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

Abyssal:
"Do you think she will be easier, or tougher, to take once those reinforcements of hers arrive?"

Astra narrows her eyes at the spot on the ground that Meyanda shot at, and then slowly lifts her eyes at the purple haired woman. She seems to be considering whether to back away. If the party chooses to, she could probably be pulled away right now without too much resistance.


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:
"We didn't come here to kill her, we came here to save our people, right?"

Chakos yells up to her, "We've no quarrel with you. Which way to that medical pond you mentioned?"

Diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12


Female Human

Abyssal:
[b]That is correct, we have found no sign of Khonir here so we might as well keep looking in that medical area.[/b


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

Astra will stand down, be quiet, and allow the others to defuse the situation. Although she is noticeably unhappy about being at such an important location and having to turn away.


"There is an elevator, a machine that moves up and down floors, near the entrances here. It is broken, but I'm sure you can think of a way. The elevator is near the thylacines, though I'm sure you've disposed of them, if you are here."

The large machine behind Meyanda glows flashes bright purple light.


Female Human

Liz nods and guides Astra out. Let us head back and think of what to do next.

Back to town, back to the door past the four-armed thing we fought or try the elevator?


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

"The door, elevator thing. Maybe Khonir is in this water doctor place?"


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

Knowledge (engineering): 1d20 + 11 ⇒ (15) + 11 = 26 Can Astra say anything about the purpose of the room Meyanda was in?


Female Human

Let us examine it then. Liz will head to the room indicated to find the elevator.


Astra:
The purple lights seem to be power coming from the machine. It seems to be going into the massive hole above the reactor before disappearing. You believe it to be some kind of massive power source. You conjecture that it might actually be the torch of Torch.

Astra may stay alone if she'd like...

You head to the elevator room taking the pathway back the way you came in. You see a panel with Androffan words, especially one with red letters. Above you and below you are slightly exposed panels that blink every few seconds.

Androffan:
Floor 5 Engineering Bay, Floor 4 Medical Bay, Floors 3 to 1 are missing. Warning: Please repair panel in order to use elevator.

The intent of the adventure was to bring part of the elevator to Torch, then have someone would take a few days to fix it, then bring it back to repair it, but who would think of that? Because of this, I've added two panels to the elevator which are removable and you can rappel down if you'd like, 'cause that sounds fun.


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

Astra...will not stay alone. :)


Female Human

Oh come on, you two would get along just fine.

This..panel seems to be broken and we can't use this elevator, however that is done until it is repaired. We can just rappel down easily enough it seems.


Looking down the passageway is dark with small lights guiding the pathway. It is about 30 ft down to the next floor. Rubble and broken metal covers whatever else lurks beneath the elevator shaft.

If you would like to attempt to climb down, please make a Climb DC 20 check.


Female Human

Liz pulls out her soap on a rope. We can use this to climb down. Liz offers it to others to attack to whatever is handy.


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

"Let's knot that thing up first and make this easier."


It seems climbing down is much easier than climbing up... No need to make checks because of the knotted rope.

You climb down the elevator shaft and find yourselves in a circular room, with debris at the base. Surrounding you are four sets of double doors, one set for each direction.

Which way do you go?


Female Human

North


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

I follow Liz, looking around for any trouble.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


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

Astra follows along as well, doing the same as Sneek.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


You see a hallway with a set of doors to the north, a set of doors to the west and a single door to the east. It is eerily quiet. You also do not notice any footprints.


Female Human

East!


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

"It could take weeks to explore this whole place!"


You enter a room filled with chairs, tables and broken machinery. On the eastern wall is a machine filled with soft metal tubes, about 30 of them. There is also a single door on the southern wall of the room.


Female Human

Looking at all the tubes, for some reason the word 'Internet' enters Liz's mind. She examines the strange machine
Know-Engineering: 1d20 + 10 ⇒ (8) + 10 = 18


Liz:
Liz believes that the machine distributed the tubes after pressing a few buttons. Taking one of the tubes, she twists off the cap, and squeezes it, an unscented paste comes out from it.


Female Human

Liz pushes a few buttons. I believe this machine will produce these tubes after operating these buttons. Liz sniffs the paste. I don't smell a thing and don't know what they could be.


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

Astra will examine the paste that Elizabeth found.

Knowledge (nature): 1d20 + 11 ⇒ (2) + 11 = 13


Freshness: 1d100 ⇒ 46

Astra tastes a bit of the paste from a tube and tastes sour, rotten raspberry tart. She grimaces from the flavor.


Female Human

Let us take these with us for later examination. Liz puts the tubes into a sack.

Let us head back into the corridor and try the west door. West


You enter the door to the west of the last hallway.

This sprawling chamber contains many desks, tables, and chairs arrayed before a number of broken pieces of equipment and machinery. The dried residue of liquids spilled from smashed containers creates a heavy stench in the air, and pieces of glass litter the floor.

Two tiny mounds of red liquid begin to shamble towards you.

Initiative:

Argug's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Astra's Initiative: 1d20 + 0 ⇒ (17) + 0 = 17
Chakos' Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Sneek's Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Elizabeth's Initiative: 1d20 + 5 ⇒ (9) + 5 = 14

Enemy Initiative: 1d20 - 5 ⇒ (13) - 5 = 8


Sorted Initiative:


1. Everyone
2. Blood Ooze
3. Sneek

Everyone's turn except Sneek. The blood creature's are 30 feet away to the west.


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

If they're oozes, that's Dungeoneering, right?

Knowledge (dungeoneering): 1d20 + 11 ⇒ (3) + 11 = 14


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 suppose I'll charge in and thump it.

Greataxe: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Greataxe Damage: 1d12 + 3 ⇒ (4) + 3 = 7


Astra Knowledge:
They are boilborns, oozes (made of acid) that have some disease inside their bodies.

Chakos charges to the nearest ooze and slashes through its body with his greataxe. The ooze jiggles and recombines the two halves.

7 damage to Ooze A. Liz, Argug, and Astra have a turn.


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

"Try not to get any of them on you -- they are acidic and highly disease ridden!" Astra warns as she approaches one of the creatures, and tries to swing her zapper wand at the same one that Chakos hit.

Attack: 1d20 + 1 ⇒ (15) + 1 = 16
Bludgeoning damage: 1d6 ⇒ 1
Electric damage: 1d8 ⇒ 2

Baton capacity: 9/10


Astra strikes at the boilborn and hits it with her zapper wand. A small burst of electricity shoots out of the tip and shocks the red blob.

10 damage to Ooze A. Argug and Liz have an action.


Female Human

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

Try to stay at range!

Liz zaps the wounded one with a jolt of eletricity
Jolt,TA: 1d20 - 1 ⇒ (11) - 1 = 101d3 ⇒ 1


Liz fires her magic at the ooze. Her hands glow with light and a jolt of electricity strikes the red blood creature in an instant.

11 damage to boilborn A. Argug's turn.



Passing Argug's turn. He may go when ready.

The close blob tries to move into Astra's space.

Both Chakos and Astra may make an opportunity attack.

The other boilborn moves closer to Astra. It is 10 feet away.

After opportunity attacks, it is everyone's turn.


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

My AOO

Greataxe: 1d20 + 4 ⇒ (14) + 4 = 18
Greataxe Damage: 1d12 + 3 ⇒ (2) + 3 = 5


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

My regular attack. (On the second one as hopefully we've killed the first)

Greataxe: 1d20 + 4 ⇒ (20) + 4 = 24
Greataxe Damage: 1d12 + 3 ⇒ (6) + 3 = 9

Crit confirm

Greataxe: 1d20 + 4 ⇒ (13) + 4 = 17
Greataxe Damage: 2d12 + 6 ⇒ (2, 12) + 6 = 20


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

Attack of Opportunity: 1d20 + 1 ⇒ (17) + 1 = 18
Damage Bludgeoning: 1d6 ⇒ 1
Damage Electricity: 1d8 ⇒ 4

If the boilborn that tried to move into Astra's square is still alive, her second round attack will be against it. Otherwise, she'll try to attack the remaining one.

Attack Second Round Regular: 1d20 + 1 ⇒ (20) + 1 = 21
Critical Threat: 1d20 + 1 ⇒ (16) + 1 = 17
Damage Bludgeoning: 1d6 ⇒ 3
Damage Bludgeoning: 1d6 ⇒ 5
Damage Electricity: 1d8 ⇒ 7
Charge Remaining: 7/10


Sadly, you can't crit oozes, 'cause there's no weak points."

Chakos chops into the boilborn. It squirms beneath the greataxe before it explodes, spreading acid and disease in a ten foot radius.

Astra and Chakos smack and slash into the second blob, and again, it wiggles its bloody body before exploding outward.

Chakos and Astra please make two reflex DC 14 and two fortitude DC 12 saves. Reflex saves halve the following acid damage. Fortitude saves prevent you from contracting Leprosy.

Acid Splash 1: 2d6 ⇒ (6, 4) = 10
Acid Splash 2: 2d6 ⇒ (3, 3) = 6

Battle is over.


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

Reflex 1: 1d20 + 3 ⇒ (15) + 3 = 18 5 hp damage
Reflex 2: 1d20 + 3 ⇒ (2) + 3 = 5 6 hp damage

Fort 1: 1d20 + 0 ⇒ (20) + 0 = 20
Fort 2: 1d20 + 0 ⇒ (17) + 0 = 17
Disease not contracted


Female Human

Liz is very startled at the explosion of gunk. If either of you have caught something, we best go see a healer.


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

Astra will try to examine herself and Chakos for any obvious wounds that might have gotten infected by the boilborns' leprosy. "These creatures frequently carry many sorts of different diseases, you'd better let me look you over just in case." She makes sure to wipe off any gunk that might have gotten onto any party members, and will try to clean the splattered areas with any alcohols or clean water that we might be carrying.

Heal: 1d20 + 11 ⇒ (17) + 11 = 28


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

Reflex: 1d20 + 1 ⇒ (16) + 1 = 17 save
Reflex: 1d20 + 1 ⇒ (1) + 1 = 2 fail

Fortitude: 1d20 + 4 ⇒ (17) + 4 = 21 save
Fortitude: 1d20 + 4 ⇒ (12) + 4 = 16 save

So no disease for me, and I take 5+6=11DMG.

CLW:

CLW: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8

And with that, I am out of spells I believe.


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

"If anyone is able to provide another round of healing, I can Life Link Astra's damage to me first, and you hit me with the healing."


Female Human

Unfortunately, I have no healing items. Liz checks out the room for anything interesting.


Astra cleans up any acid and disease left over from Chakos and herself.

Liz checks the room for anything useful. It seems that it has already been ransacked, its contents broken and spilled on the floor. You believe it was from the ratfolk and orcs from earlier. Elizabeth finds a battery buried beneath some of the mess.

There are no other doors besides the one you entered from.


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

"Healing is not a problem", Astra says and treats Chakos to a healing spell upon request once he's Life Linked to her first. After that, she will also make a quick search of the room.

Cure Light Wounds: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

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