DM Fflash's Iron Gods Campaign Reboot

Game Master DM Fflash

Chapter 3: The Choking Tower
Smokewood

Roll 20 Link


Loot Spreadsheet

XP Tracker by Individual:

Drone (50)
Fire Beetles (100)
Blindheim (200)
Jinkin Gremlins (750)
Securing Peace with Sef (500)
Brown Mold (150)
Securing Trade Agreement (200)
Returning Parda (50)
**ACHIEVE 2ND LEVEL! (2,000xp cumulative)**
Determining fate of 1st expedition (100)
Returning Garrol Saunders (50)
Repair Drone (150)
Ghelarn (150)
Kasatha Skeletons (350)
Huatha (200)
Weedwhip (150)
Vegepygmies (150)
Malfunctioning Equipment Trap (100)
Vrilledt & vegepygmies (300)
Medical Drone (150)
Return Khonnir (150)
Heal Khonnir (400)
Sanvil Trett (200)
Against the Tech League (150)
Garmen Ulreth & Ropefists (500)
**ACHIEVE 3RD LEVEL! (5,250xp cumulative)**
Turn off the buzz (300)
Cerebric Fungus (200)
Boilborn (200)
Medical Drone (150)
Thylacine (200)
Horcs and Ratlings (700)
Greuther and Ratling (350)
Robot Shutdown (150)
Gearsman (300)
Meyanda (400)
Relighting the Torch (400)
Determining fate of 2nd and 4th expeditions (200)
Secured Meyanda's Release (400)
**ACHIEVE 4th LEVEL! (9,150xp)**
Hatchet Hand (200)
Smilers (500)
Freeing the Saraenite prisoners (300)
Birdfood & orcs (705)
Forging a Steel Hawk Alliance (1,100)
Scrapworth 2 (200)
Alliance with Dinvaya Lanalei (600)
Smiler Ambush on Ratfolk (400)
Smilers and Ogres (1,000)
Marrow & Rust Risen (1,400)
**ACHIEVE 5th LEVEL! (15,555xp)**
Gunshy, Lobotomites & Smilers (1,500)
Scrapworth 4 (300)
Rescue Whiskifiss (200)
Mutant Manticore (600)
Poltergeists and Skeletal Technicians (850)
Yurian Valako (600)
Scrapworth 6 (400)
Discovered Ship's Log (400)
Allied with the ratfolk (1,200)
Scrapworth 8 (800)
Destroying the Receiver Array (300)
Helskarg and her chariot (800)
**ACHIEVE 6th LEVEL! (23,465XP)** -- Oskar joins the party and XP is now divided by 5
Temple of Hellion (800)
Dark Creeper Ambush (240)
Kulgara & Draigs (1,525)
Live Session (Zagmaander and Dark Folk) (1,920)
Live Session 2 (Hellion Battle Royale) (2,480)
Journal Info (720)
Chuul (675)
Report Dinvaya alive to Joram (400)
Torch Council Reward (720)
Resurrect Val Bhaine (1,000)
**ACHIEVE 7th LEVEL! (35,000XP)**
Yaogai (650)
Rockshell Snipper (1,920)
Deformed Androids (640)
Seereth & Guards (1,600)
Falling Rubble Trap (640)
Gearsman (1,680)
Clearing the gas from the Aurora (650)
Negotiating with Sashimo (650)
Avoiding Hill Giants (1300)
Riot Suppressor Robots (950)
Gearghosts (950)
Discovering Cocoon (500)

Quest Status:

Find and stop Hellion from interfering with Torch - COMPLETE
The Council in Torch promised you a reward
You entered the Arena and encountered Hellion on monitors and in the Temple
Inserted inhibitor facet into central processor, shunting Hellion out[/ooc]
[i]Destroyed Hellion's chassis

Find Dinaya and report back to Joram Kyte - COMPLETE
Joram gave you his personal symbol of Brigh as a token to show Dinvaya in order to help earn her trust
Should you find her, Joram merely wants you to let her know that the Technic League’s interest in her has passed and there’s a place for her in Torch if she wishes to rejoin society.
At the very least, Joram would like confirmation that she’s dead or not living in Scrapwall.
Joram promises to give you his lesser rod of extend metamagic as a reward once you complete this mission.
Dinaya can be found in the Clockwork Chapel according to Sevroth. She called her "a crazy woman who doesnt take well to visitors"
You found Dinvaya and she agreed to aid you

Destroy the Lords of Rust - COMPLETE
Converted Meyanda
Defeated Helskaarg
Defeated Nalakai
Defeated Kulgara
Defeated Draigs
Turned down offer and defeated Zagmaander

Redeem Meyanda - COMPLETE!
Meyanda has lost contact with Hellion
Meyanda has a desire to not do violence
Meyanda has returned to Aldovar's grave to study
The party brought Meyanda to Dinaya to study about Brigh
Meyanda has converted to Brigh and just needs to sever her last connection to Hellion
Upon discovery of the central computer, Meyanda found her powers restored and memory almost completely done
Destroying Hellion has freed Meyanda from the shackles of her previous life

Gain enough Scrapworth to get noticed and gather allies - COMPLETE
Secured alliance with the Steelhawks
Slew Birdfood and let someone live to tell about it
Slaughtered Smilers in the street ... twice
Saved Ratlings; took ratling quest to rescue Smiler-captured member
Dismantled the Smiler Gang
Defeated the Mutant Manticore
Cleared the Haunted Canyon
Defeated Helskaarg in view of the assembled gang

Torch:

Government council
Population: 4,320 (3,167 humans, 498 dwarves, 392 halforcs, 168 gnomes, 32 half-elves, 28 halflings, 25 elves, 10 androids)

Notable NPCs
Captain Aaronlu Langer: (female human fighter)
Councilor Bazlundi Otterbie: (female human aristocrat/expert)
Councilor Dolga Feddert: (old female dwarf aristocrat/fighter)
Councilor Joram Kyte: (old male human cleric of Brigh)
Councilor Khonnir Baine: (middle-aged malehuman rogue/wizard [arcane bomber])
Councilor Serantha Olandir: (female human expert)
Garmen Ulreth: (male human rogue)
Jhestine Imierin: (female half-elf witch)
Junkmaster Garritt Burrwaddle: (middle-aged male gnome rogue)
Mylan Radli: (male human cleric of Pharasma)
Smeltrunner Oskah Unteret: (female half-orc barbarian/expert)
Sanvil Trett: (human magus, former Technic League agent turned tech fence)

MARKETPLACE
Base Value: 2,400 gp
Purchase Limit: 5,000 gp
Spellcasting: 3rd

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Commitment:
Please check and post at least once a day. This format allows for a much quicker playing game if everyone is involved and engaged.

Posting:
Note the "How to format your text" box at the bottom of the posting area. Forum standards for gameplay are as follows, and I intend to use them:

Gameplay tab: For in-character posting ONLY! I will have NPCs post as their own alias. DM discussion will be done by my DM Fflash alias.

Discussion Tab: OOC Tab: Everything else should go in the discussion tab, to include Level Ups, rules question, player-player discussion.

In-character dialogue: Use bolded text
Ex:"Hey Conan, let's go grab a drink at the bar"

In-character thoughts: Use italicized text
Ex:I wish he would fall off the chair and die

Out of character for questions specific to the immediate posting
Ex:Do I get a +2 for flanking?

Dice:
The game has a dice roller, so please use it for all active rolls. I'd ask that any time you roll a to hit, also roll damage. If you're in your critical threat range, roll a critical confirmation and critical damage. If you have odd modifiers, let me know.

Example:
To hit: [dice]1d20+5+2[/dice]
+2 for flank
Dam: [dice]1d8+4[/dice]

Combat:

Combat will be done round by round; DM will roll initiative (unless directed otherwise) and everyone will post their actions for that round; if someone else's actions change your post, changes will be accepted until the round's actions have been posted. Characters will make all active rolls each round.

For spells, please include the DC in the post plus any dice rolls required (damage, range, # targets etc.). Links to the PRD are not required but very welcome.

At the beginning of each combat post, please type the Round #, current/total hps, current AC, active effects (like spells) and conditions (like fatigued or shaken)

Saving throws will be in the next immediate post your character makes after the Round posting, in addition to anything else you want to know. If it's not done, it's an auto-fail.

Maps:
I will generally have 2 dungeon maps, a combat map and an exploration map. New monsters & NPCs will have added images as well when they're presented. I'll try and mention in the forums when a new map or image is added but assume they're updated regularly (new combat round or new area explored]

Flex Time:
This is a unique construct afforded us by the forums and introduced to me by nomadicc (who stole it from someone else). When dungeon exploring or participating in multiple events, instead of running through it serially, I'll detail multiple rooms at once. If you have inputs on an area, just add the ooc title of the area (e.g.Throne Room) and your inputs to what you're doing there. This will result in you inputting on multiple things at once, but it allows us to blow through some of the empty 5x5 rooms quickly. Whenever we start combat, we'll take that to completion and then resume flex time. You'll understand once we start using it.

Role playing:
There's a lot more opportunity for in-character interaction with the forums. I encourage you to use it and participate. Throw out comments on what you're doing and what you think through in-character thoughts and dialogue. This will help with the feel of the game and help me feel less like I'm writing a novel.

Jobs:
There are 3 player jobs:

Timekeeper (Kovax): Keeps track of time elapsed, date, and current weather.
Chronicler (Ridic): Tracks hints and quests received as well as rewards promised etc.
Quartermaster (Urgeon): Tallys up loot and divvys the split. Unclaimed loot will always be assumed is unavailable in combat until it is claimed.

Level ups:
Track in OOC and post what decisions you make. Hit points are based on your HD.

d12: 1d7+5
d10: 1d6+4
d8: 1d5+3
d6: 1d4+2

Spoilers: Like those I used above. In game they are to be used for different languages, knowledge results, or when party members are separated. Good for asking sneaky things of the DM as well. If you open and read something that your character wouldn't know, I'd expect you not to act on it. The best rule of thumb is to not open it and let the informed explain it if they so choose. Mystery helps the game. :)

Example:

Goblin:
"I spit on your toes, humie!"

House Rules & Character Creation:

I don't like too have many, but I'll add them as required.

1) 20 point buy, 3 traits (1 is campaign), gp starting, max hp at 1st level
2) All PRD classes (including ACG) plus all core and featured races plus android
3) Guns are emerging, technology items/feats/archetypes are not available yet. Will allow a retcon later if you wish.
4) I'm currently not using any 3PP material and I'd ask that you don't build your character with any. After that I'm always open to exceptions but expect my initial answer to be no, with justification required on your part, not mine.
5) Level up hps are as follows based on HD:

  • d12: 1d7+5
  • d10: 1d6+4
  • d8: 1d5+3
  • d6: 1d4+2

6) Natural HP recovery upon a regular rest (8 hours): Level+Con bonus in HPs
7) You can swap summons on your summon monster list (not add)
- Encounter a new monster and defeat it (personally or part of a party)
- Succeed at a Knowledge Check to know ALL it's abilities
-- Only one Knowledge Check allowed -- can be made at one of 2 times
-- First: immediately after the encounter
-- Or: Research later with books, experts etc. -4 penalty if you don't have the corpse, but you can then use circumstantial bonuses
- Once succeeded,we determine which summon monster list it falls under based on CR / special abilities etc
- Once added to the list, you must swap out another monster on the list. You can reset your list as part of memorizing spells.

A summoner gains a class ability of +level to the knowledge roll to offset the lack of class skills.

Actions in Combat Reference:

Standard Actions
Attack (melee) No
Attack (ranged) Yes
Attack (unarmed) Yes
Activate a magic item other than a potion or oil No
Aid another Maybe
Cast a spell (1 standard action casting time) Yes
Channel energy No
Concentrate to maintain an active spell No
Dismiss a spell No
Draw a hidden weapon (see Sleight of Hand skill) No
Drink a potion or apply an oil Yes
Escape a grapple No
Feint No
Light a torch with a tindertwig Yes
Lower spell resistance No
Read a scroll Yes
Ready (triggers a standard action) No
Stabilize a dying friend (see Heal skill) Yes
Total defenseNo
Use extraordinary ability No
Use skill that takes 1 action Usually
Use spell-like ability Yes
Use supernatural ability No

Move Actions
Move Yes
Control a frightened mount Yes
Direct or redirect an active spell No
Draw a weapon No
Load a hand crossbow or light crossbow Yes
Open or close a door No
Mount/dismount a steed No
Move a heavy object Yes
Pick up an item Yes
Sheathe a weapon Yes
Stand up from prone Yes
Ready or drop a shield No
Retrieve a stored item Yes

Full-Round Action
Full attack No
Charge No
Deliver coup de graceYes
Escape from a net Yes
Extinguish flames No
Light a torch Yes
Load a heavy or repeating crossbow Yes
Lock or unlock weapon in locked gauntlet Yes
Prepare to throw splash weapon Yes
Run Yes
Use skill that takes 1 round Usually
Use a touch spell on up to six friends Yes
Withdraw No

Free Action
Cease concentration on a spell No
Drop an item No
Drop to the floor No
Prepare spell components to cast a spell5 No
Speak No

Swift Action
Cast a quickened spell No

Immediate Action
Cast feather fall No

No Action
Delay No
5-foot step No

Technology Info/Access

Characters:

Following the events in Torch and the Black Cave, the party gains significant knowledge about technology.

For characters, when taking level 4, rebuilds for free are available in order to utilize technological feats, archetypes and classes. Additionally, every character gets 1 free feat from the technology feat list to be used at any time (during rebuild or can hold until later on for another level up). Technological spells are now available to all casting classes as applicable. The following become available:

Feats:

  • Technologist
  • Exotic Weapon Proficiency (Firearms, Heavy Weaponry, Null Blade, Mono Whip, or Chainsaw)
  • Craft (Cybernetics, Pharmaceuticals, Tech Arms & Armor, or Tech Item)
  • Robot's Bane
  • Scavenger's Luck
  • Technology Adept (Combat Feat)
  • Technophobe
  • Wrest Charge

Archetypes & Classes:

  • Cybersoldier
  • Iron Priest
  • Numerian Scavenger
  • Savage Technologist
  • Gunslinger
  • Technomancer (Prestige Class)

Timeworn:

Timeworn items cannot be recharged.

When do you roll a d100 for a timeworn glitch?

1) Any time an item is first used after a month or more of inactivity.
2) Anytime a single-use consumable is used.
3) When using an item in a way that would drain its last charge.
4) When an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, and that roll results in a natural 1.
5) When a critical hit is confirmed against the wearer of an active defensive item, such as armor or a force field.

A timeworn technological item that is still somewhat functioning is worth half of its normal listed price, though one drained of its charges is worth 1% of its normal value, as a curiosity to collectors.

Crafting:

House Rules

I've house ruled technological crafting in 2 areas (related to cost and access).

1) The crafter can only craft something (at standard half price) if they have access to the appropriate lab AND they have I either seen the item being used or gained access to it via technological data while adventuring.

2) If the crafter has an item and destroys it to learn how it works, he can then make that item at 1/4 cost. This obviously only has value if you're creating multiple items. Small changes in the end item that used the same technology can be done this way as well. For example ... deconstructing a laser pistol and creating a laser rifle.

Labs here for reference

Cybernetics Lab (100 charges): A cybernetics lab is used to craft cybernetic equipment and devices that interface directly with a living creature's biology.

Graviton Lab (250 charges): A graviton lab is used to craft items that utilize graviton technology, such as gravity rifles, force fields, and magboots.

Medical Lab (20 charges): This lab is used to craft medical items like trauma packs and medlances and pharmaceuticals.

Military Lab (100 charges): A military lab is used to craft weapons that don't require more specialized laboratories.

Nanotech Lab (150 charges): This lab is used to craft devices that utilize nanotechnology, such as id rifles and k-lances.

Production Lab (50 charges): A production lab is used to craft objects that don't require more specialized laboratories.

Color Hierarchy:

Brown: Roughly equivalent to a 1st-level spell. This color is not associated with skymetal.
Black: Roughly equivalent to a 2nd-level spell. This color is associated with adamantine.
White: Roughly equivalent to a 3rd-level spell. This color is associated with siccatite.
Gray: Roughly equivalent to a 4th-level spell. This color is associated with inubrix.
Green: Roughly equivalent to a 5th-level spell. This color is associated with noqual.
Red: Roughly equivalent to a 6th-level spell. This color is associated with djezet.
Blue: Roughly equivalent to a 7th-level spell. This color is associated with abysium.
Orange: Roughly equivalent to an 8th-level spell. This color is associated with horacalcum.
Prismatic: Roughly equivalent to a 9th-level spell. This color is associated with all skymetals.