Demonmoose's Iron Gods AP Blue (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods Adventure Path.
Forest
Jevik's farm
Blue Aurora

Tower Map 1

Tower Map 2


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Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

@Demonmoose Are there any other doors in this room?

Sneek is interested in the machines and the electricity. Using his knowledge Engineering Sneek tries to examine the machine and determine what the machine does and if the exposed wires are meant to be like this. He also searches the room for items/traps.

Knowledge Engineering: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Hmmm interesting, what does this do? Stroking his chin Sneek looks at the machine.


Female Human

So another room with these nozzles, perhaps people clean themselves after being in the sandy room behind us.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Know-Engineering: 1d20 + 10 ⇒ (5) + 10 = 15


There is a closed doorway (unlocked) past the machines. The machines are on the left and right sides of the room, forcing you to pass in between.

Sneek and Liz:
It is a kind of shower machine, supposed to cleanse people of something as they enter the passage. Maybe dirt or germs. It is definitely not supposed to have exposed wires.

Every few seconds electricity surges along the exposed wires. You believe that in a short amount of time, less than a minute, a large buildup of electricity will shoot into the room.


Female Human

This room is dangerous! In a short time, lightning will surge into the room! Very painful! We should either retreat or advance now.


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

Taking Liz her hand Sneek pulls her with him, once outside the room he doesn’t let anyone enter the room. Get ready, after next burst of electricity we run. he says to the others. Once they are ready he gives the signal to run to the next room.

Can you trust a rat?.....We will know in a few!


As soon as you leave, the showers begin to shoot a fine mist of water into the room. Suddenly, electricity arcs from exposed circuitry, striking the walls, floor, ceiling and the broken machinery in a random blinding display of light. Then it stops.


Female Human

Rats are our friends!

Everybody through the room! Liz hurries through with the others.


Male Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)// Brawler 2

Argug quickly hurries through the room with the others after the electricity disappears.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"Most impressive."

I follow the group.


You run across the room between the malfunctioning machines and through the door. As you run past, you see blackened spots and trailers of smoke where the electricity struck. Seconds after you run through, another explosive discharge of energy arcs across the room.

You enter a hallway with a bend in the center, and see three doors ahead of you. The first door is directly in front of the door you entered. There is Androffan writing on a red plaque over the door. Beside this door is a panel with a slit running down the center.

Down the hallway are two other doors, one facing north and the other facing east. Both doors have similar panels to their sides. Atop the northern door is a brown panel and the eastern door is a white panel with Androffan.

Androffan:
Red: Habitat Controls, Brown: Observatory, White: Science Deck Access.


Female Human

The red plaque says Habitat Controls, the brown says Observatory and the white says Science Deck Access.


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

@Demonmoose Is it possible for Sneek to stop the electric burst? If so see the following actions. If not I wait for the rest to act.

If those next rooms contain something to powerful for us, we might have to run. The room we just came from could kill us if we go in at the wrong time. I have to stop the electricity.

Using my Disable Device and Knowledge Engineering I try to stop the machine.

Chakos, watch my back while I go in. Sneek says while pointing at the room with the machines. After the next burst Sneek runs in quickly in and tries to disable the device.

Disable Device: 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge Engineering: 1d20 + 6 ⇒ (12) + 6 = 18


Female Human

Or maybe even use it as a trap! If something like those skeletons lurks in deeper we could lure it in and force it to stay inside when the lightning erupts.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"I've got you Sneek"


Sneek cuts several of the wires, moves circuit boards around and twists nozzles closed. You all hear a deep "Peeewwwwwww" sound as the machines blue lighted circuits fade to clear. This room is now silent.


Female Human

Good work Sneek.


Female Human

Well since the door that says Habitat Controls is right next to us, let us try that first. Liz follows along as they enter.


The door to Habitat Controls (Red) is locked.

So are the brown and white doors. All locked.


Female Human

Liz takes out one fo the keycards they found and hands it to Sneek. We found these so maybe they will work.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Looking confused and ignorant, Chakos asks, "So that's what the signs say, but what do they mean?"


Female Human

I am afraid I don't really know. Habitat means a place where things live, so a way to control the habitat?


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

At Elizabeth's suggestion, Astra fishes the brown keycards that she has been storing out of her pouch and looks the doors over, for any way to use the keycards. She tries tapping the cards against the doors, pressing them flat against the door, sliding them between the door and the doorframe if there is any gap, anything she can think of. She even speaks out the words written on the keycards to see if that would have any effect. "Welcome to the Starship Divinity. This card allows you access to the common areas of the ship. Please refrain from entering prohibited areas."

Intelligence: 1d20 + 5 ⇒ (19) + 5 = 24

As for the Habitat Controls, Astra suggests, "The desert that we passed through was drastically different from these rooms. The 'habitat' could have referred to it..." Her forehead scrunches up in thought as she puts a few pieces together. "...and the controls...could have been to the illusions that hid the entrance, maybe? Perhaps the desert was built as some manner of zoo to keep the four-armed creatures and the tentacle beast, and the controls created the illusions to keep them from finding the exits from the zoo." She strokes her chin in thought, and goes over to the Observatory door. "And the Observatory...it could perhaps have been a place to surreptitiously view the activities in the Habitat..."


Astra Intelligence:
She believes she can use the keycard in the machines near the doors by inserting the card into the slot, circuit side facing forward. Astra also notes that the cards are brown, yet the three doors are marked red, white and brown. She has no idea what would happen if she inserted the brown keycards into non-brown marked doors.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Astra moves over to the brown-labeled Observatory door, and gradually slides the brown keycard in the machine beside the door.


Uh oh... Let's say order is Astra, Argug, Chakos, Elizabeth and Sneek.

The machine beeps and the door slides open.

A large metal table is surrounded by odd-looking chairs in this room. To the west, what appears to be a transparent wall looks out over a strange desert valley. Four pillars support the fifteen foot-high ceiling, while dozens of crude images of a pickaxe made of a skull and bones have been painted onto the walls with some sort of ivory pigment along with several phrases in an unrecognizable language.

As soon as the door opens, a four armed alien creature wearing tattered clothing and a cloak hurls a javelin through the doorway at Astra. Its body looks like it is falling apart with bits of bone showing through rotten flesh.

Javelin at Astra: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 4 ⇒ (1) + 4 = 5

Oops... Sorry, I tend to roll high.

Critical Confirmation: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 4 ⇒ (6) + 4 = 10

The javelin plunges into Astra's stomach and knocks her to the metal floor.

Initiative:

Argug's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Astra's Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Chakos' Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Sneek's Initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Elizabeth's Initiative: 1d20 + 5 ⇒ (18) + 5 = 23

Undead Kasatha's Initiative: 1d20 + 8 ⇒ (8) + 8 = 16


Sorted Initiative:

1. Undead Kasatha
2. Everyone

The undead kasatha charges forward, stands over Astra, and swings his bronze-tinged short sword at Argug.

Short Sword at Argug: 1d20 + 7 ⇒ (19) + 7 = 261d6 + 4 ⇒ (4) + 4 = 8

The blade cuts into the orc's side and draws a line of blood as the alien pulls it out in a swift motion.

Encounter is unchanged. Good luck. Everyone's turn. The hallway is 10 feet wide with about 30 feet of space behind you.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

"Oh look! It worked!" Astra cries out in delight as the doors hiss open, revealing the room beyond. When she spots the zombie kasatha, her eyes narrow in thought a little bit. "Fascinating! It appears to be of the same four-armed race as the skeletons we encountered in the desert habitat, however it does not seem to have decayed to the same degree --" she keeps talking, the danger not seeming to register as the kasatha hefts and throws the javelin.

"-- HURGH!!" Astra is impaled straight through by the javelin, dropping to the floor with the pole embedded in her torso. Her eyes go wide as she clutches at the bottom end of the javelin in front of her. "-- th..that's funny...this isn't any wood I'm familiar with...the grain is all wrong..." And then she slumps to the floor, motionless, her eyes closing.

-1 hp


Female Human

Liz's eyes open wide as Astra falls and she casts Grease under the creature's feet
DC 15 reflex check or fall down

She then 5'steps back


Kasatha's Reflex Save: 1d20 + 6 ⇒ (3) + 6 = 9

The undead kasatha falls to the ground in a tangle of arms. He growls, alien words escaping his lips.

"Koos gath dei im dahr. Es tal jie goo."


Female Human

Actually, make that 10' back I might do something else if I can


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

Seeing Astra fall Sneek jumps into the room, taking her hands he pulls her away from the wiggling undead monstrosity. Stepping over the body he takes up a defensive position, waiting for the creature to stand and attack. Help Chakos, Astra is dying.

Demonmoose:

Can I use my Linguistics skill to understand what the creature just said?

Linguistics: 1d20 + 5 ⇒ (3) + 5 = 8

@Argug Sorry!

@ Demonmoose Not wanting to be the bringer of bad news, but the attack on Argug is also a threat.


Yes, Liz can move back 10 feet instead.

Sneek Linguistics:
The language the creature is speaking is not Androffan, or any other planar or Golarion language. You have no idea what it said, but it seemed hostile.

Yeah, I didn't see the 19...

Critical against Argug: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 4 ⇒ (4) + 4 = 8

Argug can feel blood pooling inside his body. The slice from the alien's short sword burns the orc's flesh.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Criminy! I go to bed and everything is fine , but when I wake up the party is half dead? I feel like Mr. Incredible here, "hello, I just cleaned up the place!"

Chakos will step up and cast CLW on Astra.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5


Argug has an action. Then it is the Undead Kasatha's turn.

Argug is adjacent to the undead kasatha, followed by Sneek (who is ready to attack), then Astra and Chakos and Elizabeth is 15 feet from them.

Map looks like this...:

Kasatha
Argug, Sneek and Astra (on ground)
Chakos
-
-
-
Elizabeth


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Astra's eyes will flutter open as Chakos' spell is cast, and she finds herself looking at a pole of wood protruding from her chest, and even the slightest movement makes it move around and shoot jolts of pain through her. This is...not good, she thinks to herself. I can...I can feel my heart pumping...it must have missed it. And breathing...OH GOD IT HURTS! A...punctured lung? She moves her toes just a little bit. I can still feel...and move...my feet...spine probably undamaged. Blood...amount...color...possible spleen rupture? Oh I should get a pen to write down my observations! I'm not going to have another opportunity like this again! Erm...one way or another...

When it's her turn she will take the Total Defense standard action for +4AC, and then will try to stand up from prone as a move action, provoking an Attack of Opportunity. If she survives, she'll take a five foot step away from the kasatha, trying to get out of melee range.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

I believe with Sneek standing over you that provides cover and this no AOO.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

That would be sweet. Then I just move away with no AoO.


Astra stands, moves behind Argug and Sneek, and is beside Chakos.

Argug's turn.


Male Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)// Brawler 2

Argug's eyes glare red at the blood on him, then at the four armed creature. He grabs it by the shoulders, reaches in, and attempts to headbutt the living undead(?) crap out of it, then, in hopes that such tactics work as well on the creature, plants a knee in where it's junk would be deep enough to mine for minerals.

Attack +7, Power Attack -1, Flurry -2
Damage 1d6+5, Power Attack +2

Headbutt Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Headbutt Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Knee Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Knee Damage: 1d6 + 7 ⇒ (1) + 7 = 8

"Have yerself an orcish kiss! And here's a hug fer good measure!"

I don't care that the headbutt missed, I just nut-shotted a possibly zombie alien for goodness sake!


Male Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)// Brawler 2

Ah crap, I forgot it was prone...okay, so I KICKED at it's head and in the junk...and there's +4 to both those attacks, so I might have actually hit with the first one. Sorry about that.

I just really liked the imagery of the orc going with some classic street fighting, there.


Chakos' greataxe glows white for a moment as it cleaves through the undead kasatha's chest. Bone and decayed flesh is exposed, but the kasatha does not flinch.

Now 13 damage to the undead kasatha-that is not a skeleton. Everyone except Chakos.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

That attack missed Argug right?


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Either way, dropping this skeleton is the quickest way to victory.

Chakos will Smite Evil against the skeleton, move up and swing at it with the axe.

Greataxe: 1d20 + 3 + 3 ⇒ (17) + 3 + 3 = 23
Greataxe Damage: 1d12 + 3 + 2 ⇒ (5) + 3 + 2 = 10

As this is Smiting, it will overcome all DR.


Female Human

HP 15/16
AC 15/15/14
Effects: Mage Armor(2 hours)
Hand of Apprentice:5/7

Liz will begin to cast Enlarge on Argug. 1 Round casting time
+2 Strength
-2 Dex
-1 Attack/AC

Reach of 10 feet
Takes up 10 foot space
Unarmed damage goes up to 1d8
Greataxe goes up to 3d6


Rerolled because I accidently wrote over it. Maybe it’s better?

Argug’s kicks don’t seem to hurt the creature. It stands, using its lower arms to push itself up. Argug and Sneek swing their weapons at him, one using a foot, the other a rapier.

Argug AOO: 1d20 + 11 ⇒ (13) + 11 = 241d6 + 5 ⇒ (1) + 5 = 6
Sneek AOO: 1d20 + 10 ⇒ (9) + 10 = 191d6 + 1 ⇒ (2) + 1 = 3

The undead kasatha does not seem phased by the strikes. It slashes its short sword at Argug, aiming for his other side.

Was a 9 to attack vs. Argug's AC.

Argug’s chain shirt stops most of the kasatha’s blade.

Chakos moves past the Kasatha, who is too focused on Argug to attack.

Chakos' greataxe glows white for a moment as it cleaves through the undead kasatha's chest. Bone and decayed flesh is exposed, but the kasatha does not flinch.

Argug glows with Elizabeth's magic until he becomes larger.

Chakos is one square north and east of the Kasatha. Sneek is underneath Argug's feet. Argug takes up the four squares south of the Undead Kasatha. Now 14 damage to the undead kasatha-that is not a skeleton. Everyone except Chakos and Elizabeth.


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

Sneek seeing an opening, rolls from beneath Argug, past the undead to take up a flanking position.

Acrobatics:

Acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28
Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
Acrobatics: 1d20 + 8 ⇒ (8) + 8 = 16

@Demonmoose I did multiple rolls in case it has combat reflexes.

Trying again 2 damage the creature he uses his rapier to find a vulnerable spot.

Attack:

Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sneak Damage: 1d6 ⇒ 4

@Demonmoose Do I need to roll again because of my fumble?


Your acrobatics is fine. No need to make it too complicated.

Sneek's rapier pierces through the Kasatha's red billowing cape but nothing else. The alien speaks again in his language.

"Ky Zyphus et arr. Zyphus garr kath."

Astra and Argug have turns. Astra is behind the enlarged Argug.


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

@Demonmoose I meant my attack roll.


No, critical fumble rules. Unless you really want it.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

I strongly dislike crit fumble rules.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Linguistics: 1d20 + 9 ⇒ (5) + 9 = 14
Knowledge (religion): 1d20 + 6 ⇒ (15) + 6 = 21

"It mentioned...*cough*...Zyphus -- the Grim Harvestman. The god of accidental death. I...*cough cough*...wonder what kind of an accident could have killed it -- and I'm guessing, by extension...*COUGH*...the four-armed skeletons in the desert habitat as well. Try to keep it intact!" she cries out even as she comes up behind Argug, trying to touch him to cast a spell, while the javelin pole is still protruding through her. She's intentionally leaving it in for now, in case pulling it out would allow massive bleeding to ensue, though moving around with a big stick in your chest is definitely hurting a hell of a lot.

Cure Light Wounds on Argug: 1d8 + 2 ⇒ (3) + 2 = 5

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