DM Fflash's Iron Gods Campaign Reboot (Inactive)

Game Master DM Fflash

Chapter 3: The Choking Tower
Smokewood

Roll 20 Link


151 to 200 of 3,190 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

Ridic is at 1 after healing. Not sure why you had him so low, I included the -3 for bleeding as well, which put his at -3 then +4 for the healing potion

Ridic does not have any healing ability at this point.


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Welp... back to town?


Yes ... Swim back to town, check out boot, continue exploring ... attempt to rest here? Note on the last, water breathing will run out if you do so


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon sighs, "I would prefer not to head back without Khonnir. Perhaps we should rest here until Ridic can regain some healing spells?"


Male Human Mechanist/Savage Technologist Level 7

I don't think Ridic has any healing at this level at all

Tike you ok retconning some more healing potions to keep the story moving? I forgot that I had a bunch on the other toon that went through this part but I didn't but any of Kovax because I am idiot


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Lol, 5 minutes in the dungeon... time to rest!


If you have the money to purchase them, yes, a retcon is fine.

It is late in the evening, so a rest isn't entirely unreasonable ... just embarrassing.

-Posted with Wayfinder


For reference, potions of cure light wounds are 50gp, scrolls of cure light wounds are 25gp and both are available up to your available spare change. Beyond that, you'll need to return to town


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

I have very little extra coin, so I can't help with either of those. Our divine caster can't heal, so it looks like we're camping in place.

DMFflash wrote:
It is late in the evening, so a rest isn't entirely unreasonable ... just embarrassing.

Somehow implying its our fault?


I'm not implying. I'm stating explicitly that it's your fault :)


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Excellent! Just wanted to make sure... =)


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
Kovax Exner wrote:
I don't think Ridic has any healing at this level at all

CLW is a first level druid spell.


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

Damn I missed that when I was choosing my spells.


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Is anyone opposed to resting here? Ridic should be able to pick up enough healing to allow himself and Kovax to continue on.


Male Human Mechanist/Savage Technologist Level 7

I am fine resting, I will also chip in 50gp for two scrolls of cure light


Reminder that you have 6 hours of water breathing and its about a 5-minute swim out. Just want you to plan for that should you rest.


If you're resting, everyone receives 1 hp for the rest and post any spell updates. Unless you all have druthers, I'll assign a random guard rotation.


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Probably the least wounded, Razorend will guard as long as necessary.


I'll assume that unless Urgeon is swapping spells, you'll want Ridic to full rest, so I'd say ... Kovax, Razorend, Urgeon for watch cycle ... you can get away with resting for 6 hours, but your spell will be gone regardless, so I'd say do the full 8 ... and I'll add a house rule for rest to be Character level + Con bonus in HPs ... since you all don't have a dedicated healer


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon will keep his current spells. The watch order sounds fine to me.


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

Ridic will drop Summon Minor Ally and instead memorize Cure Light Wounds when he meditates after resting


Resting proceeds without incident ... most likely. All 3 watchers roll Perception

I'll flex the exploration toward the boot and to the SW unless you wish otherwise [ooc]

-Posted with Wayfinder


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Male Human Mechanist/Savage Technologist Level 7

Kovax get's up after his rest, stretches and say, "Well we are off to a great start, it can only get better from here right?"

He puts his armor on, checks over his weapons and is ready to move on


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Perception: 1d20 + 2 ⇒ (20) + 2 = 22

Urgeon buckles up his gear in his backpack and prepares to move out. "Ridic, we're going to need you to be our healer. We can only go as far as your healing will take us."


Fate of the First Expedition

You wade through the shallow creek that runs through the middle of the cavern. To the south a stony bank rises up from the water. Thick carpets of green and gray mold and fungus grow on the bank, particularly around a trio of three-foot-high, foul-smelling mounds.

Inspecting the mounds you find the decomposing bodies of three halflings ... surrounded by several husk of dead fire beetles similar to the ones you fought earlier. Additionally, some strange gooey puddles can be found in the southern area.

Knowledge Dungeoneering DC15:

The puddles are the remnants of immature slime oozes ... looks like they've recently been destroyed

Survival DC18:

You find the booted tracks of several full-sized humanoids in the area in addition to the halflings' tracks. Looks like they were in combat.

Perception DC20:

On a hunch you look through the halflings bodies and gear. Looks like they've already been looted as they carry no weapons or armor, but you find a single agate (worth 55gp) in the vest of the central halfling mound

Crossroads

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.

Passages lead to the southwest and southeast, the southeast corridor is also partially blocked with trash and leads uphill.

DM Use:

Stealth: 1d20 + 16 ⇒ (14) + 16 = 30


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

Survival
1d20 + 9 ⇒ (7) + 9 = 16

Perception
1d20 + 7 ⇒ (8) + 7 = 15

Ridic gets up and meditates before heading out. Not feeling especially spry he lumbers about.

"This looks like a something bad happened here." Ridic will go over and inspect the pile of junk for anything that may stand out.


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Razorend holds up a small gem, nodding in appreciation. "Other than this, they've been looted. Anyone know who the halflings were?"

On a stretch... Survival: 1d20 + 3 ⇒ (12) + 3 = 15


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Perception: 1d20 + 2 ⇒ (9) + 2 = 11

Urgeon shrugs, "One of the expeditions before Khonnir's group."

He will rifle through the metal and will pause to examine the drawings. "These creatures are like none I've seen before."

Urgeon looks down both passages."The trash in the southeast may be a sign that it is less traversed. Shall we head down the southwest corridor?"


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

"We should try to figure out where the busiest trail is, and go that way." Ridic will squint looking at the ground, clearly clueless as to what he is looking for.


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Razorend shrugs. "Always go left...?"


Southwest Tunnel

The temperature drops noticeably in this passageway, and a rime of white frost lines the walls and floor leading into the cavern beyond. What seems to be a light layer of brown dust carpets the cave floor beyond—a body of some sort sits slumped against the southern wall.

There is a 10-foot dropdown from the ledge you are on. You can make a DC 10 Climb or Acrobatics check to get down, or take 1d6 ⇒ 6 damage from the fall. Alternatively, you can stay up top

Knowledge Dungeoneering DC12 or Survival DC15:
You recognize the dust as brown mold: Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take nonlethal cold damage. Fire brought within 5 feet of brown mold causes the mold to instantly double in size. Cold damage can instantly destroy it but must be applied to each 5 foot patch

EDIT: sorry, Razorend, missed your post while crafting mine ...


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Survival Check: 1d20 + 3 ⇒ (15) + 3 = 18

"Brown mold..." Razorend points at the hazard. "Anyone have cold magic handy?"

EDIT: No worries, I didn't really vote anyway.


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon shakes his head, "I do not. Perhaps we should try the other passage? We may be able to bypass the mold."


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

I have fire magic, but nothing of ice that would harm it. Is it dangerous?"

Should we decide to go that way, here is the roll.

climb
1d20 + 3 ⇒ (8) + 3 = 11

I have a rope that we can use as well to make this check easier


Quick flex since I missed some things for Ridic and Urgeon

Crossroads

Ridic and Urgeon search through the rubble and refuse and comes across several ruined bits of technological devices—nothing recognizable or even all that useful, but the presence of strange tangles of wires and unusually crafted fragments is encouraging for finding things deeper in the caverns that would've caught Khonnir's attention. YOu are able to pull together a scattering of 7 silver colored disks about two inches in diameter. You know they are called silverdisks and are sometimes used in barter in place of a platinum coin.

Knowledge Engineering DC18:
Silverdisks were once batteries that have long since lost their charge and their ability to be recharged. Batteries are used to power handheld technological devices

Urgeon looks at the drawings and notes the three-legged creature is a representation of the beserk construct you fought in Khonnir's home.

[spoiler-Knowledge Local DC20] The four armed creature is an unknown and perhaps undiscovered humanoid race[/spoiler]

The Lair

You backtrack and scramble over the trash, following a short corridor that opens into a cave.

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.

A hairless humanoid creature seems to peel away from the floor and stands up, still difficult to see even though it ... or she ... is standing in the open as her skin shifts color and matches her surroundings. Bald and armored in leather, she squints as your light washes over the portion of the room she's in and then speaks, phrasing her words in Common awkwardly.

"You come here like others. You speak to chieftan. Two of you come with me. Two of you stay here."


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Knowledge,Engineering: 1d20 + 8 ⇒ (15) + 8 = 23

Urgeon collects the silver disks, "These appear to be discharged batteries."

Knowledge,Local: 1d20 + 8 ⇒ (16) + 8 = 24

Urgeon makes a note in his journal about the four-armed creature depicted in the drawing, "This creature is not of Golarion."

The Lair

Urgeon nods at the creature, "Yes, we come seeking our friend, Khonnir. Perhaps you can assist us. I will come with you to speak to your chief."

Urgeon turns to the others to see who else will come along.


Male Human Mechanist/Savage Technologist Level 7

Kovax shrugs, "I can go or stay, I am not very diplomatic though..."


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon shrugs, "Diplomacy is not going to be our strong suit. So, you may as well come along."


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

"I don't like this. Splitting us up will go badly if its an ambush."


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon turns to the creature, "We all come or none of us. You have my word that we mean no harm to you or your people."

Diplomacy: 1d20 ⇒ 16


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

"I agree. Splitting us up and we will end up like all these bodies that see scattered about"


The gray creature wrinkles its face up and then states, "Two come or all leave."


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Urgeon shakes his head, "We will not leave without our friend. Either you let us all speak to your chief, or we will continue our exploration of these caves."


Male Human Mechanist/Savage Technologist Level 7

Holding out his hands in a calming way, "Now just wait a second, they don't seem violent, and clearly they live in these tunnels, they may have seen Khonnir or know where he might have gone, I am ok with going with them to find that information out, I will go alone if you three do not want to split up"

Looking at the creature, "How far away is your chief? I do not want to move too far away from my friends in case they may need my help, I am sure you understand"


The gray skinned humanoid looks at Kovax in confusion, and repeats "Two come, or all leave."

Missed this earlier:

Knowledge Local DC16:
The creature is a skulk, a race of humanoids known for their innate camouflage ability and trackless passing. They live on the fringes of society, scavenging and thieving. Murder is not uncommon and they are generally evil and anarchist in nature.

They speak Undercommon as a primary language

-Posted with Wayfinder


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Knowledge, Local: 1d20 + 8 ⇒ (16) + 8 = 24

Urgeon takes a closer look at the creature, "You're a skulk! Your kind are a thieving and murderous lot. Why should we trust you? Now, out of our way and do not try to hinder us!"


Male Human Mechanist/Savage Technologist Level 7

Knowledge Local - 1d20 + 8 ⇒ (13) + 8 = 21

Kovax puts his hand on Urgeon's shoulder "We have explored everything behind us, there is nothing else to see other then to move through this area, after that Blindhelm, I am willing to give these Skulks the chance to be reasonable, it's better to have them help us then to try and fight them." He shrugs, "Just because the race is known to be evil, doesn't mean that they also can't be helpful, we will of course, keep our guard up"


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

"So who goes, and who stays?" Razorend asks. "I don't mind going with them."


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

"This is a bad idea, but if you must go, I think it is best if I stay behind. If one of you falls, the other must bring him back. We leave no one behind."

151 to 200 of 3,190 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM FFlash's Iron Gods Campaign Reboot All Messageboards

Want to post a reply? Sign in.