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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You head back to Torch to rest. It is midday.

Assuming you leave again in the morning, you have the afternoon and night for activities. What do you do in Torch?


Female Human

Will get my leveling up done.

I say we should get the rest of these items figured out and sell those we don't need. I don't know if we should keep these explosive cans unless one of us is good at throwing.

What did Astra get off of the dead orcs and ratlings? Anyone have claims on the items we found?


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 miss where we found one of those amadantine weapons? If so, I'll take it. Otherwise, that's just a bunch of technology stuff I don't understand, and I fear that which I do not understand.


Female Human

I believe we didn't find one.


Don't remember there being any adamantine weapons. Will you try to identify and sell the items with Sanvil Trett at the Town Market? Or try to sell and identify it elsewhere?


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

Astra will offer to take the technological items and study them more thoroughly before we do anything with them. She'll spend the afternoon experimenting with them and studying them. This will represent part of her level-up training, as she will be picking up yet another rank of Knowledge (engineering), as well as the Technologist feat. Given her increased skill, the feat, and another application of the Technomancy spell in the morning once she's rested, she should be able to identify the armor and gun better than in the dungeon.

Knowledge (engineering) plus Technomancy on armor: 1d20 + 22 ⇒ (17) + 22 = 39
Knowledge (engineering) plus Technomancy on gun: 1d20 + 22 ⇒ (14) + 22 = 36

*rubs hands together* Yeah, are we beating the DCs now, hmm?

Astra will also secretly set up a meeting between herself and Sanvil Trett for around midnight.


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 know we found none, but Chakos can dream.


Astra Engineering:

The armor is Neraplast Armor, a light bodysuit that has a AC of 2, and a max dex bonus of 8. Using light and pigment technology, it acts as a sort of simple chameleon suit, changing its colors to match the surrounding area (+3 Stealth) by using the interface and one charge of power. It retains this new coloration without expending further charges. The suit is currently uncharged.

The gun is a timeworn stun gun. It functions exactly as a regular stun gun (dealing nonlethal damage), however, being timeworn is prone to some malfunctions. It has five charges and cannot be recharged.

Astra, midnight:

You hear a knock at your door and Sanvil Trett enters. He smiles and gives you a slight bow.

"Good evening, Miss Astra. It is rather late, but I am sure you have a perfectly good reason for such a clandestine meeting? I take it you have not told your party members about our business?"


Female Human

Liz will use her time to go over some formulas for new spells that she was working on previously and scribes the spells into her spellbook before pulling out a phrasebook and practicing new languages and techniques on deciphering writings.


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

Astra's secret meeting:
This time Astra is somewhat more prepared for Sanvil Trett's visit than last time, given that she is the initiator. She'll have some tea and crumpets on offer, or some stronger drink if Trett prefers. Inviting him inside, she leads him to her living room and sits down in one of the two recliners on opposite sides of the coffee table. She's wearing a long red and gold gown -- fairly conservative, that is to say, no cleavage nor see-through to distract from the business.

"You take correctly, Mister Trett", Astra says, pouring herself a cup of tea, and offering to pour him a drink of his choice as well. She does a little bit of small talk to start off, trying to get some further information on Trett himself, whether he has family, how long he's been living in Torch, whether he has any interesting connections, and so on.

Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21

After that, she will relate some carefully chosen bits about their venture underground. She specifically does *not* talk about the robots like the gearsman or the building integrated technology like viewscreens. She does however show him the looted grenades, armor and gun, although she indicates that she's likely to keep them herself unless he makes some excellent offers. But what she *does* reveal is the presence of Meyanda and her entourage -- the gargoyle, the half-orcs, and the ratfolk. "I believe that whatever she is doing down there is the reason behind the malfunctioning torch of our town. I am concerned that we will have to remove her in order to save Torch. I would prefer to avoid bloodshed."


Astra's meeting:

"I have family in the Hajoth Hakados. I usually spend about a month in Torch between trips around Numeria, making sure I steer clear of Starfall. A man such as myself must be careful when dealing with the Technic League. They don't particularly like people who deal with technology they believe is theirs. Your group seems to be my best lead for finding something of value in this place."

He sips some tea and takes a very small bite of a crumpet.

"These people underneath Black Hill sound like one of the gangs of Scrapwall, likely exploring outside of their territory to gain more power. Rumor is there is a new power there, some being named Hellion, claiming that he is a god. I find it highly unlikely. Must be some pretender, or someone that's found some high tech and powerful artifact."

He slides a leather pouch across the table. It clinks very loudly.

"This is just a small payment for your information. My contacts will want to hear all about this. How exactly is this android malfunctioning the torch?"

After her answer or lack of one, he says, "Is there anything else you'd like to tell me?"

Inside the pouch is 100 silverdisks.


Are Chakos and Sneek doing anything at night? Or do they retire to the Foundry Tavern?


Female Human

Liz will be delighted for a chance to examine this new construct! Full disassembly needed!


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

Astra's meeting:
How much do I know about the Technic League?

Knowledge (local): 1d20 + 12 ⇒ (5) + 12 = 17 Bleh

"Scrapwall, hmm..." Astra muses, stroking her chin thoughtfully.

Is Scrapwall far away? In what direction? Inside Numeria?

Knowledge (geography): 1d20 + 16 ⇒ (8) + 16 = 24

"I don't know the specifics of how Meyanda is causing the torch to malfunction. Not yet. But I assure you that I intend to find out. It would be in our town's best interest to get the torch restarted as soon as possible, if it can be. And if it can't...we need to know that as well", Astra says.

"I believe that's everything for now, Mister Trett... But I should have more information for you soon."


Astra Checks:
The Technic League is a major power in Numeria, a cabal of wizards, arcanists and sorcerers controlling the Black Sovereign, the kellid barbarian ruler of Numeria. They hoard technology for themselves. However, they are mostly based in Starfall, capital of Numeria.

Scrapwall is somewhere north and east of Torch, a "large town" in Numeria. It is a few days away.

Astra's meeting:

"I see. Well, thank you kindly for the information. There will be more incentives should you offer more insight."

He leaves you alone.

After he leaves, you notice a folded scrap of paper on his chair. It mentions "Garmen Ulreth" and "Warehouse?"


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

The morning after leveling, when meeting up with the rest of the group, Astra will reveal what the armor and gun are, so that everyone can read the earlier "Astra's Engineering" spoiler. She will suggest that maybe Sneek would be interested in the neraplast armor as it grants a Stealth bonus. If no one seems particularly interested in the stun gun, Astra would volunteer to take it, in addition to the grenades she expressed an interest in earlier.

She will also request if anybody would like to do any digging (Diplomacy to gather information) on Sanvil Trett's contacts, before we head back underground. She doesn't volunteer any information about having some dealings with the man, although others may try Sense Motive to find out whether she's hiding anything. Astra will also try to gather information herself while we're in Torch, but help would be welcomed.

Diplomacy to gather information on Sanvil Trett's contacts: 1d20 + 7 ⇒ (15) + 7 = 22


Astra Diplomacy:
Most of what you hear is rumors as no one seems to really know Sanvil's contacts. One person says Daggermark assassins looking for stealth technology, another says Mendevian crusaders searching for some kind of demon killing weapon, another says Alkenstar gunsmiths searching for a new type of mass-produce-able gun, finally one person mentions an eccentric collector from the Dragon Empires' trade city of Goka.


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

Chakos is not a particularly investigative guy, but if Astra and Liz need him to use his skills for anything, he will gladly assist. Beyond that, yep, he'll hang out, grab some chow and R&R when not on the trail.

None of those items seem amazingly useful to Chakos. I'm fine if folks take stuff and use it. Sneek is gonna need a battery for that armor right?

Chakos will likely stick with the standard non-tech weapons and armor and such, unless something amazing shows up that falls out as something he could use (an electric axe or something, or tech-plate mail, I'm making those things up, but you get the idea).


Female Human

Not being very investigative, Liz merely gets her equipment ready for their next expedition.So we have that new level to explore. Hopefully Khonnir will be there.
Ready to go


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

Astra is ready to go as well.

Level 1 Spells: 3/4.


Sneek may do something before you leave... Argug went to the Foundry Tavern, ate and slept. Afterwards..

You head back to the caves and find yourselves in the room with the desk of glowing images. There is a bloodstained pair of double doors to the north and a pair of doors to the west.


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

Wasn't there also a door to the east and the door behind the desk? Or am I thinking of a different room?


Female Human

We already investigated the door behind the desk and got some goodies


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

Yes but I'm just checking if we're in that room that had that door, because I thought that room had an east door too. Could be mistaken, I'll go back and reread.

Right, here we go, GM said: "There are a pair of double doors to the East. A single door behind the desk and a single door to the West. There are also the double doors back to the North."

I'm asking because we've done west (back to habitat level), north (back to elevator), desk (loot) and east is the only one we haven't done yet, so we should go there if it exists. :)

So, Astra would like to head through the east door.


Female Human

East!


Sorry, typing error. Double doors with blood to the north, and double doors to the EAST. You went into the single door where you found the Neraplast Armor.

You head east through double doors and find a short hallway with a pair of double doors to the EAST and a pair of double doors to the SOUTH.

My real tabletop party's enemy is doors. They are so evil.


Female Human

South!


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

South.


You reach a small hallway with a pair of double doors to the South and a single door to the East.


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 listen at the bigger door (south).

Perception: 1d20 + 7 ⇒ (11) + 7 = 18


Astra hears sticky, ripping noises, Small footsteps and soft laughter. As you listen, the entire hallway begins to shake violently for about a minute before it stops.


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

Astra jabs her thumb in the direction of the door, trying to communicate to the rest of the party that there's something in there. She points to Chakos, then the door, and steps out of the way, inviting him to take point.


Female Human

Liz gets her crossbow ready.


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

Chakos hefts his axe and prepares for battle.


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

Astra draws her zapper wand and opens the door.


The stench of mold and decay fills this open, dark chamber, no doubt created by the thick blanket of fungal matter coating the floor. Several chairs sit before work tables containing unusual tools and equipment.

There are four corpses on the ground, each have a cavity exposing ribs where their chests are. A powerful smell assails your noses.

Make a Fort Save DC 12, or be sickened.

There are also four four small plant men, vegepygmies Astra recalls, and a strange blue plant sitting in between them. The vegepygmies have longspears made of bone in their hands. As soon as the door opens, one of them says in Undercommon.

Undercommon:
"More birth corpses!"

Initiative:

Argug's Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Astra's Initiative: 1d20 + 0 ⇒ (16) + 0 = 16
Chakos' Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Sneek's Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Elizabeth's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8

Enemy Initiative: 1d20 + 7 ⇒ (15) + 7 = 22


Sorted Initiative:

1. Vegepygmies
2. Everyone

The vegepygmies wait for you to come closer.

The blue plant is in the center of the room about 25 feet away. The vegepygmies are 35 feet away, near the southern end of the room. They are spread out, about 15 feet from each other.


Female Human

Um...I don't understand that. Do any of you speak the common tongue?


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

Astra doesn't speak Undercommon. Anyone?


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

Fortitude: 1d20 + 8 ⇒ (7) + 8 = 15

"No, but I do owe you an apology apparently..." and his speech switches to Abyssal...

Abyssal:
"I'm going in"

Charge and Power Attack one of the vegepygmys, but hopefully not going near the blue plant!

Greataxe: 1d20 + 5 + 2 - 1 ⇒ (19) + 5 + 2 - 1 = 25
Greataxe Damage: 1d12 + 3 + 3 ⇒ (1) + 3 + 3 = 7

Minimum damage! Yuck!


Female Human

Fort save: 1d20 + 3 ⇒ (15) + 3 = 18


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

"..." Astra is momentarily taken aback by attacking creatures that did not attack first. "I'm not sure how I feel about this..." she says while moving into the room, approaching but staying out of melee range, especially in case the strange blue plant has a reach attack. She tries to identify the strange blue plant.

Knowledge (nature): 1d20 + 12 ⇒ (15) + 12 = 27 If it's alien, I get a further +2!

"Those corpses on the ground...they must have been the russet mold incubators that spawned these vegepygmies." Now the question is, are they Khonnir's party or the Brighites?

Fortitude: 1d20 + 1 ⇒ (7) + 1 = 8 Sickened!

Astra chokes and gags as she enters the room, eyes watering and her feet stumbling a little as a massive wave of nausea overwhelms her.


Female Human

Liz shouts at Chakos

Abyssal:
Chakos! Don't be so eager to attack!

Perhaps Sneek can get one point of linguistics so all of us can understand Chakos
Astra, what do you know about them?


Astra Nature:
They are called Weedwhips. They are a dangerous plant, but do not attack unless provoked. They have poison and a stench that smells like rotten fish. You can ask two questions, if you'd like.

Sneek hasn't posted in a few days, maybe busy? Will just have him use his light crossbow. Please reply if you are still here.

"Bah! I'm not scared of plants!" Argug shouts as he charges into the fray, close to the plant and at one of the vegepygmies.

Greataxe Slash: 1d20 + 8 ⇒ (6) + 8 = 141d12 + 7 ⇒ (3) + 7 = 10

Sneek moves into the room but stays along the northern wall and fires a crossbow bolt.

Light Crossbow Shot: 1d20 + 7 ⇒ (14) + 7 = 211d6 ⇒ 4

Argug chops into the small plant man. He cuts the creature in half like chopping through a head of lettuce. Sneek's shot embeds itself into the plant man's face, but it keeps moving, showing little sign of injury.

2 vegepygmies left. Suspicious plant also is left. Liz and Astra have a turn.


Female Human

HP 20/20
AC 11/11/10
Effects:
Hand of Apprentice:7/7

Liz shoots at the pygmie that Sneek shot
Pewpew: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 1 ⇒ (5) + 1 = 6


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

"The plant -- that is to say, the plant without hands and feet -- should not attack you unless you attack it first!" Astra calls out a warning between wheezes and gasps, then her breath catches in her throat and she drops to one knee and throws up, losing her morning tea and crumpets right there on top of one of the corpses, not that she's in much of a condition to notice.

Astra Nature:
1. Are Weedwhips sentient (and if so, do they have a typical alignment)? 2. Do they have special attacks other than the poison and stench (such as grab or reach)?

Astra moves in and tries to hit one of the pygmies with her zapper wand.

Attack: 1d20 + 0 ⇒ (11) + 0 = 11 Including -2 from sickened
Does the zapper wand lose a charge on misses, or just on hits?


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

Chakos looks at Liz, "I may not know as much as you and Astra, but four corpses, and four plant men? I can do that math! What's with the plant?"


The zapper wand loses one charge per round, hit or miss, as long as it is activated. You can activate and deactivate it as a swift action, and switch it from lethal to nonlethal also as a swift action.

Liz's bolt strikes the plant man in the face also. A small trickle of blood runs down his cheek. It yells at her.
Astra's zapper wand arcs over the vegepygmy's head. A trail of electricity follows after the sap.

The injured vegepygmy moves to Chakos (10 feet away) and tries to stab him with his longspear. The vegepygmy near Astra takes a step back and tries to shove its bone spear into her.
Longspear at Chakos: 1d20 + 1 ⇒ (12) + 1 = 131d6 ⇒ 5
Longspear at Astra: 1d20 + 1 ⇒ (11) + 1 = 121d6 ⇒ 6,

The plant moves on dozens of tiny root legs towards Astra (15 feet away) and swings a barbed tentacle at her. The barbs scratch against her leg.
Barbed Tentacle: 1d20 + 5 ⇒ (13) + 5 = 181d4 ⇒ 1,
Astra needs to make a Fort DC 12 Save, or is nauseated.

Too bad they have 1's to attack...1 damage to vegepygmy D. Everyone's turn. Vegepygmies are near Astra and 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

I will step over and swing at the one that swung at me.

Power Attack

Greataxe: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
Greataxe Damage: 1d12 + 3 + 3 ⇒ (9) + 3 + 3 = 15


Chakos cleaves into the creature. A spray of loose fungus and green matter oozes from the wound as the vegepygmy collapses, dead.

Vegepygmy and Weedwhip near Astra. Everyone except Chakos' turn.


Female Human

HP 20/20
AC 11/11/10
Effects:
Hand of Apprentice:7/7

Liz reloads and shoots at the plant near Astra
Crossbow,PBS: 1d20 ⇒ 171d8 + 1 ⇒ (8) + 1 = 9

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