DM Fflash's Iron Gods Campaign Reboot (Inactive)

Game Master DM Fflash

Chapter 3: The Choking Tower
Smokewood

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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

concentration check: 1d20 + 7 + 5 ⇒ (4) + 7 + 5 = 16
Fort: 1d20 + 5 ⇒ (18) + 5 = 23
Spellcraft: 1d20 + 15 ⇒ (1) + 15 = 16

Urgeon's spell fizzles. He moves out of the cloud and fires his wand of magic missiles at the phantom.

damage: 2d4 + 2 ⇒ (1, 1) + 2 = 4


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

Razorend hites in the corner, staying out of the poison cloud.

I'm at 50 non-lethal of 53 hp, with 1 Con damage... one more tic and I'm down.

Stealth: 1d20 + 17 ⇒ (16) + 17 = 33


Urgeon and Oskar move east out of the cloud ... or so they think ... they see Ridic, but some sort of unseen force prevents them from reaching him.

You have one more move action this round before the cloud affects you ... also, Kovax has a day to respond before I assume he sits in the cloud and eats some gas


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

Ridic is holding his action until he sees the specter again, then he will attack


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 tries to move south out of the cloud


Male Human Mechanist/Savage Technologist Level 7

Kovax will move out of the gas

1d20 + 12 ⇒ (17) + 12 = 29


Urgeon? The rest of you, I moved your tokens for this go. I really need you to move them on your own when I ask ... your game to play not mine


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 use his move action to probe around the wall of force (clockwise) to see if he can find a way out.


Staying in the cloud? Make another save

Urgeon maps the wall of force Blue line on map


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

Razorend frowns at the poison cloud. "We'll have to wait for it to clear, unless one of you can counter the magic."

And we need anti-poison magic, badly.


Other than Urgeon requiring another save, the rest of you cower in the southwest corner of the room as the gas piles up against the invisible wall.

After a minute, the wall apparently disappears as the cloud rolls forward ... toward Ridic!

Actions?


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

I thought I had already made a fort save versus the cloud effects this round.

Fort: 1d20 + 5 ⇒ (6) + 5 = 11


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

I'm stuck unless we can teleport out of here. If I go into the poison, I'm done.


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

Ridic will move to the south and check the door. Is it locked, or can he leave the room?


Urgeon, you stayed in the cloud an extra round to map the wall

Ridic moves to the south across the hall and opens the door. Beyond he finds a simple kitchen that shows signs of long neglect. A pair of stoves stand cold on the north side of the room between tall shelves stacked with jars and dishes. Along the west wall, a wide sink brims with pale mold. The center of the room contains a butcher’s table, above which hangs an assortment of knives, cleavers, and pans. An odd-shaped tub protrudes from the southwestern corner of the room.

Knowledge Nature DC15 (Ridic only):
The mold is harmless

The cloud of poison gas continues to move away from the party slowly.

Actions?


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

Knowledge Nature
1d20 ⇒ 10

Ridic will head back into the hall, and will start down the stairs if needed to avoid the cloud.


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 stays on alert. He doesn't have anything to harm a incorporeal creature. So, he'll just watch for any minions that will probably jump out any second.


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

Razorend follows hesitantly. "Is there any way to disperse the poison? Wind, or fire maybe?"


Ridic moves into the hall and watches the cloud. It follows him into the hall and then rolls toward the stairs.


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 fires his wand of magic missiles at the spectre if it is still visible.

damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8


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

Does it roll towards the stairs following Ridic, or before he goes down them?


The stairs go up. If Ridic hangs back and watches he can move west in the hall as the cloud rolls in and moves east to the stairs

The spectre/ghost/phantom is long gone


Eventually the cloud rolls past Ridic and up the stairs out of sight. You appear to be free of it for now.

How now?


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 detect magic and will scan the room to make sure nothing is missed.

Perception: 1d20 + 12 ⇒ (7) + 12 = 19

He then motions the others to the stairs. "Let's keep moving before that specter returns."


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

Razorend motions towards the exit. "I need healing, and we need some means to counter the poison."

50 NL damage and 1 Con damage.


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

Ridic will head back to meet up with the others. "The cloud went upstairs. We need a plan to fight that ghost, I have some fire spells that I can try."

Ridic will cast CMW on Razor

CMW
2d8 + 7 ⇒ (8, 5) + 7 = 20


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 Razorend. "Ok, that's fine, but we're not going to find any solutions to the poison unless we're willing to return to civilization."


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

That's it for heals? No restoration?

"If we're spent on restorative magics, let's go talk to Meyanda."


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

This guy.....1 con damage and whining about a restoration! lol. Yes I have a lesser restoration. I have additional healing, but you don't need it. Your NL comes back fast, just stop getting hit :)

Lesser Restoration
1d4 ⇒ 3


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

I know, whining less after the heal. But everyone took some Con damage, a lot more than I did.


So moving on or moving out?


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

"Let's keep moving, we just need to wary of these gases"


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

Razorend shakes his head and moves behind Ridic.

30 NL still.


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 follows Ridic up the stairs.


The party heads up the spiral stairs to another landing on the second floor. Stairs to the north continue up spiraling around the tower. Doors to the Southwest lead to the internal part of the second floor.

A door to the northeast leads into a small washroom that contains a large metal tub, a sink, and a toilet, all separated from each other by crumbling wooden partitions.

Explore or ascend?


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 will look in through the door, but he won't enter unless the party does.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31


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

"Let's explore. Probably best not to leave trouble at our backs."


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 scans the washroom and then opens the other door next to the one Oskar opens.

Perception: 1d20 + 12 ⇒ (7) + 12 = 19


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

Ridic will wait for them to finish looking in the room before going up the stairs.


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

Razorend searches with Urgeon.

Perception: 1d20 + 17 ⇒ (10) + 17 = 27


The party pushes open the doors to the inner area to find a simple hallway with many partially open doors of similar make. You glance in the first one and spy a narrow bed stripped of bedding, a dresser, and an empty clothes rack. Nothing more.


3d9 ⇒ (4, 8, 6) = 18


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 moves down the south hall and starts opening doors as he goes.


Urgeon pushes opens the first door and finds a room exactly like the previous one. He moves on to the next and again finds a similar room, but this time it's got an occupant.

A metal skull lying on a pile of debris and mechanical parts lights up as Urgeon pushes the door open, and it swirls up levitating in the air about a foot off the ground, the debris and parts forming a loose body from which a pair of mechanical arms extend out.

Knowledge Religion DC20:
The tiny creature is an undead ghost formed from the souls of unlucky thieves caught in traps. It is known as a gearghost and it creates, maintains and repairs traps in its vicinity hoping to witness others catch a similar fate to its own

Initiative: 1d20 + 7 ⇒ (4) + 7 = 11

Initiative! Post an action if you beat the creature's initiative above


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

Initiative: 1d20 + 8 ⇒ (20) + 8 = 28

Razorend pulls Urgeon out and slams the door shut.


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)

Initiative: 1d20 + 5 ⇒ (20) + 5 = 25

Oskar tries to move out of the way, and yells "By Torag, I hate this spooky crap! Give me something solid to shoot!"

He tries to see a critical part in the whirling cloud that he might be able to shoot.
Knowledge: Engineering: 1d20 + 10 ⇒ (16) + 10 = 26


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

Init: 1d20 + 11 ⇒ (16) + 11 = 27

Knowledge, Religion: 1d20 + 10 ⇒ (19) + 10 = 29

Urgeon steps back from the creature, "It's a ghost of some sort!"

He then fires his wand of magic missiles at it.

Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8


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

With a sigh, Razorend re-opens the door.


IT'S A TRAP!!! Round 1

Razorend, Urgeon, Oskar, Skull, Kovax

Razorend shuts the door as Urgeon tries to aim at it. Oskar moves to the side and thinks about what he saw of the creature, which was nothing of note from a scientific point of view.

The creature flows straight under the door crack as if it wasn't there appearing and getting blasted by Urgeon's magic missile. It throws some of it's debris at the wizard as it flies by. (provokes from Razorned)

Slam: 1d20 + 5 ⇒ (20) + 5 = 25; HIT!; Crit?: 1d20 + 5 ⇒ (18) + 5 = 23; CRIT!; Damage: 2d4 - 4 ⇒ (4, 2) - 4 = 2

Another creature flows under the southern door, whips a piece of scrap at Urgeon and bolts off to the west as well. Both flee through the open southern door on the western wall of the hall, slamming it shut behind them.

Slam: 1d20 + 5 ⇒ (13) + 5 = 18; HIT!; Damage: 1d4 - 2 ⇒ (1) - 2 = -1; minimum 1 point of damage.

Kovax and others

Urgeon:
Despite their name, gearghosts are not ghosts and can be damaged through conventional means, although they are undead spirits inhabiting the debris they're in. They are resistance to damage and will reform after a few days to a couple weeks unless all traps within 100 feet of their remains are destroyed and then the body is covered in a hallow spell and doused in holy water/


Male Human Mechanist/Savage Technologist Level 7

Init - 1d20 + 6 ⇒ (18) + 6 = 24

Kovax moves up and readies an attack if anything opens the door

To Hit - 1d20 + 14 ⇒ (12) + 14 = 26
Damage - 1d10 + 9 ⇒ (5) + 9 = 14

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