Crustypeanut's Iron Gods Campaign (Inactive)

Game Master Crustypeanut

Iron Gods Roll20 Campaign Link

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Snow is actually conscious now, but staggered at 0 hp. I had Dahlia hit him with a charge from the Wand of Infernal Healing, as well as herself.

Also there are two ratfolk still alive, but unconscious due to Color Spray. I'll have an update in a bit!


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thisstle scampers towards the sound of their next foes. She takes a moment to focus herself against the pain coursing from her wounds. With that done, she feels a little stronger and ready to shank more longshanks and rodents.

Move and use martial flex to activate toughness.


Round IV Recap

"Heads up, Hellions! Sounds like we've got more uglies incoming from behind." Hoots motions back toward the door they came through. The avian pistolero then moves back into the previous room. If he see someone coming in, he'll shoot'm. If not, he'll take a moment to reload his pepperbox. The door where he heard the sounds remains closed for now, so Hoots quickly reloads one of his barrels.

Still frothing with rage, Groog turns and stomps back towards the sleeping orc, and buries his blade deep in its skull.

Having played her role in this fight, Dahlia rushes over to Snow's downed form, checking to make sure the big cat is still alive. Thankfully, Snow still lives, even beginning to wake up and regain consciousness thanks to Dahlia’s healing wand.

Thisstle scampers towards the sound of their next foes. She takes a moment to focus herself against the pain coursing from her wounds. With that done, she feels a little stronger and ready to shank more longshanks and rodents.

<< Encounter: "Into the Fire, pt 2 " | Round V | Hazards: Dim Lighting | Encounter Map: See Roll20 Campaign Map >>

The door to the south slides open, just as expected, revealing another pair of half-orcs and a trio of ratfolk. ”FOR HELLION!”, both fanatics scream as they engage the group. One of them charges recklessly at Thisstle and swings his scrapmetal greatclub, hitting her upside the head and bashing her into the wall. She doesn’t get back up. The other fanatic attacks Hoots and like his comrade, succeeds in striking a solid blow, but Hoots manages to remain up and standing, even if he’s seeing stars.

The three ratfolk, meanwhile, follow behind their fanatic allies and move more methodically, each taking position at range. Two of them fire at Hoots, but with their allies in the way, neither come close to hitting.

__________________________________

Half-Orc 3:
Swift Action: Open Door
Full Round Action: Charge Thisstle!
>Improvised Greatclub Charge: 1d20 + 6 ⇒ (17) + 6 = 23 (Hit)
>>Damage: 1d10 + 4 ⇒ (7) + 4 = 11
Thisstle is unconscious at -2! However, she still has Infernal Healing, and thus is not bleeding out.
Half Orc 3 has -2 AC for 1rd

Half-Orc 4:
Move Action: Move into Room
Standard: Attack Hoots
>Improvised Greatclub: 1d20 + 4 ⇒ (20) + 4 = 24 (Critical Threat)
>>Crit Confirmation: 1d20 + 4 ⇒ (3) + 4 = 7 (Failure)
>>>Damage: 1d10 + 4 ⇒ (4) + 4 = 8
Hoots takes 8 damage!

Ratfolk 5:
Double Move: Move into Room

Ratfolk 6:
Move Action: Move into Room
Standard: Fire Hand Crossbow @ Hoots (Soft Cover, Firing into Melee)
>Attack: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8 (Miss)

Ratfolk 7:
Move Action: Move into Room
Standard: Fire Hand Crossbow @ Hoots (Soft Cover, Firing into Melee)
>Attack: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11 (Miss)

The PCs are up! Thisstle took 11 damage and Hoots took 8 this round, while Thisstle, Groog, Dahlia, and Snow all heal 1 hp from Infernal Healing! Thisstle is unconscious, but due to Infernal Healing, is in no danger of bleeding out and is stable. Snow is conscious and no longer disabled, sitting at 1 hp - however, she's prone.

Buffs
Thisstle: Infernal Healing; 4 rounds left || Martial Versatility; Toughness; 9 rounds left
Groog: Infernal Healing; 5 rounds left
Snow: Infernal Healing; 7 rounds left
Dahlia: Infernal Healing; 8 rounds left
Hoots: Barrels Fired; 2/6
--------------------
Ratfolk/Half-Orc: Blind/Stunned/Unconscious; 4 rounds left


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Boo!


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

Since we're all up at the same time, I'll wait for Hoots to move out of the way before I actually do my action for maximum effectiveness. I'll post it now though.

Dahlia waits for hoots to move out of the way before stepping to where the avian gunslinger currently stands and letting loose with another blast of colors and patterns, catching 4 of the 5 incoming enemies in the blast. DC 15 Will negates. After this she says "Teacht anseo!" commanding Snow to stay by her side.

Concentration: Cast Defensively DC 17: 1d20 + 11 ⇒ (20) + 11 = 31


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Waiting for result of the color spray, as that will influence what Groog does.


Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5
Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

Coordinating with Dahlia, Hoots switches places with her. Once he sees the effects of her colorspray, he levels his pepperbox at the nearest standing foe and fires.

________________

5' step back as shown on roll20. Fire at the nearest standing foe who doesn't have cover from him. He'll shoot for an orc first if he can...and based on that roll I suspect it doesn't matter who he was aiming at, but I'll roll damage just in case the orcs have a 10 Touch AC.

Pepperbox: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Rolling the mooks' saves then, real fast!
Scrapwall Fanatic 3's Save: 1d20 + 1 ⇒ (18) + 1 = 19 (Success)
Scrapwall Fanatic 4's Save: 1d20 + 1 ⇒ (1) + 1 = 2 (Failure)
Ratfolk Scrapper 5's Save: 1d20 - 1 ⇒ (5) - 1 = 4 (Failure)
Ratfolk Scrapper 6's Save: 1d20 - 1 ⇒ (8) - 1 = 7 (Failure)
Color Spray Duration: 2d4 ⇒ (3, 3) = 6

All but one of them caught in the blast went down! Only two overall minions remain up and not-unconscious. Also Hoots, you missed, as the Half-orcs have higher than a 10 Touch AC.

Also clearing up the dead bodies on the map for ease of viewing who's alive.


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Groog roars seeing more people hurting his pets. He rushes forward, mouth frothing and eyes alight with rage, and buries his blade deep in the half-orc's shoulder and chest.
_________
Power Attack, Rage, Charge: 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24
Damage: 2d4 + 15 ⇒ (3, 3) + 15 = 21


Can't charge through allies! But, you were close enough to move and attack, and you hit him regardless.

He's in the negatives, but his Orc Ferocity kicks in and he's up and staggered for one round!


Round V Recap

The door to the south slides open, just as expected, revealing another pair of half-orcs and a trio of ratfolk. ”FOR HELLION!”, both fanatics scream as they engage the group. One of them charges recklessly at Thisstle and swings his scrapmetal greatclub, hitting her upside the head and bashing her into the wall. She doesn’t get back up. The other fanatic attacks Hoots and like his comrade, succeeds in striking a solid blow, but Hoots manages to remain up and standing, even if he’s seeing stars.

The three ratfolk, meanwhile, follow behind their fanatic allies and move more methodically, each taking position at range. Two of them fire at Hoots, but with their allies in the way, neither come close to hitting.

Dahlia waits for hoots to move out of the way before stepping to where the avian gunslinger currently stands and letting loose with another blast of colors and patterns, catching 4 of the 5 incoming enemies in the blast. After this she says "Teacht anseo!" commanding Snow to stay by her side.

Immediately, three of the four caught in the spray of colors are knocked out, while one half-orc remains standing, blinking his eyes momentarily.

Coordinating with Dahlia, Hoots switches places with her. Once he sees the effects of her colorspray, he levels his pepperbox at the nearest standing foe and fires, but misses.

Groog roars seeing more people hurting his pets. He rushes forward, mouth frothing and eyes alight with rage, and buries his blade deep in the half-orc's shoulder and chest. The half-orc staggers, but remains standing due to sheer orcish willpower.

<< Encounter: "Into the Fire, pt 2 " | Round VI | Hazards: Dim Lighting | Encounter Map: See Roll20 Campaign Map >>

The half-orc stumbles backwards, bloodied and only barely keeping consciousness. With as much effort as he can muster, he grabs onto his necklace, containing a rather sharp piece of metal and, holding it beneath his jaw, yells ”MY LIFE FOR HELLION! GRANT ME THE BLESSING OF STEEL!” before thrusting the piece of metal up into his jaw and into his brain, immediately killing himself. His request was apparently denied, as the half-orc simply slumps to the ground, dead.

The sole ratfolk up and awake shakes his head at his half-orc ally’s decision and mutters something under his breath. Focusing his eyes on Dahlia, he pulls out a rather vicious looking crossbow bolt with a bolt-head resembling some sort of fiendish creature. He loads it into his hand crossbow and takes aim at Dahlia before firing; The entire room is filled with a loud, inhuman scream as the bolt takes off, flying too far too left and clanking against the railing; the scream, however, caused Dahlia, Snow, and Thisstle’s nerve to falter, shaking their wills down to the core.

___________________________________________

Scrapwall Fanatic 3:
Free Action: 5 ft step
Standard Action: Coup-De-Grace Self
CDG: 2d4 + 6 ⇒ (3, 1) + 6 = 10

Ratfolk Scrapper 7:
Move Action: Reload Crossbow w/ special bolt
Standard: Fire Hand Crossbow @ Dahlia
>Hand Crossbow: 1d20 + 6 ⇒ (4) + 6 = 10 (Miss)
>>Groog’s Will Save: 1d20 + 1 ⇒ (14) + 1 = 15 (Success)
>>Dahlia’s Will Save: 1d20 + 4 ⇒ (7) + 4 = 11 (Failure)
>>Hoots’ Will Save: 1d20 + 4 ⇒ (10) + 4 = 14 (Success)
>>Snow’s Will Save: 1d20 + 3 ⇒ (1) + 3 = 4 (Failure)
>>Thisstle’s Will Save: 1d10 + 1 ⇒ (8) + 1 = 9 (Failure)
Dahlia, Snow, and Thisstle are all Shaken for 5 minutes!

The PCs are up! Thisstle, Groog, Dahlia, and Snow all heal 1 hp from Infernal Healing! Thisstle is no longer unconscious, but is disabled at 0 hit points and conscious. Any standard action (or strenuous action) will deal 1 damage to her. Dahlia, Snow, and Thisstle are all Shaken for 50 rounds!

Buffs
Thisstle: Infernal Healing 3 rds || Martial Versatility; Toughness 8 rds || Shaken 49 rds
Groog: Infernal Healing 4 rds
Snow: Infernal Healing 6 rds || Shaken 49 rds
Dahlia: Infernal Healing 7 rds || Shaken 49 rds
==
Ratfolk 2 & 3: Blind/Stunned/Unconscious 3 rds
Ratfolk 5 & 6 & Half-Orc: Blind/Stunned/Unconscious 5 rds


Btw guys, as the half-orc demonstrated, if you ever want to coup de grace yourself, its a standard action. Weeee!


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thisstle plays dead for a round.


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

"Ionsaigh!" Dahlia shouts as she steps out of the way. Snow leaps forward toward the ratman, but it dodges his attack, ducking low as the big cat lunges.

Bite Attack: 1d20 + 4 ⇒ (2) + 4 = 6 - Charging, Shaken
Bite Damage: 1d6 + 5 ⇒ (6) + 5 = 11


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Continuing his maniacal frenzy, Groog rushes on to the next standing target, the tiny rat man. His blade catches the thing in the abdomen and nearly splits it in half with it's keen edge and the sheer force of the blow.
__________
Power Attack, Charge, Rage: 1d20 + 10 + 2 + 2 ⇒ (12) + 10 + 2 + 2 = 26
Damage: 2d4 + 15 ⇒ (1, 4) + 15 = 20


Combat Finished!

There are five enemies still alive, but all are unconscious still. What would you guys like to do with them? You have time to tie them all up, coup de grace them, or mix and match. Whatever it is, though, you better do it quickly in-game.


I'm sure Groog DCGs them all before we can gather any useful intelligence.


Just want to make sure if thats the case or not. I'm sure someone could stop Groog from killing one of them if they wanted to :P


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Fully enveloped in his rage, Groog goes from one unconscious body to the next, cleaving heads from bodies or simply burying his blade deep into their chests. After all are dead, he slumps down against a wall and catches his breath after the exertion.
__________
I figure Groog is too dumb to end his rage atm...so I guess he burns through it all then rests.


Alright then, as you guys finish off the sleeping mongrels, Thisstle heals another 3 hit points, Groog heals 4, Dahlia heals 7 and Snow heals 6 as their IH wears off. Groog is out of Rage rounds then, as well. You guys have about four minutes until your Shaken effect wears off, what would you like to do?


As Groog goes and slaughters the remaining ratfolk and half-orcs, the others get a chance to properly
examine the room and the gear worn by their enemies.

Heaped before the base of the claw-like statue is a large pile of junk; however, even a cursory search of it reveals a few pieces of interest. Not only are there forty-eight silverdisks, there is a set of what appear to be black goggles with a sleek, streamlined shape. Fitted into the goggles is a sleek, black crystalline strip that can be easily removed from the goggles if necessary. Beyond the goggles, there appears to be another Medlance, a small ink-pen like device, two rolls of shiny gray material tightly wound around a spindle, and most notably, an open-faced helmet made out of some sort of shiny blue material with an adjustable tinted visor capable of hiding all but the wearer’s mouth.

Among the corpses, meanwhile, they find more mundane gear. Each half-orc wears a suit of masterwork studded leather, each emblazoned with a claw-like symbol, and carries a masterwork buckler, a brown access card, two silverdisks, and ten gold each. The ratfolk each wear a suit of leather armor, also emblazoned with the claw, and carry a shortsword, a hand crossbow with ten bolts, a brown access card, two gold, and each are also carrying the same fiendish-looking bolt that screams when fired.

Hoots & Thisstle:
The statue, created out of scrapmetal to look like an upraised claw, has strong religious overtones and appears to be some sort of altar. To whom, however, is beyond your guess.

Alright then, as you guys finish off the sleeping mongrels, Thisstle heals another 3 hit points, Groog heals 4, Dahlia heals 7 and Snow heals 6 as their IH wears off. Groog is out of Rage rounds then, as well. You guys have about four minutes until your Shaken effect wears off, what would you like to do?

GM Rolls:

Thisstle’s Knowledge(Religion): 1d20 + 1 ⇒ (13) + 1 = 14
Dahlia’s Knowledge(Religion): 1d20 + 2 ⇒ (5) + 2 = 7
Hoot’s Knowledge(Religion): 1d20 + 1 ⇒ (13) + 1 = 14


Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5
Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

"Didja catch how they all have that claw on their chests? Doesn't it kinda look like that statue there? Ah reckon it's sumthin religious...but to which god Ah couldn't guess.

"Funny that they say they serve Hellion. Wonder if that's their god?"

As he pokes around the claw, Hoots adds, "By the way, Thisstle, any idea what any of these things are?" He points to the various items that he'd discovered on the statue just before this last battle.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

I'm only at 4 HP then, another IH charge would be great!

"Birdman speak sense. Hellion must be god...or maybe prophet of god. Thisstle will look at stuffs, one minute..."

Knowledge (Engis): 1d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (18) + 8 = 261d20 + 8 ⇒ (2) + 8 = 101d20 + 8 ⇒ (13) + 8 = 21


Taking a few moments to examine everything, Thisstle scratchs her head as she can't figure out what most of the objects do. The two rolls of silvery stuff, however, are obvious. Ion Tape.

Ion Tape Description:
Ion tape is a ribbon of material tightly wound around a spindle. A roll of ion tape fits in the palm of a hand and comes in a wide range of colors. A single roll contains 50 feet of tape. A single strip of tape is easy to cut through or tear. When wrapped around an object, it has a weak adhesive that keeps it in place. When ion tape is exposed to an electrical charge of any power (including a jolt from a zip stick), the tape bonds together into a single mass of plastic-like material, gaining hardness 8 and 30 hit points. When used to bind a creature, a few strips of activated ion tape require a successful DC 28 Strength check to break. A second jolt from an electrical source causes the tape to revert to its weaker ribbon condition, at which point it can be torn free easily. A strip of ion tape can hold about 5 pounds of weight normally, but when activated via a jolt, a single hardened strip can support up to 300 pounds of weight. The uses for ion tape are many—it can be used to construct basic objects (such as a ladder), patch holes, bind prisoners, and so on.

Its basically super-high-tech duct tape.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thisstle does her best to explain the concept of tape to the others. Then she confesses to having no idea what the rest of the stuff does.


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

"Well, let's move on." Dahlia says. "Anyone need another tap of the wand?"


Just let me know where you guys want to go or what you want to examine. There are two sets of double doors in this room (with the eastern ones being big, black, and ominous - plus the rumbling sound is coming from them), and there is also the room the ratfolk and half-orcs came from. There appears to be a few sets of doors there, as well.


Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5
Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

"Ah reckon we should give that room the varmits came from a thorough searchin', but Ah'm inclined to investigate that rumbling first. Ready, Hellions?"

Assuming no objections, Hoots leads the way, gun in one hand and white access card in the other. He'll listen at the door, and let Dahlia check for traps.

Take 10 for 19


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Once he has caught his breath from the previous fight, Groog stands back to his feet and walks towards the noisy doors.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thisstle takes the white access card and heads over to the double doors near the hologram table. "We check here first," she says, swiping the card to open the door.


As Thisstle opens the door, the group finds themselves looking at a short hallway that hums and buzzes with the sound of machinery. Four glowing and flashing nodes are attached to the walls to the north and south, each periodically firing off bolts of crackling electricity.

The room is quite obviously malfunctioning while simultaneously acting as a sort of defensive trap; getting through the room without getting electrocuted would be very difficult.

Its quite obvious, even to anyone without any knowledge of traps, going between the nodes of machinery would zap them. Painfully.

Also, was Thisstle gonna get a tap from the wand of IH?


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Yes please to wand. Dahlia has it, right?

Seeing the hallway of death, Thisstle shakes her head. "Not this way!" she says, before scampering up into the room where they encountered Hellion's minions and opening one of the doors there.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Seeing a long hallway, she shakes her head again and turns to open the next door instead.


Cushioned chairs and metal tables are situated throughout this small room. To the north are several doors, while a few broken machines lie against the walls. Broken panels cover the ceiling, and mounds of what look like shattered glass have been pushed under the tables. Examining the room, Groog spots what appears to be some sort of broken machine that used to have a large glass panel on the front of it. The glass is broken now, and almost three dozen goo-tubes (in a wide variety of flavors) sit unopened, waiting to be devoured.

Groog promptly takes one and bites through the tube, eating the contents and all, enjoying every bite.

Thisstle, continuing her explorations after finding naught but another hallway, examines another room. The walls of this chamber are battered and dented, and flickering lights on the ceiling give the room a phantasmagoric cast. A mound of rubble sits heaped to the north, while numerous strange containers lie in haphazard piles throughout the chamber. A pair of desks with chairs are placed to the south.

You guys found 32 (31 after Groog ate one) Goo Tubes in the first room.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thissle goes and examines a container.

Take 10 on perception, and knowledge engi.


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Groog ambles along behind Little Groog, happily chewing on his goo tube as he goes.


Examining the containers, Thisstle finds nothing of value, the entire place already having been looted by the ratfolk and half-orcs. However, one curious object of interest is a thoroughly battered and beaten locker to the north that, by all accounts, hasn't been opened yet, though not for lack of trying on the scavengers' parts. It doesn't have any sort of color coding on it to indicate what access card might open it, and indeed, there appears to be no touch panel to use a card on it anyways.


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

Dahlia gives Thisstle two charges of the wand returning the annoying goblin to full health and annoyance. Afterwards she tries to open the locker in the room, first with regular picks and then with her e-pick.

Disable Device: 1d20 + 8 ⇒ (2) + 8 = 10
Disable Device: 1d20 + 8 ⇒ (13) + 8 = 21
Disable Device: 1d20 + 8 ⇒ (8) + 8 = 16
Disable Device: 1d20 + 8 ⇒ (6) + 8 = 14
Disable Device: 1d20 + 8 ⇒ (5) + 8 = 13
Disable Device: 1d20 + 8 ⇒ (1) + 8 = 9
Disable Device: 1d20 + 8 ⇒ (18) + 8 = 26

If the 21 does the job, she obviously stops there, otherwise she goes on until the 26 and then quits.


Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5
Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

And if that doesn't work...time for Groog to take out *his* lock pick


Yeah, Dahlia fails to get it open, even with the 26. You don't have to use any of the charges of the e-pick, as this isn't locked electronically.

Also, I'm assuming you guys are giving it the time to heal fully, Thisstle is now at full hp, but you guys are down to two charges on that wand of IH.


Barbarian 8| HP: 85/85|DR: 1/- | AC: 19 (FF: 17, Touch: 12) | Fort: +11, Ref: +5, Will: +1 | Per: +8 | Init: +4

Seeing Lady try and fail to open the metal box, Groog takes out his axe and begins bashing away at it until it opens.
____________
As. Written.


Groog, happily gripping his falchion, begins to hammer the locker. After a few tries of failing to damage it with his falchion, Hoots stops him and has him take out his greataxe instead. From there its just a few minutes until the locker finally smashes open, revealing its goodies inside.

Inside, the group find two working batteries, twenty-four silverdisks, a fist-sized plastic sphere with a big red button on the top of it, a small pod-shaped device with a red sphere at the end, and a large device that appears to be a high-tech rifle with a small adamantine spike protruding out of the barrel.

Groog Smash: 2d4 + 9 - 15 ⇒ (1, 4) + 9 - 15 = -1
Groog Smash: 2d4 + 9 - 15 ⇒ (3, 2) + 9 - 15 = -1
Groog Smash: 2d4 + 9 - 15 ⇒ (3, 4) + 9 - 15 = 1
Groog Smash: 2d4 + 9 - 15 ⇒ (1, 1) + 9 - 15 = -4
Groog Smash: 2d4 + 9 - 15 ⇒ (1, 4) + 9 - 15 = -1

Groog Smash: 1d12 + 9 - 15 ⇒ (4) + 9 - 15 = -2
Groog Smash: 1d12 + 9 - 15 ⇒ (9) + 9 - 15 = 3
Groog Smash: 1d12 + 9 - 15 ⇒ (3) + 9 - 15 = -3
Groog Smash: 1d12 + 9 - 15 ⇒ (12) + 9 - 15 = 6
Groog Smash: 1d12 + 9 - 15 ⇒ (11) + 9 - 15 = 5
Groog Smash: 1d12 + 9 - 15 ⇒ (5) + 9 - 15 = -1
Groog Smash: 1d12 + 9 - 15 ⇒ (12) + 9 - 15 = 6
Groog Smash: 1d12 + 9 - 15 ⇒ (8) + 9 - 15 = 2
Groog Smash: 1d12 + 9 - 15 ⇒ (11) + 9 - 15 = 5
Groog Smash: 1d12 + 9 - 15 ⇒ (8) + 9 - 15 = 2
Groog Smash: 1d12 + 9 - 15 ⇒ (8) + 9 - 15 = 2
Groog Smash: 1d12 + 9 - 15 ⇒ (10) + 9 - 15 = 4
Groog Smash: 1d12 + 9 - 15 ⇒ (12) + 9 - 15 = 6


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thisstle examines the tech.

Knowledge Engi: 1d20 + 8 ⇒ (17) + 8 = 251d20 + 8 ⇒ (4) + 8 = 121d20 + 8 ⇒ (9) + 8 = 17


Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5
Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

Hoots crowds over the goblin's shoulder, attracted by what's clearly some kind of high-falutin' gun.

"What does it so?"


The rifle is a Timeworn Autograpnel with 20 charges remaining. The other two items Thisstle was not able to identify.

Autograpnel:

(Two Handed); Damage: 1d8+6; Crit x3; Range 30ft; Capacity 20; Usage 1 charge; Slow Firing, Grapple; Exotic Weapon Proficiency(Firearms)

An autograpnel looks like a rifle with a small adamantine spike protruding from its barrel. When fired, an autograpnel launches the spike with a muffled bang. The spike trails an incredibly strong and thin metal cable behind it. An instant after the spike punches into a solid target, tiny spurs lance out of it, anchoring the spike in place. An autograpnel's cord is long enough to allow the grapnel to reach its maximum range of 300 feet, and the internal retraction motors are strong enough to hold up to 500 pounds of weight. If the grapnel misses its target, it can be rewound into the gun as a standard action; reattaching the grapnel to the gun barrel is a move action.

An autograpnel strikes with an effective Strength score of 22 for the purposes of determining damage. If it strikes a creature, it remains lodged in the target and connected to the rifle and its wielder by the metal cord. This cord has AC 12, hardness 10, and 20 hp. A successful DC 32 Strength check is required to snap the cord. If the wielder retracts the cord while it's attached to a creature, the autograpnel attempts a pull combat maneuver check with a CMB of +16. If used against objects, an autograpnel can pull an item that weighs 25 pounds or less back to the user as a full-round action, or it can pull a heavier object that weighs no more than 100 pounds back to the user at a speed of 20 feet.

When attached to a solid object, the gun's retraction rate can be set to maintain a taut line while the gun is attached to a harness worn to aid climbing checks.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Holy poop that would be awesome for Groog! He can shoot people and reel them in for smashing at the beginning of a fight, lol.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

"It's a grapple gun, Birdman. You can use it to climb stuff, or can shoot people with it and then it will stick in flesh and yank them to you. Fun fun fun!" the goblin giggles wickedly. "Take long time to reload though, only good for one time in fight. Probably give to Groog?"


N Female Human (Kellid) Seeker Sorcerer (Sylvan) 4 [ HP: 18/18 | AC: 12 T: 11 FF: 11 | F: 1 R: +2 W: +5 (-2 v Illusion, Poison, Disease, Fey Spells/Abilities) | Per: +14 (+2 v Traps) | Init + 1 ]
Snow's Stats:
HP: 22/22 | AC: 19 T: 14 FF: 15 | F: +5 R: +8 W: +3 | Acro 8 Per 6 Surv 6 Swim 7 (Low-light vision, Scent) | Init:+3
Spells:
CL 4; con +13: 2nd—4/day—mirror image; 1st—8/day—color spray DC16, enlarge person DC16, entangle DC16, mage armor, shield; 0th—breeze, detect magic, haunted fey aspect, jolt, light, mending, prestidigitation

"Looks a bit... expensive to hand to Groogy. Just saying." Dahlia says, shrugging.


HP: 18/21, Flex 4/4
Stats:
AC 19, T 17, FF 13 // Fort +6, Ref +11, Will +1 // CMD 16 (18 vs grapple)

Thisstle shrugs and then goes to open the other door in the room.


A multitude of small boxes, discarded wrappers, and opened crates lie scattered throughout this room, along with several empty shelves. It appears to be some sort of thoroughly ransacked storeroom.

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