon door is also boarded up. On return to the party, 2 min of your invisibility has been used.

perception DC 25:
Hidden in a shadowy alcove is another Ropefist. He is about 25 feet from the other. Both have bells on their belts.

know local DC 15 or resident of torch:
the ropefists are a gang of toughs known for criminal activity. They use no weapons except their fists, slings and the garrote.

About 2 minutes later, creik's voice whispers I'm back


Female Orc

Warehouse map is up. 3 minutes has passed since you left the temple. Could everyone please update your status bars, thanks


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

percept: 1d20 + 9 ⇒ (16) + 9 = 25

sneaky sneak:
Made anxious by the two ropefists, but not wanting to waste a chance, Criek tries to find a window that's in shadow or out of sight from the view of the thugs and quietly pry off a single board far enough to peer inside before returning to the group. (If no likely candidate presents itself, he'll pass.)
disable device: 1d20 + 9 ⇒ (20) + 9 = 29


Female Orc

Creik:
choose a side. The southern or eastern sides are the safest. The western side is safe at the southern end. Add a minute to time taken due to care not to be heard


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

sides:
how about eastern.

Sounds like 2 minutes in general recon and return + 5 rounds in disable device for breaking and peeking + 1 minute for being real safe -- so will only spend a round or two looking through, not stand around watching whatever's inside.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

chill -- assuming no incident, Criek will make full report on return to group; feel free to make any knowledge checks or whathaveyou and post Criek's findings w/o spoiler tag


Female Orc

creik:
You pry open one board of the window with care, and no one seems to notice. Inside you see a dimly lit room, filled with boxes and goods.A door opposite is showing light under it. You can hear footsteps on cat walks above your viewing point, but you cannot see the person walking.

On returning, creik describes what he has found.

map updated, X marks the window


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

the one there you see there and the other hiding beyond are ropefist -- local thugs, and but lightly armed, but carrying bells? A signal to whomever is inside?

I saw none through the window, but a light under an interior door -- someone likely inside the room that ropefist guards? And another on a catwalk above? There is a second story entrance around the rear, likely to the catwalk, but it appears boarded, and we've no way of reaching it without passing the guards?


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

"If we could silence the two thugs outside, maybe we could gain access with a minimum of bloodshed? My prayers could hold one of them still whilst someone else takes down his friend?", Sharae suggests a course of action that doesn't involve a head-on assault...


Male Gear Gnome Archivist (Bard) 6 Gestalt Technomancer 3| HP 44/44 | AC 17 T 13 FF 16 | CMD 14| F 4 R 7 W 6| Per +10 | Init +1 | Perform 14/17

Anody fiddles with his glasses. It is a bit risky, but perhaps I can charm the fellow in the shadows while you hold the one in the light Sharae

Save or Suck!


Female Orc

So sharae casts hold person on the light up guard DC 16, and anody will cast charm person on the shadow guy DC 14.(remember you have to talk to him as well). If my DC's are wrong, let me know

will save, light target: 1d20 - 1 ⇒ (16) - 1 = 15

will save, shadow target: 1d20 - 1 ⇒ (19) - 1 = 18


Female Orc

Soooooo...

The ropefist near the door freezes, unable to move. As he is leaning against the door, he doesn't fall.

The other reacts to Anody's and Sharaes spell casting, but he is surprised. Ayla, creik (who is still invisible) and Valia can now act before the ropefist. Creik can be positioned between the two targets if he wishes.

Anody realizes his spell failed.

Actions?


Female Orc

Botting Criek
Criek takes an extract (shield)

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