DM Fflash's Iron Gods Campaign Reboot (Inactive)

Game Master DM Fflash

Chapter 3: The Choking Tower
Smokewood

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If that's your HP reroll, Ridic, it still isn't right ... 1d5+3 for d8 HD

Iadenveigh:

Note the city name begins with an "I" not an "L"

Iadenveigh, situated a mile west of the turbulent Dagger River, is one of the largest settlements in southern Numeria. The Dagger River Road winds from north to south through Iadenveigh, wrapping around a rocky hill the locals call the Brow.

The town of Iadenveigh was founded in 4649 AR by a group of Molthuni exiles who were discontent with the course of the newly independent nation’s government. Unwilling to side with the rebels who would eventually form the nation of Nirmathas, these pious devotees of Erastil traveled to the far side of Lake Encarthan, eventually settling in southern Numeria where they founded their own new home. Here, they found that crops grew strangely well, quickened by some strange quality in the soil. In the decades that followed, the townsfolk of Iadenveigh grew increasingly insular and intolerant of Numeria’s advanced technologies. Today, such technologies are all but outlawed from the settlement

From the town of Torch, the most direct route to Iadenveigh is via a dusty road leading west toward the Gorum Pots at the headwaters of the Dagger River, and then down along the river’s banks. This is a trip of approximately 140 miles.

Plans? Still working through your inventory list? You can sell any magical or nontech item easily within Torch up to the 5,000gp limit. Tech items are a different story. If you wish to try and sell them, identify what you want to sell and to whom in the city.


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

What are you talking about d5? it is 1d8 + 2 for his con bonus

I want to have the mithril bracers identified if that is what we need to do. I will cut out a bunch of things that I think we should sell and post it on the discussion tab. If no one objects in 2 days, we can execute it.

The whom is another matter that I am not yet sure of.


The rules for hps as posted on the campaign tab. D8 HD use 1d5+3 instead, then add con bonus


Male Fetchling Slayer 7/ Red Mantis 5

Ahhh.....Ok, campaign specific.

1d5 + 3 + 2 ⇒ (4) + 3 + 2 = 9


Are you guys waiting on making plans until the loot is adjudicated?


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

Yes, we need to figure out the split so we can craft, etc. I'll straighten out the loot when I have some more time.


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

Razorend spends some time sifting through the collected gear, weapons and valuables. He sets aside a few items that he knows would draw trouble from the Technic League. "If no one plans to use these, we should break them down for parts, or outright destroy them. None in Torch will buy them from us."

I don't desire anything on the list that isn't already claimed. I'm happy to sell the lot.


Research on Iadenveigh is at the top of this page. I'll ask for the third time, whats your plan?


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

"A town of luddite elves, great. Shall we drive out there and say hello?"


Iadenveigh is annotated on both Numeria maps in your journal


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

"We should get rested and craft some supplies, and then head to Ladenveigh. It is a pretty long ride, so we should make sure we are ready for it."

Ridic is waiting for the items to be crafted


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

spellcraft: 1d20 + 15 ⇒ (6) + 15 = 21; belt
spellcraft: 1d20 + 15 ⇒ (11) + 15 = 26; belt
spellcraft: 1d20 + 15 ⇒ (14) + 15 = 29; Wand Pro vs Evil
spellcraft: 1d20 + 15 ⇒ (5) + 15 = 20; Wand Invisibility

Items are crafted.

Urgeon purchases rations and other basic supplies.

"Let's head out for Iadenveigh at once. I suggest we take the road west toward the Gorum Pots, which is the most direct route. I fear we have little time to waste."


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

"That sounds like a good idea, should we take that wheeled thing that moves quickly?"


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

Razorend nods to Ridic. "Meyanda, is the rover in condition to make the trip? You feel like driving with us?"


Female Android Warpriest of Brigh 5 / Ranger 1 (HP: 38/49; AC: 16 (19 vs beams/rays); F: 8; R: 5; W: 7; Init: 6; Per: +14)

OK, time to move on

Purchases, sales, and crafting complete, the party gets together with Meyanda who has been working on the buggy while you guys have been studying and crafting.

"Look here, this battery was trashed, but I took the power relay you guys stole ... I mean ... acquired from me and converted it into a working battery. You can still travel on the solar cells, but the battery should provide enough power to travel when the sun is down or you could use it to power any battery operated device using the power cable you found in Kulgara's gear. I've also mounted my laser rifle in place of the junk Smiler crossbow. I can't recharge it, but its useable from its mounted position by whomever wishes to sit in the turret."


Meyanda hops into the driver's seat and the party heads out west, zipping quickly and although a bit bouncy, you find a comfortable rhythm to move along at a speed of roughly 20 miles an hour turning a several day trip into potentially a single long day.

You shoot out west toward the Gorum Pots and you spy the bubbling geothermic mud and smell the sulfur releases as you approach. Meyanda skirts to the north and you look to the west and south as you circle. The mixture of heated water and volcanic ash and clay belches and pops as the thick, muddy slurry forms a series of stinking, colored pools and geysers.

Knowledge Geography DC18:
The area also holds rich iron deposits, which cause the mud to take on a slightly bloody rust color. Considered sacred to Gorum, the Pots aren’t fit for bathing, as the mud’s temperature and acid content are too high for comfort. Gorum Pots are also a breeding ground for zhen worms, a hostile vermin unique to this area whose mucous is used as a preservative for various medical applications

Passing the mud pits, Meyanda follows the river dodging wide around various farming villages as you progress, the largest of which is identified as Marstol on your map.

Knowledge Geography DC15:
The small town of Martsol is one of the many settlements found on the shores of either the Dagger River and the Seven Tears River. The farms are managed by Kellids who are too old to fight, actively rearing children, or unable to travel with their tribes for some other reason. The towns divide their produce and livestock between the participating tribes on a seasonal basis, and any surplus is sold to traveling merchants and crusaders.

Continuing your day through the bright afternoon and into the early evening, you see the rise of the Brow ahead of you as Meyanda pulls up the buggy near some scrub brush.

"How do you wish to approach? Don't think they'll take kindly to this vehicle or even .." she waves her hand at herself and Razorend in a collective manner.


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Oskar begins to get out of his seat, stretches, and says "I guess we should walk from here. Should we try to hide the buggy? The lass can stay and guard it, if we can find some cover for her."


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

Ridic looks at Meyanda "That is a good point. Maybe we should go ahead and check out the settlement, and come back for you two once we have a grasp of the situation" Ridic then gets out and stretches..

"Let's get walking, make sure we are humble when we enter....no need to start a fight on our first night, after all."


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, Geography: 1d20 + 9 ⇒ (12) + 9 = 21
Knowledge, Geography: 1d20 + 9 ⇒ (15) + 9 = 24

Urgeon comments on the Gorum Pots as they pass. "The area also holds rich iron deposits, which cause the mud to take on a slightly bloody rust color. Considered sacred to Gorum, the Pots aren’t fit for bathing, as the mud’s temperature and acid content are too high for comfort. Gorum Pots are also a breeding ground for zhen worms, a hostile vermin unique to this area whose mucous is used as a preservative for various medical applications."

He also remarks on the town of Marstol. "The small town of Martsol is one of the many settlements found on the shores of either the Dagger River and the Seven Tears River. The farms are managed by Kellids who are too old to fight, actively rearing children, or unable to travel with their tribes for some other reason. The towns divide their produce and livestock between the participating tribes on a seasonal basis, and any surplus is sold to traveling merchants and crusaders."

As the group approaches Iadenveigh, Urgeon dismounts and joins Oskar and Ridic. "You both speak wisely, let us approach the town on foot and let us keep the technology hidden. We can't risk leaving Razorend and Meyanda alone - we need to stick together always."

He smiles grimly at the androids, "Keep your faces hidden under your cloak hoods until we know what we're dealing with here."

Urgeon then leads the way into town.


Iadenveigh map loaded to Roll20. Any input from Razorend?


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

Razorend, who no longer wears his old mask, wraps a scarf across his face and pulls down his hood. "I'll do my best to keep a low profile. As for Meyanda and the buggy, well... it might be wise to dump off any tech items with her. She can keep a distance out of town and drive away from any trouble."


Female Android Warpriest of Brigh 5 / Ranger 1 (HP: 38/49; AC: 16 (19 vs beams/rays); F: 8; R: 5; W: 7; Init: 6; Per: +14)

Meyanda agrees to hide the vehicle and indicates a copse of trees,

"If anything discovers me, I will try to leave some indication that I had to leave in a hurry ... if I have the time."

She sets to work covering the vehicle with brush.


The party heads to the eastern side of the town, cutting across the forest to intersect the road aways out. You approach the southeastern gate and are greeted by cautious, but friendly guards. After a quick discussion with the leather clad warriors, who appear more hunter and less watchful guardian, they determine that you are neither a simple traveler or trader and indicate you should head to High Home. The point to a sprawling wooden building perched near the top of the rocky hill known as the Brow.

"Talk ta Redfang, he runs the place. He can put ya up for the night and see to whatever it is ya need."

Heading up the road to the center of town, you cut north on a steep path cut into the hill heading up to the longhouse.


Male Human Ranger 7

Winded once near the top you find the door to the building open and a red-haired man outside gripping a woodcutter's axe he is about to use to split a log. From the pile next to him, he's been at it a while. He looks at you and smiles grimly, baring bright red crimson teeth ... a startling discrepancy in an otherwise near perfect human specimen.

His eyes are brown and warm, but lined with deep crow’s feet, although he appears to barely be thirty. He’s a gruff, barrel-chested man with shoulder-length red hair, a bushy red beard, and well-muscled arms that end in large, calloused hands.

He stops swinging the axe and lets it fall to his side, his hands clenching unconsciously at the shaft.

"Well met, travelers. What brings you to High Home this day?"

Image loaded to Roll20


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 nods at the man. "Greetings Master Redfang. I am Urgeon and these are my friends Ridic, Oskar, Razorend and Kovax. We come from Torch seeking artifacts that we have reason to believe are in the Iadenveigh area. Would you be kind enough to recommend a local inn that we may stay the night?"


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

Razorend keeps quiet, eyeing the man to gauge his response.

Sense Motive: 1d20 + 7 ⇒ (11) + 7 = 18


Male Human Ranger 7

"Artifacts, eh? What kind of artifacts ye be hunting?"

The man's friendly look doesn't change, but a note of something cold creeps into his voice.

Razorend:
You believe the man to be weighing your response as much as you are his. He is guarded and suspicious


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 smiles affably at Redfang. "Items of significance to the people of Torch. Now, where can we find that inn?"


Male Human Ranger 7

He looks to say something to Urgeon's vague statement, but changes his mind, "You can stay here, at High Home, with me. But if you want more help than that, especially with your artifact search ... you got to understand, it has always been hard for us to extend trust to outlanders. We are a self-sufficient settlement—we have no need for trade, and can take care of ourselves. It’s the safest option, as I know you understand. It’s difficult to tell who you can rely on, but there are two things you could do to earn the trust of the Deadeye Council, those folks who run this place. First, I need some help in solving a problem with one of our more... colorful residents. Second, there’s an issue with a possible traitor in our midst that I've been struggling with how to handle. It is fortuitous that you are, since outsiders would be particularly well suited to intervene.”

He thumbs his hand over his shoulder, "Either way, you're welcome to throw your stuff inside and take any available bunk. No one else staying here at the moment."


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 nods at Red Fang and then looks to the others. "I think I can speak for the group when I say that we would gladly assist you with both your colorful residents and the traitor. Tell us more about the residents and what you want done with them. How do you propose we catch your suspected traitor?"


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

Ridic nods in agreement, and let's Urgeon continue.


Male Human Mechanist/Savage Technologist Level 7

Kovax nods and listens


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Oskar nods


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

Razorend keeps silent but listens attentively.


Male Human Ranger 7

Redfang puts down the axe and towels off, sharing with you information on the tasks as he shows you where to bunk and the key features of the hall, a fairly basic long barracks with a bar and a single privy.

"Ya gotta haul up your own water. Recommend you use the water sources to the north and west like the rest of town. Longbitter and Badwater didn't get their names for being refreshing and invigorating places to drink or bathe," he grimaces broadly for effect and you realize he's indicating his strangely discolored teeth.

"The first problem is with Jevik. Jevik’s farm lies on the north edge of town, a location that fits well with the man’s sour nature. Jevik has few friends here in Iadenveigh. His surliness stems from a hard life filled with misfortune, so its hard to blame the man. That said, his complaints about monsters, mutants, bandits, and metal men interfering with his farming are something of a local joke, but these latest complaints to the Deadeye Council seem different to me. More plausible, if only because Jevik seemed unusually sober when he spoke to us 5 days ago."

"For the second problem, you'll need to talk with the Ealdorman, Ivik Gunnett. I can take you for an invite after we check out Jevik's farm or you can head over there yourself if you're itching to know more now."


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

"I'm for having a chat with the man about the Metal Men first. The other thing seems trickier, so the invitation and having more information would be nice."


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

"Yes, let's head over to Jeviks farm and see what is going on over there."


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 nods, "Let's talk to Jevik. I'd like to see these metal men."


Male Human Mechanist/Savage Technologist Level 7

Kovax readies his chain and is ready yo move on Jeviks farm


Male Human Ranger 7

"Right, let me get my gear."

After a few minutes, Redfang returns with a bow in hand wearing a fine chain mesh shirt, a green cloak and a large well-used battle axe strapped across his back.

"The farm lies on the north edge of town, fits well with the man’s sour nature."

"Jevik," Redfang notes, "Is something of a godless misanthrope who never really got along well with Iadenveigh’s locals, and so never felt comfortable living within the city’s walls. Our hunters generally keep the hinterlands relatively safe,"

Redfang pauses to reflect then continues, "Strange beasts and mutated animals are very much a danger, though."

Sense Motive DC13:
He leaves unspoken that he believes a monster may well have been preying upon Jevik’s farm of late.


The odor of pigs marks Jevik’s farm before it comes into view. Visible from a wide break in a roadside hedge, the house has been recently painted and sports a wide porch with several chairs. An orchard is partially visible behind the house. A few sheds and two connected pens occupy most of the side yard, but the fencing of the pen has been splintered and the earth churned. As you approach, you swiftly realize that something dire has happened here, for a great amount of blood has been splattered over the house’s front porch.

Roll 20 Map updated. Actions?


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

Sense Motive
1d20 + 4 ⇒ (8) + 4 = 12

Ridic will draw his weapon and run to the front porch to see if anyone is still alive.


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Oskar checks his rifle, and looks around for targets.
Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Crap


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 cast mage armor and will then follow the others with his wands in hand. He looks over his shoulder at Redfang as he runs. "You knew about this, didn't you?"

Sense Motive: 1d20 + 9 ⇒ (4) + 9 = 13


Male Human Ranger 7

"I suspected, but since the man cries wolf so much, no one in town would come with me. Outsiders like yourselves, trying to get in good with the town for some reason, and sporting an android trying not to draw attention to himself? Seemed like the perfect chance to kill two birds with one stone."

Redfang watches as Ridic shuffles forward, eagerly anticipating the results of his search, and nocking an arrow in the mean time, his eyes scanning the orchard line.


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

Razorend narrows his eyes at Iadrin, drawing his kukri but keeping it pointed to the ground. "Is this some kind of trap you set for us, then?"


Male Human Ranger 7

"Leading you off by my lonesome away from the town where everyone would come to my aid in a moment? No, that wouldn't be the best trap to set. This is at it seems. I am worried about Jevik and needed help that I couldn't source from within Iadenveigh. Seems I was right. Let us pray to Old Deadeye that the irascible farmer is OK."


Male Human Mechanist/Savage Technologist Level 7

Kovax smiles at Redfang, and gestures to the group, "See, this is how you set a proper trap!"

He gives Redfang a hardy slap on the shoulder and follow Ridic up to the door


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

"Yeah, poor choice of words then?" Razorend asks, moving stealthily along the hedge to the right.

Stealth: 1d20 + 24 ⇒ (11) + 24 = 35


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Oskar follows the others.

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