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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Chakos does not detect any magic coming from the halfling bodies. Also all their visible possessions seem to have already been looted. They still have their clothes on, but no weapons, armor or other equipment.

Astra Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Astra's Perception:
Astra notices something hard and rock sized in the tunic of one of the halfling's, but can't locate it exactly.

Going forward, the path branches at A5 to the Southwest A6 and Southeast A7. You can also return to town, if you need to rest.


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

Astra keeps examining until she can ferret out whatever she found, using her dagger to make an incision in the cloth if necessary.

What would be an appropriate roll to estimate how much time has passed? Or is that something we can estimate to a reasonable degree of accuracy without a check?


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 was there more to this treatise on spores, mold, and fungi, or was that it?"


Female Human

Let us at least bring their bodies near the pool. Liz will do so and then point off to A^. We might as well head that way. Keep your eyes peeled for that woman.


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 will assist in moving the bodies.


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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)

"If you're interested in the topic", Astra says enthusiastically, eyes brightening, "I could lend you my 4684 edition of Spengler & Ramis." Astra will join Elizabeth in moving the bodies toward the pool. The three halflings, the half eaten thug, and Parda from the stalactite chamber. The halflings are small enough for her to easily carry by herself if necessary, although they are a little gross with all the fungal remnants adorning them, causing her to grimace while carrying them.


Female Human

If you would happen to have an early edition of Azlant Construct Building, I would be very happy.


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

"I'll have to check when I get home... For now, let's get back on track. What was this woman you mentioned, anyway?"


Female Human

Sneek said he was attacked and she ran off.


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

Spengler & Ramis! Haha, so you're channeling Spengler? I figured Stantz. Doing great though, keep it coming.

"is there a condensed version?"


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 snickers a little at Chakos's comment about Astra's state of solitude, and then starts to gather up the bodies to take back to the pool, carrying a good handful of halflings at once. "Whatever. We can toss these folk all in a pile near the exit, but we still haven't found the wizard, so I say we keep lookin'."


You move towards the area where the woman ran, and stand above the room.

The temperature drops noticeably in this passageway, and a rime of white frost lines the walls and floor leading into the cavern beyond. What seems to be a light layer of brown dust carpets the cave floor beyond-a body of some sort sits slumped against the eastern wall.

The cold cavern is down a ten foot ledge and requires a climb check DC10.

Astra Dungeon: 1d20 + 10 ⇒ (5) + 10 = 15
Sneek Survival: 1d20 + 1 ⇒ (5) + 1 = 6

Astra Dungeon:
Brown Mold. Does nonlethal cold damage, which cannot kill but leads to unconsciousness. Then death from starvation. Fire makes it grow.

Sneek Survival:
He does not know what the brown stuff on the cavern floor is. Maybe animal waste or fungus.

The body is difficult to see from atop the ledge. You need to get closer to examine it.

Sneek can tell that it was not the gray woman.


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

"Everyone stop. Right now. Don't use any torches, or anything that produces heat", Astra stops dead in her tracks, holding her arms to the sides to block the passage from anybody who might be behind her in the marching order. "Give me a moment." She glances around just to make sure that anybody wasn't using a torch or a heat source. Then, she takes a few steps forward, to place herself at the front of the formation if she wasn't there already, and crouches down to study the layers of frost and brown dust, making sure not to actually touch any of it. "Rhizopus thermophagus. Brown mold. Even going near it will freeze you to death. Heat sources will make it grow explosively." She glances toward the body slumped against the eastern wall. "I'm not sure I'd chance it."

Does it look like the entire path to the body is coated in brown mold?


The brown mold itself is easy to avoid. However, you know that getting within five feet of the mold causes nonlethal cold damage.

You believe that you can get close enough to the body to look, but maybe not touch it.


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

"Sneek, with your murine heritage I'm guessing you're probably more agile than I am. Would you care to try to sneak past all the brown mold and examine the corpse?" It's not entirely clear whether she's just being realistic and prudent about her own abilities, sending someone else in -- or just a coward. "If you can, you could try pulling it out so I can get a better look at 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

"Will cold hurt it, or acid?"


Astra's knowledge:
Astra knows that cold can kill the mold. (Which is kind of counter intuitive, but whatever... It technically absorbs heat. So, yeah, that makes sense.)


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 assist Argug in moving bodies. While moving them, he grunts and growls a bit.

Orcish:
"Is it just me, or are these two smarter than most women? I find it intimidating."


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

"I know that at least cold will hurt it. I don't recall any studies on reactivity to acid."


Female Human

I don't have any magic that will freeze it so we should not touch a thing until we can deal with the mold.


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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

”Ok.” Sneek tries to sneak past the brown mold and examines the body without touching it or the mold."Don't understand you Astra sometimes."

Stealth: 1d20 + 12 ⇒ (15) + 12 = 27 Perception: 1d20 + 7 ⇒ (5) + 7 = 12

If he can’t find anything he will pull the body away out of or away from the mold. “Sneek sick from water, need rest after this.”


Sneek Climb: 1d20 + 5 ⇒ (11) + 5 = 16

Sneek climbs down the ledge, maneuvers past the mold, and reaches the body. It is very cold in this cave. He feels his body stiffen slightly.

Sneek sees:
Strange ribbons and filaments of rust colored fibers are on the body's spine, throat and chin.

Sneek Dungeon: 1d20 + 0 ⇒ (13) + 0 = 13

Sneek Dungeon:
Sneek hasn't seen the strange ribbons before.

Being extra careful he wraps his small winter blanket around the body and pulls it closer to the bottom of the ledge.

Sneek Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Sneek Perception:
The body belongs to Gerrol Sonder, a rogue from Khonnir's party. You saw him around Khonnir's tavern a lot, interested in thieving technology. He is wearing a masterwork chain shirt, masterwork thieves' tools, masterwork crossbow with 5 bolts, empty vials and 75 gp in a small pouch by his belt.


Those at the top of the ledge can see the body, once Sneek pulls it closer.

Perception 12:
There are strange ribbons and rust colored filaments along the spine, neck and throat of the body.

Local 10:
The body belongs to Gerrol Sonder, a rogue of Khonnir's expedition. He was interested in thievery technology, especially.


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

Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Knowledge (local): 1d20 + 10 ⇒ (14) + 10 = 24

Once Sneek brings the body to the edge of the cavern, Astra will try to help out with hauling it to the ledge. After the body is on the ledge, she will once again try to CSI, examining the body closely for what might have killed it.

Heal: 1d20 + 10 ⇒ (8) + 10 = 18


Female Human

Enhance! Focus!

Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Know-Local: 1d20 + 4 ⇒ (14) + 4 = 18

Blessed Brigh! Gerrol Sonder, I remember seeing him around town looking for technology. What could have killed all these people so easily?


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

Perception: 1d20 + 0 ⇒ (7) + 0 = 7

"I attribute it to carelessness. How many are we still missing?"


After pulling him up you all easily see the rust colored ribbons on his flesh.

Astra's Heal:
He has short-bladed stab wounds, but the cause of death was the infection chilling his body and weakening him. Unconscious, he perished from starvation and thirst.

Dungeoneering 16:
The ribbons and rusty filaments is an infestation known as Russet Mold. However, the coldness in the cave has slowed down its effects, and this particular case is not infectious. After some period of time (estimate 3 days for this body currently), the body will transform into a vegepygmy.

Russet mold can be killed using acid, alcohol, continual flame (spell) or remove disease (spell).

Gerrol's body has a masterwork chain shirt, masterwork thieves' tools, masterwork hand crossbow, 5 bolts, empty vials, and 75 gp.

Local 12:
Gerrol was going to marry Emilia Otterbie, a wealthy weaponsmith's daughter. She would probably want his body back.


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

"What's the word there Doc?"


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

Knowledge (dungeoneering): 1d20 + 10 ⇒ (6) + 10 = 16

"Gerrol is infected with a different variety of mold. This one transforms infected people into plant creatures called vegepygmies. He's seen combat, but survived it. Instead, he was killed and preserved in this state by the cold of the brown mold. I estimate two to four days until Gerrol's transformation is complete if he is removed from the cold of this cavern. Fortunately enough, the infection is treatable with means both magical and mundane. We just need to get him out of here to that end. I am certain that his fiancée Emilia would be very grateful -- financially -- to have some closure."

"As for how many are still missing, we haven't seen hide nor hair of the faithful of Brigh. And other than this unfortunate fellow, the entirety of Khonnir's expedition is unaccounted for as well."


Female Human

We best get it dealt with before returning the body to her or else she will get a horrible surprise. Liz's eyebrow twitches at Astra's hope of money for returning the body. Good deeds are their own reward.


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

Astra shrugs her shoulders. "To some of us. But Argug is an orc and you know how *they* are."


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

Vegepygmies? Really? Barrier Peaks all over again? Well played Paizo, well played!

"So how do we treat this body, and what are these vegepygmies you speak of?"

"Good deeds are their own reward, but payment for services rendered is not dishonorable either. Can anyone use this gear while we complete our mission?"

Grunts

Orcish:
"Pay no attention to the human, you know how racist their sort can be."[/b]


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

Knowledge (nature): 1d20 + 10 ⇒ (17) + 10 = 27

How much may I share about vegepygmies? :) DR/immunities?

"A cleric may be able to treat the russet mold infection magically, so that should probably be our first stop. Failing that, alcohol kills russet mold on contact, so immersing him in a large barrel of whiskey would probably permeate his tissues to a sufficient degree. Knowing him from around town, I have to say he would probably also have enjoyed the idea of being pickled in whiskey." As to the question about Gerrol's items, she does not speak up about any of them, leaving them to the others.

"Vegepygmies -- Ambulatoris pygmae -- are small, roughly halfling-sized humanoids that are classified as fungi in the Tree of Life due to their peculiar physiological makeup. Though humanoid in shape, their metabolism and indeed the totality of their bodily functions is more akin to a mushroom than a human. They are closely related to russet mold which some consider to be their reproductive system, strangely separated from their bodies. It's a fascinating phenomenon to be sure, as I can't off-hand think of another organism that propagates itself in a similar manner. I believe some have theorized that the vegepygmies' reproductive system actually evolved over time to first be on their outer surface of their bodies, then eventually detached, like an egg, to become known as russet mold. Personally I am dubious of that hypothesis. I find myself more persuaded by the vegepygmies and russet mold having been separate organisms to start with, but who over time evolved a symbiotic relationship, as a result of which, whatever propagation method the vegepygmies used to have must have atrophied..." She may never get around to actually giving any useful information unless someone prods her a little.


Astra Nature:
Astra has read that vegepygmies are created from a body being infected with russet mold. They use their old bones as a weapon, typically as a spear. Immune to electricity, have plant traits, and have some resistance to slashing and bludgeoning weapons. This is what she can pull from the top of her head.


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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 glares at Astra for her comment, then shakes his head. "If you don't want to get paid, that's fine. More for those of us who do." He looks over the chain shirt, then starts to remove it from the body. "Hmmm. Yes, this will do nicely..."

If nobody objects, I'll take the mw chain shirt. It's pretty much the best AC item I'll be able to get until magic stuff.


Female Human

Help yourself, I will mark the list


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

I believe it's the other way around. At least typically, slashing and bludgeoning weapons get *through* their DR?


Female Human

So another to take to the entrance and then we have just the passage we passed over. Liz helps with the body.


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

Astra will take the other end of Gerrol's body, helping Elizabeth get it over to the entrance pool, then returns back to the rest of the group. Now, I believe there's only one unexplored direction to go in?


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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

In the middle of Astra's soliloquy on molds and vegepygmies Chakos slaps himself on the forehead and whispers, "what was I thinking?". Then he hears something that interests him, "wait! how do we kill them again?"


Yeah, you're right. Piercing is mitigated by their resistance.


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

"...well, you wouldn't want to use piercing weapons like arrows or rapiers, they don't really have vital organs in the way we think of them...you'd want to either use a slashing weapon like a sword to cut them to pieces, or sheer blunt force trauma. Oh, and I think lightning is also something that doesn't do much to them..."


Female Human

I have a club and can cast a spell that sends a magical arrow at targets. Argug's big axe looks like it will be very effective.


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

Holding out his axe Chakos asks, "this will work, right?"


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

"Indubitably."


After leaving Gerrol's body at the entrance, you head back to the crate room and then down the Southeast corridor overlooking a large cavern.

The ceiling of this vast chamber rises nearly thirty feet overhead.
A five-foot-wide ledge runs along the western wall, sloping down to the cave floor ten feet below. Four ramshackle huts made of what appear to be strips of metal, hides, and some sort of fibrous plant matter sit in the cave, while to the south yawns a dark pit.

Far to the east, barely illuminated, is a strange metal wall.

DC10 to climb down the 10 foot ledge.


Female Human

Liz loads a crossbow bolt. I'll keep watch while some of us go down the ledge.


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

Climb: 1d20 - 2 ⇒ (5) - 2 = 3

Chakos attempts to climb down.


Chakos loses his footing as he attempts to climb. He falls on his back on top of the rough cavern floor with a thud.

Falling Chakos: 1d6 ⇒ 6

Ouch.


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

Seeing Chakos fall like that, Argug winces, then -carefully- climbs down.

Take 10 on climb. 15. (No A/C penalty thanks to MW quality and Armor Expert. Come to think of it, shouldn't have had one before, thanks to Armor Expert. Gotta remember all these mods...)

He helps Chakos up to his feet. "Yeesh, man, that was a heck of a fall."

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