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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Sneek:

Astra already opened the brown and red doors using a brown keycard. She also found a white/blank keycard, that matches the white door.

You look around the door and don't see any place to put thieves' tools, except for the strange machine (what you believe is a card reader) to the side of the door), so you start jamming your tools in that until you hear a loud beep.

In Androffan you hear, "Door access has been reset to brown colored civilian 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

It’s fixed, white door also works with brown card now. Technology isn’t hard. Sneek is smiling as if he had just won the jackpot at Silverdisk Hall.


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

We also have the option of investigating the doors in the gremlin leader's lair rather than proceeding forward here. Since Chakos pointed out that the other expeditions might not have come in this direction.


Female Human

Okay let us do that first.

Liz treks through with everyone as they return to the strange structure under the hill. Yes, let us check out the door Chakos talked about in the gremlin lair. Liz looks at the door when/if they arrive.

Know-Engineering: 1d20 + 10 ⇒ (5) + 10 = 15


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 Can we get an update how you’re other groups are doing?

When we arrive at the gremlins lair Sneek takes a look around for any leftovers.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Sneaky little bastards those gremlins. Ran like cowards.


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'm glad to see you guys listen to me at least a little bit!"


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

Astra will try one of the brown keycards in the gremlin lair doors.


Sneek searches around but only finds scrap metal and gremlin-destroyed machinery bits. Nothing seems useful. You also see newly made humanoid footprints, no boots just bare feet.

Elizabeth notices a red flashing light behind the door through a small slit. She believes that this door is locked from the other side.

Astra sees the normal resembles the other metal circular door in the skulks' cave. There is no machine to slide the brown key card.

You can try using a strength check to bust the door down, or repeatedly hit the glaucite door to try to break it with your weapons. The first is very difficult. The second will take some good amount of time.


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

Did skulks use boots? Or is it likely that the new footprints are from gremlins?

Sounds like this door is exit only. Back to where we left off with the zombie kasatha then?


Female Human

Liz flexes and tries to open the door.
HULK OPEN!: 1d20 ⇒ 20

RAGHHHHHHH!!!!


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

@Liz Nice try!


Female Human

Me Liz, you Chakos! We make Zug-Zug!


You remember that the skulks have bare feet.

You hear a clicking sound from the door and a jolt of electricity runs along the red light, changing it blue. The circular door slides open as Liz pulls it, and you see a very long curving corridor made of metal.


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

"Whoah! Nice work, Elizabeth!"


Female Human

I need a little help here, I think I dislocated my shoulders.


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

Geeze, one day of work, I come back, over 30 updates!

Argug gives Liz a slow clap of appreciation for her work. "Well done...I could've done that, you know..." he says sheepishly.


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

"Indeed, quite impressive!"


Female Human

Liz nods and stiffly waits for everyone to march to Horrible death fame and fortune.


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

"Hang on and let me take a look at you", Astra says, moving over to Elizabeth and putting her hands all over Elizabeth's neck and shoulders area, feeling around for anything out of place. If she finds an actual dislocated joint, she'll try to pop it into place. Either way, afterwards she'll work on Elizabeth's muscles a little, giving the briefest of massages to try and get the blood flowing. "Next time, warm up a little bit before trying something like that. The tissues are much more prone to damage when they aren't flush with fresh blood."

Heal: 1d20 + 11 ⇒ (5) + 11 = 16


Astra Heal:
Elizabeth doesn't seem to be damaged in any way, though her muscles and shoulders are stiff.

The slightly curving hallway continues about 100 ft, until it curves around again and down a ramp to a large room. As you walk you see broken sections of wall and exposed wires, circuits and glaucite support beams. A feeling of dread and suspense surrounds you. You feel like you aren't supposed to be here...

Peering around the corner, you see...

A cloying, animalistic stink fills the air of this hemispherical room. To the south another curved ramp lead up to a hallway leading out of the room, while several doors sit in the east wall. Flickering lights flash and strobe on the ceiling, and the gray metal walls are scorched, dented, and partially broken in places, exposing colorful wires or metallic struts within. Four mounds of rubble, cloth, and bones lie scattered about the room.

Filth is scattered everywhere in the room, likely caused by its current inhabitants. The striped catlike creatures, the size of small wolves, have not noticed you yet.


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

Knowledge (nature): 1d20 + 11 ⇒ (11) + 11 = 22


Female Human

Liz looks very relieved. Ah yes, that feels so much better, thank you Astra. Liz works her arms some. Pre adventuring calisthenics..what a concept, there might be potential is publishing a book on that.


Astra Nature:
The creatures are thylacines. Carnivorous, wide jawed marsupials. They are savage, warm hill dwelling creatures, that tend to hunt in packs. You may ask 2 questions.


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

Do they have animal intelligence? Do they have any special attacks like for example trip?


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

Astra stays silent when she notices the creatures up ahead, and stops in place, trying to observe them as long as she can before she is noticed. She raises a hand to the others as a signal to stop as well, but she doesn't speak out loud, as animal hearing is often quite keen, and she could alarm them simply by warning the others even in a whisper.


Female Human
GM Demonmoose wrote:

** spoiler omitted **

The slightly curving hallway continues about 100 ft, until it curves around again and down a ramp to a large room. As you walk you see broken sections of wall and exposed wires, circuits and glaucite support beams. A feeling of dread and suspense surrounds you. You feel like you aren't supposed to be here...

Hmmm.... ;)


Astra knowledge:
They have regular animal intelligence, their jaws are powerful (crit on a 19-20).

One of the thylacines pokes its nose up and perks its ears. It looks up at the ramp you are standing on.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26


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'd have my life link up on Sneek.


Female Human

Liz looks at the others questioningly.


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 shrugs, inaudibly mouths the phrase "eff it", grips his axe, and just charges at the nearest creature before they have a chance to attack.

Attack +7, Charge +2, Power Attack -1
Damage 1d12+7, Power Attack +3

Attack (Hopefully vs. Flat Footed): 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d12 + 10 ⇒ (7) + 10 = 17

Ooh, look at that damage roll, I hope that hit!


Female Human

Liz gets her brand-new crossbow ready for battle.


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

"Poor doggies", Astra mouths to herself as Argug charges, though she won't object or stand in his way.


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

Abyssal:
"Dammit Argug!"

Chakos will charge on in with Argug attacking a different creature.

Greataxe: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Greataxe Damage: 1d12 + 3 ⇒ (11) + 3 = 14


Female Human

Abyssal:
Just get ready to run!


Chakos and Argug burst down the ramp and carve into two of the thylacines. The cat-like creatures whimper as they are put down.

The other two thylacines howl and growl in high pitches.

Something Perception: 1d20 + 5 - 5 ⇒ (9) + 5 - 5 = 9
Something Perception: 1d20 + 5 - 5 ⇒ (17) + 5 - 5 = 17

Initiative:

Argug's Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Astra's Initiative: 1d20 + 0 ⇒ (12) + 0 = 12
Chakos' Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Sneek's Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Elizabeth's Initiative: 1d20 + 5 ⇒ (16) + 5 = 21

Thylacine: 1d20 + 2 ⇒ (20) + 2 = 22


Sorted Initiative:

1. Thylacines
2. Everyone

The two thylacines charge at Chakos and Argug and try to sink their teeth into their flesh.

Bite Argug: 1d20 + 2 ⇒ (14) + 2 = 161d4 + 1 ⇒ (4) + 1 = 5
Bite Chakos: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 1 ⇒ (3) + 1 = 4

Their wide mouths find meat and blood.

Everyone's turn. The two remaining thylacines are adjacent to Chakos and Argug.


Female Human

HP 16/16
AC 11/11/10
Effects: Mage Armor
Hand of Apprentice:7/7

Liz shoots at a thylacine

Light Crossbow: 1d20 - 1 ⇒ (7) - 1 = 61d8 ⇒ 8


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, still gripping his axe with one hand, flurries at the thylacine that attacked him with his newly spiked armor, giving two swift chops with the spiked wrist on the other hand of the armor.

Attack +8, Flurry -2, Power Attack -1
Damage 1d6+5, Power Attack +2

Chop 1: 1d20 + 5 ⇒ (5) + 5 = 10
Damage 1: 1d6 + 7 ⇒ (4) + 7 = 11

Chop 2: 1d20 + 5 ⇒ (11) + 5 = 16
Damage 2: 1d6 + 7 ⇒ (6) + 7 = 13


As you look around the large room, you can see two sets of double doors to the East, two sets of single doors also to the East, another ramp to the South heading back in the direction you came from, and a set of double doors in the center of the West.

Elizabeth's bolt misses the thylacine, bounces off the floor and embeds itself in the wall next to one of the eastern doors.

The thylacine next to Argug growls, then whimpers after the orc chops it in the neck. You hears its bones break, then it collapses to the ground.

One cat-dog-thing left. Chakos, Astra and Sneek left to act.


Female Human

Quick! Finish things before the SPCA arrives!


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

Astra will approach, draw her shiny new longsword and try to strike the remaining thylacine. "Maybe I will call it Puppy in honor of these poor puppies...", she says.

Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 ⇒ 1


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'll take a swing at the final creature.

Greataxe: 1d20 + 4 ⇒ (19) + 4 = 23
Greataxe Damage: 1d12 + 3 ⇒ (9) + 3 = 12

When we drop the last one, I'll switch the Life Link to Argug, take the damage and heal myself up (unless I get thumped again maybe)


Astra misses with her longsword. Perhaps empathy for the catlike creatures she thinks are dogs shifted her weapon off course.

Chakos chops the last beast in half. It hisses as the greataxe bites into it, then its tongue hangs out on the floor.

Battle is over?


Female Human

Liz quickly casts Mage Armor again from her scroll. More strange creatures like the tentacled one and skeletons, what a strange place this is.


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

"Strange?" Astra quirks her eyebrow at Elizabeth's words. "Thylacinus cynocephalus -- the common thylacine -- isn't any more strange than a cat or a dog, though admittedly quite a bit rarer", she muses, crouching beside one of the fallen marsupials and sighing a little bit at the needlessly shed blood. "I wish we could have spared them, for I've never seen a live one before." But then, she'd never seen one of those tentacle creatures either and she didn't express this level of sympathy towards it. Perhaps it's the close resemblance to a common household pet that makes the thylacine easier to connect with. "Look here -- though it may initially look feline or canine, it is actually neither. The thylacine is marsupial in nature, as evinced by its pouch for carrying young. As an interesting point, I've read that the pouch should be found in both male and female thylacines -- yes! Look!" she points out how one of the fallen animals is clearly anatomically male, and then demonstrates the pouch as well. "Male...and pouch. What a fascinating species! I wish we hadn't had to kill them..."


Female Human

I am afraid that animals of the world are a closed book to me, I have spent most of my life city-bound and focused on golems and the smithy.


Okay, so Sneek, Liz and Astra are on the ramp. Argug and Chakos are in the middle of the room.

Several seconds pass as you wait for something. Finally, the Northeast double doors (only a few feet from the ramp) burst open and a half orc and three ratfolk enter the room. They are wearing leather armor. The half orc is holding jagged pieces of broken machinery formed into sharpened weapons. One of the ratfolk is holding a short sword, the other two are holding hand crossbows.

On the half orc's chest leather is a black clawed hand, a symbol that none of you have seen before.

They watch you, but don't do anything, but stand in front of the doorway.

"Leave now!" The half-orc growls.


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

Did I have time to heal Argug and myself?


Female Human

Liz prepares to cast a Grease spell to make them fall down and looks at the others to see what they want to do.


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

"Oh, I don't believe we intend to leave right away, despite your say so. Nor do we intend you any harm, but you know the last group I told that decided they had a problem with us, and they are now pushing up daisies. So, it's your choice really, we can be friend or foe, and no offense, but I'm not going to use my whole "word of life and death" speech in you, so just take things at face value."

Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26


You have time to heal each other.

"Stop them from getting to the Priestess!" the half orc growls. It doesn't look like he cares about what you say, only that you didn't move. He hefts his improvised weapon expertly, like he has used it for a long time.

Initiative:

Argug's Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Astra's Initiative: 1d20 + 0 ⇒ (1) + 0 = 1
Chakos' Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Sneek's Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Elizabeth's Initiative: 1d20 + 5 ⇒ (13) + 5 = 18

Enemy's Initiative: 1d20 + 7 ⇒ (11) + 7 = 18


Sorted Initiative:

1. Argug and Chakos (haha, that's great)
2. Half Orc and Ratfolk
3. Liz, Astra, Sneek

Argug and Chakos' turn. Argug and Chakos are 25 feet South from the group of four. Astra, Liz and Sneek are 20 feet West of the enemies, on a ramp.

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