DM Fflash's Iron Gods Campaign (Inactive)

Game Master DM Fflash

Chapter 1: Fires of Creation
Torch

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Yes, generically everyone knows what the Darklands are (Pathfinder Underdark). More detail than that requires a knowledge roll.

Speaking of which:

Knowledge Engineering DC20:
Glaucite is a gray-black alloy of iron and adamantine with qualities similar to steel but greater in weight. It's also commonly referred to as "Numerian Steel" due to its prevalence in the area

In response to Kelryon

"We know very little a. Khonnir examined it himself, and confirmed that it was an alloy of adamantine and iron, and that one of the doors in the wall was locked tight but the other was open. He had planned on exploring deeper beyond that door on his second expedition, but who knows if he actually made it that far?”

In response to Dicio

"We are offering 4000 gold for Khonnir's return and another 4000 for turning on the Torch again. We will not send rescue for you should you not return, but there is no time limit other than Khonnirs unknown situation. Sign here as accepting the terms of the job.". She holds out a very short and standardized contract for each of you that basically spells out the above.

Assuming you sign

"I’ll give each of you a writ that you can show to any of the merchants in town for a f lat 20% discount on any gear you need to purchase—I wish I could offer a greater discount than that, but that’s the best I can do. Finally, the entrance to the caves is flooded. You’ll need to swim a bit to get to the caves. Joram Kyte has agreed to cast water breathing on any group to aid in entering the caves—free of charge, of course. You can find him at the temple of Brigh or up at Crowfeather Palace when you’re ready to go.”


Male Elf Occultist - 1

Dicio signs and thanks her for the discount offer

Knowledge Dungeoneering (For Darklands) - 1d20 + 9 ⇒ (2) + 9 = 11

Knowledge Engineering - 1d20 + 10 ⇒ (12) + 10 = 22

Thank god for the water breathing, I can't swim for crap

What level is he? Just wondering how long we have before it wears off

Does he have a scroll of it we could buy?


You'll have to ask him ... are you done here and headed to find Joram Kyte?

Knowledge roll doesn't give you much more than basic Underdark-like knowledge ... aberrations and creepy things live in the dark underground


Male Elf Occultist - 1

"I have heard rumors that Garmen Ulreth may be involved in the Torch going out, is there any truth to that or are people just trying to find someone to blame?"

After that Dicio is done and ready to move on


Holy crap I forgot ... 75xp (whoo hoo) for saving Val from the crazed automaton

"Lots of rumors about. Bottom line is we don’t know. Word about town also puts blame on the Technic League, but I think both are too convenient and obvious to be answers. Khonnir was hoping to find out more by delving deeper into the caves, but who knows what he found in there... or indeed, if he’s even still alive?”

Where would Dicio be ready to move on to?


M Human 1 Fighter

I'll sign as well.

Knowledge Engineering: 1d20 + 4 ⇒ (2) + 4 = 6

I have no further questions, lets be off unless Dicio or Kelryon have any other needs.

My assumption is that we're heading to get the water breathing spell, and then head into the caves, but let me know if that isn't the case!


If you have anything else you wish to ask the Councilwoman, just put it under the 1900 header and we will assume you asked while there

Temple of Brigh - 2000

Just up the road you hear the wind chimes first before you come up come up on the domed portico of this compound dedicated to the goddess of invention.

The inside is an organized workshop and the elder, bald Joram Kyte's smiling face greets you at the door. "Let me guess, young, fit and beaming with energy. The next group to head into the caves?" He smiles warmly before his expression goes serious.

"I truly hope you find Khonnir alive and well. The town owes so much to him. Are you intending to head in tonight? I can cast a water breathing spell on you that will last 8 hours for each of you, assuming it's just the three of you going in? Let me get my rod, in the mean time, let me know if you need to stock up on anything."

He has a multitude of items within a 2,400gp value in the CRB

He also sells the following unique items: a flare gun, a scroll of
find traps (CL 10th), three scrolls of restoration, a scroll of raise dead, and a wand of rebuke technology (11 charges) ... all at a 20% discount of course.


Male Elf Occultist - 1

Hmm well if it's that late at night I would almost say lets sleep and head out first thing in the morning


M Human 1 Fighter

I agree, for some unknown reason I decided to ignore the times entirely and in my head it was still morning/early afternoon.

Depending on what time we awoke, it may not matter much if we go down tonight, there's no sunrise in the caves!


You awoke at a reasonable time for a caravan, likely just before dawn

No issues with rest tonight. Just update memorized spells, annotate if you wish to do any shopping and everyone roll a d100 for me. Joram Kyte will meet you at the Weeping Pond in the morning if you wish


M Human 1 Fighter

Let's rest and start off nice and early tomorrow!


Not clear above. Everyone roll a d100 regardless

-Posted with Wayfinder


Male Elf Occultist - 1

1d100 ⇒ 21

I am good with resting and heading out in the morning as well


Male Dwarf Cleric/1

1d100 ⇒ 17

I will defer to Dicio.

"I like yer idea pointy ear. Heard they got some new ale in that can knock even a dwarf on his arse. I love provin' idgets wrong."


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

1d100 ⇒ 81

Whoops, missed the dice roll.

Just as long as you don't mind waking up bright and early Kelryon!


Morning comes without incident and you meet Joram Kyte at the Weeping Pond.

He gives you each a small waterproof bag (about 1 cubic foot) for anything that can't get water logged. Be sure to annotate what of your gear is in there.

When you're ready he casts water breathing using a small rod he pulls from his belt to extend its length giving you each 8 hours.

-Posted with Wayfinder


M Human 1 Fighter

Crap, sorry for the post under the wrong character, made it too quickly!

I'm glad you said something about the water, I've got a handful of gear that probably would be ruined. If anything won't fit let me know and I'll try to figure out what to leave or where:

Bedroll
Trail Rations
Rope(silk)
Lamp Oil x2 (this may be ok, not sure how it's packaged)
Torch x3
Chalk x5
Candle, Insectbane
Sunrod x2 (no idea on those)
Tindertwig x5


Bedroll, torches, and rope are too big for the bag. Everything else should fit.

-Posted with Wayfinder


Male Elf Occultist - 1

Do any of the shops have larger waterproof bags we could go buy?

How much starting cash does everyone have left over?

I still have around 1700 gold and would go in on a Haversack if anyone else has the gold we need to get there. It's 2k for that, should keep eveything dry.


50% likely that a haversack would be available. Discount would apply.

More waterproof bags are available at core rulebook prices plus discount, but theyre all the same size I believe.

-Posted with Wayfinder


M Human 1 Fighter

I'm at 100gp left, but am happy to throw that into the pot. Really out of those things only the bedroll is super inconvenient (granted that we have an alternate light source).


Haversack Avail: 1d100 ⇒ 51

Just missed it ... they've got one on back order :)

-Posted with Wayfinder


Male Dwarf Cleric/1

I have 1500gp left. I'll throw it into the mix as well. Since the bedrolls and such won't fit, I'll just do my best to keep them up high. YOu know, because Dwarves are tall and all that.

Do we have a direction/place we are headed at this point?


Male Dwarf Cleric/1

My PC died over the weekend and after 2 days of trying to 'fix' it, I decided to hell with it and bought a new one. I'll be checking daily now. Thanks.


Male Elf Occultist - 1

Alrighty then, lets just roll and I will leave my sleeping bag behind.

If we are there for longer then 8 hours I am just going to die on the swim out anyway :)

I don't think I have anything else I need to worry about getting wet.


Joram chuckles at Kelyron's assertion. "It's an underwater passageway into the caves. Can't really hold anything out of the water. But you're welcome to try!"

Joram casts the spell on you and the party approaches the edge of the Weeping Pond. A placid pond set off by a crescent shaped escarpment to the northeast The water smells bitterly of sulfur, and the locals are aware that before Khonnir set up a purifier at Crowfeather place with the help of the priests of Brigh, the water made everyone sick. The purified water still tastes brackish but the sickness has ended.

You sink into the water and find that first breath to be a bold trust in the divine powers, but it works fine and you swim through the polluted water to the rocky bottom. You spend a few minutes searching and then find the tunnel, pressing forward into a lightly moving current.

First make a DC11 fort save or be sickened from the contaminated waters

Next, Everyone must make a DC10 swim check. If you fail, you clip the walls of the tunnel and take a point of damage. Keep rolling until you make 1 check

You emerge on the other side after about 50 feet in a small stream moving west to east. The air smells of mold and vinegar and dampness hangs in the cave collecting in moisture on slick stone walls. The calm dark waters wind around to the east up north, along a stony soot-scarred beach. A 5-foot ledge sporting several stalagmites rises to the east, beyond which a low-ceilinged cave beckons.

The water is about 2 feet deep here as you stand appraising the area.

Survival DC20:
You note the tracks of several humanoids that climbed from the beach up the ledge

A DC 10 climb check is required to scale to cliff or you can wade through the water to the northeast.

This travel took 15 mins. Someone keep track of water breathing time, please

Map won't be available until tonight, sorry about that. Roll 20 issues

-Posted with Wayfinder


Map updated


M Human 1 Fighter

Fort Save: 1d20 + 3 ⇒ (11) + 3 = 14

Swim Check: 1d20 + 4 ⇒ (4) + 4 = 8
Swim Check: 1d20 + 4 ⇒ (4) + 4 = 8
Swim Check: 1d20 + 4 ⇒ (13) + 4 = 17

9/11 hp

Climb Check: 1d20 + 4 ⇒ (5) + 4 = 9
Climb Check: 1d20 + 4 ⇒ (5) + 4 = 9
Climb Check: 1d20 + 4 ⇒ (8) + 4 = 12

If anyone wants to aid me on the climb, (I'll make it on the first attempt then), I'll lower my rope and help us all up!

I'll don my armor after we climb, and check all of the gear for water damage. Did we ever find out about a light source that wasn't going to suffer for going underwater?


Male Elf Occultist - 1

Before we head out I will buy 5 Potions of Cure Light for 200 GP

Fort Save - 1d20 + 1 ⇒ (16) + 1 = 17

Swim Check - 1d20 - 2 ⇒ (5) - 2 = 3

Swim Check - 1d20 - 2 ⇒ (7) - 2 = 5

Swim Check - 1d20 - 2 ⇒ (7) - 2 = 5

Swim Check - 1d20 - 2 ⇒ (13) - 2 = 11

Climb Check - 1d20 - 2 ⇒ (13) - 2 = 11

I have an Ever-Burning Torch


Male Dwarf Cleric/1

Fort Save - 1d20 + 4 ⇒ (6) + 4 = 10
Swim Check - 1d20 + 2 ⇒ (15) + 2 = 17
Climb Check - 1d20 + 2 ⇒ (13) + 2 = 15
Water Breathing timer - 7:45


Thanks for bearing with me whilst I was out of town ... continuing

Am assuming that Dicio helped Arthul up and he tied a rope as written above since the second two posts didn't contradict the assumption ... otherwise it looks like you ignored him.

At the top of the ledge looking east, Arthul has to crouch as he looks and sees a collection of stalactites and stalagmites choke this low-ceilinged cavern, making it difficult to squeeze between them. Matching stalactites close in from the five-foot-high ceiling, giving the impression of a maw of needle-like teeth bearing down on one another. Far away, a dead half-orc sprawls on the ground near the cave’s eastern entrance.

Arthul pulls out his rope to assist the others and hears a scuttle and sees a flash of light on the wall as three housecat-sized beetle with a dull brown color brightened by two glowing green-yellow spots on their carapace come running toward him.

Roll Initiative and post first round action! Map updated. Dicio and Kelyron not yet climbed


M Human 1 Fighter

Init: 1d20 + 1 ⇒ (4) + 1 = 5

Round 1:
I'll attack the beetle south of me:

Attack: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 2d6 + 6 ⇒ (6, 1) + 6 = 13


Male Dwarf Cleric/1

Init: 1d20 + 1 ⇒ (5) + 1 = 6

Round 1:
I'll attack the same beetle as Arthul with my mace.

Attack:1d20 + 2 ⇒ (10) + 2 = 12 Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Male Dwarf Cleric/1

Wasn't sure if I should have added my damage if I wasn't sure about AC needed. But figured it would keep everything moving forward instead of waiting for my attack roll. Let me know if this is the wrong approach.


always roll both together for the reasons you cite. I'll adjudicate hits and misses

However, you have to climb first ... need hands free to do that ...


Male Elf Occultist - 1

Init - 1d20 + 4 ⇒ (13) + 4 = 17

I spend this round climbing out


Inviting Cavern Round 1

Init: Dicio, Beetles, Kelyron, Arthul

Dicio clambers up next to Arthul in time to see two of the glowing beetles scuttle towards the warrior snapping at him with mandibles. The warrior dances away and whips out his sword smashing one into pieces and paving the way for Kelryon to climb up.

All of you have made it up, Dicio and Kelyron are squeezed, see below. Actions Round 2?

Squeezing:

Squeezing: In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.

When a Large creature (which normally takes up 4 squares) squeezes into a space that's 1 square wide, the creature's miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past a creature while moving but it can't end its movement in an occupied square.

To squeeze through or into a space less than half your space's width, you must use the Escape Artist skill. You can't attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC.

The Dice:

Beetle Init: 1d20 + 0 ⇒ (7) + 0 = 7
Bite vs Arthul: 1d20 + 1 ⇒ (8) + 1 = 9; miss
Bite vs Arthul: 1d20 + 1 ⇒ (10) + 1 = 11; miss


Male Elf Occultist - 1

If I won't take an AoO I will just simple climb back down, I didn't know we would be crammed and let the warrior take care of it

Climb Check - 1d20 - 2 ⇒ (18) - 2 = 16


M Human 1 Fighter

Round 2 || Initiative 5 || 9/11 hp || AC: 17 (T:11 FF:16) F3 / R1 / W0

I'll attack the next beetle with gusto :)

Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 2d6 + 6 ⇒ (2, 1) + 6 = 9

If I kill him, I'll take a 5 foot step forward and occupy the space (leaving room for everyone to climb up!)

Edit: Sweet, crit!! Damage: 2d6 + 6 + 9 ⇒ (1, 4) + 6 + 9 = 20


Normally we confirm crits first, but since your hit kills it anyhow ...

-Posted with Wayfinder


M Human 1 Fighter

Whoops!! Sorry. Long day :( Used to the other board where I post the confirms at the same time

Round 3 || Initiative 5 || 9/11 hp || AC: 17 (T:11 FF:16) F3 / R0 / W0

Attack final bug:

Attack: 1d20 + 6 ⇒ (19) + 6 = 25 Damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10 Confirm: 1d20 + 6 ⇒ (19) + 6 = 25

Edit: I'll get it right on this one!!
Crit Damage: 2d6 + 6 + 10 ⇒ (1, 4) + 6 + 10 = 21


Male Dwarf Cleric/1

If all of the bugs are dead, I will climb up into the free space that Arthul has created with his uber crit heroic damage.


The mindless insects continue to walk into the buzzsaw of vermin-slaying destruction and one attempts to snap at Arthul before it becomes an ichor-stain.

To hit: 1d20 ⇒ 11; miss

END COMBAT. You each receive 135xp

The Stalagmite Forest

Carrying on ahead once Arthul pulls the other two up with a good-natured grin, you spy a collection of stalactites and stalagmites choke this low-ceilinged cavern, making it difficult to squeeze between them. Matching stalactites close in from the five-foot-high ceiling, giving the impression of a maw of needle-like teeth bearing down on one another. A dead half-orc sprawls on the ground near the cave’s eastern entrance.

Knowledge Local DC10:
You recognize the half-orc as Parda Garr, a local brawler in town and one of the members of the second expedition. Many called her friend, and several expressed that her falling in with these thugs would spell her end ... turns out they were right.

Heal DC12:
The half-orc was slain by multiple stab wounds from either a short sword or dagger

Dark River Cave

A dark cavern opens up here, its twenty-foot-high ceiling thick with stalactites. A rocky shore overlooks a placid pool and stream, fed by a trickle of water leaking from a narrow fissure to the north. A small garden of toadstools and dark mold grows along the banks.

A flash of light catches your attention. Hopping off a toadstool as you approach is a grotesque frog-like creature with milky white eyes radiating light like a lantern and a tremendously long tongue (image added to your journal) with a brand in a foreign language on its side. It comes rushing forward.

Roll Initiative and give first round actions if you go before 17, but you are welcome to post in the Stalagmite Forest section simultaneously under flex time rules.

Undercommon:
It says "Pet"

Knowledge Arcana DC17:

The creature is a blindheim, an underground creature that hunts small rodents and insects near underground waterways. An excellent swimmer and climber, it's known to set ambushes for unwary Darklands travelers. It's gaze can blind

BH Init: 1d20 + 2 ⇒ (15) + 2 = 17


Male Elf Occultist - 1

Dark River Cave

Knowledge Arcana - 1d20 + 9 ⇒ (11) + 9 = 20

Init - 1d20 + 5 ⇒ (20) + 5 = 25

"Oh, that's a blindheim, care of it's gaze, it can blind you, let me know if it kills my eagle." Dicio says and he summons a Celestial Eagle behind it and then closes his eyes

Eagle Attacks

To Hit - 1d20 + 3 ⇒ (9) + 3 = 12
Damage - 1d4 + 3 ⇒ (3) + 3 = 6

To Hit - 1d20 + 3 ⇒ (15) + 3 = 18
Damage - 1d4 + 3 ⇒ (3) + 3 = 6

To Hit - 1d20 + 3 ⇒ (1) + 3 = 4
Damage - 1d4 + 3 ⇒ (4) + 3 = 7


Small add to eagle, must make a fly check to hover or it has to move and attack.

-Posted with Wayfinder


M Human 1 Fighter

I'll charge and attack on my first action (guessing it'll be round 2?):

Initiative: 1d20 + 1 ⇒ (11) + 1 = 12

To Hit: 1d20 + 8 ⇒ (10) + 8 = 18 Damage 2d6 + 6 ⇒ (2, 2) + 6 = 10

The Stalagmite Forest

Let's search the orc and see if he has any gear that we can utilize.

Besides that I don't have anything to do here but press on.


Male Elf Occultist - 1

Fly Check Hover - DC 15 1d20 + 8 ⇒ (8) + 8 = 16

The Stalagmite Forest

I forgot about this part

Knowledge Local - 1d20 + 5 ⇒ (7) + 5 = 12

"Oh, that's too bad, this is Parda Garr, she was actually sweet, for a half-orc. People in town are going to be very sad about this, hopefully we find the wizard alive and well."

"We should look to find a way to bring her home, I always liked her and it I don't like the thought if her rotting down here." Dicio pauses and thinks, "Not really sure how we would go about bringing her home though" He shrugs, "Well it's something to consider at least"


Male Dwarf Cleric/1

Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
To Hit: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


Male Dwarf Cleric/1

"I know how you feel but we dishonor her death more if we don't figure out what in the hells is going on here. We'll take her back with us when we finish what we came to do."


Blinded by the Light Round 1

Dicio, Kelryon, Blindheim, Arthul

Dicio pulls upon his arcane reservoir and swiftly summons an eagle that immediately flaps down behind the frog creature and attacks striking with a claw.

Kelryon moves forward with his weapon at the ready, stepping into the blinding light and missing badly even with the assisting flank from the eagle. (Make a DC13 Fortitude Save or be blinded for 1 hour)

The frog tears at the dwarf getting through the tough cleric's armor and hide.

Arthul moves in next to his holy companion and cuts a grievous ichor-spewing wound into its side. He too finds the light intense. (Make a DC13 Fortitude check or be blinded for 1 hour).

The Dice:

Bite vs Kelryon: 1d20 + 5 ⇒ (17) + 5 = 22; HIT!; Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Claw vs Kelryon: 1d20 + 5 ⇒ (5) + 5 = 10; miss
Claw vs Kelryon: 1d20 + 5 ⇒ (20) + 5 = 25; HIT!; Crit?: 1d20 + 5 ⇒ (8) + 5 = 13; no; Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Eagle potential miss: 1d100 ⇒ 59
Arthul potential miss: 1d100 ⇒ 78

Actions Round 2? Dicio, make a Fort Save for the eagle, please

DM Use:

B 16

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