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 Did I hit the beetle with another +1 from the bless?
If not I attack the last beetle.


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

During round 2, Astra's focus will be on trying to help get Elizabeth out of melee. "Elizabeth, keep backing off! I'll try to get its attention!" she calls out, and delays her round 2 action over to round 3, initiative count 23, so that she will go between Elizabeth and Chakos' actions on round 3. At that point, she will move into the 5' gap (hopefully) opened between Elizabeth and the beetle, and make a melee attack with her club. If she succeeds, that would mean that in order to keep attacking Elizabeth, the beetle would have to circle around Astra, thus likely getting an attack of opportunity.

Melee attack: 1d20 + 0 ⇒ (6) + 0 = 6

If no 5' gap between Elizabeth and the beetle is opened in round 3, I will reassess my action.


Argug cleaves his fire beetle in half spraying bug guts on himself, Chakos and Elizabeth. Some of the liquid that splashes on to Chakos and Elizabeth provides a small glow.

Round 2

Chakos slams his greataxe downward, shifting it slightly to the side and narrowly missing the beetle. The fire beetle waggles its mandibles at him.

After the bug splatter hits Elizabeth, she gets distracted by the yellowish liquid and fires, striking the place where Astra cast the light spell.

The two remaining beetles try to sink their mandibles into Chakos, and Elizabeth, the latter moves closer to Elizabeth provoking an attack of opportunity from Astra.

Astra's opportunity: 1d20 + 1 ⇒ (14) + 1 = 15
Astra's club damage: 1d6 ⇒ 3

The bard swings her club and crushes the fire beetle. Her club is soaked with glowing bug juice.

bite Chakos: 1d20 + 1 ⇒ (11) + 1 = 121d4 ⇒ 2

This time it misses. Its mandibles glisten with half elf blood in its own yellowish glow.

The water from Weeping Pond makes Sneek the Silent's head swim. He has a hard time aiming and reloading the crossbow. He manages, aims at Chakos' fire beetle and pulls the trigger.

I forgot that Sneek is sickened (-2 to a lot) by the water. This lasts for about an hour.

Attack: 1d20 + 5 - 4 - 2 + 1 ⇒ (12) + 5 - 4 - 2 + 1 = 12
Damage Crossbow: 1d6 - 2 ⇒ (5) - 2 = 3
Sneak: 1d6 ⇒ 1

Despite all odds, Sneek's crossbow shot strikes the beetle adjacent to Chakos, stabbing between the beetle's head and abdomen. It squirms for a moment before stopping dead still.

Battle is complete. Good job!


Female Human

Liz wipes the gunk off. Ugh! Like this is totally gross! Gag me with a spoon.


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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)

Astra breathes heavily a few moments, then relaxes. Bowing down to look closer at the beetle she slew -- I killed it? Wow! she thinks to herself -- she makes note of its anatomy and peculiarities. "A typical fire beetle -- Pyroidae vulgaris. The remains should be mostly harmless", she says, bending down to try and wash some of the bug juice off her club in the waters of the cavern. "Although the luminescent qualities may thwart any attempts at stealth, so I would advise trying to wash it off before we proceed."


Female Human

If these things glow they might be useful for exploring. Liz points at the club. We can save our torches.


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

"True, although I can cast a spell of illumination at will, as well. We do not necessarily require these foul remains." To illustrate, she casts Light onto Argug's weapon, so that he is well illuminated, and the area of light moves with the orc if he moves. As she does so, however, the Light she cast onto the stationary spot on the ground extinguishes, as she can only illuminate one object at a time. In that sense, additional light sources could certainly be warranted.


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 stares at Astra. "Y'know I can see in the dark, right? The rat ain't the only one that likes ta skulk. This..." holding up his now glowing axe, "...doesn't help with that."


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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)

"Actually", Astra holds her finger up with a smile, delighted to share a bit of trivia, "not every orc can see in the dark. While most do indeed possess hypersensitive photoreceptors, there is a wide spectrum of variety in the level of sensitivity exhibited among individuals. In fact, there is a tribe in the wastes of Osirion highly acclimated to the glaring desert sun with underdeveloped photoreceptors and who have inferior ability to perceive things in the dark as compared to humans for instance. In general there does seem to be the tendency for more southerly tribes of orcs to have lower photoreceptor sensitivity and more northerly tribes have improved ability. No doubt this is related to the differing levels of sunshine obtainable at various latitudes. Therefore one cannot make the automatic assumption from race to ability --" and she will probably go on like that quite a while if you let her.


Female Human

So where should we head next? Liz looks around.


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 simply stares at Astra, then rolls his eyes, turns around, and heads down a corridor at random...


There are two ways you can go. One is East, climbing up the five foot ledge, which requires a climb check. The other is North and then East, through two feet high water. A1 to A2, or A1 to A3.

Map of Black Hill Caves


Female Human

Let us try the ledge

Climb: 1d20 ⇒ 11


So Argug moves through the two foot high water, and Elizabeth climbs up the ledge?

Elizabeth manages to pull herself up the ledge with only a little effort.

Elizabeth sees...:
A collection of stalactites and stalagmites choke this lowceilinged cavern, making it difficult to squeeze between them. Matching stalactites close in from the five-foot-high ceiling, giving the impression of a maw of needlelike teeth bearing down on one another. A dead half-ore sprawls on the ground near the cave's eastern entrance.

Argug sloshes through the water. The cold liquid clings to his legs.

Argug sees...:
A shallow creek runs through the middle of this cavern, while to the south a stony bank rises up from the water. Thick carpets of green and gray mold and fungus grow on the bank, particularly around a trio of three-foot-high, foul-smelling mounds.


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 starts to hustle up the ledge.
climb +5, ac penalty-1
climb: 1d20 + 4 ⇒ (4) + 4 = 8


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

Astra would be more inclined not to try climbing if it's all the same. If there are any people heading towards A2, she will follow them. But if everyone else is climbing for A3, she will follow them instead of going to A2 alone. While waiting to see what everyone else will do, she will make a cursory check of A1, searching for anything possibly valuable.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


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

After falling on his butt, Argug growls and tries again.

take 10, climb =14


Female Human

Liz drops back to the rest of the group instead of going on alone.

There are a bunch of stalgmites and 'tites up there along with a dead half-orc to the east. Shall we climb this ledge or try the wate rpassage?


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

"Wasn't one of the people we were looking for a half orc?"


Female Human

Yes, I think we have found our first casualty.


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

"As discussed earlier, I may be blind beyond a point, but within my visual range, I can also see in the dark. I can also bless one of you with a bit of portable light should you wish it. I have no preference which way to go."


Female Human

Let us deal with the body.


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

"Didn't someone have some extra rope beyond the 50' we used underwater? I don't feel like climbing up to that ledge without support. Anyone?"


Female Human

It is only five feet high. I used my rope unerwater so we can lend 'aid to another' to get up.


Astra Picard wrote:

Astra would be more inclined not to try climbing if it's all the same. If there are any people heading towards A2, she will follow them. But if everyone else is climbing for A3, she will follow them instead of going to A2 alone. While waiting to see what everyone else will do, she will make a cursory check of A1, searching for anything possibly valuable.

[dice=Perception]1d20+4

Astra finds a small intact luminescent beetle gland, as well as footprints that lead towards the water and some that head towards the cliff.

After testing the water, Argug turns back to join the group and climbs up the cliff.

Argug sees...:
A collection of stalactites and stalagmites choke this lowceilinged cavern, making it difficult to squeeze between them. Matching stalactites close in from the five-foot-high ceiling, giving the impression of a maw of needlelike teeth bearing down on one another. A dead half-ore sprawls on the ground near the cave's eastern entrance.


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

Astra will Take 10 for the climb if possible (10+0=10), and will try to clamber her way up to the ledge.


Astra climbs to the top of the ledge.

Astra sees...:
A collection of stalactites and stalagmites choke this lowceilinged cavern, making it difficult to squeeze between them. Matching stalactites close in from the five-foot-high ceiling, giving the impression of a maw of needlelike teeth bearing down on one another. A dead half-orc sprawls on the ground near the cave's eastern entrance.

Astra's local: 1d20 + 10 ⇒ (1) + 10 = 11

Astra's Local:
The body of the half orc belongs to Parda Garr. She was part of the thugs' expedition, but was not herself a thug. She was a popular brawler that was a friend to many people in Torch and many felt that joining this group would be her end. You think bringing the body back to town might be a good idea.


Female Human

Liz takes 10 going up and joins Astra. Best not get seperated.There is the corpse, poor soul.


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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)

Astra turns the corpse over, and her eyes widen slightly in recognition as she realizes just who it is. "Parda..." she murmurs under her breath, her hand instinctively raising to her mouth. "Oh no... I was afraid something like this would happen when she started hanging with the Chains..." Her eyes tear up a little, and her voice cracks. "She was always rough around the edges...got into fights, ran off at the mouth...used foul language and never took anyone's advice... But I'll always remember, when I was thirteen and a guy tried to force himself on me, she beat him within an inch of his life and never asked for any thanks..." She sniffs, and wipes her nose briefly on her sleeve. Then, she swallows, and starts to examine Parda's body more closely, trying to find out what, or who, killed her.

Heal: 1d20 + 10 ⇒ (8) + 10 = 18


Astra's Heal:
Examining the body, you believe that Parda was killed by multiple stab wounds from a short-bladed weapon like a dagger.


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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)

"Stabbed...multiple times over", Astra muses, half in thought to herself, and half to inform the others, though her volume is so low that it might be difficult to hear her words. "Incisions are shallow...not a sword. Most likely dagger as the murder weapon. That means there are more than just animals here. Something that can hold a weapon. Probably multiple somethings. Tool-users. Sentient humanoids, high probability of hostile nature." Pause. "That means they can suffer."


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

"So what's the plan now my friends?"


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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)

"Let's keep moving forward... I want to find whoever did this", Astra says, face still a little wrenched with distraught emotion. I'll come back for you, Parda, she resolves quietly to herself, intent on getting the half-orc out of here when they go back, and not leaving her here to rot. Before standing up to continue the journey, she makes sure the half-orc's eyes are left wide open according to orcish custom, to present a ferocious warrior even to death itself. Then standing up finally, she says, "I'm ready", and starts moving through the stalactite hall in an easterly direction, towards A4. In her distraught state, Astra has neglected to search for any possessions on Parda or in the room A3 in general.


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
Astra Picard wrote:
Before standing up to continue the journey, she makes sure the half-orc's eyes are left wide open according to orcish custom, to present a ferocious warrior even to death itself.

Nice touch! I'm totally going to borrow that for other games


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

Credit where credit is due -- stole it myself from Star Trek TNG Klingons...


Female Human

Liz is silent for a momment as Astra pays her respects and then follows.


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 when everybody has left I check the body for anything that has worth, the corpse wont use it anymore.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Then I follow the others.

"Shall I check other room first, you wait here." Sneek says.

Happy skipping along Sneek disappears from view using Stealth.

Stealth: 1d20 + 11 ⇒ (4) + 11 = 15 Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Stealth: 1d20 + 11 ⇒ (20) + 11 = 31 Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Stealth: 1d20 + 11 ⇒ (10) + 11 = 21 Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Stealth: 1d20 + 11 ⇒ (15) + 11 = 26 Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Stealth: 1d20 + 11 ⇒ (2) + 11 = 13 Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Female Human

The dice dissaprove of you! ;)


Sneek Perception on half orc:
Most of her clothes and all of her equipment is gone. It looks like someone looted her already.

Everyone moves deeper into the cave through the stalagmite corridor. Except for Sneek, they have to duck a little to avoid hitting the ceiling and the stalactites.

Everyone goes to A4. Sneek goes to A5 to explore ahead?

Everyone except Sneek:
A dark cavern opens up here, its twenty-foot- high ceiling thick with stalactites. A rocky shore overlooks a placid pool and stream, fed by a trickle of water leaking from a narrow fissure to the north. A small garden of toadstools and dark mold grows along the banks.

A small humanoid frog-like creature wearing a leather hood with a bit of writing on the front, turns as you approach and lets out a threatening croak.

Sneek:
A collection of crates, boxes, rubble, and scavenged metal lies heaped in the northwest section of this damp cave. Several strange chalk drawings of twisted, spiny plants, a strange three-legged creature, and emaciated four-armed humanoids mark the walls.

Sneek sees a medium sized female humanoid, emaciated with gray skin, picking through the trash. Every so often, she glances in the direction of the corridor you are hiding in, but she doesn't seem to see you in the gloom. When a loud croak echoes in the cave, she pulls out a dagger and focuses her gaze at the corridor.


Initiative:

Argug's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Astra's Initiative: 1d20 + 0 ⇒ (17) + 0 = 17
Chakos' Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Sneek's Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Elizabeth's Initiative: 1d20 + 5 ⇒ (12) + 5 = 17

Blindheim's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Skulk's Initiative: 1d20 + 6 ⇒ (13) + 6 = 19

Sorted Initiative:

Phase 1
Sneek's Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Argug's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Chakos' Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

Phase 2
Blindheim's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Skulk's Initiative: 1d20 + 6 ⇒ (13) + 6 = 19

Phase 3
Astra's Initiative: 1d20 + 0 ⇒ (17) + 0 = 17
Elizabeth's Initiative: 1d20 + 5 ⇒ (12) + 5 = 17


Female Human

Liz isn't hostile right away, but holds her handds up. Wait! Stop! We are not looking for a fight with you! Liz uses common, hoping it understands.


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 let's out a guttural growl, and charges the creature keeping himself between it and the squishier members of the party.

Abyssal:
Ambush!

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

Sorry about this, but no comprendo common just now


Female Human

Abyssal:
Oh dagnabit! Don't try to kill everything you see!


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:
How are you able to understand me? Are you also touched by the gods?

I enjoy some of the Oracle mechanics and how they can be interpreted, both by the player, and by the character. We'll work through this, and luckily I rolled minimum damage (if it's a hit at all!)


Female Human

Abyssal:
It is a language I can understand.


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 looks at the creature, at Elizabeth, then back at the creature again. He rolls his eyes and sighs at her comment, then simply charges at the creature.

"Don't worry Liz, this ain't gonna kill it. You can talk to it all ya want when it wakes up."

In deference to her request, he compromises, laying a meaty fist into the temple of the creature instead of slashing at it with the axe he still grips in his other hand.

Charging power attacking non-lethal unarmed strike. Flanking with Chakos or Sneek if possible.

Bonus Summary:
Normal unarmed attack: +6. Power Attack: -1. Charging: +2. Flanking +2.

Normal Damage: 1d6+5. Power Attack: +2.

Nonlethal at-will brawler ability with unarmed strikes.

Attack: 1d20 + 9 ⇒ (4) + 9 = 13 (Drop 2 from attack if flank not possible)
Damage: 1d6 + 7 ⇒ (4) + 7 = 11 (Nonlethal)


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

Astra will be moving closer to the blindheim, though not to melee range yet. Thinking 10-15' from it for now. She'll also make sure her weapon is drawn, and will try to make a Knowledge roll to identify the creature.

Knowledge (arcana): 1d20 + 6 ⇒ (11) + 6 = 17


The blindheim doesn't seem to react to Elizabeth's call.

Chakos' swings and misses the blindheim. Its white eyes flash as it sticks out a pustule covered tongue.

The frog-thing doesn't flinch when Argug swings his fist at it. Ducking under the blow at the last possible moment, the frog creature licks Argug's arm.

Will wait a little for Sneek.

Astra's Arcana:
You may ask two questions. Blindheims usually live in watery environments like swamps, rivers, lakes. They eat fungi, rodents and other underground creatures.


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

1) How intelligent is it? Is it sentient, or more animal-like?

2a) If sentient, what is its typical alignment?

2b) If animal-like, does it have any particularly dangerous attacks?


Astra Picard wrote:

1) How intelligent is it? Is it sentient, or more animal-like?

2a) If sentient, what is its typical alignment?

2b) If animal-like, does it have any particularly dangerous attacks?

Astra Arcana:
The blindheim is not very intelligent. It is an animal. Its eyes can emit bright light, enough to blind one temporarily. This ability is not by itself dangerous, but could be dangerous when paired with other dangers.
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