Demonmoose's Iron Gods AP Green (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods AP campaign.

Jevik's Farm

Under Well

Choking Tower 1


201 to 250 of 791 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Well, the new recruits have some options. If you are ready I can throw you the game. Or you can roleplay with each other while you wait, or just wait patiently.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

I have no problem with any option, but I don't want to jump in immediately with no reason and have our entrance be meaningless.


Male Dhamphir Bloodrager (deceased)

I have what I think is an interesting way of introducing Čemifobbar to the rest of the group as a whole. Like Tessara, I think it would be best to find an appropriate spot to meet the group, as a whole.


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

I'm easy so either will work for me.


I suppose the three of you meeting somewhere outside of Torch and then encountering something, might be better/more fun to roleplay. Sounds good?

The three of you may post that in this discussion forum while we wait for the rest of green team to finish their mission (or fail).


Male Dhamphir Bloodrager (deceased)

Sounds good to me!

I had a quick look at the ISWG. Torch sounds like an interesting starting point.


Female Suli Fighter 6/ Slayer 1 | Hp 36/72 | AC 18 F16 T12 | Fort +10 Ref +8 Will +6(+2 vs fear) | Init +2 | Per +6

So, I think we're waiting for Nortmog and the enemies to go...


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Tessara, Cemifobbar, and Kharmell are all casters and have spent time wandering Numeria. Each also has a bit of an outsider feel to them and they became friends not only because of their similarities but also because they were all so different from everyone else.


Male Dhamphir Bloodrager (deceased)

At almost six and a half feet, Čemifobbar is statuesque. He's unusually fast and graceful despite the ample weight of his armour and weapons. His is clearly a dhampir: deathly white skin, ivory irises, and long jet black hair that glistens like obsidian. The culmination of his bizarre appearance is that he casts no shadow whatsoever.

Except for the hairdo, Čemifobbar looks pretty much like the avatar I'm using. Noticing his lack of a shadow takes a DC 15 Wisdom check under normal circumstances.

Despite his daunting appearance, Čemifobbar is both charming and amiable, and had no trouble getting along with Kharmell and Tess. Besides, it wasn't often he met anyone else who is young and robust at well over over one-hundred years of age.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

I literally cannot keep myself from calling you "Carmel".

In an effort to keep things organized and not swamp the current players/DM with lots of talk in their discussion thread, I recommend we spoiler our pre-game roleplaying.

The New Trio:
Tess was enjoying her morning tea after a long rest from her trip when the inn got unusually busy and she was shunted to a table with a few other outcasts. The dhampir gave her chills upon seeing him, but he was one of the friendliest people she's met in the town so far.

Wisdom: 1d20 ⇒ 1 Yup.

The android was an interesting one, as she had never actually met one before. He actually got along with him very well with their shared logical and pragmatic way of looking at things.

"So what brought you into this town?"


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Actually I was going more for Caramel. Thank you for pointing that out to me.

The New Trio:
"It offered a bit of peace from the Technix. The android always seems to be in conflict in with the Technic League. "It also gives me a place to research and practice."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
"Technix?" Tess inquires.


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

I figure there's an insulting way to referrence the Technic League and its members. That's what I came up with on the spur of the moment.

Trio:
"The Technic League and its members."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
I know. Tess has never run into them.

"They sound interesting, what do they do?"


Male Dhamphir Bloodrager (deceased)

Trio:

"I too know nothing of this 'Technix League'."

Looking around, at the rest of the crowd, Čemifobbar says: "Everyone is leery because we are 'unnatural'. I myself was raised in a Kellid tribe. Truly! I was finally exiled after my youngest niece had died of old age in her seventies, but I was over ninety and still a youth. The first time I met another dhampir was in Ulustav."

Looking startled, coming out of a daydream, Čemifobbar turns to Kharamell: "Forgive my lapse in manners, Kharamell. Please do tell us about the Technix League. I'm sure it must be more interesting than the Kellid tribe I grew up in."

I guess this is kind of like a friendly chat in a pub sort of thing.


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
"There's nothing to tell, other than they are manipulative and corrupt. They still the efforts of others to enrich themselves. I do not recall ever having a pleasant interaction with them. I suppose that it could happen, but I do not hold out any hope of it."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Tess frowns. "That's a shame. With their name you'd think they were about progress."

Your villains are sassy DM.


It's more fun defeating "sassy" villains, more than quiet or powerful ones.


Male Dhamphir Bloodrager (deceased)

Trio:

Čemifobbar sighs and smiles. "It looks like two of us have been forsaken one way or the other in the past. How about you, Tessara? What of you? Have you too been discarded somehow?"

Villains are fun if they've got attitude. The shining example of that is James Moriarty in the new BBC "Sherlock" series. Love that show!


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Tess suddenly becomes inwardly drawn, hunching down around her drink. "No."


Male Dhamphir Bloodrager (deceased)

Trio:

Čemifobbar purses his lips in a sight frown. "I apologize, Tessara. I unwittingly reminded you of a personal catastrophe. If it helps, you may call me Tajkek, my Hallit name. Or even my old nickname, Iron Tongue. I dislike both. They remind me of everyone I knew and loved who died from disease or old age when I suffered neither. Trifles compared to what you must have suffered. I can also offer you the services of my sword, should the need arise. And you too, of course, Kharamell, since we three are strangers in place that doesn't much care for strangers!"


Male Dhamphir Bloodrager (deceased)

The opposition in the gameplay part looks interesting!

Hope my dialogue isn't too melodramatic or sappy. Just trying to play him as having natural elegance and diplomatic "charm and smarm" sort of thing.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
"No, it's fine. I'd just rather not talk about it."

Grand Lodge

Yeah. I've been reading the gameplay and the weapons the foes are using are totally thematic.


Male Dhamphir Bloodrager (deceased)

Trio:

"Fair enough, Tessara. Still, do either of you know what we can do next? I'm sure there are fights to be found around here that can test my mettle! You two must be better at magic than I am, I'm sure of it!"


Male Dhamphir Bloodrager (deceased)

I think my character's tactics will be relatively simple. I hit them and they fall down. Easy! Easy-Peasy!


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
"I am positive that you are quite adept with your chosen methods. You have traveled too far not to be capable of taking care of yourself in a conflict."


Trio:

One of the patrons, a shady looking nobleman with dark hair, says quite loudly, "Aye, we had some trouble heading here from the River Kingdoms. Our carriage got stuck in some mud, and soon as we tried to pull it out, these undead monsters with metal fused to their bodies rose from the ground. Had to leave our carriage there, and we ran for our lives. The town watch wouldn't go to recover our goods no matter how much we paid."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Tess's ears flick at the nobleman.

Sense Motive: 1d20 ⇒ 17


Male Dhamphir Bloodrager (deceased)

Trio:

Čemifobbar nods in acknowledgement to the nobleman. "Truly? As luck would have it, I myself have … modest … experience with undead." Stopping long enough for a mischievous wink, he continues: "… we might be able to lend a hand. All I ask is your terms, and the location of your stranded valuables. In private, of course. Also, if you can recall, anything you remember about the creatures that set upon you and how many there were."

diplomacy: 1d20 + 11 ⇒ (18) + 11 = 29
Smarm and charm; being reassuring, and trying to get the best pay packet sort of thing. I think I can safely say that particular roll works in our favour!

knowledge (local): 1d20 + 5 ⇒ (17) + 5 = 22
If needed, to figure out any directions buddy provides to his stranded goodies

Čemifobbar, noticing Tessara's piqued interest, leans over slightly to her and whispers: "Does he seem sincere? You doubtless know better than I."


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
Know: Religion 1d20 + 8 ⇒ (11) + 8 = 19 to know about the undead. I have at least +8 in all the knowledge skills in case that is not the right one.
Survival 1d20 + 3 ⇒ (18) + 3 = 21 to know about the area of the attack. If knowledge: geography is more appropriate, my bonus is +9.

Kharmell listens and considers the best way to take care of the situation if they decide to help the nobleman.


When you turn around and look at the nobleman, you notice that he is very drunk, likely from the loss of his valuables. You believe he is telling the truth. He does not add anything in private, instead speaking in an even louder voice.

"You're going to help me? Get my stuff from my carriage. Its directly south from here on the road, you can't miss it. I'll give you some GOLD if you do this for me." He lays his head on the table and seems to have fallen asleep.

Kharamell:
You haven't heard of any such undead. Though you have heard of androids somehow becoming undead or disfigured in their creation processes. You also believe you can find this location easily as it is likely on the only road south to the River Kingdoms.


Male Dhamphir Bloodrager (deceased)

Trio:

Čemifobbar sighs. "Well, at least this, er, gentleman has enough gold for an abundance of drink! Hopefully enough to pay us for our efforts too. Tessara? Kharamell? Do the two of you think it's worth a look? Everyone else for miles around must have heard his rather uncomplicated directions just now. We should probably make haste. Someone else in need of coin might want to look for for that cart as well."


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
"I believe it deserves inspection. The unusual nature of the alleged undead intrigues me."


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Tess balks at the two so eagerly willing to strike out as a group. Oh well, what's there to lose? "Sure, I'm game."


Trio:

You head to the south about half a mile away from Torch. you see the carriage stuck in some mud along the side of the road, having veered slightly off track. There seem to be bundled objects wrapped in bright colored cloth inside.


Male Dhamphir Bloodrager (deceased)

Trio:

Čemifobbar motions Kharamell and Tessara to stop for a moment, and then casts Phantom Blood on himself. When Tessara and Kharamell indicate they're both ready, he will proceed cautiously. There WILL be trouble soon enough.

perception: 1d20 + 8 ⇒ (4) + 8 = 12
initiative: 1d20 + 4 ⇒ (18) + 4 = 22

Čemifobbar will use his bow first, if has the time. When they are too close for that, he'll draw his Falchion, then go into a bloodrage and charge the first enemy close enough for it. If an enemy does get a critical hit on Čemifobbar, he will use his only other spell slot to cast Windy Escape to deal with that.

First shot with long bow, and damage:
composite long bow: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 4 ⇒ (6) + 4 = 10
OR charging in while bloodraging:
falchion: 1d20 + 12 ⇒ (11) + 12 = 232d4 + 15 ⇒ (3, 1) + 15 = 19
I think I've got the math right for those


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
We need to make sure we have some rope before leaving town. "Hopefully, the wheels are still in working order. We might be able to bring the entire load back." Kharamell hopes to be able to use Levitate in conjunction with Cemifobbar's strength to get the carriage unstuck.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Woah there jumpy, we haven't even seen anything.

Tess holds up a hand to signal the boys to hold on. She takes out her bow, creeping around the area.

Stealth: 1d20 + 11 ⇒ (10) + 11 = 21 +1 in hilly/rocky areas
Perception: 1d20 + 8 ⇒ (17) + 8 = 25 +3 in dim light

Casting detect magic. Hopefully the undead will show up as necromancy spells.


Cemifobbar sees disturbed mud surrounding the carriage.

Tessara sneaks around and can sense necromancy around the carriage, maybe in the mud. There does not seem to be any magic in the carriage.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Tess focuses and tries to pinpoint the necromancy spells.

Spellcrafts: 1d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (17) + 7 = 241d20 + 7 ⇒ (19) + 7 = 26

Feel free to roll more if you need them.


Male Dhamphir Bloodrager (deceased)

Trio:

@GM Demonmoose: sorry if this is slightly long-winded. Just wanted to cover all the bases to save you a bit of time, hopefully.

Čemifobbar will set down his backpack and continue to move in cautiously, with his bow ready, ready to shoot any enemy approaching. If nothing has happened when he's within 40 feet of the churned up earth, he will pause to put his bow aside and draw his falchion and then proceed.

perception: 1d20 + 8 ⇒ (7) + 8 = 15
initiative: 1d20 + 4 ⇒ (18) + 4 = 22

Same basic tactics. Bow shots first, time allowing. If Tessara should hit an enemy with her bow, Čemifobbar will try shooting that target as well. Once enemies are close enough for melee, Čemifobbar will draw his Falchion, bloodrage, and charge any enemy he can while avoiding AoO. I'll find out soon enough if androids (if that's what we're facing) are staggered for two rounds by his Frightful Charger bloodrage power. Feel free to enter the combat rolls for Čemifobbar.

I hope I have the math right. He should be +7 to hit with the MW composite long bow and +4 to damage with it. For a bloodraging charge, +12 to hit, for bloodraging with other melee attacks, he should be +10 to hit. He will Power Attack, of course, with Furious Focus offsetting the to hit penalty. With a two handed weapon while bloodraging, he should be getting +15 damage. And an extra +1 to hit and damage for the +1 Falchion. He'll switch to the Flail if somehow his is disarmed of his Falchion.

Spells: As before, he will have cast Phantom Blood on himself before proceeding, and will use his Windy Escape spell should he suffer a critical hit.

@Kharamell: Čemifobbar has 50 ft of rope. It's included his Barbarian kit.


Tessara tries to pinpoint the necromantic magic. It seems to be everywhere in the muck beneath and surrounding the carriage.

As Cemifobbar approaches the carriage, six bodies suddenly crawl up from the mud. Each of them seems different in some way, undead humanoids with strange metal drills and metal jaws. One of them has a smaller mechanical arm. One of them has cutting weapons and rotating saws on its chest. The other four have spiked tubes attached to their non drill arm.

Augments:

Augment: 1d11 ⇒ 6
Augment: 1d11 ⇒ 7
Augment: 1d11 ⇒ 7
Augment: 1d11 ⇒ 7
Augment: 1d11 ⇒ 1
Augment: 1d11 ⇒ 7

Initiative:

Cemifobbar is 22.
Tessara: 1d20 + 5 ⇒ (1) + 5 = 6
Kharamell: 1d20 + 3 ⇒ (3) + 3 = 6
Enemy: 1d20 + 5 ⇒ (1) + 5 = 6

Cemifobbar: 1d6 ⇒ 5
Cemifobbar charges the zombie with cutting tools in its chest as it emerges from the swamp and cuts into it with his falchion. He slashes through its head, and it falls back into the muck.

Kharamell is 30 feet away from the carriage. Tessara is 20 feet away. Cemifobbar is 10 feet away and surrounded by six zombie creatures (about 10 feet away from him). It is Kharamell and Tessara's turn.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:

Knowledge: 1d20 + 8 ⇒ (13) + 8 = 21 Arcana, engineering, religion? Not sure which one is appropriate, they all have the same bonuses. I'll post my action after the result of my check. Specifically what kind, if any, damage reduction they have.


Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

Trio:
Kharamell takes aim at an undead android.
Arcane Gun (Musket):
To Hit 1d20 + 5 ⇒ (1) + 5 = 6 To Hurt 1d12 ⇒ 7
Uh oh! The gun misfires. Kharamell winces as he hears the metallic klang!


Tessara:
They are undead, religion works. They are regular zombies but they have strange machines attached to them. You do not believe they have any damage reduction. You are unfamiliar with these kinds of undead, however.


Male Dhamphir Bloodrager (deceased)

Trio:

How does that augment thing work? I'm not familiar with that one

Anyway; one down, five to go!

Just a head's up. If Čemifobbar gets surrounded, he'll use one of his Svetocher Obscuring Mists for the day to muddle them up. Then he'll go forward (!) diagonally out of the mist and then try to charge the nearest Zombie still outside the mist. If they're all inside the mist at that point, he'll try to get within five feet of the the nearest one, and try to hit it, despite the miss chance.


The Rust Risen have a random augmentation to them. It makes them different from each other. Higher CR Rust Risen have more augmentations.


Female Elf Fighter 1/Wizard 5/Eldritch Knight 1

Trio:
Tess takes out two arrows, firing them in rapid succession at the closest enemy.

Attacks: 1d20 + 7 ⇒ (13) + 7 = 201d20 + 7 ⇒ (2) + 7 = 9
Damages: 1d8 + 3 ⇒ (6) + 3 = 91d8 + 3 ⇒ (8) + 3 = 11


Male Dhamphir Bloodrager (deceased)

Trio:

@Kharamell: They can't all work. I'm sure the next one will do well!

@GM Demonmoose; got it! Thanks.

@Tessara: Good show!

201 to 250 of 791 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Demonmoose's Iron Gods AP Green Discussion All Messageboards

Want to post a reply? Sign in.