DM-Camris' IRON GODS Part 1: The Fires of Creation (Inactive)

Game Master Camris

SECTION FOUR: Technological Terror
In the town of Torch, the settlement’s unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly discovered cave dug nearby. Are you bold enough to unearth the otherworldly secrets that sleep beneath the city and reignite the fires of Torch?
Science Deck Overview
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Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

"Well don't look at me." Celest says defensively.


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"No celest, this gal has been down a while. It wasn't from your lashing about."

"That manor sounds great though. A real cotton bed with real feather pillows, warm water bath with lilac oils---ahhhhhhh! Now does't that sound inviting?"


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

Lilly looks at Celeste and Flynn both sternly. "The comfortable bed and bath will still be there an hour from now. Let us continue on. No sense in having to return later."


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

"Not to mention we'd need to get more water breathing potions!"

-Posted with Wayfinder


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

"Um, I can swim."


Retracing your steps, you take the SW branch. This is a dry tunnel, which leads some distance before coming to a crossroads.

TACTICAL OVERVIEW

A collection of crates, boxes, rubble, and scavenged metal lies heaped in the northwest section of this damp cave.

Several strange chalk drawings of twisted, spiny plants, a strange three-legged creature, and emaciated four-armed humanoids mark the walls.

DC 20 Knowledge (nature):

You realize that they’re some unknown, and perhaps undiscovered, creature.

Perception DC15 and Searching among the rubble, boxes and refuse...:

You discover here several ruined bits of technological devices—nothing recognizable or even all that useful can be found here, but the presence of strange tangles of wires and unusually crafted fragments
should confirm the hope that more ancient technology can be found deeper in the caves.

Perception DC20 and Searching...:

A character who succeeds while searching the rubble discovers
a scattering of 7 silverdisks but nothing else of value.

Two tunnels lead out from here, one to the southwest and one to the southeast.


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

"Ooo, maybe there's a bed in there!"

Search: 1d20 + 4 ⇒ (11) + 4 = 15
Edit: Celest tears through the pile inspecting each broken bit of tech she unearths before tossing it aside completely unaware of its previous function. Broken flux capacitor, a Dalek eye stalk, Cosmic Cube, that missing remote. "Oh hey, there's a... thingie." she says producing a irrecoverably broken +1 sonic screwdriver "Huh, who looks at a screwdriver and the says 'oh, hey that could be more sonic?'" Toss.

Upon reflecting on the cave drawing:
"Yeah, I once knew a guy who thought he had three legs... And a guy I thought had four arms."

As for which path:
"Hey Elise, have you got a coin?"


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

Perception: 1d20 + 2 ⇒ (13) + 2 = 15

Peering at all the junked technological stuff, Lilly frowns. She frowns at the drawings too. She likes to frown, for some reason. It started when she was small, she supposed. "I say southeast, if we're resorting to coin-flipping."


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

Perception: 1d20 + 0 ⇒ (6) + 0 = 6 "This is exciting! The stuff here looks like junk, but maybe there's something better inside!"

Elise finds a random piece of metal to flip. "Heads we go southwest, tails we go southeast." 1d2 ⇒ 2 "Southeast it is!"


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

Perception for traps: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

"Well, nothing here appears dangerous at least."[/dice]

Searching through the items: 1d20 + 5 ⇒ (12) + 5 = 17

[b]"Oh yeah buddy, look at these wires and ceramic stuff. There has gotta be tech stuff in this place. This stuff is junk, but it is right at the entrance. We need to get father in and make pay dirt."

To Celest he responds.

"Heh heh, my nickname at boot camp was tripod."

About which way to go.

"When given a preference and there is no obvious way to go, I always go left."


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

"Well that's certainly sinister." Celest says as she nabs the odd bit or two for later inspection. "What's a Thermal Detonator?"


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

Lilly rolls her eyes at Flynn's supposed nickname, leading the party down the southeastern corridor, sword and shield at the ready.


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"Yeap it's been called that before, heh heh. I'm ready to move on to the good stuff."


Gathering your people together, you take the Southeast tunnel. You travel some 70-80 feet when it opens out again.

The ceiling of this vast chamber rises nearly thirty feet overhead.
A five-foot-wide ledge runs along the western wall, sloping down to the cave floor ten feet below.
Four ramshackle huts made of what appear to be strips of metal, hides, and some sort of fibrous plant matter sit in the cave, while to the south yawns a dark pit.

Before you have a chance to explore more, you see a hairless grey skinned humanoid appear as if by magic in front of you. It carries a crossbow, covering you. You then see two more appear flanking each side of you, and a couple more blocking your exit behind you.
It is hard to see them due to their skin shifting to match their surroundings. Their faces seem featureless, and they could be male, female or other.

Knowledge:Arcana DC15:
These creatures are Skulks. They are extremely stealthy denizens of the UnderDarkLands.

It pointed to you.
"You." It said in a dead flat voice. "Half of you will
come with me to speak to our chieftain."

CAVERN FIRST SIGHT


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

"And the other half?" Lilly asks warily.


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

A chieftain, that could be useful. "Maybe I should go. I have a way with...looking over the strange beings. things."


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"Let me think---ummmmmm---hell no. I mean granted you are hot and all and have a great set of . . . Uh, daggers, but you aren't really group spokesman material and I don't want to end up in an underground cook pot or something. Let's send Lilly and the Doc."

"Or how about this? Why don't we all just go see the chief. What do you say fellas? Let's all be friends here huh!? We aren't here to cause your little village here any trouble guys."


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

Knowledge (arcana): 1d20 + 8 ⇒ (1) + 8 = 9

"Come now, can't we all go to visit your chieftain? As Flynn says, we are friends, and we all want the privilege of meeting the great leader of your people .."

As she says this, Elise begins to utter some strange incantations, hoping to make the fellow more cooperative... assuming its mind was susceptible to such things. Charm person, Will DC15


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4
Notorious Flynn Ryder wrote:
"Let's send Lilly...."

Can hardly wait for the reply. ;)


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

I guess I can't wait.
"So take us to your leader already."


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

Lilly shrugs. "I'm willing to go, if everyone thinks that's a good idea. I'd like to hear from our friends here, first."


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"Well don't everyone talk at once."


Lilly wrote:
"And the other half?" Lilly asks warily.

"They stay here." The leader said coldly.

Flynn wrote:
"Or how about this? Why don't we all just go see the chief. What do you say fellas? Let's all be friends here huh!? We aren't here to cause your little village here any trouble guys."
Elise wrote:
"Come now, can't we all go to visit your chieftain? As Flynn says, we are friends, and we all want the privilege of meeting the great leader of your people .."

"No." She said coldly.


Elise, before I rule what happens when you try your Charm Person, you understand that the pathfinder rules require you to wave your arms, speak aloud and sparkly runes twine about your hands and arms (Unless you have something like Still spell, Silent spell, Sleight of Hand or are a Bard).
You would understand they are going to know you are casting.


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4
DM-Camris wrote:

Elise, before I rule what happens when you try your Charm Person, you understand that the pathfinder rules require you to wave your arms, speak aloud and sparkly runes twine about your hands and arms (Unless you have something like Still spell, Silent spell, Sleight of Hand or are a Bard).

You would understand they are going to know you are casting.

Psst, I could stab her. You know to test my eyesight out and stuff.


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

"Alright." Lilly frowns, but the group doesn't seem to have much choice in the matter. She looks to Flynn, then Celeste, then Doctor Rhaym, then Elise. "How about Elise, Celeste, and I go? Or does someone else have a preference?" If no one does, or they do not voice it, she nods to the creature to continue.


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"Yeah, just take Elise."


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

I'm tempted to cast the charm spell anyway to add to the comedy of errors, but I guess given the warning I will pass.

"Okay, let's see what this is about."


The leader takes Elise, Celeste and Lilly along with a couple of the guards. The rest of the party waits here.

She takes you north and east around the perimeter of the cavern, then ducks into a side tunnel. It quickly opens up into a crowded cave.
This cramped cave is filled with metal junk covering almost every inch of ground. The precarious pile rises up in a heap-like hut to the northwest.
A cowled Skulk sits crosslegged here. It raised its hand.
"Peace human. I wish to make a... temporary alliance. One that benefits us both."


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

"Psst, I got this girls." She steps forward and looks at the assembly. "Alright, let's hear it chief."


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

Resisting the urge to smack her forehead, the warpriestess holds her tongue, thinking that a show of solidarity would be the companions' best bet in this situation.


The cowled Skulk leader looked at Celest blankly.
"Yesss. I offer you, new strangers, a proposition.
"I will give you free passage through our home caves here; and, in addition, there is a strange device we have recovered from the ancient wreckage. It is useless for us, but I think it will be of use to you.
In return, you are to agree to two things.
You are to leave us strictly alone and you are to clear out the annoying nest of jinkin gremlins to the north."

It cocked its head, awaiting your answer.


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

"Uh, jinkin gremlins?" She wracks her brain for anything she can remember about jinkin gremlins. unskilled Knowledge (nature (I think)): 1d20 + 1 ⇒ (19) + 1 = 20
She mutters those things that she things she knows about them: "Don't get them wet... Don't feed them after midnight... and don't expose them to sunlight? I think.... Maybe. Ah, whatever."
Satisfied that jerkin goblins should be a pushover compared to crappy slime and frog people she turns to the skulk chief and says: "No sweat! What can you tell us about jerky gobblers?"


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

Things not turning out nearly as bad as she had thought, Lilly pays attention closely to the skulk as they await more information on the gremlins.


"You know them not?" It said, looking puzzled.
The Skulk leader thought for a moment.
"They are tiny. Two feet tall at most. They have batwinged ears, glowing red eyes, and malevolent beyond their size.
"They like to lead larger folk into traps and ambushes, they will attack from the shadows and retreat into cracks no one bigger can follow.
"They like to infiltrate camps and either steal or sabotage equipment; even magic items they cannot use can be cursed or reversed.
"They can carry grudges for weeks, following their targets until they see a weakness.
"Weapons besides cold iron do little against them."


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

Elise wasn't entirely sure she liked where this was going, but the promise of alien technology proved irresistable. "Cold iron, you say? Do you happen to have any such weapons around? If you give us such tools, I think your request shouldn't be a problem."


The skulk Leader pulled out a normal looking cold iron dagger, and a rusty looking cold iron shortspear.
"This is what we have."


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

The rake looked about at his would be captors. In return they sat wordless and looked on with enormous eyes.

"So . . . What do you guys do for fun around here? You guys get out much?"


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

Lilly looks skeptically at the offered items, but seems agreeable to the terms, all the same. Though their capture of the group rankled her, they were at least intelligent and seemed to have a serious problem. "We will do our best to solve your problem, sir."


"We are in agreement then." The Skulk leader rose bonelessly to his (her?) feet and waived at a guard. "Bring the rest here."

Soon, you are led to a narrow tunnel.
TACTICAL OVERVEIW

Which way do you go?


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

I like the slightly wider south-north way. I am assuming that puts are backs to the skulk village?


Female Aasimar Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

Elise takes the offered cold-iron knife and rusty shortspear - seemed better than nothing. She gives them to any party members who might want them.


Female Human (Kellid) Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

Celest takes the knife.and tests it for balance in the air before her.


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

I'm down with Celest's suggestion.

Lilly waves off the spear, indicating Flynn. The cold iron might work better, but she was much better with a sword than not. Once everyone gets prepped, she proceeds down the North/South tunnel.


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"Okay . . . Sooooooo . . .someone want to fill the Doc and I in on what happened? This spear, as rough as it is, appears to be cold iron. I hate to think what I need it for. Rusted as it is it's still worth some serious coin. Skulks don't hand out stuff for free. i was suprised they didn't shank us and keep you girls for sport. I don't like those big eyed bastards. They'll kill out of hand if there is something they want."

Lilly percieves that flynn has accepted her as the combat leader of the group.


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

"We have struck a bargain with these big eyed bastards to take care of a nuisance for them. In turn they will help us. We will fight some gremlins, whatever those are. They are apparently susceptible to cold iron, hence the weapons." Lilly keeps her soft brown eyes on the man for a few moments, waiting for any more forthcoming questions. If not, she continues along.


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

"Okay . . . fair enough. Gremlins . . . grrrrrreat. <<<sigh>>> Okay, lets go and try not to die. Point the way."

Flynn takes the spear. Watching him manipulate it, it is obvious that bearing a spear is second nature to him.

He checks down the way indicated by Lilly looking for threats and traps.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11

Eh, this isn't so bad after all. Yeap, looks like the coast is clear. Nothing threatening down here.


Celest wrote:
I am assuming that puts are backs to the skulk village?

Celest: Yes.

Proceeding north up the passageway, you come to an intersection.
Straight west leads back to the skulk leaders cave.
Northwest leads up another passageway.
Straight East leads into another cave.

Which way do you go?


Female Human (Varisian) Warpriest (Iomedae) 2 HP 14/20 | AC 20 (21)/T 11 (12)/FF 19 | F +4 R +3 W +5 | Perc +2 | Init +3 | Blessings 2/3

After a quick analysis, Lilly decides the eastern passage is most likely to bear fruit. She starts to head down the east way, waving her companions forward as she creeps along.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15


Human rogue 2 CG, Init +3; Perception +6 sense motive +6 AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 17 (2d8+4) Fort +1, Ref +6, Will +1, Evasion.

Flynn nods and tries to walk next to her as he scans the passageway ahead.

Perception : 1d20 + 5 ⇒ (11) + 5 = 16

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